code stringlengths 1 1.72M | language stringclasses 1 value |
|---|---|
#! /usr/bin/env python
from bs4 import BeautifulSoup
import re
import sys
import os
filename=sys.argv[1]
soup = BeautifulSoup(open(filename))
tag = soup.find('td',{ 'class': 'champion_render'})
m = re.search("/(\d+).jpg",tag.img.attrs['src'])
#print "[%s]" % (m.group(1))
champid=m.group(1)
tag = soup.find('h2')
temp = []
for i in tag.find_all('span'):
temp.append(i.string)
#print "name =",temp[0]
#print "title =",temp[1]
champname = temp[0]
champtitle = temp[1]
print "class Champ_%s:" % (champid)
print " def __init__(self):"
print " self.ID=%s" % (champid)
print " self.Name=\"%s\"" % (champname)
print " self.Title=\"%s\"" % (champtitle)
print " self.Icon=\"%s.jpg\"" % (champid)
print " self.Level=1"
print " self.Build={'1':False,'2':False,'3':False,'4':False,'5':False,'6':False}"
for tag in soup.find_all(True):
if tag.name == "table":
if tag['class'][0] == "stats_table":
for tr in tag.find_all('tr'):
msg=""
for td in tr.find_all('td'):
if td['class'][0] == "stats_modifier":
if td.span == None:
pass
else:
m = re.search('\+([^ ]+)\s+',str(td.span))
if len(m.group()) == 0:
print "oasch"
else:
#print m.group(0
msg +=str(m.group(1)) +","
else:
msg +=str(td.string) + ","
chunk = msg.split(',')
chunk[0]=re.sub(' ','_',chunk[0])
if len(chunk) == 3:
if chunk[0] == "Move_Speed":
chunk[0] = "Movement_Speed"
if chunk[0] == "Spell_Block":
chunk[0] = "Magic_Resist"
print " self.Base%s=%s" % (chunk[0],chunk[1])
print " self.%s=0" % (chunk[0])
else:
if chunk[0] == "Health_Regen" or chunk[0] == "Mana_Regen":
print " self.Base%s_per_5_seconds=%s\n self.Base%s_delta = %s\n self.%s_per_5_seconds=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
elif chunk[0] == "Damage":
print " self.BaseAttack_Damage=%s\n self.BaseAttack_Damage_delta=%s\n self.Attack_Damage=0.0" % (chunk[1],chunk[2])
elif chunk[0] == "Spell_Block":
chunk[0] = "Magic_Resist"
print " self.Base%s=%s\n self.Base%s_delta = %s\n self.%s=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
else:
print " self.Base%s=%s\n self.Base%s_delta = %s\n self.%s=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
print " self.BaseAbility_Power=0"
print " self.Ability_Power=0"
print " self.BaseSpell_Vamp=0"
print " self.Spell_Vamp=0"
print " self.BaseAttack_Speed=0"
print " self.Attack_Speed=0"
print " self.BaseLife_Steal=0"
print " self.Life_Steal=0"
print " self.BaseCooldown_Reduction=0"
print " self.Cooldown_Reduction=0"
print """ self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Attack_Speed_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
"""
print " # Skills"
skills = ['Skill_Q','Skill_W','Skill_E','Skill_R','Skill_P']
count = 0
tag = soup.find('table',{'class':'abilities_table'})
#print tag.prettify()
count_skill=1
for tr in tag.find_all('tr'):
# icon = tr.td.img['src']
# print " def %s(self,level):" % (skills[count])
td = tr.find('td',{'class':'ability_detail'})
print " self.%s_Name=\"%s\"" % (skills[count],td.span.string)
print " self.%s_Icon=\"%s-%s.jpg\"" % (skills[count],champid,count_skill)
count_skill += 1
print " self.%s_MaxStack=False" % (skills[count])
print " self.%s_Stack=0" % (skills[count])
print " self.%s_Level=False" % (skills[count])
print " self.%s_has_Passive=False" % (skills[count])
print " self.%s_Cooldown=[]" % (skills[count])
print " self.%s_Cost=[]" % (skills[count])
print " self.%s_Priority=[]" % (skills[count])
count += 1
# print ""
print " self.Custom()"
print " self.CalcStats()"
print """
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
print "Move_Speed_Percentage ", self.Movement_Speed_Percentage
print "Attack_Speed_Percentage ", self.Attack_Speed_Percentage
print "-------- Skills -------"
self.Skill_Q(True)
self.Skill_W(True)
self.Skill_E(True)
self.Skill_R(True)
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
self.CustomCalcStats()
# Percentage Bonuses
self.Movement_Speed = self.Movement_Speed * (1+self.Movement_Speed_Percentage/100)
self.Attack_Damage = self.Attack_Damage * (1+self.Attack_Damage_Percentage/100)
self.Attack_Speed = self.Attack_Speed * (1+self.Attack_Speed_Percentage/100)
self.Mana = self.Mana * (1+self.Mana_Percentage/100)
self.Ability_Power = self.Ability_Power * (1+self.Ability_Power_Percentage/100)
self.Health = self.Health * (1+self.Health_Percentage/100)
self.Power_Percentage=0
self.Health_Percentage=0
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
"""
if os.path.isfile("Custom/%s.py" % (champid)):
FILE=open("Custom/%s.py" % (champid))
for i in FILE.readlines():
print i.rstrip()
FILE.close()
else:
print """
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
"""
#os.system("echo '%s' >> champlist.txt" % (champid))
| Python |
#! /usr/bin/env python
FILE = open('champlist.txt','r')
ChampIndex=[]
for i in FILE.readlines():
i = i.rsplit()
ChampIndex.append(i[0])
FILE.close()
print """
class Champs():
def __init__(self,parent):
self.parent=parent
self.CHAMPS={}
self.InitChamps()"""
string ="['"
for i in ChampIndex:
string += i + "','"
string=string[:-2] + "]"
print " self.ChampIndex=%s" % (string)
print " self.CreateLists()"
print """
def InitChamps(self):"""
for i in ChampIndex:
print " self.CHAMPS['%s']=Champ_%s()" % (i,i)
print """
def GetChamp(self,champid):
return self.CHAMPS[str(champid)]
def GetChampCopy(self,champid):
return copy.deepcopy(self.CHAMPS[str(champid)])
def CreateLists(self):
self.ChampList=[]
self.ChampName2ID={}
for ChampID in self.ChampIndex:
self.ChampList.append(self.CHAMPS[ChampID].Name)
self.ChampName2ID[self.CHAMPS[ChampID].Name]=ChampID
def GetChampList(self):
return sorted(self.ChampList)
def GetChampID(self,name):
return str(self.ChampName2ID[str(name)])
""" | Python |
#! /usr/bin/env python
FILE = open('champlist.txt','r')
ChampIndex=[]
for i in FILE.readlines():
i = i.rsplit()
ChampIndex.append(i[0])
FILE.close()
print """
class Champs():
def __init__(self,parent):
self.parent=parent
self.CHAMPS={}
self.InitChamps()"""
string ="['"
for i in ChampIndex:
string += i + "','"
string=string[:-2] + "]"
print " self.ChampIndex=%s" % (string)
print " self.CreateLists()"
print """
def InitChamps(self):"""
for i in ChampIndex:
print " self.CHAMPS['%s']=Champ_%s()" % (i,i)
print """
def GetChamp(self,champid):
return self.CHAMPS[str(champid)]
def GetChampCopy(self,champid):
return copy.deepcopy(self.CHAMPS[str(champid)])
def CreateLists(self):
self.ChampList=[]
self.ChampName2ID={}
for ChampID in self.ChampIndex:
self.ChampList.append(self.CHAMPS[ChampID].Name)
self.ChampName2ID[self.CHAMPS[ChampID].Name]=ChampID
def GetChampList(self):
return sorted(self.ChampList)
def GetChampID(self,name):
return str(self.ChampName2ID[str(name)])
""" | Python |
#class hurga:
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
bonus=NMYMaxHealth * 0.08
if bonus > (75*self.Skill_Q_Level):
bonus=75*self.Skill_Q_Level
DAMAGE['magical']=self.Attack_Damage + self.Ability_Power*0.6 + 20*self.Skill_Q_MaxStack + bonus
print "Q:", DAMAGE
def Skill_W(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxSack
self.Movement_Speed += 15.0 + 2.0*self.Skill_W_Level
else:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
#print DAMAGE
def Skill_E(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical'] += 25.0 + 25.0*self.Skill_E_Level + self.Ability_Power*0.4 + 25.0 + 50.0*self.Skill_E_Level + self.Ability_Power*0.4
print "E:", DAMAGE
def Skill_R(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Movement_Speed += 10.0 + 10.0*self.Skill_R_Level
def Skill_P(self):
pass
| Python |
#class hurga:
def Custom(self):
self.BaseAttack_Speed=0.690
self.Skill_Q_Level=5
self.Skill_W_Level=5
self.Skill_E_Level=5
self.Skill_R_Level=3
def CustomCalcStats(self):
self.Attack_Speed_Percentage+=3.38*self.Level
self.Attack_Speed = self.BaseAttack_Speed
pass
def Skill_Q(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical']=35 + 45*self.Skill_Q_Level + self.Ability_Power*1.8
print "Q:", DAMAGE
def Skill_W(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Movement_Speed_Percentage+=(6+4*self.Skill_W_Level)*2
else:
self.Movement_Speed_Percentage+=6+4*self.Skill_W_Level
print "W: ",DAMAGE
def Skill_E(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical']=(9*self.Skill_E_Level+self.Ability_Power*1.14)+(6*self.Skill_E_Level+self.Ability_Power*1.14)*4
print "E: ", DAMAGE
def Skill_R(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical']=(200*self.Skill_R_Level)+self.Ability_Power*1.8
print "R: ", DAMAGE
def Skill_P(self):
pass
| Python |
#! /usr/bin/env python
from bs4 import BeautifulSoup
import re
import sys
import os
filename=sys.argv[1]
soup = BeautifulSoup(open(filename))
tag = soup.find('td',{ 'class': 'champion_render'})
m = re.search("/(\d+).jpg",tag.img.attrs['src'])
#print "[%s]" % (m.group(1))
champid=m.group(1)
tag = soup.find('h2')
temp = []
for i in tag.find_all('span'):
temp.append(i.string)
#print "name =",temp[0]
#print "title =",temp[1]
champname = temp[0]
champtitle = temp[1]
print "class Champ_%s:" % (champid)
print " def __init__(self):"
print " self.ID=%s" % (champid)
print " self.Name=\"%s\"" % (champname)
print " self.Title=\"%s\"" % (champtitle)
print " self.Icon=\"%s.jpg\"" % (champid)
print " self.Level=1"
print " self.Build={'1':False,'2':False,'3':False,'4':False,'5':False,'6':False}"
for tag in soup.find_all(True):
if tag.name == "table":
if tag['class'][0] == "stats_table":
for tr in tag.find_all('tr'):
msg=""
for td in tr.find_all('td'):
if td['class'][0] == "stats_modifier":
if td.span == None:
pass
else:
m = re.search('\+([^ ]+)\s+',str(td.span))
if len(m.group()) == 0:
print "oasch"
else:
#print m.group(0
msg +=str(m.group(1)) +","
else:
msg +=str(td.string) + ","
chunk = msg.split(',')
chunk[0]=re.sub(' ','_',chunk[0])
if len(chunk) == 3:
if chunk[0] == "Move_Speed":
chunk[0] = "Movement_Speed"
if chunk[0] == "Spell_Block":
chunk[0] = "Magic_Resist"
print " self.Base%s=%s" % (chunk[0],chunk[1])
print " self.%s=0" % (chunk[0])
else:
if chunk[0] == "Health_Regen" or chunk[0] == "Mana_Regen":
print " self.Base%s_per_5_seconds=%s\n self.Base%s_delta = %s\n self.%s_per_5_seconds=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
elif chunk[0] == "Damage":
print " self.BaseAttack_Damage=%s\n self.BaseAttack_Damage_delta=%s\n self.Attack_Damage=0.0" % (chunk[1],chunk[2])
elif chunk[0] == "Spell_Block":
chunk[0] = "Magic_Resist"
print " self.Base%s=%s\n self.Base%s_delta = %s\n self.%s=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
else:
print " self.Base%s=%s\n self.Base%s_delta = %s\n self.%s=0" % (chunk[0],chunk[1],chunk[0],chunk[2],chunk[0])
print " self.BaseAbility_Power=0"
print " self.Ability_Power=0"
print " self.BaseSpell_Vamp=0"
print " self.Spell_Vamp=0"
print " self.BaseAttack_Speed=0"
print " self.Attack_Speed=0"
print " self.BaseLife_Steal=0"
print " self.Life_Steal=0"
print " self.BaseCooldown_Reduction=0"
print " self.Cooldown_Reduction=0"
print """ self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Attack_Speed_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
"""
print " # Skills"
skills = ['Skill_Q','Skill_W','Skill_E','Skill_R','Skill_P']
count = 0
tag = soup.find('table',{'class':'abilities_table'})
#print tag.prettify()
count_skill=1
for tr in tag.find_all('tr'):
# icon = tr.td.img['src']
# print " def %s(self,level):" % (skills[count])
td = tr.find('td',{'class':'ability_detail'})
print " self.%s_Name=\"%s\"" % (skills[count],td.span.string)
print " self.%s_Icon=\"%s-%s.jpg\"" % (skills[count],champid,count_skill)
count_skill += 1
print " self.%s_MaxStack=False" % (skills[count])
print " self.%s_Stack=0" % (skills[count])
print " self.%s_Level=False" % (skills[count])
print " self.%s_has_Passive=False" % (skills[count])
print " self.%s_Cooldown=[]" % (skills[count])
print " self.%s_Cost=[]" % (skills[count])
print " self.%s_Priority=[]" % (skills[count])
count += 1
# print ""
print " self.Custom()"
print " self.CalcStats()"
print """
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
print "Move_Speed_Percentage ", self.Movement_Speed_Percentage
print "Attack_Speed_Percentage ", self.Attack_Speed_Percentage
print "-------- Skills -------"
self.Skill_Q(True)
self.Skill_W(True)
self.Skill_E(True)
self.Skill_R(True)
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
self.CustomCalcStats()
# Percentage Bonuses
self.Movement_Speed = self.Movement_Speed * (1+self.Movement_Speed_Percentage/100)
self.Attack_Damage = self.Attack_Damage * (1+self.Attack_Damage_Percentage/100)
self.Attack_Speed = self.Attack_Speed * (1+self.Attack_Speed_Percentage/100)
self.Mana = self.Mana * (1+self.Mana_Percentage/100)
self.Ability_Power = self.Ability_Power * (1+self.Ability_Power_Percentage/100)
self.Health = self.Health * (1+self.Health_Percentage/100)
self.Power_Percentage=0
self.Health_Percentage=0
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
"""
if os.path.isfile("Custom/%s.py" % (champid)):
FILE=open("Custom/%s.py" % (champid))
for i in FILE.readlines():
print i.rstrip()
FILE.close()
else:
print """
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
"""
#os.system("echo '%s' >> champlist.txt" % (champid))
| Python |
class Champ_103:
def __init__(self):
self.ID=103
self.Name="Ahri"
self.Title="The 9 Tails Fox"
self.Icon="103.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.25
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Orb of Deception"
self.Skill_Q_Icon="103-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Fox-Fire"
self.Skill_W_Icon="103-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Charm"
self.Skill_E_Icon="103-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Spirit Rush"
self.Skill_R_Icon="103-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Essence Theft"
self.Skill_P_Icon="103-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_84:
def __init__(self):
self.ID=84
self.Name="Akali"
self.Title="The Fist of Shadow"
self.Icon="84.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=445
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mark of the Assassin"
self.Skill_Q_Icon="84-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Twilight Shroud"
self.Skill_W_Icon="84-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Crescent Slash"
self.Skill_E_Icon="84-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Shadow Dance"
self.Skill_R_Icon="84-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Twin Disciplines"
self.Skill_P_Icon="84-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_12:
def __init__(self):
self.ID=12
self.Name="Alistar"
self.Title="The Minotaur"
self.Icon="12.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.03
self.BaseAttack_Damage_delta=3.62
self.Attack_Damage=0.0
self.BaseHealth=442
self.BaseHealth_delta = 102
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Pulverize"
self.Skill_Q_Icon="12-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Headbutt"
self.Skill_W_Icon="12-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Triumphant Roar"
self.Skill_E_Icon="12-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Unbreakable Will"
self.Skill_R_Icon="12-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Trample"
self.Skill_P_Icon="12-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_32:
def __init__(self):
self.ID=32
self.Name="Amumu"
self.Title="The Sad Mummy"
self.Icon="32.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3.8
self.Attack_Damage=0.0
self.BaseHealth=472
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.525
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bandage Toss"
self.Skill_Q_Icon="32-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Despair"
self.Skill_W_Icon="32-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tantrum"
self.Skill_E_Icon="32-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Curse of the Sad Mummy"
self.Skill_R_Icon="32-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Cursed Touch"
self.Skill_P_Icon="32-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_34:
def __init__(self):
self.ID=34
self.Name="Anivia"
self.Title="The Cryophoenix"
self.Icon="34.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 70
self.Health=0
self.BaseMana=257
self.BaseMana_delta = 53
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=10.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Flash Frost"
self.Skill_Q_Icon="34-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crystallize"
self.Skill_W_Icon="34-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Frostbite"
self.Skill_E_Icon="34-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Glacial Storm"
self.Skill_R_Icon="34-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Rebirth"
self.Skill_P_Icon="34-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_1:
def __init__(self):
self.ID=1
self.Name="Annie"
self.Title="The Dark Child"
self.Icon="1.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=384
self.BaseHealth_delta = 76
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=8.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Disintegrate"
self.Skill_Q_Icon="1-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Incinerate"
self.Skill_W_Icon="1-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Molten Shield"
self.Skill_E_Icon="1-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Summon: Tibbers"
self.Skill_R_Icon="1-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Pyromania"
self.Skill_P_Icon="1-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_22:
def __init__(self):
self.ID=22
self.Name="Ashe"
self.Title="The Frost Archer"
self.Icon="22.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.3
self.BaseAttack_Damage_delta=2.85
self.Attack_Damage=0.0
self.BaseHealth=395
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=173
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=11.5
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Frost Shot"
self.Skill_Q_Icon="22-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Volley"
self.Skill_W_Icon="22-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hawkshot"
self.Skill_E_Icon="22-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Enchanted Crystal Arrow"
self.Skill_R_Icon="22-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Focus"
self.Skill_P_Icon="22-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_53:
def __init__(self):
self.ID=53
self.Name="Blitzcrank"
self.Title="The Great Steam Golem"
self.Icon="53.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.66
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=468
self.BaseHealth_delta = 100
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=14.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rocket Grab"
self.Skill_Q_Icon="53-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Overdrive"
self.Skill_W_Icon="53-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Power Fist"
self.Skill_E_Icon="53-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Static Field"
self.Skill_R_Icon="53-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mana Barrier"
self.Skill_P_Icon="53-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_63:
def __init__(self):
self.ID=63
self.Name="Brand"
self.Title="The Burning Vengeance"
self.Icon="63.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 76
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sear"
self.Skill_Q_Icon="63-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Pillar of Flame"
self.Skill_W_Icon="63-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Conflagration"
self.Skill_E_Icon="63-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Pyroclasm"
self.Skill_R_Icon="63-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Blaze"
self.Skill_P_Icon="63-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_51:
def __init__(self):
self.ID=51
self.Name="Caitlyn"
self.Title="The Sheriff of Piltover"
self.Icon="51.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=13
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.75
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Piltover Peacemaker"
self.Skill_Q_Icon="51-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Yordle Snap Trap"
self.Skill_W_Icon="51-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="90 Caliber Net"
self.Skill_E_Icon="51-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ace in the Hole"
self.Skill_R_Icon="51-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Headshot"
self.Skill_P_Icon="51-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_69:
def __init__(self):
self.ID=69
self.Name="Cassiopeia"
self.Title="The Serpent's Embrace"
self.Icon="69.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.85
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.75
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Noxious Blast"
self.Skill_Q_Icon="69-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Miasma"
self.Skill_W_Icon="69-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Twin Fang"
self.Skill_E_Icon="69-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Petrifying Gaze"
self.Skill_R_Icon="69-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Deadly Cadence"
self.Skill_P_Icon="69-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_31:
def __init__(self):
self.ID=31
self.Name="Cho'Gath"
self.Title="The Terror of the Void"
self.Icon="31.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=4.2
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=205
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rupture"
self.Skill_Q_Icon="31-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Feral Scream"
self.Skill_W_Icon="31-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Vorpal Spikes"
self.Skill_E_Icon="31-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Feast"
self.Skill_R_Icon="31-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Carnivore"
self.Skill_P_Icon="31-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_42:
def __init__(self):
self.ID=42
self.Name="Corki"
self.Title="The Daring Bombardier"
self.Icon="42.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.2
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=375
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=243
self.BaseMana_delta = 37
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=13.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Phosphorus Bomb"
self.Skill_Q_Icon="42-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Valkyrie"
self.Skill_W_Icon="42-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Gatling Gun"
self.Skill_E_Icon="42-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Missile Barrage"
self.Skill_R_Icon="42-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Hextech Shrapnel Shells"
self.Skill_P_Icon="42-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_122:
def __init__(self):
self.ID=122
self.Name="Darius"
self.Title="The Hand of Noxus"
self.Icon="122.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=426
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 37.5
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=20
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8.25
self.BaseHealth_Regen_delta = 0.95
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.35
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decimate"
self.Skill_Q_Icon="122-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crippling Strike"
self.Skill_W_Icon="122-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Apprehend"
self.Skill_E_Icon="122-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Noxian Guillotine"
self.Skill_R_Icon="122-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Hemorrhage"
self.Skill_P_Icon="122-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_36:
def __init__(self):
self.ID=36
self.Name="Dr. Mundo"
self.Title="The Madman of Zaun"
self.Icon="36.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.23
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.5
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Infected Cleaver"
self.Skill_Q_Icon="36-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Burning Agony"
self.Skill_W_Icon="36-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Masochism"
self.Skill_E_Icon="36-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Sadism"
self.Skill_R_Icon="36-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Adrenaline Rush"
self.Skill_P_Icon="36-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_28:
def __init__(self):
self.ID=28
self.Name="Evelynn"
self.Title="The Widowmaker"
self.Icon="28.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=180
self.BaseMana_delta = 42
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hate Spike"
self.Skill_Q_Icon="28-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shadow Walk"
self.Skill_W_Icon="28-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ravage"
self.Skill_E_Icon="28-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Malice and Spite"
self.Skill_R_Icon="28-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Determined Killer"
self.Skill_P_Icon="28-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_81:
def __init__(self):
self.ID=81
self.Name="Ezreal"
self.Title="The Prodigal Explorer"
self.Icon="81.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47.2
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mystic Shot"
self.Skill_Q_Icon="81-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Essence Flux"
self.Skill_W_Icon="81-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Arcane Shift"
self.Skill_E_Icon="81-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Trueshot Barrage"
self.Skill_R_Icon="81-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Rising Spell Force"
self.Skill_P_Icon="81-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_9:
def __init__(self):
self.ID=9
self.Name="Fiddlesticks"
self.Title="The Harbinger of Doom"
self.Icon="9.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=45.95
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=251
self.BaseMana_delta = 59
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.6
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Terrify"
self.Skill_Q_Icon="9-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Drain"
self.Skill_W_Icon="9-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Dark Wind"
self.Skill_E_Icon="9-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crowstorm"
self.Skill_R_Icon="9-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Dread"
self.Skill_P_Icon="9-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_114:
def __init__(self):
self.ID=114
self.Name="Fiora"
self.Title="The Grand Duelist"
self.Icon="114.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Lunge"
self.Skill_Q_Icon="114-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Riposte"
self.Skill_W_Icon="114-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Burst of Speed"
self.Skill_E_Icon="114-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Blade Waltz"
self.Skill_R_Icon="114-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Duelist"
self.Skill_P_Icon="114-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_105:
def __init__(self):
self.ID=105
self.Name="Fizz"
self.Title="The Tidal Trickster"
self.Icon="105.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12.7
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.1
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Urchin Strike"
self.Skill_Q_Icon="105-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Seastone Trident"
self.Skill_W_Icon="105-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Playful / Trickster"
self.Skill_E_Icon="105-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chum the Waters"
self.Skill_R_Icon="105-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Nimble Fighter"
self.Skill_P_Icon="105-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_3:
def __init__(self):
self.ID=3
self.Name="Galio"
self.Title="The Sentinel's Sorrow"
self.Icon="3.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Resolute Smite"
self.Skill_Q_Icon="3-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bulwark"
self.Skill_W_Icon="3-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Righteous Gust"
self.Skill_E_Icon="3-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Idol of Durand"
self.Skill_R_Icon="3-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Runic Skin"
self.Skill_P_Icon="3-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_41:
def __init__(self):
self.ID=41
self.Name="Gangplank"
self.Title="The Saltwater Scourge"
self.Icon="41.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=495
self.BaseHealth_delta = 81
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Parrrley"
self.Skill_Q_Icon="41-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Remove Scurvy"
self.Skill_W_Icon="41-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Raise Morale"
self.Skill_E_Icon="41-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cannon Barrage"
self.Skill_R_Icon="41-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Grog-Soaked Blade"
self.Skill_P_Icon="41-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_86:
def __init__(self):
self.ID=86
self.Name="Garen"
self.Title="The Might of Demacia"
self.Icon="86.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=57.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=455
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decisive Strike"
self.Skill_Q_Icon="86-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Courage"
self.Skill_W_Icon="86-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Judgment"
self.Skill_E_Icon="86-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Demacian Justice"
self.Skill_R_Icon="86-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Perseverance"
self.Skill_P_Icon="86-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_79:
def __init__(self):
self.ID=79
self.Name="Gragas"
self.Title="The Rabble Rouser"
self.Icon="79.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.78
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=404
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=221
self.BaseMana_delta = 47
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Barrel Roll"
self.Skill_Q_Icon="79-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Drunken Rage"
self.Skill_W_Icon="79-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Body Slam"
self.Skill_E_Icon="79-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Explosive Cask"
self.Skill_R_Icon="79-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Happy Hour"
self.Skill_P_Icon="79-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_104:
def __init__(self):
self.ID=104
self.Name="Graves"
self.Title="The Outlaw"
self.Icon="104.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Buckshot"
self.Skill_Q_Icon="104-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Smoke Screen"
self.Skill_W_Icon="104-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Quickdraw"
self.Skill_E_Icon="104-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Collateral Damage"
self.Skill_R_Icon="104-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="True Grit"
self.Skill_P_Icon="104-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_120:
def __init__(self):
self.ID=120
self.Name="Hecarim"
self.Title="The Shadow of War"
self.Icon="120.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 95
self.Health=0
self.BaseMana=210
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rampage"
self.Skill_Q_Icon="120-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Spirit of Dread"
self.Skill_W_Icon="120-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Devastating Charge"
self.Skill_E_Icon="120-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Onslaught of Shadows"
self.Skill_R_Icon="120-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Warpath"
self.Skill_P_Icon="120-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_74:
def __init__(self):
self.ID=74
self.Name="Heimerdinger"
self.Title="The Revered Inventor"
self.Icon="74.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49.24
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 65
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=7
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="H-28G Evolution Turret"
self.Skill_Q_Icon="74-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hextech Micro-Rockets"
self.Skill_W_Icon="74-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="CH-1 Concussion Grenade"
self.Skill_E_Icon="74-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="UPGRADE!!!"
self.Skill_R_Icon="74-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Techmaturgical Repair Bots"
self.Skill_P_Icon="74-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_39:
def __init__(self):
self.ID=39
self.Name="Irelia"
self.Title="The Will of the Blades"
self.Icon="39.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=456
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bladesurge"
self.Skill_Q_Icon="39-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hiten Style"
self.Skill_W_Icon="39-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Equilibrium Strike"
self.Skill_E_Icon="39-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Transcendent Blades"
self.Skill_R_Icon="39-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ionian Fervor"
self.Skill_P_Icon="39-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_40:
def __init__(self):
self.ID=40
self.Name="Janna"
self.Title="The Storm's Fury"
self.Icon="40.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=2.95
self.Attack_Damage=0.0
self.BaseHealth=356
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=302
self.BaseMana_delta = 64
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=9
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Howling Gale"
self.Skill_Q_Icon="40-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Zephyr"
self.Skill_W_Icon="40-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Eye Of The Storm"
self.Skill_E_Icon="40-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Monsoon"
self.Skill_R_Icon="40-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Tailwind"
self.Skill_P_Icon="40-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_59:
def __init__(self):
self.ID=59
self.Name="Jarvan IV"
self.Title="The Exemplar of Demacia"
self.Icon="59.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.4
self.Attack_Damage=0.0
self.BaseHealth=420
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dragon Strike"
self.Skill_Q_Icon="59-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Golden Aegis"
self.Skill_W_Icon="59-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Demacian Standard"
self.Skill_E_Icon="59-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cataclysm"
self.Skill_R_Icon="59-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Martial Cadence"
self.Skill_P_Icon="59-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_24:
def __init__(self):
self.ID=24
self.Name="Jax"
self.Title="Grandmaster at Arms"
self.Icon="24.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=463
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Leap Strike"
self.Skill_Q_Icon="24-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Empower"
self.Skill_W_Icon="24-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Counter Strike"
self.Skill_E_Icon="24-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Grandmaster's Might"
self.Skill_R_Icon="24-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Relentless Assault"
self.Skill_P_Icon="24-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_43:
def __init__(self):
self.ID=43
self.Name="Karma"
self.Title="The Enlightened One"
self.Icon="43.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.7
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Heavenly Wave"
self.Skill_Q_Icon="43-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Spirit Bond"
self.Skill_W_Icon="43-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Soul Shield"
self.Skill_E_Icon="43-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mantra"
self.Skill_R_Icon="43-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Inner Flame"
self.Skill_P_Icon="43-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_30:
def __init__(self):
self.ID=30
self.Name="Karthus"
self.Title="The Deathsinger"
self.Icon="30.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=42.2
self.BaseAttack_Damage_delta=3.25
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=270
self.BaseMana_delta = 61
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Lay Waste"
self.Skill_Q_Icon="30-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Wall of Pain"
self.Skill_W_Icon="30-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Defile"
self.Skill_E_Icon="30-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Requiem"
self.Skill_R_Icon="30-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Death Defied"
self.Skill_P_Icon="30-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_38:
def __init__(self):
self.ID=38
self.Name="Kassadin"
self.Title="The Void Walker"
self.Icon="38.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52.3
self.BaseAttack_Damage_delta=3.9
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Null Sphere"
self.Skill_Q_Icon="38-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Nether Blade"
self.Skill_W_Icon="38-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Force Pulse"
self.Skill_E_Icon="38-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Riftwalk"
self.Skill_R_Icon="38-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Void Stone"
self.Skill_P_Icon="38-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_55:
def __init__(self):
self.ID=55
self.Name="Katarina"
self.Title="The Sinister Blade"
self.Icon="55.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=395
self.BaseHealth_delta = 83
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=14.75
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bouncing Blade"
self.Skill_Q_Icon="55-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Killer Instincts"
self.Skill_W_Icon="55-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Shunpo"
self.Skill_E_Icon="55-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Death Lotus"
self.Skill_R_Icon="55-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Voracity"
self.Skill_P_Icon="55-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_10:
def __init__(self):
self.ID=10
self.Name="Kayle"
self.Title="The Judicator"
self.Icon="10.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.3
self.BaseAttack_Damage_delta=2.8
self.Attack_Damage=0.0
self.BaseHealth=418
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0.75
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.525
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Reckoning"
self.Skill_Q_Icon="10-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Divine Blessing"
self.Skill_W_Icon="10-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Righteous Fury"
self.Skill_E_Icon="10-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Intervention"
self.Skill_R_Icon="10-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Holy Fervor"
self.Skill_P_Icon="10-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_85:
def __init__(self):
self.ID=85
self.Name="Kennen"
self.Title="The Heart of the Tempest"
self.Icon="85.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.3
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Thundering Shuriken"
self.Skill_Q_Icon="85-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Electrical Surge"
self.Skill_W_Icon="85-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Lightning Rush"
self.Skill_E_Icon="85-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Slicing Maelstrom"
self.Skill_R_Icon="85-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mark of the Storm"
self.Skill_P_Icon="85-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_96:
def __init__(self):
self.ID=96
self.Name="Kog'Maw"
self.Title="The Mouth of the Abyss"
self.Icon="96.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=10
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.5
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Caustic Spittle"
self.Skill_Q_Icon="96-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bio-Arcane Barrage"
self.Skill_W_Icon="96-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Void Ooze"
self.Skill_E_Icon="96-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Living Artillery"
self.Skill_R_Icon="96-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Icathian Surprise"
self.Skill_P_Icon="96-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_7:
def __init__(self):
self.ID=7
self.Name="LeBlanc"
self.Title="The Deceiver"
self.Icon="7.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sigil of Silence"
self.Skill_Q_Icon="7-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Distortion"
self.Skill_W_Icon="7-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ethereal Chains"
self.Skill_E_Icon="7-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mimic"
self.Skill_R_Icon="7-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mirror Image"
self.Skill_P_Icon="7-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_64:
def __init__(self):
self.ID=64
self.Name="Lee Sin"
self.Title="The Blind Monk"
self.Icon="64.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.8
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.25
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sonic Wave / Resonating Strike"
self.Skill_Q_Icon="64-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Safeguard / Iron Will"
self.Skill_W_Icon="64-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tempest / Cripple"
self.Skill_E_Icon="64-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dragon's Rage"
self.Skill_R_Icon="64-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Flurry"
self.Skill_P_Icon="64-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_89:
def __init__(self):
self.ID=89
self.Name="Leona"
self.Title="The Radiant Dawn"
self.Icon="89.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=430
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.1
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Shield of Daybreak"
self.Skill_Q_Icon="89-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Eclipse"
self.Skill_W_Icon="89-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Zenith Blade"
self.Skill_E_Icon="89-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Solar Flare"
self.Skill_R_Icon="89-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Sunlight"
self.Skill_P_Icon="89-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_117:
def __init__(self):
self.ID=117
self.Name="Lulu"
self.Title="The Fae Sorceress"
self.Icon="117.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44
self.BaseAttack_Damage_delta=2.6
self.Attack_Damage=0.0
self.BaseHealth=415
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=9
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Glitterlance"
self.Skill_Q_Icon="117-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Whimsy"
self.Skill_W_Icon="117-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Help, Pix!"
self.Skill_E_Icon="117-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Wild Growth"
self.Skill_R_Icon="117-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Pix, Faerie Companion"
self.Skill_P_Icon="117-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_99:
def __init__(self):
self.ID=99
self.Name="Lux"
self.Title="The Lady of Luminosity"
self.Icon="99.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=345
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Light Binding"
self.Skill_Q_Icon="99-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Prismatic Barrier"
self.Skill_W_Icon="99-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Lucent Singularity"
self.Skill_E_Icon="99-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Finales Funkeln"
self.Skill_R_Icon="99-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Illumination"
self.Skill_P_Icon="99-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_54:
def __init__(self):
self.ID=54
self.Name="Malphite"
self.Title="Shard of the Monolith"
self.Icon="54.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=423
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Seismic Shard"
self.Skill_Q_Icon="54-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Brutal Strikes"
self.Skill_W_Icon="54-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ground Slam"
self.Skill_E_Icon="54-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Unstoppable Force"
self.Skill_R_Icon="54-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Granite Shield"
self.Skill_P_Icon="54-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_90:
def __init__(self):
self.ID=90
self.Name="Malzahar"
self.Title="The Prophet of the Void"
self.Icon="90.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Call of the Void"
self.Skill_Q_Icon="90-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Null Zone"
self.Skill_W_Icon="90-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Malefic Visions"
self.Skill_E_Icon="90-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Nether Grasp"
self.Skill_R_Icon="90-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Summon Voidling"
self.Skill_P_Icon="90-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_57:
def __init__(self):
self.ID=57
self.Name="Maokai"
self.Title="The Twisted Treant"
self.Icon="57.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=58
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 46
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arcane Smash"
self.Skill_Q_Icon="57-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Twisted Advance"
self.Skill_W_Icon="57-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Sapling Toss"
self.Skill_E_Icon="57-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Vengeful Maelstrom"
self.Skill_R_Icon="57-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Sap Magic"
self.Skill_P_Icon="57-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_11:
def __init__(self):
self.ID=11
self.Name="Master Yi"
self.Title="The Wuju Bladesman"
self.Icon="11.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.12
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=444
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=199
self.BaseMana_delta = 36
self.Mana=0
self.BaseMovement_Speed=330
self.Movement_Speed=0
self.BaseArmor=16.3
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Alpha Strike"
self.Skill_Q_Icon="11-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Meditate"
self.Skill_W_Icon="11-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Wuju Style"
self.Skill_E_Icon="11-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Highlander"
self.Skill_R_Icon="11-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Double Strike"
self.Skill_P_Icon="11-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_21:
def __init__(self):
self.ID=21
self.Name="Miss Fortune"
self.Title="The Bounty Hunter"
self.Icon="21.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=212
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Double Up"
self.Skill_Q_Icon="21-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Impure Shots"
self.Skill_W_Icon="21-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Make It Rain"
self.Skill_E_Icon="21-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Bullet Time"
self.Skill_R_Icon="21-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Strut"
self.Skill_P_Icon="21-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_82:
def __init__(self):
self.ID=82
self.Name="Mordekaiser"
self.Title="The Master of Metal"
self.Icon="82.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=120
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mace of Spades"
self.Skill_Q_Icon="82-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Creeping Death"
self.Skill_W_Icon="82-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Siphon of Destruction"
self.Skill_E_Icon="82-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Children of the Grave"
self.Skill_R_Icon="82-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Iron Man"
self.Skill_P_Icon="82-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_25:
def __init__(self):
self.ID=25
self.Name="Morgana"
self.Title="Fallen Angel"
self.Icon="25.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.58
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.7
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dark Binding"
self.Skill_Q_Icon="25-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Tormented Soil"
self.Skill_W_Icon="25-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Black Shield"
self.Skill_E_Icon="25-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Soul Shackles"
self.Skill_R_Icon="25-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Soul Siphon"
self.Skill_P_Icon="25-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_75:
def __init__(self):
self.ID=75
self.Name="Nasus"
self.Title="The Curator of the Sands"
self.Icon="75.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.3
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Siphoning Strike"
self.Skill_Q_Icon="75-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Wither"
self.Skill_W_Icon="75-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spirit Fire"
self.Skill_E_Icon="75-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Fury of the Sands"
self.Skill_R_Icon="75-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Soul Eater"
self.Skill_P_Icon="75-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_111:
def __init__(self):
self.ID=111
self.Name="Nautilus"
self.Title="The Titan of the Depths"
self.Icon="111.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=432
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.45
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dredge Line"
self.Skill_Q_Icon="111-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Titan's Wrath"
self.Skill_W_Icon="111-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Riptide"
self.Skill_E_Icon="111-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Depth Charge"
self.Skill_R_Icon="111-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Staggering Blow"
self.Skill_P_Icon="111-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_76:
def __init__(self):
self.ID=76
self.Name="Nidalee"
self.Title="The Bestial Huntress"
self.Icon="76.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=370
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0.75
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Javelin Toss / Takedown"
self.Skill_Q_Icon="76-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bushwhack / Pounce"
self.Skill_W_Icon="76-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Primal Surge / Swipe"
self.Skill_E_Icon="76-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Aspect Of The Cougar"
self.Skill_R_Icon="76-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Prowl"
self.Skill_P_Icon="76-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_56:
def __init__(self):
self.ID=56
self.Name="Nocturne"
self.Title="The Eternal Nightmare"
self.Icon="56.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Duskbringer"
self.Skill_Q_Icon="56-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shroud of Darkness"
self.Skill_W_Icon="56-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Unspeakable Horror"
self.Skill_E_Icon="56-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Paranoia"
self.Skill_R_Icon="56-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Umbra Blades"
self.Skill_P_Icon="56-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_20:
def __init__(self):
self.ID=20
self.Name="Nunu"
self.Title="The Yeti Rider"
self.Icon="20.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.06
self.BaseAttack_Damage_delta=3.45
self.Attack_Damage=0.0
self.BaseHealth=437
self.BaseHealth_delta = 108
self.Health=0
self.BaseMana=213
self.BaseMana_delta = 42
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.05
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Consume"
self.Skill_Q_Icon="20-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Blood Boil"
self.Skill_W_Icon="20-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ice Blast"
self.Skill_E_Icon="20-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Absolute Zero"
self.Skill_R_Icon="20-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Visionary"
self.Skill_P_Icon="20-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_2:
def __init__(self):
self.ID=2
self.Name="Olaf"
self.Title="The Berserker"
self.Icon="2.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=441
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=225
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.575
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Undertow"
self.Skill_Q_Icon="2-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Vicious Strikes"
self.Skill_W_Icon="2-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Reckless Swing"
self.Skill_E_Icon="2-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ragnarok"
self.Skill_R_Icon="2-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Berserker Rage"
self.Skill_P_Icon="2-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_61:
def __init__(self):
self.ID=61
self.Name="Orianna"
self.Title="The Lady of Clockwork"
self.Icon="61.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44
self.BaseAttack_Damage_delta=2.6
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Command: Attack"
self.Skill_Q_Icon="61-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Command: Dissonance"
self.Skill_W_Icon="61-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Command: Protect"
self.Skill_E_Icon="61-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Command: Shockwave"
self.Skill_R_Icon="61-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Clockwork Windup"
self.Skill_P_Icon="61-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_80:
def __init__(self):
self.ID=80
self.Name="Pantheon"
self.Title="The Artisan of War"
self.Icon="80.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50.7
self.BaseAttack_Damage_delta=2.9
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=210
self.BaseMana_delta = 34
self.Mana=0
self.BaseMovement_Speed=330
self.Movement_Speed=0
self.BaseArmor=17.1
self.BaseArmor_delta = 3.9
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Spear Shot"
self.Skill_Q_Icon="80-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Aegis of Zeonia"
self.Skill_W_Icon="80-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Heartseeker Strike"
self.Skill_E_Icon="80-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Grand Skyfall"
self.Skill_R_Icon="80-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Aegis Protection"
self.Skill_P_Icon="80-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_78:
def __init__(self):
self.ID=78
self.Name="Poppy"
self.Title="The Iron Ambassador"
self.Icon="78.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=423
self.BaseHealth_delta = 81
self.Health=0
self.BaseMana=185
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Devastating Blow"
self.Skill_Q_Icon="78-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Paragon of Demacia"
self.Skill_W_Icon="78-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Heroic Charge"
self.Skill_E_Icon="78-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Diplomatic Immunity"
self.Skill_R_Icon="78-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Valiant Fighter"
self.Skill_P_Icon="78-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
#class hurga:
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
bonus=NMYMaxHealth * 0.08
if bonus > (75*self.Skill_Q_Level):
bonus=75*self.Skill_Q_Level
DAMAGE['magical']=self.Attack_Damage + self.Ability_Power*0.6 + 20*self.Skill_Q_MaxStack + bonus
print "Q:", DAMAGE
def Skill_W(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxSack
self.Movement_Speed += 15.0 + 2.0*self.Skill_W_Level
else:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
#print DAMAGE
def Skill_E(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical'] += 25.0 + 25.0*self.Skill_E_Level + self.Ability_Power*0.4 + 25.0 + 50.0*self.Skill_E_Level + self.Ability_Power*0.4
print "E:", DAMAGE
def Skill_R(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Movement_Speed += 10.0 + 10.0*self.Skill_R_Level
def Skill_P(self):
pass
class Champ_33:
def __init__(self):
self.ID=33
self.Name="Rammus"
self.Title="The Armordillo"
self.Icon="33.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=420
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 33
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Powerball"
self.Skill_Q_Icon="33-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Defensive Ball Curl"
self.Skill_W_Icon="33-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Puncturing Taunt"
self.Skill_E_Icon="33-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Tremors"
self.Skill_R_Icon="33-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Spiked Shell"
self.Skill_P_Icon="33-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_58:
def __init__(self):
self.ID=58
self.Name="Renekton"
self.Title="The Butcher of the Sands"
self.Icon="58.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.12
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=426
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15.2
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Cull the Meek"
self.Skill_Q_Icon="58-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ruthless Predator"
self.Skill_W_Icon="58-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Slice and Dice"
self.Skill_E_Icon="58-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dominus"
self.Skill_R_Icon="58-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Reign of Anger"
self.Skill_P_Icon="58-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_92:
def __init__(self):
self.ID=92
self.Name="Riven"
self.Title="The Exile"
self.Icon="92.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=2.75
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9.5
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Broken Wings"
self.Skill_Q_Icon="92-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ki Burst"
self.Skill_W_Icon="92-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Valor"
self.Skill_E_Icon="92-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Blade of the Exile"
self.Skill_R_Icon="92-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Runic Blade"
self.Skill_P_Icon="92-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_68:
def __init__(self):
self.ID=68
self.Name="Rumble"
self.Title="The Mechanized Menace"
self.Icon="68.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.66
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Flamespitter"
self.Skill_Q_Icon="68-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Scrap Shield"
self.Skill_W_Icon="68-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Electro Harpoon"
self.Skill_E_Icon="68-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="The Equalizer"
self.Skill_R_Icon="68-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Junkyard Titan"
self.Skill_P_Icon="68-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_13:
def __init__(self):
self.ID=13
self.Name="Ryze"
self.Title="The Rogue Mage"
self.Icon="13.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=360
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.9
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.35
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Overload"
self.Skill_Q_Icon="13-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rune Prison"
self.Skill_W_Icon="13-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spell Flux"
self.Skill_E_Icon="13-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Desperate Power"
self.Skill_R_Icon="13-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Arcane Mastery"
self.Skill_P_Icon="13-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_113:
def __init__(self):
self.ID=113
self.Name="Sejuani"
self.Title="The Winter's Wrath"
self.Icon="113.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=17.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arctic Assault"
self.Skill_Q_Icon="113-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Northern Winds"
self.Skill_W_Icon="113-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Permafrost"
self.Skill_E_Icon="113-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Glacial Prison"
self.Skill_R_Icon="113-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Frost"
self.Skill_P_Icon="113-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_35:
def __init__(self):
self.ID=35
self.Name="Shaco"
self.Title="The Demon Jester"
self.Icon="35.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=441
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Deceive"
self.Skill_Q_Icon="35-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Jack In The Box"
self.Skill_W_Icon="35-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Two-Shiv Poison"
self.Skill_E_Icon="35-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hallucinate"
self.Skill_R_Icon="35-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Backstab"
self.Skill_P_Icon="35-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_98:
def __init__(self):
self.ID=98
self.Name="Shen"
self.Title="Eye of Twilight"
self.Icon="98.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Vorpal Blade"
self.Skill_Q_Icon="98-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Feint"
self.Skill_W_Icon="98-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Shadow Dash"
self.Skill_E_Icon="98-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Stand United"
self.Skill_R_Icon="98-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ki Strike"
self.Skill_P_Icon="98-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_102:
def __init__(self):
self.ID=102
self.Name="Shyvana"
self.Title="The Half-Dragon"
self.Icon="102.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55
self.BaseAttack_Damage_delta=3.4
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 95
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.35
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Twin Bite"
self.Skill_Q_Icon="102-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Burnout"
self.Skill_W_Icon="102-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Flame Breath"
self.Skill_E_Icon="102-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dragon's Descent"
self.Skill_R_Icon="102-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Fury of the Dragonborn"
self.Skill_P_Icon="102-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_27:
def __init__(self):
self.ID=27
self.Name="Singed"
self.Title="The Mad Chemist"
self.Icon="27.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.65
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=405
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.1
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Poison Trail"
self.Skill_Q_Icon="27-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Mega Adhesive"
self.Skill_W_Icon="27-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Fling"
self.Skill_E_Icon="27-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Insanity Potion"
self.Skill_R_Icon="27-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Empowered Bulwark"
self.Skill_P_Icon="27-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_14:
def __init__(self):
self.ID=14
self.Name="Sion"
self.Title="The Undead Champion"
self.Icon="14.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.52
self.BaseAttack_Damage_delta=3.1875
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 104
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17.75
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.9
self.BaseHealth_Regen_delta = 0.95
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Cryptic Gaze"
self.Skill_Q_Icon="14-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Death's Caress"
self.Skill_W_Icon="14-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Enrage"
self.Skill_E_Icon="14-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cannibalism"
self.Skill_R_Icon="14-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Feel No Pain"
self.Skill_P_Icon="14-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_15:
def __init__(self):
self.ID=15
self.Name="Sivir"
self.Title="The Battle Mistress"
self.Icon="15.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=2.9
self.Attack_Damage=0.0
self.BaseHealth=378
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=203
self.BaseMana_delta = 43
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12.75
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.25
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Boomerang Blade"
self.Skill_Q_Icon="15-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ricochet"
self.Skill_W_Icon="15-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spell Shield"
self.Skill_E_Icon="15-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="On The Hunt"
self.Skill_R_Icon="15-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Fleet of Foot"
self.Skill_P_Icon="15-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_72:
def __init__(self):
self.ID=72
self.Name="Skarner"
self.Title="The Crystal Vanguard"
self.Icon="72.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=4.2
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=205
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Crystal Slash"
self.Skill_Q_Icon="72-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crystalline Exoskeleton"
self.Skill_W_Icon="72-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Fracture"
self.Skill_E_Icon="72-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Impale"
self.Skill_R_Icon="72-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Energize"
self.Skill_P_Icon="72-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_37:
def __init__(self):
self.ID=37
self.Name="Sona"
self.Title="Maven of the Strings"
self.Icon="37.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 70
self.Health=0
self.BaseMana=265
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hymn of Valor"
self.Skill_Q_Icon="37-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Aria of Perseverance"
self.Skill_W_Icon="37-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Song of Celerity"
self.Skill_E_Icon="37-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crescendo"
self.Skill_R_Icon="37-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Power Chord"
self.Skill_P_Icon="37-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_16:
def __init__(self):
self.ID=16
self.Name="Soraka"
self.Title="The Starchild"
self.Icon="16.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.8
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=375
self.BaseHealth_delta = 71
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=7.4
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Starcall"
self.Skill_Q_Icon="16-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Astral Blessing"
self.Skill_W_Icon="16-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Infuse"
self.Skill_E_Icon="16-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Wish"
self.Skill_R_Icon="16-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Consecration"
self.Skill_P_Icon="16-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_50:
def __init__(self):
self.ID=50
self.Name="Swain"
self.Title="The Master Tactician"
self.Icon="50.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decrepify"
self.Skill_Q_Icon="50-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Nevermove"
self.Skill_W_Icon="50-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Torment"
self.Skill_E_Icon="50-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ravenous Flock"
self.Skill_R_Icon="50-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Carrion Renewal"
self.Skill_P_Icon="50-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_91:
def __init__(self):
self.ID=91
self.Name="Talon"
self.Title="The Blade's Shadow"
self.Icon="91.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Noxian Diplomacy"
self.Skill_Q_Icon="91-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rake"
self.Skill_W_Icon="91-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Cutthroat"
self.Skill_E_Icon="91-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Shadow Assault"
self.Skill_R_Icon="91-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mercy"
self.Skill_P_Icon="91-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_44:
def __init__(self):
self.ID=44
self.Name="Taric"
self.Title="The Gem Knight"
self.Icon="44.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=58
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=468
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 56
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.1
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=4.1
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Imbue"
self.Skill_Q_Icon="44-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shatter"
self.Skill_W_Icon="44-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Dazzle"
self.Skill_E_Icon="44-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Radiance"
self.Skill_R_Icon="44-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Gemcraft"
self.Skill_P_Icon="44-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_17:
def __init__(self):
self.ID=17
self.Name="Teemo"
self.Title="The Swift Scout"
self.Icon="17.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=378
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Blinding Dart"
self.Skill_Q_Icon="17-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Move Quick"
self.Skill_W_Icon="17-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Toxic Shot"
self.Skill_E_Icon="17-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Noxious Trap"
self.Skill_R_Icon="17-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Camouflage"
self.Skill_P_Icon="17-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_18:
def __init__(self):
self.ID=18
self.Name="Tristana"
self.Title="The Megling Gunner"
self.Icon="18.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=415
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=193
self.BaseMana_delta = 32
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rapid Fire"
self.Skill_Q_Icon="18-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rocket Jump"
self.Skill_W_Icon="18-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Explosive Shot"
self.Skill_E_Icon="18-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Buster Shot"
self.Skill_R_Icon="18-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Draw a Bead"
self.Skill_P_Icon="18-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_48:
def __init__(self):
self.ID=48
self.Name="Trundle"
self.Title="The Cursed Troll"
self.Icon="48.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=455
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=206
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rabid Bite"
self.Skill_Q_Icon="48-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Contaminate"
self.Skill_W_Icon="48-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Pillar of Filth"
self.Skill_E_Icon="48-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Agony"
self.Skill_R_Icon="48-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Decompose"
self.Skill_P_Icon="48-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_23:
def __init__(self):
self.ID=23
self.Name="Tryndamere"
self.Title="The Barbarian King"
self.Icon="23.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=461
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=14.9
self.BaseArmor_delta = 3.1
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bloodlust"
self.Skill_Q_Icon="23-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Mocking Shout"
self.Skill_W_Icon="23-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spinning Slash"
self.Skill_E_Icon="23-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Undying Rage"
self.Skill_R_Icon="23-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Battle Fury"
self.Skill_P_Icon="23-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_4:
def __init__(self):
self.ID=4
self.Name="Twisted Fate"
self.Title="The Card Master"
self.Icon="4.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.41
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=384
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=202
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=11.25
self.BaseArmor_delta = 3.15
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Wild Cards"
self.Skill_Q_Icon="4-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Pick A Card"
self.Skill_W_Icon="4-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Stacked Deck"
self.Skill_E_Icon="4-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Destiny"
self.Skill_R_Icon="4-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Loaded Dice"
self.Skill_P_Icon="4-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_29:
def __init__(self):
self.ID=29
self.Name="Twitch"
self.Title="The Plague Rat"
self.Icon="29.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.56
self.BaseAttack_Damage_delta=3.15
self.Attack_Damage=0.0
self.BaseHealth=356
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=180
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Ambush"
self.Skill_Q_Icon="29-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Debilitating Poison"
self.Skill_W_Icon="29-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Expunge"
self.Skill_E_Icon="29-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Spray and Pray"
self.Skill_R_Icon="29-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Deadly Venom"
self.Skill_P_Icon="29-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_77:
def __init__(self):
self.ID=77
self.Name="Udyr"
self.Title="The Animal Spirit"
self.Icon="77.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52.91
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=427
self.BaseHealth_delta = 99
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=14.75
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Tiger Stance"
self.Skill_Q_Icon="77-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Turtle Stance"
self.Skill_W_Icon="77-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Bear Stance"
self.Skill_E_Icon="77-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Phoenix Stance"
self.Skill_R_Icon="77-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Monkey's Agility"
self.Skill_P_Icon="77-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_6:
def __init__(self):
self.ID=6
self.Name="Urgot"
self.Title="The Headsman's Pride"
self.Icon="6.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.6
self.Attack_Damage=0.0
self.BaseHealth=437
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.5
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Acid Hunter"
self.Skill_Q_Icon="6-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Terror Capacitor"
self.Skill_W_Icon="6-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Noxian Corrosive Charge"
self.Skill_E_Icon="6-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hyper-Kinetic Position Reverser"
self.Skill_R_Icon="6-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Zaun-Touched Bolt Augmenter"
self.Skill_P_Icon="6-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_110:
def __init__(self):
self.ID=110
self.Name="Varus"
self.Title="The Arrow of Retribution"
self.Icon="110.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=400
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 36
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=13.5
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Piercing Arrow"
self.Skill_Q_Icon="110-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Blighted Quiver"
self.Skill_W_Icon="110-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hail of Arrows"
self.Skill_E_Icon="110-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chain of Corruption"
self.Skill_R_Icon="110-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Living Vengeance"
self.Skill_P_Icon="110-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_67:
def __init__(self):
self.ID=67
self.Name="Vayne"
self.Title="The Night Hunter"
self.Icon="67.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.25
self.Attack_Damage=0.0
self.BaseHealth=359
self.BaseHealth_delta = 83
self.Health=0
self.BaseMana=173
self.BaseMana_delta = 27
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=9.3
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Tumble"
self.Skill_Q_Icon="67-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Silver Bolts"
self.Skill_W_Icon="67-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Condemn"
self.Skill_E_Icon="67-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Final Hour"
self.Skill_R_Icon="67-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Night Hunter"
self.Skill_P_Icon="67-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_45:
def __init__(self):
self.ID=45
self.Name="Veigar"
self.Title="The Tiny Master of Evil"
self.Icon="45.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.3
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=355
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12.25
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Baleful Strike"
self.Skill_Q_Icon="45-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Dark Matter"
self.Skill_W_Icon="45-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Event Horizon"
self.Skill_E_Icon="45-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Primordial Burst"
self.Skill_R_Icon="45-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Equilibrium"
self.Skill_P_Icon="45-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_112:
def __init__(self):
self.ID=112
self.Name="Viktor"
self.Title="The Machine Herald"
self.Icon="112.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Power Transfer"
self.Skill_Q_Icon="112-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Gravity Field"
self.Skill_W_Icon="112-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Death Ray"
self.Skill_E_Icon="112-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chaos Storm"
self.Skill_R_Icon="112-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Evolving Technology"
self.Skill_P_Icon="112-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_8:
def __init__(self):
self.ID=8
self.Name="Vladimir"
self.Title="The Crimson Reaper"
self.Icon="8.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=45
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=400
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Transfusion"
self.Skill_Q_Icon="8-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Sanguine Pool"
self.Skill_W_Icon="8-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tides of Blood"
self.Skill_E_Icon="8-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hemoplague"
self.Skill_R_Icon="8-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Crimson Pact"
self.Skill_P_Icon="8-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_106:
def __init__(self):
self.ID=106
self.Name="Volibear"
self.Title="The Thunder's Roar"
self.Icon="106.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rolling Thunder"
self.Skill_Q_Icon="106-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Frenzy"
self.Skill_W_Icon="106-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Majestic Roar"
self.Skill_E_Icon="106-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Thunder Claws"
self.Skill_R_Icon="106-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Chosen of the Storm"
self.Skill_P_Icon="106-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_19:
def __init__(self):
self.ID=19
self.Name="Warwick"
self.Title="The Blood Hunter"
self.Icon="19.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.76
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=190
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.05
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hungering Strike"
self.Skill_Q_Icon="19-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hunters Call"
self.Skill_W_Icon="19-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Blood Scent"
self.Skill_E_Icon="19-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Infinite Duress"
self.Skill_R_Icon="19-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Eternal Thirst"
self.Skill_P_Icon="19-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_62:
def __init__(self):
self.ID=62
self.Name="Wukong"
self.Title="The Monkey King"
self.Icon="62.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=202
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Crushing Blow"
self.Skill_Q_Icon="62-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Decoy"
self.Skill_W_Icon="62-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Nimbus Strike"
self.Skill_E_Icon="62-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cyclone"
self.Skill_R_Icon="62-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Stone Skin"
self.Skill_P_Icon="62-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_101:
def __init__(self):
self.ID=101
self.Name="Xerath"
self.Title="The Magus Ascendant"
self.Icon="101.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arcanopulse"
self.Skill_Q_Icon="101-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Locus of Power"
self.Skill_W_Icon="101-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Mage Chains"
self.Skill_E_Icon="101-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Arcane Barrage"
self.Skill_R_Icon="101-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ascended Form"
self.Skill_P_Icon="101-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_5:
def __init__(self):
self.ID=5
self.Name="Xin Zhao"
self.Title="The Seneschal of Demacia"
self.Icon="5.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=445
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=213
self.BaseMana_delta = 31
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.2
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Three Talon Strike"
self.Skill_Q_Icon="5-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Battle Cry"
self.Skill_W_Icon="5-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Audacious Charge"
self.Skill_E_Icon="5-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crescent Sweep"
self.Skill_R_Icon="5-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Tireless Warrior"
self.Skill_P_Icon="5-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_83:
def __init__(self):
self.ID=83
self.Name="Yorick"
self.Title="The Gravedigger"
self.Icon="83.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.6
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Omen of War"
self.Skill_Q_Icon="83-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Omen of Pestilence"
self.Skill_W_Icon="83-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Omen of Famine"
self.Skill_E_Icon="83-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Omen of Death"
self.Skill_R_Icon="83-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Unholy Covenant"
self.Skill_P_Icon="83-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_115:
def __init__(self):
self.ID=115
self.Name="Ziggs"
self.Title="The Hexplosives Expert"
self.Icon="115.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.25
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bouncing Bomb"
self.Skill_Q_Icon="115-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Satchel Charge"
self.Skill_W_Icon="115-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hexplosive Minefield"
self.Skill_E_Icon="115-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mega Inferno Bomb"
self.Skill_R_Icon="115-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Short Fuse"
self.Skill_P_Icon="115-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_26:
def __init__(self):
self.ID=26
self.Name="Zilean"
self.Title="The Chronokeeper"
self.Icon="26.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.6
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 71
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=6.75
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.6
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Time Bomb"
self.Skill_Q_Icon="26-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rewind"
self.Skill_W_Icon="26-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Time Warp"
self.Skill_E_Icon="26-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chronoshift"
self.Skill_R_Icon="26-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Heightened Learning"
self.Skill_P_Icon="26-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.Calcstats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champs():
def __init__(self,parent):
self.parent=parent
self.CHAMPS={}
self.InitChamps()
self.ChampIndex=['103','84','12','32','34','1','22','53','63','51','69','31','42','122','36','119','28','81','9','114','105','3','41','86','79','104','120','74','39','40','59','24','43','30','38','55','10','85','96','7','64','89','117','99','54','90','57','11','21','82','25','75','111','76','56','20','2','61','80','78','33','58','92','68','13','113','35','98','102','27','14','15','72','37','16','50','91','44','17','18','48','23','4','29','77','6','110','67','45','112','8','106','19','62','101','5','83','115','26']
self.CreateLists()
def InitChamps(self):
self.CHAMPS['103']=Champ_103()
self.CHAMPS['84']=Champ_84()
self.CHAMPS['12']=Champ_12()
self.CHAMPS['32']=Champ_32()
self.CHAMPS['34']=Champ_34()
self.CHAMPS['1']=Champ_1()
self.CHAMPS['22']=Champ_22()
self.CHAMPS['53']=Champ_53()
self.CHAMPS['63']=Champ_63()
self.CHAMPS['51']=Champ_51()
self.CHAMPS['69']=Champ_69()
self.CHAMPS['31']=Champ_31()
self.CHAMPS['42']=Champ_42()
self.CHAMPS['122']=Champ_122()
self.CHAMPS['36']=Champ_36()
self.CHAMPS['119']=Champ_119()
self.CHAMPS['28']=Champ_28()
self.CHAMPS['81']=Champ_81()
self.CHAMPS['9']=Champ_9()
self.CHAMPS['114']=Champ_114()
self.CHAMPS['105']=Champ_105()
self.CHAMPS['3']=Champ_3()
self.CHAMPS['41']=Champ_41()
self.CHAMPS['86']=Champ_86()
self.CHAMPS['79']=Champ_79()
self.CHAMPS['104']=Champ_104()
self.CHAMPS['120']=Champ_120()
self.CHAMPS['74']=Champ_74()
self.CHAMPS['39']=Champ_39()
self.CHAMPS['40']=Champ_40()
self.CHAMPS['59']=Champ_59()
self.CHAMPS['24']=Champ_24()
self.CHAMPS['43']=Champ_43()
self.CHAMPS['30']=Champ_30()
self.CHAMPS['38']=Champ_38()
self.CHAMPS['55']=Champ_55()
self.CHAMPS['10']=Champ_10()
self.CHAMPS['85']=Champ_85()
self.CHAMPS['96']=Champ_96()
self.CHAMPS['7']=Champ_7()
self.CHAMPS['64']=Champ_64()
self.CHAMPS['89']=Champ_89()
self.CHAMPS['117']=Champ_117()
self.CHAMPS['99']=Champ_99()
self.CHAMPS['54']=Champ_54()
self.CHAMPS['90']=Champ_90()
self.CHAMPS['57']=Champ_57()
self.CHAMPS['11']=Champ_11()
self.CHAMPS['21']=Champ_21()
self.CHAMPS['82']=Champ_82()
self.CHAMPS['25']=Champ_25()
self.CHAMPS['75']=Champ_75()
self.CHAMPS['111']=Champ_111()
self.CHAMPS['76']=Champ_76()
self.CHAMPS['56']=Champ_56()
self.CHAMPS['20']=Champ_20()
self.CHAMPS['2']=Champ_2()
self.CHAMPS['61']=Champ_61()
self.CHAMPS['80']=Champ_80()
self.CHAMPS['78']=Champ_78()
self.CHAMPS['33']=Champ_33()
self.CHAMPS['58']=Champ_58()
self.CHAMPS['92']=Champ_92()
self.CHAMPS['68']=Champ_68()
self.CHAMPS['13']=Champ_13()
self.CHAMPS['113']=Champ_113()
self.CHAMPS['35']=Champ_35()
self.CHAMPS['98']=Champ_98()
self.CHAMPS['102']=Champ_102()
self.CHAMPS['27']=Champ_27()
self.CHAMPS['14']=Champ_14()
self.CHAMPS['15']=Champ_15()
self.CHAMPS['72']=Champ_72()
self.CHAMPS['37']=Champ_37()
self.CHAMPS['16']=Champ_16()
self.CHAMPS['50']=Champ_50()
self.CHAMPS['91']=Champ_91()
self.CHAMPS['44']=Champ_44()
self.CHAMPS['17']=Champ_17()
self.CHAMPS['18']=Champ_18()
self.CHAMPS['48']=Champ_48()
self.CHAMPS['23']=Champ_23()
self.CHAMPS['4']=Champ_4()
self.CHAMPS['29']=Champ_29()
self.CHAMPS['77']=Champ_77()
self.CHAMPS['6']=Champ_6()
self.CHAMPS['110']=Champ_110()
self.CHAMPS['67']=Champ_67()
self.CHAMPS['45']=Champ_45()
self.CHAMPS['112']=Champ_112()
self.CHAMPS['8']=Champ_8()
self.CHAMPS['106']=Champ_106()
self.CHAMPS['19']=Champ_19()
self.CHAMPS['62']=Champ_62()
self.CHAMPS['101']=Champ_101()
self.CHAMPS['5']=Champ_5()
self.CHAMPS['83']=Champ_83()
self.CHAMPS['115']=Champ_115()
self.CHAMPS['26']=Champ_26()
def GetChamp(self,champid):
return self.CHAMPS[champid]
def CreateLists(self):
self.ChampList=[]
self.ChampName2ID={}
for ChampID in self.ChampIndex:
self.ChampList.append(self.CHAMPS[ChampID].Name)
self.ChampName2ID[self.CHAMPS[ChampID].Name]=ChampID
def GetChampList(self):
return sorted(self.ChampList)
def GetChampID(self,name):
return str(self.ChampName2ID[str(name)])
| Python |
import copy
import operator
import Items
ITEMS=Items.Items()
class Champ_103:
def __init__(self):
self.ID=103
self.Name="Ahri"
self.Title="The 9 Tails Fox"
self.Icon="103.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.25
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Orb of Deception"
self.Skill_Q_Icon="103-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Fox-Fire"
self.Skill_W_Icon="103-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Charm"
self.Skill_E_Icon="103-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Spirit Rush"
self.Skill_R_Icon="103-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Essence Theft"
self.Skill_P_Icon="103-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_84:
def __init__(self):
self.ID=84
self.Name="Akali"
self.Title="The Fist of Shadow"
self.Icon="84.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=445
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mark of the Assassin"
self.Skill_Q_Icon="84-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Twilight Shroud"
self.Skill_W_Icon="84-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Crescent Slash"
self.Skill_E_Icon="84-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Shadow Dance"
self.Skill_R_Icon="84-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Twin Disciplines"
self.Skill_P_Icon="84-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_12:
def __init__(self):
self.ID=12
self.Name="Alistar"
self.Title="The Minotaur"
self.Icon="12.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.03
self.BaseAttack_Damage_delta=3.62
self.Attack_Damage=0.0
self.BaseHealth=442
self.BaseHealth_delta = 102
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Pulverize"
self.Skill_Q_Icon="12-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Headbutt"
self.Skill_W_Icon="12-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Triumphant Roar"
self.Skill_E_Icon="12-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Unbreakable Will"
self.Skill_R_Icon="12-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Trample"
self.Skill_P_Icon="12-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_32:
def __init__(self):
self.ID=32
self.Name="Amumu"
self.Title="The Sad Mummy"
self.Icon="32.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3.8
self.Attack_Damage=0.0
self.BaseHealth=472
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.525
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bandage Toss"
self.Skill_Q_Icon="32-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Despair"
self.Skill_W_Icon="32-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tantrum"
self.Skill_E_Icon="32-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Curse of the Sad Mummy"
self.Skill_R_Icon="32-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Cursed Touch"
self.Skill_P_Icon="32-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_34:
def __init__(self):
self.ID=34
self.Name="Anivia"
self.Title="The Cryophoenix"
self.Icon="34.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 70
self.Health=0
self.BaseMana=257
self.BaseMana_delta = 53
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=10.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Flash Frost"
self.Skill_Q_Icon="34-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crystallize"
self.Skill_W_Icon="34-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Frostbite"
self.Skill_E_Icon="34-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Glacial Storm"
self.Skill_R_Icon="34-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Rebirth"
self.Skill_P_Icon="34-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_1:
def __init__(self):
self.ID=1
self.Name="Annie"
self.Title="The Dark Child"
self.Icon="1.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=384
self.BaseHealth_delta = 76
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=8.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Disintegrate"
self.Skill_Q_Icon="1-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Incinerate"
self.Skill_W_Icon="1-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Molten Shield"
self.Skill_E_Icon="1-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Summon: Tibbers"
self.Skill_R_Icon="1-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Pyromania"
self.Skill_P_Icon="1-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_22:
def __init__(self):
self.ID=22
self.Name="Ashe"
self.Title="The Frost Archer"
self.Icon="22.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.3
self.BaseAttack_Damage_delta=2.85
self.Attack_Damage=0.0
self.BaseHealth=395
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=173
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=11.5
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Frost Shot"
self.Skill_Q_Icon="22-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Volley"
self.Skill_W_Icon="22-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hawkshot"
self.Skill_E_Icon="22-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Enchanted Crystal Arrow"
self.Skill_R_Icon="22-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Focus"
self.Skill_P_Icon="22-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_53:
def __init__(self):
self.ID=53
self.Name="Blitzcrank"
self.Title="The Great Steam Golem"
self.Icon="53.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.66
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=468
self.BaseHealth_delta = 100
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=14.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rocket Grab"
self.Skill_Q_Icon="53-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Overdrive"
self.Skill_W_Icon="53-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Power Fist"
self.Skill_E_Icon="53-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Static Field"
self.Skill_R_Icon="53-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mana Barrier"
self.Skill_P_Icon="53-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_63:
def __init__(self):
self.ID=63
self.Name="Brand"
self.Title="The Burning Vengeance"
self.Icon="63.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 76
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sear"
self.Skill_Q_Icon="63-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Pillar of Flame"
self.Skill_W_Icon="63-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Conflagration"
self.Skill_E_Icon="63-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Pyroclasm"
self.Skill_R_Icon="63-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Blaze"
self.Skill_P_Icon="63-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_51:
def __init__(self):
self.ID=51
self.Name="Caitlyn"
self.Title="The Sheriff of Piltover"
self.Icon="51.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=13
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.75
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Piltover Peacemaker"
self.Skill_Q_Icon="51-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Yordle Snap Trap"
self.Skill_W_Icon="51-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="90 Caliber Net"
self.Skill_E_Icon="51-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ace in the Hole"
self.Skill_R_Icon="51-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Headshot"
self.Skill_P_Icon="51-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_69:
def __init__(self):
self.ID=69
self.Name="Cassiopeia"
self.Title="The Serpent's Embrace"
self.Icon="69.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.85
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.75
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Noxious Blast"
self.Skill_Q_Icon="69-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Miasma"
self.Skill_W_Icon="69-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Twin Fang"
self.Skill_E_Icon="69-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Petrifying Gaze"
self.Skill_R_Icon="69-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Deadly Cadence"
self.Skill_P_Icon="69-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_31:
def __init__(self):
self.ID=31
self.Name="Cho'Gath"
self.Title="The Terror of the Void"
self.Icon="31.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=4.2
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=205
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rupture"
self.Skill_Q_Icon="31-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Feral Scream"
self.Skill_W_Icon="31-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Vorpal Spikes"
self.Skill_E_Icon="31-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Feast"
self.Skill_R_Icon="31-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Carnivore"
self.Skill_P_Icon="31-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_42:
def __init__(self):
self.ID=42
self.Name="Corki"
self.Title="The Daring Bombardier"
self.Icon="42.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.2
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=375
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=243
self.BaseMana_delta = 37
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=13.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Phosphorus Bomb"
self.Skill_Q_Icon="42-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Valkyrie"
self.Skill_W_Icon="42-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Gatling Gun"
self.Skill_E_Icon="42-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Missile Barrage"
self.Skill_R_Icon="42-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Hextech Shrapnel Shells"
self.Skill_P_Icon="42-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_122:
def __init__(self):
self.ID=122
self.Name="Darius"
self.Title="The Hand of Noxus"
self.Icon="122.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=426
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 37.5
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=20
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8.25
self.BaseHealth_Regen_delta = 0.95
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.35
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decimate"
self.Skill_Q_Icon="122-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crippling Strike"
self.Skill_W_Icon="122-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Apprehend"
self.Skill_E_Icon="122-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Noxian Guillotine"
self.Skill_R_Icon="122-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Hemorrhage"
self.Skill_P_Icon="122-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_36:
def __init__(self):
self.ID=36
self.Name="Dr. Mundo"
self.Title="The Madman of Zaun"
self.Icon="36.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.23
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.5
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Infected Cleaver"
self.Skill_Q_Icon="36-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Burning Agony"
self.Skill_W_Icon="36-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Masochism"
self.Skill_E_Icon="36-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Sadism"
self.Skill_R_Icon="36-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Adrenaline Rush"
self.Skill_P_Icon="36-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_28:
def __init__(self):
self.ID=28
self.Name="Evelynn"
self.Title="The Widowmaker"
self.Icon="28.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=180
self.BaseMana_delta = 42
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12.5
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hate Spike"
self.Skill_Q_Icon="28-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shadow Walk"
self.Skill_W_Icon="28-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ravage"
self.Skill_E_Icon="28-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Malice and Spite"
self.Skill_R_Icon="28-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Determined Killer"
self.Skill_P_Icon="28-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_81:
def __init__(self):
self.ID=81
self.Name="Ezreal"
self.Title="The Prodigal Explorer"
self.Icon="81.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47.2
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mystic Shot"
self.Skill_Q_Icon="81-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Essence Flux"
self.Skill_W_Icon="81-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Arcane Shift"
self.Skill_E_Icon="81-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Trueshot Barrage"
self.Skill_R_Icon="81-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Rising Spell Force"
self.Skill_P_Icon="81-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_9:
def __init__(self):
self.ID=9
self.Name="Fiddlesticks"
self.Title="The Harbinger of Doom"
self.Icon="9.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=45.95
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=251
self.BaseMana_delta = 59
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.6
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Terrify"
self.Skill_Q_Icon="9-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Drain"
self.Skill_W_Icon="9-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Dark Wind"
self.Skill_E_Icon="9-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crowstorm"
self.Skill_R_Icon="9-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Dread"
self.Skill_P_Icon="9-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_114:
def __init__(self):
self.ID=114
self.Name="Fiora"
self.Title="The Grand Duelist"
self.Icon="114.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Lunge"
self.Skill_Q_Icon="114-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Riposte"
self.Skill_W_Icon="114-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Burst of Speed"
self.Skill_E_Icon="114-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Blade Waltz"
self.Skill_R_Icon="114-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Duelist"
self.Skill_P_Icon="114-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_105:
def __init__(self):
self.ID=105
self.Name="Fizz"
self.Title="The Tidal Trickster"
self.Icon="105.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12.7
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.1
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Urchin Strike"
self.Skill_Q_Icon="105-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Seastone Trident"
self.Skill_W_Icon="105-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Playful / Trickster"
self.Skill_E_Icon="105-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chum the Waters"
self.Skill_R_Icon="105-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Nimble Fighter"
self.Skill_P_Icon="105-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_3:
def __init__(self):
self.ID=3
self.Name="Galio"
self.Title="The Sentinel's Sorrow"
self.Icon="3.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Resolute Smite"
self.Skill_Q_Icon="3-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bulwark"
self.Skill_W_Icon="3-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Righteous Gust"
self.Skill_E_Icon="3-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Idol of Durand"
self.Skill_R_Icon="3-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Runic Skin"
self.Skill_P_Icon="3-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_41:
def __init__(self):
self.ID=41
self.Name="Gangplank"
self.Title="The Saltwater Scourge"
self.Icon="41.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=495
self.BaseHealth_delta = 81
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Parrrley"
self.Skill_Q_Icon="41-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Remove Scurvy"
self.Skill_W_Icon="41-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Raise Morale"
self.Skill_E_Icon="41-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cannon Barrage"
self.Skill_R_Icon="41-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Grog-Soaked Blade"
self.Skill_P_Icon="41-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_86:
def __init__(self):
self.ID=86
self.Name="Garen"
self.Title="The Might of Demacia"
self.Icon="86.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=57.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=455
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decisive Strike"
self.Skill_Q_Icon="86-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Courage"
self.Skill_W_Icon="86-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Judgment"
self.Skill_E_Icon="86-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Demacian Justice"
self.Skill_R_Icon="86-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Perseverance"
self.Skill_P_Icon="86-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_79:
def __init__(self):
self.ID=79
self.Name="Gragas"
self.Title="The Rabble Rouser"
self.Icon="79.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.78
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=404
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=221
self.BaseMana_delta = 47
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Barrel Roll"
self.Skill_Q_Icon="79-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Drunken Rage"
self.Skill_W_Icon="79-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Body Slam"
self.Skill_E_Icon="79-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Explosive Cask"
self.Skill_R_Icon="79-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Happy Hour"
self.Skill_P_Icon="79-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_104:
def __init__(self):
self.ID=104
self.Name="Graves"
self.Title="The Outlaw"
self.Icon="104.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Buckshot"
self.Skill_Q_Icon="104-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Smoke Screen"
self.Skill_W_Icon="104-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Quickdraw"
self.Skill_E_Icon="104-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Collateral Damage"
self.Skill_R_Icon="104-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="True Grit"
self.Skill_P_Icon="104-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_120:
def __init__(self):
self.ID=120
self.Name="Hecarim"
self.Title="The Shadow of War"
self.Icon="120.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 95
self.Health=0
self.BaseMana=210
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rampage"
self.Skill_Q_Icon="120-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Spirit of Dread"
self.Skill_W_Icon="120-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Devastating Charge"
self.Skill_E_Icon="120-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Onslaught of Shadows"
self.Skill_R_Icon="120-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Warpath"
self.Skill_P_Icon="120-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_74:
def __init__(self):
self.ID=74
self.Name="Heimerdinger"
self.Title="The Revered Inventor"
self.Icon="74.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49.24
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=350
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 65
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=7
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="H-28G Evolution Turret"
self.Skill_Q_Icon="74-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hextech Micro-Rockets"
self.Skill_W_Icon="74-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="CH-1 Concussion Grenade"
self.Skill_E_Icon="74-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="UPGRADE!!!"
self.Skill_R_Icon="74-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Techmaturgical Repair Bots"
self.Skill_P_Icon="74-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_39:
def __init__(self):
self.ID=39
self.Name="Irelia"
self.Title="The Will of the Blades"
self.Icon="39.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=456
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bladesurge"
self.Skill_Q_Icon="39-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hiten Style"
self.Skill_W_Icon="39-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Equilibrium Strike"
self.Skill_E_Icon="39-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Transcendent Blades"
self.Skill_R_Icon="39-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ionian Fervor"
self.Skill_P_Icon="39-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_40:
def __init__(self):
self.ID=40
self.Name="Janna"
self.Title="The Storm's Fury"
self.Icon="40.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=2.95
self.Attack_Damage=0.0
self.BaseHealth=356
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=302
self.BaseMana_delta = 64
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=9
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Howling Gale"
self.Skill_Q_Icon="40-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Zephyr"
self.Skill_W_Icon="40-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Eye Of The Storm"
self.Skill_E_Icon="40-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Monsoon"
self.Skill_R_Icon="40-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Tailwind"
self.Skill_P_Icon="40-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_59:
def __init__(self):
self.ID=59
self.Name="Jarvan IV"
self.Title="The Exemplar of Demacia"
self.Icon="59.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.4
self.Attack_Damage=0.0
self.BaseHealth=420
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dragon Strike"
self.Skill_Q_Icon="59-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Golden Aegis"
self.Skill_W_Icon="59-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Demacian Standard"
self.Skill_E_Icon="59-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cataclysm"
self.Skill_R_Icon="59-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Martial Cadence"
self.Skill_P_Icon="59-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_24:
def __init__(self):
self.ID=24
self.Name="Jax"
self.Title="Grandmaster at Arms"
self.Icon="24.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=463
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Leap Strike"
self.Skill_Q_Icon="24-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Empower"
self.Skill_W_Icon="24-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Counter Strike"
self.Skill_E_Icon="24-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Grandmaster's Might"
self.Skill_R_Icon="24-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Relentless Assault"
self.Skill_P_Icon="24-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_43:
def __init__(self):
self.ID=43
self.Name="Karma"
self.Title="The Enlightened One"
self.Icon="43.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.7
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Heavenly Wave"
self.Skill_Q_Icon="43-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Spirit Bond"
self.Skill_W_Icon="43-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Soul Shield"
self.Skill_E_Icon="43-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mantra"
self.Skill_R_Icon="43-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Inner Flame"
self.Skill_P_Icon="43-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_30:
def __init__(self):
self.ID=30
self.Name="Karthus"
self.Title="The Deathsinger"
self.Icon="30.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=42.2
self.BaseAttack_Damage_delta=3.25
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=270
self.BaseMana_delta = 61
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Lay Waste"
self.Skill_Q_Icon="30-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Wall of Pain"
self.Skill_W_Icon="30-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Defile"
self.Skill_E_Icon="30-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Requiem"
self.Skill_R_Icon="30-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Death Defied"
self.Skill_P_Icon="30-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_38:
def __init__(self):
self.ID=38
self.Name="Kassadin"
self.Title="The Void Walker"
self.Icon="38.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52.3
self.BaseAttack_Damage_delta=3.9
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Null Sphere"
self.Skill_Q_Icon="38-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Nether Blade"
self.Skill_W_Icon="38-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Force Pulse"
self.Skill_E_Icon="38-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Riftwalk"
self.Skill_R_Icon="38-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Void Stone"
self.Skill_P_Icon="38-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_55:
def __init__(self):
self.ID=55
self.Name="Katarina"
self.Title="The Sinister Blade"
self.Icon="55.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=395
self.BaseHealth_delta = 83
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=14.75
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bouncing Blade"
self.Skill_Q_Icon="55-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Killer Instincts"
self.Skill_W_Icon="55-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Shunpo"
self.Skill_E_Icon="55-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Death Lotus"
self.Skill_R_Icon="55-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Voracity"
self.Skill_P_Icon="55-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_10:
def __init__(self):
self.ID=10
self.Name="Kayle"
self.Title="The Judicator"
self.Icon="10.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.3
self.BaseAttack_Damage_delta=2.8
self.Attack_Damage=0.0
self.BaseHealth=418
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0.75
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.525
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Reckoning"
self.Skill_Q_Icon="10-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Divine Blessing"
self.Skill_W_Icon="10-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Righteous Fury"
self.Skill_E_Icon="10-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Intervention"
self.Skill_R_Icon="10-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Holy Fervor"
self.Skill_P_Icon="10-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_85:
def __init__(self):
self.ID=85
self.Name="Kennen"
self.Title="The Heart of the Tempest"
self.Icon="85.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.3
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Thundering Shuriken"
self.Skill_Q_Icon="85-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Electrical Surge"
self.Skill_W_Icon="85-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Lightning Rush"
self.Skill_E_Icon="85-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Slicing Maelstrom"
self.Skill_R_Icon="85-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mark of the Storm"
self.Skill_P_Icon="85-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_96:
def __init__(self):
self.ID=96
self.Name="Kog'Maw"
self.Title="The Mouth of the Abyss"
self.Icon="96.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=10
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.5
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Caustic Spittle"
self.Skill_Q_Icon="96-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bio-Arcane Barrage"
self.Skill_W_Icon="96-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Void Ooze"
self.Skill_E_Icon="96-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Living Artillery"
self.Skill_R_Icon="96-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Icathian Surprise"
self.Skill_P_Icon="96-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_7:
def __init__(self):
self.ID=7
self.Name="LeBlanc"
self.Title="The Deceiver"
self.Icon="7.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 75
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sigil of Silence"
self.Skill_Q_Icon="7-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Distortion"
self.Skill_W_Icon="7-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ethereal Chains"
self.Skill_E_Icon="7-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mimic"
self.Skill_R_Icon="7-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mirror Image"
self.Skill_P_Icon="7-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_64:
def __init__(self):
self.ID=64
self.Name="Lee Sin"
self.Title="The Blind Monk"
self.Icon="64.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.8
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.25
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Sonic Wave / Resonating Strike"
self.Skill_Q_Icon="64-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Safeguard / Iron Will"
self.Skill_W_Icon="64-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tempest / Cripple"
self.Skill_E_Icon="64-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dragon's Rage"
self.Skill_R_Icon="64-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Flurry"
self.Skill_P_Icon="64-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_89:
def __init__(self):
self.ID=89
self.Name="Leona"
self.Title="The Radiant Dawn"
self.Icon="89.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=430
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.1
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Shield of Daybreak"
self.Skill_Q_Icon="89-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Eclipse"
self.Skill_W_Icon="89-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Zenith Blade"
self.Skill_E_Icon="89-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Solar Flare"
self.Skill_R_Icon="89-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Sunlight"
self.Skill_P_Icon="89-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_117:
def __init__(self):
self.ID=117
self.Name="Lulu"
self.Title="The Fae Sorceress"
self.Icon="117.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44
self.BaseAttack_Damage_delta=2.6
self.Attack_Damage=0.0
self.BaseHealth=415
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=9
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Glitterlance"
self.Skill_Q_Icon="117-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Whimsy"
self.Skill_W_Icon="117-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Help, Pix!"
self.Skill_E_Icon="117-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Wild Growth"
self.Skill_R_Icon="117-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Pix, Faerie Companion"
self.Skill_P_Icon="117-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_99:
def __init__(self):
self.ID=99
self.Name="Lux"
self.Title="The Lady of Luminosity"
self.Icon="99.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=345
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=5
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Light Binding"
self.Skill_Q_Icon="99-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Prismatic Barrier"
self.Skill_W_Icon="99-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Lucent Singularity"
self.Skill_E_Icon="99-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Finales Funkeln"
self.Skill_R_Icon="99-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Illumination"
self.Skill_P_Icon="99-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_54:
def __init__(self):
self.ID=54
self.Name="Malphite"
self.Title="Shard of the Monolith"
self.Icon="54.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=423
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Seismic Shard"
self.Skill_Q_Icon="54-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Brutal Strikes"
self.Skill_W_Icon="54-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ground Slam"
self.Skill_E_Icon="54-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Unstoppable Force"
self.Skill_R_Icon="54-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Granite Shield"
self.Skill_P_Icon="54-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_90:
def __init__(self):
self.ID=90
self.Name="Malzahar"
self.Title="The Prophet of the Void"
self.Icon="90.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Call of the Void"
self.Skill_Q_Icon="90-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Null Zone"
self.Skill_W_Icon="90-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Malefic Visions"
self.Skill_E_Icon="90-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Nether Grasp"
self.Skill_R_Icon="90-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Summon Voidling"
self.Skill_P_Icon="90-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_57:
def __init__(self):
self.ID=57
self.Name="Maokai"
self.Title="The Twisted Treant"
self.Icon="57.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=58
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 46
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arcane Smash"
self.Skill_Q_Icon="57-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Twisted Advance"
self.Skill_W_Icon="57-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Sapling Toss"
self.Skill_E_Icon="57-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Vengeful Maelstrom"
self.Skill_R_Icon="57-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Sap Magic"
self.Skill_P_Icon="57-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_11:
def __init__(self):
self.ID=11
self.Name="Master Yi"
self.Title="The Wuju Bladesman"
self.Icon="11.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.12
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=444
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=199
self.BaseMana_delta = 36
self.Mana=0
self.BaseMovement_Speed=330
self.Movement_Speed=0
self.BaseArmor=16.3
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Alpha Strike"
self.Skill_Q_Icon="11-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Meditate"
self.Skill_W_Icon="11-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Wuju Style"
self.Skill_E_Icon="11-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Highlander"
self.Skill_R_Icon="11-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Double Strike"
self.Skill_P_Icon="11-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_21:
def __init__(self):
self.ID=21
self.Name="Miss Fortune"
self.Title="The Bounty Hunter"
self.Icon="21.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=212
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Double Up"
self.Skill_Q_Icon="21-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Impure Shots"
self.Skill_W_Icon="21-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Make It Rain"
self.Skill_E_Icon="21-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Bullet Time"
self.Skill_R_Icon="21-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Strut"
self.Skill_P_Icon="21-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_82:
def __init__(self):
self.ID=82
self.Name="Mordekaiser"
self.Title="The Master of Metal"
self.Icon="82.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=120
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Mace of Spades"
self.Skill_Q_Icon="82-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Creeping Death"
self.Skill_W_Icon="82-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Siphon of Destruction"
self.Skill_E_Icon="82-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Children of the Grave"
self.Skill_R_Icon="82-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Iron Man"
self.Skill_P_Icon="82-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_25:
def __init__(self):
self.ID=25
self.Name="Morgana"
self.Title="Fallen Angel"
self.Icon="25.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.58
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.7
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dark Binding"
self.Skill_Q_Icon="25-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Tormented Soil"
self.Skill_W_Icon="25-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Black Shield"
self.Skill_E_Icon="25-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Soul Shackles"
self.Skill_R_Icon="25-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Soul Siphon"
self.Skill_P_Icon="25-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_75:
def __init__(self):
self.ID=75
self.Name="Nasus"
self.Title="The Curator of the Sands"
self.Icon="75.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.3
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=410
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Siphoning Strike"
self.Skill_Q_Icon="75-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Wither"
self.Skill_W_Icon="75-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spirit Fire"
self.Skill_E_Icon="75-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Fury of the Sands"
self.Skill_R_Icon="75-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Soul Eater"
self.Skill_P_Icon="75-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_111:
def __init__(self):
self.ID=111
self.Name="Nautilus"
self.Title="The Titan of the Depths"
self.Icon="111.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=432
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.45
self.BaseMana_Regen_delta = 0.7
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Dredge Line"
self.Skill_Q_Icon="111-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Titan's Wrath"
self.Skill_W_Icon="111-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Riptide"
self.Skill_E_Icon="111-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Depth Charge"
self.Skill_R_Icon="111-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Staggering Blow"
self.Skill_P_Icon="111-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_76:
def __init__(self):
self.ID=76
self.Name="Nidalee"
self.Title="The Bestial Huntress"
self.Icon="76.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=370
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0.75
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Javelin Toss / Takedown"
self.Skill_Q_Icon="76-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Bushwhack / Pounce"
self.Skill_W_Icon="76-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Primal Surge / Swipe"
self.Skill_E_Icon="76-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Aspect Of The Cougar"
self.Skill_R_Icon="76-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Prowl"
self.Skill_P_Icon="76-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_56:
def __init__(self):
self.ID=56
self.Name="Nocturne"
self.Title="The Eternal Nightmare"
self.Icon="56.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Duskbringer"
self.Skill_Q_Icon="56-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shroud of Darkness"
self.Skill_W_Icon="56-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Unspeakable Horror"
self.Skill_E_Icon="56-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Paranoia"
self.Skill_R_Icon="56-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Umbra Blades"
self.Skill_P_Icon="56-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_20:
def __init__(self):
self.ID=20
self.Name="Nunu"
self.Title="The Yeti Rider"
self.Icon="20.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.06
self.BaseAttack_Damage_delta=3.45
self.Attack_Damage=0.0
self.BaseHealth=437
self.BaseHealth_delta = 108
self.Health=0
self.BaseMana=213
self.BaseMana_delta = 42
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.05
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Consume"
self.Skill_Q_Icon="20-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Blood Boil"
self.Skill_W_Icon="20-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Ice Blast"
self.Skill_E_Icon="20-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Absolute Zero"
self.Skill_R_Icon="20-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Visionary"
self.Skill_P_Icon="20-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_2:
def __init__(self):
self.ID=2
self.Name="Olaf"
self.Title="The Berserker"
self.Icon="2.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=441
self.BaseHealth_delta = 93
self.Health=0
self.BaseMana=225
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.575
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Undertow"
self.Skill_Q_Icon="2-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Vicious Strikes"
self.Skill_W_Icon="2-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Reckless Swing"
self.Skill_E_Icon="2-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ragnarok"
self.Skill_R_Icon="2-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Berserker Rage"
self.Skill_P_Icon="2-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_61:
def __init__(self):
self.ID=61
self.Name="Orianna"
self.Title="The Lady of Clockwork"
self.Icon="61.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44
self.BaseAttack_Damage_delta=2.6
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 79
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.95
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Command: Attack"
self.Skill_Q_Icon="61-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Command: Dissonance"
self.Skill_W_Icon="61-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Command: Protect"
self.Skill_E_Icon="61-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Command: Shockwave"
self.Skill_R_Icon="61-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Clockwork Windup"
self.Skill_P_Icon="61-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_80:
def __init__(self):
self.ID=80
self.Name="Pantheon"
self.Title="The Artisan of War"
self.Icon="80.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50.7
self.BaseAttack_Damage_delta=2.9
self.Attack_Damage=0.0
self.BaseHealth=433
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=210
self.BaseMana_delta = 34
self.Mana=0
self.BaseMovement_Speed=330
self.Movement_Speed=0
self.BaseArmor=17.1
self.BaseArmor_delta = 3.9
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Spear Shot"
self.Skill_Q_Icon="80-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Aegis of Zeonia"
self.Skill_W_Icon="80-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Heartseeker Strike"
self.Skill_E_Icon="80-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Grand Skyfall"
self.Skill_R_Icon="80-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Aegis Protection"
self.Skill_P_Icon="80-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_78:
def __init__(self):
self.ID=78
self.Name="Poppy"
self.Title="The Iron Ambassador"
self.Icon="78.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.3
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=423
self.BaseHealth_delta = 81
self.Health=0
self.BaseMana=185
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Devastating Blow"
self.Skill_Q_Icon="78-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Paragon of Demacia"
self.Skill_W_Icon="78-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Heroic Charge"
self.Skill_E_Icon="78-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Diplomatic Immunity"
self.Skill_R_Icon="78-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Valiant Fighter"
self.Skill_P_Icon="78-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
#class hurga:
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
bonus=NMYMaxHealth * 0.08
if bonus > (75*self.Skill_Q_Level):
bonus=75*self.Skill_Q_Level
DAMAGE['magical']=self.Attack_Damage + self.Ability_Power*0.6 + 20*self.Skill_Q_MaxStack + bonus
print "Q:", DAMAGE
def Skill_W(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxSack
self.Movement_Speed += 15.0 + 2.0*self.Skill_W_Level
else:
self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
#print DAMAGE
def Skill_E(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
DAMAGE['magical'] += 25.0 + 25.0*self.Skill_E_Level + self.Ability_Power*0.4 + 25.0 + 50.0*self.Skill_E_Level + self.Ability_Power*0.4
print "E:", DAMAGE
def Skill_R(self,active):
NMYMaxHealth=2000.0
DAMAGE={}
DAMAGE['physical']=0
DAMAGE['magical']=0
DAMAGE['true']=0
if active:
self.Movement_Speed += 10.0 + 10.0*self.Skill_R_Level
def Skill_P(self):
pass
class Champ_33:
def __init__(self):
self.ID=33
self.Name="Rammus"
self.Title="The Armordillo"
self.Icon="33.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=420
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 33
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Powerball"
self.Skill_Q_Icon="33-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Defensive Ball Curl"
self.Skill_W_Icon="33-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Puncturing Taunt"
self.Skill_E_Icon="33-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Tremors"
self.Skill_R_Icon="33-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Spiked Shell"
self.Skill_P_Icon="33-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_58:
def __init__(self):
self.ID=58
self.Name="Renekton"
self.Title="The Butcher of the Sands"
self.Icon="58.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=53.12
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=426
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15.2
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.7
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Cull the Meek"
self.Skill_Q_Icon="58-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ruthless Predator"
self.Skill_W_Icon="58-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Slice and Dice"
self.Skill_E_Icon="58-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dominus"
self.Skill_R_Icon="58-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Reign of Anger"
self.Skill_P_Icon="58-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_92:
def __init__(self):
self.ID=92
self.Name="Riven"
self.Title="The Exile"
self.Icon="92.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=2.75
self.Attack_Damage=0.0
self.BaseHealth=414
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=9.5
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Broken Wings"
self.Skill_Q_Icon="92-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ki Burst"
self.Skill_W_Icon="92-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Valor"
self.Skill_E_Icon="92-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Blade of the Exile"
self.Skill_R_Icon="92-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Runic Blade"
self.Skill_P_Icon="92-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_68:
def __init__(self):
self.ID=68
self.Name="Rumble"
self.Title="The Mechanized Menace"
self.Icon="68.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.66
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Flamespitter"
self.Skill_Q_Icon="68-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Scrap Shield"
self.Skill_W_Icon="68-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Electro Harpoon"
self.Skill_E_Icon="68-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="The Equalizer"
self.Skill_R_Icon="68-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Junkyard Titan"
self.Skill_P_Icon="68-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_13:
def __init__(self):
self.ID=13
self.Name="Ryze"
self.Title="The Rogue Mage"
self.Icon="13.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=360
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=11
self.BaseArmor_delta = 3.9
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.35
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Overload"
self.Skill_Q_Icon="13-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rune Prison"
self.Skill_W_Icon="13-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spell Flux"
self.Skill_E_Icon="13-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Desperate Power"
self.Skill_R_Icon="13-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Arcane Mastery"
self.Skill_P_Icon="13-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_113:
def __init__(self):
self.ID=113
self.Name="Sejuani"
self.Title="The Winter's Wrath"
self.Icon="113.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=450
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=17.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arctic Assault"
self.Skill_Q_Icon="113-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Northern Winds"
self.Skill_W_Icon="113-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Permafrost"
self.Skill_E_Icon="113-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Glacial Prison"
self.Skill_R_Icon="113-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Frost"
self.Skill_P_Icon="113-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_35:
def __init__(self):
self.ID=35
self.Name="Shaco"
self.Title="The Demon Jester"
self.Icon="35.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=441
self.BaseHealth_delta = 84
self.Health=0
self.BaseMana=230
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Deceive"
self.Skill_Q_Icon="35-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Jack In The Box"
self.Skill_W_Icon="35-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Two-Shiv Poison"
self.Skill_E_Icon="35-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hallucinate"
self.Skill_R_Icon="35-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Backstab"
self.Skill_P_Icon="35-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_98:
def __init__(self):
self.ID=98
self.Name="Shen"
self.Title="Eye of Twilight"
self.Icon="98.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=50
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Vorpal Blade"
self.Skill_Q_Icon="98-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Feint"
self.Skill_W_Icon="98-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Shadow Dash"
self.Skill_E_Icon="98-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Stand United"
self.Skill_R_Icon="98-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ki Strike"
self.Skill_P_Icon="98-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_102:
def __init__(self):
self.ID=102
self.Name="Shyvana"
self.Title="The Half-Dragon"
self.Icon="102.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55
self.BaseAttack_Damage_delta=3.4
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 95
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.35
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Twin Bite"
self.Skill_Q_Icon="102-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Burnout"
self.Skill_W_Icon="102-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Flame Breath"
self.Skill_E_Icon="102-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Dragon's Descent"
self.Skill_R_Icon="102-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Fury of the Dragonborn"
self.Skill_P_Icon="102-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_27:
def __init__(self):
self.ID=27
self.Name="Singed"
self.Title="The Mad Chemist"
self.Icon="27.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.65
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=405
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=215
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=18
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.1
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.55
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Poison Trail"
self.Skill_Q_Icon="27-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Mega Adhesive"
self.Skill_W_Icon="27-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Fling"
self.Skill_E_Icon="27-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Insanity Potion"
self.Skill_R_Icon="27-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Empowered Bulwark"
self.Skill_P_Icon="27-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_14:
def __init__(self):
self.ID=14
self.Name="Sion"
self.Title="The Undead Champion"
self.Icon="14.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=55.52
self.BaseAttack_Damage_delta=3.1875
self.Attack_Damage=0.0
self.BaseHealth=403
self.BaseHealth_delta = 104
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=17.75
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.9
self.BaseHealth_Regen_delta = 0.95
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Cryptic Gaze"
self.Skill_Q_Icon="14-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Death's Caress"
self.Skill_W_Icon="14-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Enrage"
self.Skill_E_Icon="14-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cannibalism"
self.Skill_R_Icon="14-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Feel No Pain"
self.Skill_P_Icon="14-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_15:
def __init__(self):
self.ID=15
self.Name="Sivir"
self.Title="The Battle Mistress"
self.Icon="15.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=2.9
self.Attack_Damage=0.0
self.BaseHealth=378
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=203
self.BaseMana_delta = 43
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12.75
self.BaseArmor_delta = 3.25
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.25
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Boomerang Blade"
self.Skill_Q_Icon="15-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Ricochet"
self.Skill_W_Icon="15-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spell Shield"
self.Skill_E_Icon="15-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="On The Hunt"
self.Skill_R_Icon="15-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Fleet of Foot"
self.Skill_P_Icon="15-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_72:
def __init__(self):
self.ID=72
self.Name="Skarner"
self.Title="The Crystal Vanguard"
self.Icon="72.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.1
self.BaseAttack_Damage_delta=4.2
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=205
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.5
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Crystal Slash"
self.Skill_Q_Icon="72-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Crystalline Exoskeleton"
self.Skill_W_Icon="72-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Fracture"
self.Skill_E_Icon="72-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Impale"
self.Skill_R_Icon="72-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Energize"
self.Skill_P_Icon="72-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_37:
def __init__(self):
self.ID=37
self.Name="Sona"
self.Title="Maven of the Strings"
self.Icon="37.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=47
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 70
self.Health=0
self.BaseMana=265
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=8
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hymn of Valor"
self.Skill_Q_Icon="37-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Aria of Perseverance"
self.Skill_W_Icon="37-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Song of Celerity"
self.Skill_E_Icon="37-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crescendo"
self.Skill_R_Icon="37-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Power Chord"
self.Skill_P_Icon="37-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_16:
def __init__(self):
self.ID=16
self.Name="Soraka"
self.Title="The Starchild"
self.Icon="16.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.8
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=375
self.BaseHealth_delta = 71
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=7.4
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Starcall"
self.Skill_Q_Icon="16-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Astral Blessing"
self.Skill_W_Icon="16-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Infuse"
self.Skill_E_Icon="16-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Wish"
self.Skill_R_Icon="16-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Consecration"
self.Skill_P_Icon="16-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_50:
def __init__(self):
self.ID=50
self.Name="Swain"
self.Title="The Master Tactician"
self.Icon="50.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.8
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Decrepify"
self.Skill_Q_Icon="50-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Nevermove"
self.Skill_W_Icon="50-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Torment"
self.Skill_E_Icon="50-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Ravenous Flock"
self.Skill_R_Icon="50-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Carrion Renewal"
self.Skill_P_Icon="50-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_91:
def __init__(self):
self.ID=91
self.Name="Talon"
self.Title="The Blade's Shadow"
self.Icon="91.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=17
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.25
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Noxian Diplomacy"
self.Skill_Q_Icon="91-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rake"
self.Skill_W_Icon="91-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Cutthroat"
self.Skill_E_Icon="91-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Shadow Assault"
self.Skill_R_Icon="91-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Mercy"
self.Skill_P_Icon="91-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_44:
def __init__(self):
self.ID=44
self.Name="Taric"
self.Title="The Gem Knight"
self.Icon="44.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=58
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=468
self.BaseHealth_delta = 90
self.Health=0
self.BaseMana=255
self.BaseMana_delta = 56
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.2
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.1
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=4.1
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Imbue"
self.Skill_Q_Icon="44-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Shatter"
self.Skill_W_Icon="44-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Dazzle"
self.Skill_E_Icon="44-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Radiance"
self.Skill_R_Icon="44-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Gemcraft"
self.Skill_P_Icon="44-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_17:
def __init__(self):
self.ID=17
self.Name="Teemo"
self.Title="The Swift Scout"
self.Icon="17.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=44.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=378
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=200
self.BaseMana_delta = 40
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.65
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Blinding Dart"
self.Skill_Q_Icon="17-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Move Quick"
self.Skill_W_Icon="17-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Toxic Shot"
self.Skill_E_Icon="17-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Noxious Trap"
self.Skill_R_Icon="17-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Camouflage"
self.Skill_P_Icon="17-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_18:
def __init__(self):
self.ID=18
self.Name="Tristana"
self.Title="The Megling Gunner"
self.Icon="18.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.5
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=415
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=193
self.BaseMana_delta = 32
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rapid Fire"
self.Skill_Q_Icon="18-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rocket Jump"
self.Skill_W_Icon="18-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Explosive Shot"
self.Skill_E_Icon="18-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Buster Shot"
self.Skill_R_Icon="18-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Draw a Bead"
self.Skill_P_Icon="18-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_48:
def __init__(self):
self.ID=48
self.Name="Trundle"
self.Title="The Cursed Troll"
self.Icon="48.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=455
self.BaseHealth_delta = 96
self.Health=0
self.BaseMana=206
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=325
self.Movement_Speed=0
self.BaseArmor=19
self.BaseArmor_delta = 2.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=8
self.BaseHealth_Regen_delta = 0.85
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rabid Bite"
self.Skill_Q_Icon="48-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Contaminate"
self.Skill_W_Icon="48-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Pillar of Filth"
self.Skill_E_Icon="48-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Agony"
self.Skill_R_Icon="48-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Decompose"
self.Skill_P_Icon="48-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_23:
def __init__(self):
self.ID=23
self.Name="Tryndamere"
self.Title="The Barbarian King"
self.Icon="23.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=461
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=100
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=14.9
self.BaseArmor_delta = 3.1
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.9
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bloodlust"
self.Skill_Q_Icon="23-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Mocking Shout"
self.Skill_W_Icon="23-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Spinning Slash"
self.Skill_E_Icon="23-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Undying Rage"
self.Skill_R_Icon="23-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Battle Fury"
self.Skill_P_Icon="23-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_4:
def __init__(self):
self.ID=4
self.Name="Twisted Fate"
self.Title="The Card Master"
self.Icon="4.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46.41
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=384
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=202
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=11.25
self.BaseArmor_delta = 3.15
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Wild Cards"
self.Skill_Q_Icon="4-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Pick A Card"
self.Skill_W_Icon="4-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Stacked Deck"
self.Skill_E_Icon="4-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Destiny"
self.Skill_R_Icon="4-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Loaded Dice"
self.Skill_P_Icon="4-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_29:
def __init__(self):
self.ID=29
self.Name="Twitch"
self.Title="The Plague Rat"
self.Icon="29.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.56
self.BaseAttack_Damage_delta=3.15
self.Attack_Damage=0.0
self.BaseHealth=356
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=180
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=14
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.45
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Ambush"
self.Skill_Q_Icon="29-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Debilitating Poison"
self.Skill_W_Icon="29-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Expunge"
self.Skill_E_Icon="29-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Spray and Pray"
self.Skill_R_Icon="29-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Deadly Venom"
self.Skill_P_Icon="29-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_77:
def __init__(self):
self.ID=77
self.Name="Udyr"
self.Title="The Animal Spirit"
self.Icon="77.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=52.91
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=427
self.BaseHealth_delta = 99
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=14.75
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.45
self.BaseHealth_Regen_delta = 0.75
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.4
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Tiger Stance"
self.Skill_Q_Icon="77-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Turtle Stance"
self.Skill_W_Icon="77-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Bear Stance"
self.Skill_E_Icon="77-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Phoenix Stance"
self.Skill_R_Icon="77-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Monkey's Agility"
self.Skill_P_Icon="77-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_6:
def __init__(self):
self.ID=6
self.Name="Urgot"
self.Title="The Headsman's Pride"
self.Icon="6.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48
self.BaseAttack_Damage_delta=3.6
self.Attack_Damage=0.0
self.BaseHealth=437
self.BaseHealth_delta = 89
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.5
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.5
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Acid Hunter"
self.Skill_Q_Icon="6-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Terror Capacitor"
self.Skill_W_Icon="6-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Noxian Corrosive Charge"
self.Skill_E_Icon="6-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hyper-Kinetic Position Reverser"
self.Skill_R_Icon="6-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Zaun-Touched Bolt Augmenter"
self.Skill_P_Icon="6-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_110:
def __init__(self):
self.ID=110
self.Name="Varus"
self.Title="The Arrow of Retribution"
self.Icon="110.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=46
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=400
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 36
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=13.5
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.5
self.BaseMana_Regen_delta = 0.5
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Piercing Arrow"
self.Skill_Q_Icon="110-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Blighted Quiver"
self.Skill_W_Icon="110-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hail of Arrows"
self.Skill_E_Icon="110-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chain of Corruption"
self.Skill_R_Icon="110-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Living Vengeance"
self.Skill_P_Icon="110-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_67:
def __init__(self):
self.ID=67
self.Name="Vayne"
self.Title="The Night Hunter"
self.Icon="67.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=50
self.BaseAttack_Damage_delta=3.25
self.Attack_Damage=0.0
self.BaseHealth=359
self.BaseHealth_delta = 83
self.Health=0
self.BaseMana=173
self.BaseMana_delta = 27
self.Mana=0
self.BaseMovement_Speed=300
self.Movement_Speed=0
self.BaseArmor=9.3
self.BaseArmor_delta = 3.4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.3
self.BaseMana_Regen_delta = 0.4
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Tumble"
self.Skill_Q_Icon="67-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Silver Bolts"
self.Skill_W_Icon="67-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Condemn"
self.Skill_E_Icon="67-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Final Hour"
self.Skill_R_Icon="67-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Night Hunter"
self.Skill_P_Icon="67-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_45:
def __init__(self):
self.ID=45
self.Name="Veigar"
self.Title="The Tiny Master of Evil"
self.Icon="45.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.3
self.BaseAttack_Damage_delta=2.625
self.Attack_Damage=0.0
self.BaseHealth=355
self.BaseHealth_delta = 82
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 55
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12.25
self.BaseArmor_delta = 3.75
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Baleful Strike"
self.Skill_Q_Icon="45-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Dark Matter"
self.Skill_W_Icon="45-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Event Horizon"
self.Skill_E_Icon="45-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Primordial Burst"
self.Skill_R_Icon="45-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Equilibrium"
self.Skill_P_Icon="45-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_112:
def __init__(self):
self.ID=112
self.Name="Viktor"
self.Title="The Machine Herald"
self.Icon="112.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=49
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=385
self.BaseHealth_delta = 78
self.Health=0
self.BaseMana=240
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 4
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6.75
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.9
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Power Transfer"
self.Skill_Q_Icon="112-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Gravity Field"
self.Skill_W_Icon="112-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Death Ray"
self.Skill_E_Icon="112-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chaos Storm"
self.Skill_R_Icon="112-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Evolving Technology"
self.Skill_P_Icon="112-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_8:
def __init__(self):
self.ID=8
self.Name="Vladimir"
self.Title="The Crimson Reaper"
self.Icon="8.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=45
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=400
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=0
self.BaseMana_delta = 0
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=6
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=0
self.BaseMana_Regen_delta = 0
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Transfusion"
self.Skill_Q_Icon="8-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Sanguine Pool"
self.Skill_W_Icon="8-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Tides of Blood"
self.Skill_E_Icon="8-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Hemoplague"
self.Skill_R_Icon="8-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Crimson Pact"
self.Skill_P_Icon="8-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_106:
def __init__(self):
self.ID=106
self.Name="Volibear"
self.Title="The Thunder's Roar"
self.Icon="106.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54
self.BaseAttack_Damage_delta=3.3
self.Attack_Damage=0.0
self.BaseHealth=440
self.BaseHealth_delta = 86
self.Health=0
self.BaseMana=220
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.5
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Rolling Thunder"
self.Skill_Q_Icon="106-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Frenzy"
self.Skill_W_Icon="106-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Majestic Roar"
self.Skill_E_Icon="106-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Thunder Claws"
self.Skill_R_Icon="106-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Chosen of the Storm"
self.Skill_P_Icon="106-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_19:
def __init__(self):
self.ID=19
self.Name="Warwick"
self.Title="The Blood Hunter"
self.Icon="19.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56.76
self.BaseAttack_Damage_delta=3.375
self.Attack_Damage=0.0
self.BaseHealth=428
self.BaseHealth_delta = 98
self.Health=0
self.BaseMana=190
self.BaseMana_delta = 30
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7.05
self.BaseHealth_Regen_delta = 0.8
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7.1
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Hungering Strike"
self.Skill_Q_Icon="19-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Hunters Call"
self.Skill_W_Icon="19-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Blood Scent"
self.Skill_E_Icon="19-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Infinite Duress"
self.Skill_R_Icon="19-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Eternal Thirst"
self.Skill_P_Icon="19-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_62:
def __init__(self):
self.ID=62
self.Name="Wukong"
self.Title="The Monkey King"
self.Icon="62.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=54.5
self.BaseAttack_Damage_delta=3.2
self.Attack_Damage=0.0
self.BaseHealth=435
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=202
self.BaseMana_delta = 38
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.1
self.BaseHealth_Regen_delta = 0.65
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Crushing Blow"
self.Skill_Q_Icon="62-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Decoy"
self.Skill_W_Icon="62-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Nimbus Strike"
self.Skill_E_Icon="62-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Cyclone"
self.Skill_R_Icon="62-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Stone Skin"
self.Skill_P_Icon="62-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_101:
def __init__(self):
self.ID=101
self.Name="Xerath"
self.Title="The Magus Ascendant"
self.Icon="101.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.66
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 45
self.Mana=0
self.BaseMovement_Speed=315
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.5
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.5
self.BaseHealth_Regen_delta = 0.55
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=7
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Arcanopulse"
self.Skill_Q_Icon="101-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Locus of Power"
self.Skill_W_Icon="101-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Mage Chains"
self.Skill_E_Icon="101-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Arcane Barrage"
self.Skill_R_Icon="101-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Ascended Form"
self.Skill_P_Icon="101-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_5:
def __init__(self):
self.ID=5
self.Name="Xin Zhao"
self.Title="The Seneschal of Demacia"
self.Icon="5.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=56
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=445
self.BaseHealth_delta = 87
self.Health=0
self.BaseMana=213
self.BaseMana_delta = 31
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=16.2
self.BaseArmor_delta = 3.7
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Three Talon Strike"
self.Skill_Q_Icon="5-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Battle Cry"
self.Skill_W_Icon="5-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Audacious Charge"
self.Skill_E_Icon="5-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Crescent Sweep"
self.Skill_R_Icon="5-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Tireless Warrior"
self.Skill_P_Icon="5-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_83:
def __init__(self):
self.ID=83
self.Name="Yorick"
self.Title="The Gravedigger"
self.Icon="83.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51.7
self.BaseAttack_Damage_delta=3.5
self.Attack_Damage=0.0
self.BaseHealth=421
self.BaseHealth_delta = 85
self.Health=0
self.BaseMana=235
self.BaseMana_delta = 35
self.Mana=0
self.BaseMovement_Speed=320
self.Movement_Speed=0
self.BaseArmor=15
self.BaseArmor_delta = 3.6
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 1.25
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=7
self.BaseHealth_Regen_delta = 0.7
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6
self.BaseMana_Regen_delta = 0.45
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Omen of War"
self.Skill_Q_Icon="83-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Omen of Pestilence"
self.Skill_W_Icon="83-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Omen of Famine"
self.Skill_E_Icon="83-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Omen of Death"
self.Skill_R_Icon="83-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Unholy Covenant"
self.Skill_P_Icon="83-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_115:
def __init__(self):
self.ID=115
self.Name="Ziggs"
self.Title="The Hexplosives Expert"
self.Icon="115.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=51
self.BaseAttack_Damage_delta=3.1
self.Attack_Damage=0.0
self.BaseHealth=390
self.BaseHealth_delta = 80
self.Health=0
self.BaseMana=250
self.BaseMana_delta = 50
self.Mana=0
self.BaseMovement_Speed=305
self.Movement_Speed=0
self.BaseArmor=12
self.BaseArmor_delta = 3.3
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=5.25
self.BaseHealth_Regen_delta = 0.6
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.75
self.BaseMana_Regen_delta = 0.6
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Bouncing Bomb"
self.Skill_Q_Icon="115-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Satchel Charge"
self.Skill_W_Icon="115-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Hexplosive Minefield"
self.Skill_E_Icon="115-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Mega Inferno Bomb"
self.Skill_R_Icon="115-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Short Fuse"
self.Skill_P_Icon="115-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champ_26:
def __init__(self):
self.ID=26
self.Name="Zilean"
self.Title="The Chronokeeper"
self.Icon="26.jpg"
self.Level=1
self.Build={'1':False,'2':False,'3':False,'4':False,'5':False}
self.BaseAttack_Damage=48.6
self.BaseAttack_Damage_delta=3
self.Attack_Damage=0.0
self.BaseHealth=380
self.BaseHealth_delta = 71
self.Health=0
self.BaseMana=260
self.BaseMana_delta = 60
self.Mana=0
self.BaseMovement_Speed=310
self.Movement_Speed=0
self.BaseArmor=6.75
self.BaseArmor_delta = 3.8
self.Armor=0
self.BaseMagic_Resist=30
self.BaseMagic_Resist_delta = 0
self.Magic_Resist=0
self.BaseHealth_Regen_per_5_seconds=4.6
self.BaseHealth_Regen_delta = 0.5
self.Health_Regen_per_5_seconds=0
self.BaseMana_Regen_per_5_seconds=6.95
self.BaseMana_Regen_delta = 0.65
self.Mana_Regen_per_5_seconds=0
self.BaseAbility_Power=0
self.Ability_Power=0
self.BaseSpell_Vamp=0
self.Spell_Vamp=0
self.BaseAttack_Speed=0
self.Attack_Speed=0
self.BaseLife_Steal=0
self.Life_Steal=0
self.BaseCooldown_Reduction=0
self.Cooldown_Reduction=0
self.BaseCritical_Strike_Chance=0
self.Critical_Strike_Chance=0
self.BaseMagic_Penetration=0
self.Magic_Penetration=0
self.BaseArmor_Penetration=0
self.Armor_Penetration=0
# Percentage Bonuses
self.Movement_Speed_Percentage=0
self.Attack_Damage_Percentage=0
self.Damage_Percentage=0
self.Mana_Percentage=0
self.Ability_Power_Percentage=0
self.Power_Percentage=0
self.Health_Percentage=0
self.Tenacity=False
# Skills
self.Skill_Q_Name="Time Bomb"
self.Skill_Q_Icon="26-1.jpg"
self.Skill_Q_MaxStack=False
self.Skill_Q_Stack=0
self.Skill_Q_Level=False
self.Skill_Q_has_Passive=False
self.Skill_Q_Cooldown=[]
self.Skill_Q_Cost=[]
self.Skill_Q_Priority=[]
self.Skill_W_Name="Rewind"
self.Skill_W_Icon="26-2.jpg"
self.Skill_W_MaxStack=False
self.Skill_W_Stack=0
self.Skill_W_Level=False
self.Skill_W_has_Passive=False
self.Skill_W_Cooldown=[]
self.Skill_W_Cost=[]
self.Skill_W_Priority=[]
self.Skill_E_Name="Time Warp"
self.Skill_E_Icon="26-3.jpg"
self.Skill_E_MaxStack=False
self.Skill_E_Stack=0
self.Skill_E_Level=False
self.Skill_E_has_Passive=False
self.Skill_E_Cooldown=[]
self.Skill_E_Cost=[]
self.Skill_E_Priority=[]
self.Skill_R_Name="Chronoshift"
self.Skill_R_Icon="26-4.jpg"
self.Skill_R_MaxStack=False
self.Skill_R_Stack=0
self.Skill_R_Level=False
self.Skill_R_has_Passive=False
self.Skill_R_Cooldown=[]
self.Skill_R_Cost=[]
self.Skill_R_Priority=[]
self.Skill_P_Name="Heightened Learning"
self.Skill_P_Icon="26-5.jpg"
self.Skill_P_MaxStack=False
self.Skill_P_Stack=0
self.Skill_P_Level=False
self.Skill_P_has_Passive=False
self.Skill_P_Cooldown=[]
self.Skill_P_Cost=[]
self.Skill_P_Priority=[]
self.Custom()
self.CalcStats()
def ResetStats(self):
self.Custom()
self.Attack_Damage=self.BaseAttack_Damage + self.BaseAttack_Damage_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Mana=self.BaseMana + self.BaseMana_delta * self.Level
self.Health=self.BaseHealth + self.BaseHealth_delta * self.Level
self.Movement_Speed=self.BaseMovement_Speed
self.Armor=self.BaseArmor + self.BaseArmor_delta * self.Level
self.Magic_Resist=self.BaseMagic_Resist + self.BaseMagic_Resist_delta * self.Level
self.Health_Regen_per_5_seconds=self.BaseHealth_Regen_per_5_seconds + self.BaseHealth_Regen_delta * self.Level
self.Mana_Regen_per_5_seconds=self.BaseMana_Regen_per_5_seconds + self.BaseMana_Regen_delta * self.Level
self.Ability_Power=0
self.Spell_Vamp=0
self.Attack_Speed=0
self.Life_steal=0
self.Cooldown_Reduction=0
self.Armor_Penetration=0
self.Critical_Strike_Chance=0
self.Magic_Penetration=0
def SetChampLevel(self,level):
self.Level=level
self.CalcStats()
def DumpStats(self):
print "Attack_Damage ", self.Attack_Damage
print "Health ", self.Health
print "Mana ", self.Mana
print "Movement_Speed " ,self.Movement_Speed
print "Armor ", self.Armor
print "Magic_Resist ", self.Magic_Resist
print "Health_Regen ", self.Health_Regen_per_5_seconds
print "Mana_Regen ", self.Mana_Regen_per_5_seconds
print "Ability_Power ", self.Ability_Power
print "Spell_Vamp ", self.Spell_Vamp
print "Attack_Speed ", self.Attack_Speed
print "Life_Steal ", self.Life_steal
print "Cooldown_Reduction ", self.Cooldown_Reduction
print "Armor_Penetration ", self.Armor_Penetration
print "Magic_Penetration ", self.Magic_Penetration
print "Critical_Strike_Chance ", self.Critical_Strike_Chance
def CalcStats(self):
# Reset stats
self.ResetStats()
# Add Runes
#self.ProcessRunes()
# Add Masteries
#self.ProcessMasteries()
self.CustomCalcStats()
# loop through skills passives
self.Skill_Q(False)
self.Skill_W(False)
self.Skill_E(False)
self.Skill_R(False)
self.Skill_P()
# loop through items
for item in self.Build.itervalues():
if item:
item.UpdateStats()
def AddItem(self,pos,itemid):
self.Build[pos]=ITEMS.GetItem(itemid)
self.Build[pos].parent=self
self.CalcStats()
def DelItem(self,pos):
self.Build[pos]=False
self.CalcStats()
def Custom(self):
pass
def CustomCalcStats(self):
pass
def Skill_Q(self,active):
pass
def Skill_W(self,active):
pass
def Skill_E(self,active):
pass
def Skill_R(self,active):
pass
def Skill_P(self):
pass
class Champs():
def __init__(self,parent):
self.parent=parent
self.CHAMPS={}
self.InitChamps()
self.ChampIndex=['103','84','12','32','34','1','22','53','63','51','69','31','42','122','36','119','28','81','9','114','105','3','41','86','79','104','120','74','39','40','59','24','43','30','38','55','10','85','96','7','64','89','117','99','54','90','57','11','21','82','25','75','111','76','56','20','2','61','80','78','33','58','92','68','13','113','35','98','102','27','14','15','72','37','16','50','91','44','17','18','48','23','4','29','77','6','110','67','45','112','8','106','19','62','101','5','83','115','26']
self.CreateLists()
def InitChamps(self):
self.CHAMPS['103']=Champ_103()
self.CHAMPS['84']=Champ_84()
self.CHAMPS['12']=Champ_12()
self.CHAMPS['32']=Champ_32()
self.CHAMPS['34']=Champ_34()
self.CHAMPS['1']=Champ_1()
self.CHAMPS['22']=Champ_22()
self.CHAMPS['53']=Champ_53()
self.CHAMPS['63']=Champ_63()
self.CHAMPS['51']=Champ_51()
self.CHAMPS['69']=Champ_69()
self.CHAMPS['31']=Champ_31()
self.CHAMPS['42']=Champ_42()
self.CHAMPS['122']=Champ_122()
self.CHAMPS['36']=Champ_36()
self.CHAMPS['119']=Champ_119()
self.CHAMPS['28']=Champ_28()
self.CHAMPS['81']=Champ_81()
self.CHAMPS['9']=Champ_9()
self.CHAMPS['114']=Champ_114()
self.CHAMPS['105']=Champ_105()
self.CHAMPS['3']=Champ_3()
self.CHAMPS['41']=Champ_41()
self.CHAMPS['86']=Champ_86()
self.CHAMPS['79']=Champ_79()
self.CHAMPS['104']=Champ_104()
self.CHAMPS['120']=Champ_120()
self.CHAMPS['74']=Champ_74()
self.CHAMPS['39']=Champ_39()
self.CHAMPS['40']=Champ_40()
self.CHAMPS['59']=Champ_59()
self.CHAMPS['24']=Champ_24()
self.CHAMPS['43']=Champ_43()
self.CHAMPS['30']=Champ_30()
self.CHAMPS['38']=Champ_38()
self.CHAMPS['55']=Champ_55()
self.CHAMPS['10']=Champ_10()
self.CHAMPS['85']=Champ_85()
self.CHAMPS['96']=Champ_96()
self.CHAMPS['7']=Champ_7()
self.CHAMPS['64']=Champ_64()
self.CHAMPS['89']=Champ_89()
self.CHAMPS['117']=Champ_117()
self.CHAMPS['99']=Champ_99()
self.CHAMPS['54']=Champ_54()
self.CHAMPS['90']=Champ_90()
self.CHAMPS['57']=Champ_57()
self.CHAMPS['11']=Champ_11()
self.CHAMPS['21']=Champ_21()
self.CHAMPS['82']=Champ_82()
self.CHAMPS['25']=Champ_25()
self.CHAMPS['75']=Champ_75()
self.CHAMPS['111']=Champ_111()
self.CHAMPS['76']=Champ_76()
self.CHAMPS['56']=Champ_56()
self.CHAMPS['20']=Champ_20()
self.CHAMPS['2']=Champ_2()
self.CHAMPS['61']=Champ_61()
self.CHAMPS['80']=Champ_80()
self.CHAMPS['78']=Champ_78()
self.CHAMPS['33']=Champ_33()
self.CHAMPS['58']=Champ_58()
self.CHAMPS['92']=Champ_92()
self.CHAMPS['68']=Champ_68()
self.CHAMPS['13']=Champ_13()
self.CHAMPS['113']=Champ_113()
self.CHAMPS['35']=Champ_35()
self.CHAMPS['98']=Champ_98()
self.CHAMPS['102']=Champ_102()
self.CHAMPS['27']=Champ_27()
self.CHAMPS['14']=Champ_14()
self.CHAMPS['15']=Champ_15()
self.CHAMPS['72']=Champ_72()
self.CHAMPS['37']=Champ_37()
self.CHAMPS['16']=Champ_16()
self.CHAMPS['50']=Champ_50()
self.CHAMPS['91']=Champ_91()
self.CHAMPS['44']=Champ_44()
self.CHAMPS['17']=Champ_17()
self.CHAMPS['18']=Champ_18()
self.CHAMPS['48']=Champ_48()
self.CHAMPS['23']=Champ_23()
self.CHAMPS['4']=Champ_4()
self.CHAMPS['29']=Champ_29()
self.CHAMPS['77']=Champ_77()
self.CHAMPS['6']=Champ_6()
self.CHAMPS['110']=Champ_110()
self.CHAMPS['67']=Champ_67()
self.CHAMPS['45']=Champ_45()
self.CHAMPS['112']=Champ_112()
self.CHAMPS['8']=Champ_8()
self.CHAMPS['106']=Champ_106()
self.CHAMPS['19']=Champ_19()
self.CHAMPS['62']=Champ_62()
self.CHAMPS['101']=Champ_101()
self.CHAMPS['5']=Champ_5()
self.CHAMPS['83']=Champ_83()
self.CHAMPS['115']=Champ_115()
self.CHAMPS['26']=Champ_26()
def GetChamp(self,champid):
return self.CHAMPS[str(champid)]
def GetChampCopy(self,champid):
return copy.deepcopy(self.CHAMPS[str(champid)])
def CreateLists(self):
self.ChampList=[]
self.ChampName2ID={}
for ChampID in self.ChampIndex:
self.ChampList.append(self.CHAMPS[ChampID].Name)
self.ChampName2ID[self.CHAMPS[ChampID].Name]=ChampID
def GetChampList(self):
return sorted(self.ChampList)
def GetChampID(self,name):
return str(self.ChampName2ID[str(name)])
| Python |
from ftllibs.items import *
import operator
import copy
import sys
import re
class Items():
def __init__(self,parent):
self.parent=parent
self.ITEMS={}
self.ItemIndex=[]
for i in sys.modules.keys():
m = re.match('ftllibs.items.i(\d+)',i)
if m:
self.ItemIndex.append(m.groups(0)[0])
self.InitItems()
self.CreateLists()
def InitItems(self):
for i in self.ItemIndex:
cmd = "self.ITEMS['%s']=i%s.Item_%s()" % (i,i,i)
exec cmd
# self.ITEMS['3001']=i3001.Item_3001()
def GetItem(self,itemid):
return self.ITEMS[str(itemid)]
def GetItemCopy(self,itemid):
return copy.deepcopy(self.ITEMS[str(itemid)])
def CreateLists(self):
# sortedLists is for item attributes , like health , mana and so on
self.SortedLists={}
for ItemID in self.ItemIndex:
for i in self.ITEMS[ItemID].Tags:
if not self.SortedLists.has_key(i):
self.SortedLists[i]=[]
self.SortedLists[i].append(ItemID)
else:
self.SortedLists[i].append(ItemID)
for i in self.SortedLists:
costs = {}
#for var in collection:
for j in self.SortedLists[i]:
costs[j] = self.ITEMS[j].Total_Costs
self.SortedLists[i] = []
for k,l in sorted(costs.iteritems(), key=operator.itemgetter(1)):
self.SortedLists[i].append(k)
# Availability list speaks for itself
self.AvailabilityLists={}
self.AvailabilityLists['summonersrift']=[]
self.AvailabilityLists['twistedtreeline']=[]
self.AvailabilityLists['dominion']=[]
for ItemID in self.ItemIndex:
for i in self.ITEMS[ItemID].Availability:
if i == "summonersrift" or i == "all":
self.AvailabilityLists['summonersrift'].append(ItemID)
if i == "twistedtreeline" or i == "all":
self.AvailabilityLists['twistedtreeline'].append(ItemID)
if i == "dominion" or i == "all":
self.AvailabilityLists['dominion'].append(ItemID)
def GetAvailabilityList(self,string):
return self.AvailabilityLists[string]
def GetList(self,string):
#attack_speed
#doran
#life_steal
#spell_damage
#viktor
#armor
#spell_block
#damage
#health_regen
#mana
#health
#consumeable
#movement
#mana_regen
#critical_strike
#prospector
#cooldown_reduction
return self.SortedLists[string]
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1057():
def __init__(self):
self.parent=False
self.Name="Negatron Cloak"
self.IconFileName="1057.png"
self.ID=1057
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3109','3102','3001','3140','3180']
self.Tags=['spell_block']
self.Costs = 740
self.Total_Costs = 740
self.Description="+48 Magic Resist"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Magic_Resist += 48.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3158():
def __init__(self):
self.parent=False
self.Name="Ionian Boots of Lucidity"
self.IconFileName="3158.png"
self.ID=3158
self.Stack=0
self.MaxStack=0
self.Built_From=['1001']
self.Builds_Into=[]
self.Tags=['movement','cooldown_reduction']
self.Costs = 700
self.Total_Costs = 1050
self.Description="UNIQUE Passive: +15% Cooldown Reduction UNIQUE Passive: Enhanced Movement 2 (does not stack with other Boots)"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Cooldown_Reduction += 15.0
# above is %
self.parent.Movement_Speed += 70.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3024():
def __init__(self):
self.parent=False
self.Name="Glacial Shroud"
self.IconFileName="3024.png"
self.ID=3024
self.Stack=0
self.MaxStack=0
self.Built_From=['1027','1031']
self.Builds_Into=['3110']
self.Tags=['armor','mana','cooldown_reduction']
self.Costs = 425
self.Total_Costs = 1525
self.Description="+425 Mana +45 Armor UNIQUE Passive: +15% Cooldown Reduction"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Mana += 425.0
self.parent.Armor += 45.0
self.parent.Cooldown_Reduction += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1018():
def __init__(self):
self.parent=False
self.Name="Cloak of Agility"
self.IconFileName="1018.png"
self.ID=1018
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3005','3046','3031','3172']
self.Tags=['critical_strike']
self.Costs = 830
self.Total_Costs = 830
self.Description="+18% Critical Strike Chance"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Critical_Strike_Chance += 18.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3126():
def __init__(self):
self.parent=False
self.Name="Madred's Bloodrazor"
self.IconFileName="3126.png"
self.ID=3126
self.Stack=0
self.MaxStack=0
self.Built_From=['3106','1029','1036','1037','1043']
self.Builds_Into=[]
self.Tags=['damage','attack_speed']
self.Costs = 775
self.Total_Costs = 3800
self.Description="+40 Attack Damage +40% Attack Speed +25 Armor UNIQUE Passive: Your basic attacks deal bonus magic damage equal to 4% of the target's maximum Health."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 40.0
self.parent.Attack_Speed_Percentage += 40.0
# above is %
self.parent.Armor += 25.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2038():
def __init__(self):
self.parent=False
self.Name="Elixir of Agility"
self.IconFileName="2038.png"
self.ID=2038
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['attack_speed','critical_strike','consumeable']
self.Costs = 250
self.Total_Costs = 250
self.Description="Click to Consume: Grants 12-22% Attack Speed, based on champion level, and 8% Critical Strike Chance for 4 minutes."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1062():
def __init__(self):
self.parent=False
self.Name="Prospector's Blade"
self.IconFileName="1062.png"
self.ID=1062
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['health','damage','life_steal','prospector']
self.Costs = 950
self.Total_Costs = 950
self.Description="+20 Attack Damage +5% Life Steal UNIQUE Passive: +200 Health (does not stack with other Prospector items)"
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["dominion"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 20.0
self.parent.Life_Steal += 5.0
# above is %
self.parent.Health += 200
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3108():
def __init__(self):
self.parent=False
self.Name="Fiendish Codex"
self.IconFileName="3108.png"
self.ID=3108
self.Stack=0
self.MaxStack=0
self.Built_From=['1005','1052']
self.Builds_Into=['3115','3174','3165']
self.Tags=['spell_damage','mana_regen','cooldown_reduction']
self.Costs = 300
self.Total_Costs = 1125
self.Description="+30 Ability Power +7 Mana Regen per 5 seconds UNIQUE Passive: +10% Cooldown Reduction"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 30.0
self.parent.Mana_Regen_per_5_seconds += 7.0
self.parent.Cooldown_Reduction += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2039():
def __init__(self):
self.parent=False
self.Name="Elixir of Brilliance"
self.IconFileName="2039.png"
self.ID=2039
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['spell_damage','cooldown_reduction','consumeable']
self.Costs = 250
self.Total_Costs = 250
self.Description="Click to Consume: Grants 20-40 Ability Power, based on champion level, and 10% Cooldown Reduction for 4 minutes."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1038():
def __init__(self):
self.parent=False
self.Name="B. F. Sword"
self.IconFileName="1038.png"
self.ID=1038
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3031','3071','3072','3181','3184']
self.Tags=['damage']
self.Costs = 1650
self.Total_Costs = 1650
self.Description="+45 Attack Damage"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 45.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3114():
def __init__(self):
self.parent=False
self.Name="Malady"
self.IconFileName="3114.png"
self.ID=3114
self.Stack=0
self.MaxStack=0
self.Built_From=['1042','1042','1052']
self.Builds_Into=[]
self.Tags=['attack_speed','spell_damage']
self.Costs = 550
self.Total_Costs = 1825
self.Description="+25 Ability Power +50% Attack Speed UNIQUE Passive: Your basic attacks deal 20 bonus magic damage and reduce the target's Magic Resist by 6 for 8 seconds (effect stacks up to 4 times)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 25.0
self.parent.Attack_Speed_Percentage += 50.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3037():
def __init__(self):
self.parent=False
self.Name="Mana Manipulator"
self.IconFileName="3037.png"
self.ID=3037
self.Stack=0
self.MaxStack=0
self.Built_From=['1004','1004']
self.Builds_Into=['3099']
self.Tags=['mana_regen']
self.Costs = 115
self.Total_Costs = 475
self.Description="UNIQUE Aura: Nearby allied champions gain 7.2 Mana Regen per 5 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3069():
def __init__(self):
self.parent=False
self.Name="Shurelya's Reverie"
self.IconFileName="3069.png"
self.ID=3069
self.Stack=0
self.MaxStack=0
self.Built_From=['3067','1028','3096','1004','1007']
self.Builds_Into=[]
self.Tags=['health','health_regen','mana_regen','movement','cooldown_reduction']
self.Costs = 550
self.Total_Costs = 2200
self.Description="+330 Health +30 Health Regen per 5 seconds +15 Mana Regen per 5 seconds UNIQUE Passive: +15% Cooldown Reduction UNIQUE Active: Nearby allied champions gain 40% Movement Speed for 3 seconds (60 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 330.0
self.parent.Health_Regen_per_5_seconds += 30.0
self.parent.Mana_Regen_per_5_seconds += 15.0
self.parent.Cooldown_Reduction += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1029():
def __init__(self):
self.parent=False
self.Name="Cloth Armor"
self.IconFileName="1029.png"
self.ID=1029
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3026','3047','3106','3105','3110','3143']
self.Tags=['armor']
self.Costs = 300
self.Total_Costs = 300
self.Description="+18 Armor"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 18.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3190():
def __init__(self):
self.parent=False
self.Name="Locket of the Iron Solari"
self.IconFileName="3190.png"
self.ID=3190
self.Stack=0
self.MaxStack=0
self.Built_From=['3132','1028','3097','1029','1006']
self.Builds_Into=[]
self.Tags=['health','health_regen','armor']
self.Costs = 500
self.Total_Costs = 2225
self.Description="+300 Health +35 Armor UNIQUE Aura: Nearby allied Champions gain 15 Health Regen per 5 seconds. UNIQUE Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 300.0
self.parent.Armor += 35.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3077():
def __init__(self):
self.parent=False
self.Name="Tiamat"
self.IconFileName="3077.png"
self.ID=3077
self.Stack=0
self.MaxStack=0
self.Built_From=['1037','1036','1004','1006']
self.Builds_Into=[]
self.Tags=['health_regen','damage','mana_regen']
self.Costs = 250
self.Total_Costs = 2070
self.Description="+50 Attack Damage +15 Health Regen per 5 seconds +5 Mana Regen per 5 seconds Passive: Your basic attacks splash, dealing 50% area damage around the target (35% for ranged attacks)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 50.0
self.parent.Health_Regen_per_5_seconds += 15.0
self.parent.Mana_Regen_per_5_seconds += 5.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1004():
def __init__(self):
self.parent=False
self.Name="Faerie Charm"
self.IconFileName="1004.png"
self.ID=1004
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3037','3077','3096']
self.Tags=['mana_regen']
self.Costs = 180
self.Total_Costs = 180
self.Description="+3 Mana Regen per 5 seconds"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Mana_Regen_per_5_seconds += 3.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3154():
def __init__(self):
self.parent=False
self.Name="Wriggle's Lantern"
self.IconFileName="3154.png"
self.ID=3154
self.Stack=0
self.MaxStack=0
self.Built_From=['1053','3106','1029','1036']
self.Builds_Into=[]
self.Tags=['armor','damage','life_steal']
self.Costs = 150
self.Total_Costs = 1600
self.Description="+23 Attack Damage +30 Armor +12% Life Steal UNIQUE Passive: Your basic attacks against minions and monsters have a 20% chance to deal 425 bonus magic damage. UNIQUE Active: Places an invisible Sight Ward that reveals the surrounding area for 3 minutes (3 minute cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 23.0
self.parent.Armor += 30.0
self.parent.Life_Steal += 12.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3050():
def __init__(self):
self.parent=False
self.Name="Zeke's Herald"
self.IconFileName="3050.png"
self.ID=3050
self.Stack=0
self.MaxStack=0
self.Built_From=['3067','1028','1042','1053']
self.Builds_Into=[]
self.Tags=['health','attack_speed','life_steal','cooldown_reduction']
self.Costs = 425
self.Total_Costs = 2145
self.Description="+250 Health UNIQUE Passive: +15% Cooldown Reduction UNIQUE Aura: Grants nearby allied champions 12% Life Steal and 20% Attack Speed."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 250.0
self.parent.Cooldown_Reduction += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3181():
def __init__(self):
self.parent=False
self.Name="Sanguine Blade"
self.IconFileName="3181.png"
self.ID=3181
self.Stack=0
self.MaxStack=0
self.Built_From=['1038','1053']
self.Builds_Into=[]
self.Tags=['damage','life_steal']
self.Costs = 800
self.Total_Costs = 2900
self.Description="+60 Attack Damage +15% Life Steal UNIQUE Passive: Your basic attacks grant 5 Attack Damage and 1% Life Steal for 4 seconds (effect stacks up to 7 times)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["twistedtreeline","dominion","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 60.0
self.parent.Life_Steal += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3027():
def __init__(self):
self.parent=False
self.Name="Rod of Ages"
self.IconFileName="3027.png"
self.ID=3027
self.Stack=0
self.MaxStack=0
self.Built_From=['3010','1028','1027','1026']
self.Builds_Into=[]
self.Tags=['health','spell_damage','mana']
self.Costs = 850
self.Total_Costs = 3035
self.Description="+450 Health +525 Mana +60 Ability Power Passive: Your champion gains 18 Health, 20 Mana, and 2 Ability Power every minute (up to 10 times). UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 450.0
self.parent.Mana += 525.0
self.parent.Ability_Power += 60.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3099():
def __init__(self):
self.parent=False
self.Name="Soul Shroud"
self.IconFileName="3099.png"
self.ID=3099
self.Stack=0
self.MaxStack=0
self.Built_From=['3067','1028','1028','3037','1004','1004']
self.Builds_Into=[]
self.Tags=['health','mana_regen','cooldown_reduction']
self.Costs = 485
self.Total_Costs = 2285
self.Description="+520 Health UNIQUE Aura: Nearby allied champions gain 10% Cooldown Reduction and 12 Mana Regen per 5 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 520.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3089():
def __init__(self):
self.parent=False
self.Name="Rabadon's Deathcap"
self.IconFileName="3089.png"
self.ID=3089
self.Stack=0
self.MaxStack=0
self.Built_From=['1026','1058']
self.Builds_Into=[]
self.Tags=['spell_damage']
self.Costs = 1140
self.Total_Costs = 3600
self.Description="+140 Ability Power UNIQUE Passive: Increases Ability Power by 30%"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 140.0
self.parent.Ability_Power_Percentage += 30
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3178():
def __init__(self):
self.parent=False
self.Name="Ionic Spark"
self.IconFileName="3178.png"
self.ID=3178
self.Stack=0
self.MaxStack=0
self.Built_From=['1043','1028']
self.Builds_Into=[]
self.Tags=['health','attack_speed']
self.Costs = 775
self.Total_Costs = 2300
self.Description="+50% Attack Speed +250 Health UNIQUE Passive: Every fourth basic attack unleashes a chain lightning, dealing 110 magic damage to up to 4 targets."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 50.0
# above is %
self.parent.Health += 250.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3166():
def __init__(self):
self.parent=False
self.Name="Bonetooth Necklace"
self.IconFileName="3166.png"
self.ID=3166
self.Stack=0
self.MaxStack=14
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['damage','special','rengar']
self.Availability=['special','rengar']
self.Costs = 800
self.Total_Costs = 800
self.Description="blub"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Custom()
def UpdateStats(self):
#self.parent.Attack_Damage += 70.0
#self.parent.Life_Steal += 12.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1027():
def __init__(self):
self.parent=False
self.Name="Sapphire Crystal"
self.IconFileName="1027.png"
self.ID=1027
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3057','3070','3010','3024']
self.Tags=['mana']
self.Costs = 400
self.Total_Costs = 400
self.Description="+200 Mana"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Mana += 200.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3157():
def __init__(self):
self.parent=False
self.Name="Zhonya's Hourglass"
self.IconFileName="3157.png"
self.ID=3157
self.Stack=0
self.MaxStack=0
self.Built_From=['1031','1058']
self.Builds_Into=[]
self.Tags=['armor','spell_damage']
self.Costs = 800
self.Total_Costs = 3100
self.Description="+100 Ability Power +50 Armor UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any action (90 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 100.0
self.parent.Armor += 50.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3075():
def __init__(self):
self.parent=False
self.Name="Thornmail"
self.IconFileName="3075.png"
self.ID=3075
self.Stack=0
self.MaxStack=0
self.Built_From=['1029','1031']
self.Builds_Into=[]
self.Tags=['armor']
self.Costs = 1000
self.Total_Costs = 2000
self.Description="+100 Armor UNIQUE Passive: On being hit by basic attacks, returns 30% of damage taken as magic damage."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift","dominion","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 100.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3078():
def __init__(self):
self.parent=False
self.Name="Trinity Force"
self.IconFileName="3078.png"
self.ID=3078
self.Stack=0
self.MaxStack=0
# self.Built_From=['3086','1051','1042','3057','1027','1052','3044','1028','1036']
self.Built_From=['3057','3044','3086']
self.Builds_Into=[]
self.Tags=['health','damage','attack_speed','spell_damage','mana','movement','critical_strike']
self.Availability=['summonersrift','twistedtreeline','crystalscar','fieldofjustice']
self.Costs = 300
self.Total_Costs = 4070
self.Description="+30 Attack Damage +30 Ability Power +30% Attack Speed +15% Critical Strike Chance +12% Movement Speed +250 Health +250 Mana UNIQUE Passive: Your basic attacks have a 25% chance to slow your target's Movement Speed by 35% for 2.5 seconds. UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage (2 second cooldown). Does not stack with Sheen or Lich Bane."
self.RichText_Description=""
self.StatsDescription="<b>+30</b> Ability Power\n<b>+30</b> Attack Damage"
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 30.0
self.parent.Ability_Power += 30.0
self.parent.Attack_Speed_Percentage += 30.0
# above is %
self.parent.Critical_Strike_Chance += 15.0
# above is %
self.parent.Movement_Speed += 12.0
# above is %
self.parent.Health += 250.0
self.parent.Mana += 250.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3091():
def __init__(self):
self.parent=False
self.Name="Wit's End"
self.IconFileName="3091.png"
self.ID=3091
self.Stack=0
self.MaxStack=0
self.Built_From=['1043','1033']
self.Builds_Into=[]
self.Tags=['spell_block','attack_speed']
self.Costs = 700
self.Total_Costs = 2150
self.Description="+40% Attack Speed +30 Magic Resist UNIQUE Passive: Your basic attacks deal 42 bonus magic damage. UNIQUE Passive: Your basic attacks increase your Magic Resist by 5 for 5 seconds (effect stacks up to 4 times)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 40.0
# above is %
self.parent.Magic_Resist += 30.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3098():
def __init__(self):
self.parent=False
self.Name="Kage's Lucky Pick"
self.IconFileName="3098.png"
self.ID=3098
self.Stack=0
self.MaxStack=0
self.Built_From=['1052']
self.Builds_Into=['3165','3128']
self.Tags=['spell_damage']
self.Costs = 330
self.Total_Costs = 765
self.Description="+25 Ability Power UNIQUE Passive: Gain an additional 5 Gold every 10 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 25.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3071():
def __init__(self):
self.parent=False
self.Name="The Black Cleaver"
self.IconFileName="3071.png"
self.ID=3071
self.Stack=0
self.MaxStack=0
self.Built_From=['1038','1042']
self.Builds_Into=[]
self.Tags=['damage','attack_speed']
self.Costs = 795
self.Total_Costs = 2865
self.Description="+55 Attack Damage +30% Attack Speed UNIQUE Passive: Your basic attacks reduce your target's Armor by 15 for 5 seconds (effect stacks up to 3 times)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 55.0
self.parent.Attack_Speed_Percentage += 30.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3155():
def __init__(self):
self.parent=False
self.Name="Hexdrinker"
self.IconFileName="3155.png"
self.ID=3155
self.Stack=0
self.MaxStack=0
self.Built_From=['1036','1033']
self.Builds_Into=['3156']
self.Tags=['spell_block','damage']
self.Costs = 585
self.Total_Costs = 1400
self.Description="+25 Attack Damage +30 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 250 magic damage for 5 seconds (60 second cooldown)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 25.0
self.parent.Magic_Resist += 30.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1006():
def __init__(self):
self.parent=False
self.Name="Rejuvenation Bead"
self.IconFileName="1006.png"
self.ID=1006
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3082','3097','3077']
self.Tags=['health_regen']
self.Costs = 250
self.Total_Costs = 250
self.Description="+8 Health Regen per 5 seconds"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health_Regen_per_5_seconds += 8.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3046():
def __init__(self):
self.parent=False
self.Name="Phantom Dancer"
self.IconFileName="3046.png"
self.ID=3046
self.Stack=0
self.MaxStack=0
self.Built_From=['1018','3086','1051','1042','1042']
self.Builds_Into=[]
self.Tags=['critical_strike','attack_speed','movement']
self.Costs = 400
self.Total_Costs = 2845
self.Description="+55% Attack Speed +30% Critical Strike Chance +12% Movement Speed"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 55.0
# above is %
self.parent.Critical_Strike_Chance += 30.0
# above is %
self.parent.Movement_Speed += 12.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3138():
def __init__(self):
self.parent=False
self.Name="Leviathan"
self.IconFileName="3138.png"
self.ID=3138
self.Stack=0
self.MaxStack=0
self.Built_From=['1028']
self.Builds_Into=[]
self.Tags=['health']
self.Costs = 800
self.Total_Costs = 1275
self.Description="+180 Health UNIQUE Passive: Your champion gains 32 Health per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion takes 15% less damage."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 180.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3031():
def __init__(self):
self.parent=False
self.Name="Infinity Edge"
self.IconFileName="3031.png"
self.ID=3031
self.Stack=0
self.MaxStack=0
self.Built_From=['1038','1037','1018']
self.Builds_Into=[]
self.Tags=['damage','critical_strike']
self.Costs = 375
self.Total_Costs = 3830
self.Description="+80 Attack Damage +25% Critical Strike Chance UNIQUE Passive: Your critical strikes now deal 250% damage instead of 200%."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 80.0
self.parent.Critical_Strike_Chance += 25.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1042():
def __init__(self):
self.parent=False
self.Name="Dagger"
self.IconFileName="1042.png"
self.ID=1042
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3006','3050','3086','3101','3114','3172','3046']
self.Tags=['attack_speed']
self.Costs = 420
self.Total_Costs = 420
self.Description="+15% Attack Speed"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3105():
def __init__(self):
self.parent=False
self.Name="Aegis of the Legion"
self.IconFileName="3105.png"
self.ID=3105
self.Stack=0
self.MaxStack=0
self.Built_From=['1028','1033','1029']
self.Builds_Into=[]
self.Tags=['health','spell_block','armor']
self.Costs = 750
self.Total_Costs = 1925
self.Description="+270 Health +18 Armor +24 Magic Resist UNIQUE Aura: Nearby allied champions gain 12 Armor, 15 Magic Resist, and 8 Attack Damage."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 270.0
self.parent.Armor += 18.0
self.parent.Magic_Resist += 24.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3173():
def __init__(self):
self.parent=False
self.Name="Eleisa's Miracle"
self.IconFileName="3173.png"
self.ID=3173
self.Stack=0
self.MaxStack=0
self.Built_From=['3096','1004','1007']
self.Builds_Into=[]
self.Tags=['health_regen','mana_regen']
self.Costs = 500
self.Total_Costs = 1300
self.Description="+25 Health Regen per 5 seconds +20 Mana Regen per 5 seconds UNIQUE Passive: +35 Tenacity (Tenacity reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes. Does not stack with other Tenacity items.)"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health_Regen_per_5_seconds += 25.0
self.parent.Mana_Regen_per_5_seconds += 20.0
self.parent.Tenacity=True
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3047():
def __init__(self):
self.parent=False
self.Name="Ninja Tabi"
self.IconFileName="3047.png"
self.ID=3047
self.Stack=0
self.MaxStack=0
self.Built_From=['1001','1029']
self.Builds_Into=[]
self.Tags=['armor','movement']
self.Costs = 200
self.Total_Costs = 850
self.Description="+25 Armor UNIQUE Passive: Reduces the damage taken from non-turret basic attacks by 10%. UNIQUE Passive: Enhanced Movement 2 (does not stack with other Boots)"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 25.0
self.parent.Movement_Speed += 70.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3146():
def __init__(self):
self.parent=False
self.Name="Hextech Gunblade"
self.IconFileName="3146.png"
self.ID=3146
self.Stack=0
self.MaxStack=0
self.Built_From=['3144','1037','1053','3145','1052','1052']
self.Builds_Into=[]
self.Tags=['damage','life_steal','spell_damage']
self.Costs = 600
self.Total_Costs = 3625
self.Description="+40 Attack Damage +70 Ability Power +15% Life Steal UNIQUE Passive: +20% Spell Vamp UNIQUE Active: Deals 300 magic damage and slows the target champion's Movement Speed by 50% for 3 seconds (60 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 40.0
self.parent.Ability_Power += 70.0
self.parent.Life_Steal += 15.0
# above is %
self.parent.Spell_Vamp += 20.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3117():
def __init__(self):
self.parent=False
self.Name="Boots of Mobility"
self.IconFileName="3117.png"
self.ID=3117
self.Stack=0
self.MaxStack=0
self.Built_From=['1001']
self.Builds_Into=[]
self.Tags=['movement']
self.Costs = 650
self.Total_Costs = 1000
self.Description="UNIQUE Passive: Enhanced Movement 2, increases to Enhanced Movement 5 when out of combat for 5 seconds (does not stack with other Boots)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Movement_Speed += 70.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3153():
def __init__(self):
self.parent=False
self.Name="Blade of the Ruined King"
self.IconFileName="3153.png"
self.ID=3153
self.Stack=0
self.MaxStack=0
self.Built_From=['3098','3136']
self.Builds_Into=[]
self.Tags=['attack_damage','life_steal']
self.Costs = 975
self.Total_Costs = 2900
self.Description="+40 attack damage: +10% Life Steal"
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.LoadRTF()
self.Availability=["summonersrift","twistedtreeline"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 40.0
self.parent.Life_Steal += 10
self.UpdateStats_Custom()
def LoadRTF(self):
pass
# ff = open('rtfs/i3153.rtf','r')
# self.RichText_Description=ff.read()
# ff.close()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3001():
def __init__(self):
self.parent=False
self.Name="Abyssal Scepter"
self.IconFileName="3001.png"
self.ID=3001
self.Stack=0
self.MaxStack=0
self.Built_From=['1026','1057']
self.Builds_Into=[]
self.Tags=['spell_block','spell_damage']
self.Costs = 1050
self.Total_Costs = 2650
self.Description="+70 Ability Power +57 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 70.0
self.parent.Magic_Resist += 57.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2043():
def __init__(self):
self.parent=False
self.Name="Vision Ward"
self.IconFileName="2043.png"
self.ID=2043
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['consumeable']
self.Costs = 125
self.Total_Costs = 125
self.Description="Click to Consume: Places an invisible ward that reveals the surrounding area and stealthed units in the area for 3 minutes."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3174():
def __init__(self):
self.parent=False
self.Name="Athene's Unholy Grail"
self.IconFileName="3174.png"
self.ID=3174
self.Stack=0
self.MaxStack=0
self.Built_From=['3108','1005','1052','1052','3028','1005','1033']
self.Builds_Into=[]
self.Tags=['spell_block','spell_damage','mana_regen','cooldown_reduction']
self.Costs = 500
self.Total_Costs = 2950
self.Description="+80 Ability Power +36 Magic Resist +15 Mana Regen per 5 seconds UNIQUE Passive: 15% Cooldown Reduction UNIQUE Passive: Restores 12% of your max Mana on Kill or Assist. UNIQUE Passive: Increases your Mana Regen by 1% per 1% Mana you are missing. Does not stack with Chalice of Harmony."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 80.0
self.parent.Magic_Resist += 36.0
self.parent.Mana_Regen_per_5_seconds += 15.0
self.parent.Cooldown_Reduction += 15.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1051():
def __init__(self):
self.parent=False
self.Name="Brawler's Gloves"
self.IconFileName="1051.png"
self.ID=1051
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3086','3093','3123']
self.Tags=['critical_strike']
self.Costs = 400
self.Total_Costs = 400
self.Description="+8% Critical Strike Chance"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Critical_Strike_Chance += 8.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1026():
def __init__(self):
self.parent=False
self.Name="Blasting Wand"
self.IconFileName="1026.png"
self.ID=1026
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3001','3135','3027','3089','3100','3116','3128','3124','3170']
self.Tags=['spell_damage']
self.Costs = 860
self.Total_Costs = 860
self.Description="+40 Ability Power"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 40.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3096():
def __init__(self):
self.parent=False
self.Name="Philosopher's Stone"
self.IconFileName="3096.png"
self.ID=3096
self.Stack=0
self.MaxStack=0
self.Built_From=['1004','1007']
self.Builds_Into=['3069','3173']
self.Tags=['health_regen','mana_regen']
self.Costs = 185
self.Total_Costs = 800
self.Description="+18 Health Regen per 5 seconds +8 Mana Regen per 5 seconds UNIQUE Passive: Gain an additional 5 Gold every 10 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health_Regen_per_5_seconds += 18.0
self.parent.Mana_Regen_per_5_seconds += 8.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3093():
def __init__(self):
self.parent=False
self.Name="Avarice Blade"
self.IconFileName="3093.png"
self.ID=3093
self.Stack=0
self.MaxStack=0
self.Built_From=['1051']
self.Builds_Into=['3142']
self.Tags=['critical_strike']
self.Costs = 350
self.Total_Costs = 750
self.Description="+12% Critical Strike Chance UNIQUE Passive: Gain an additional 5 Gold every 10 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Critical_Strike_Chance += 12.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2004():
def __init__(self):
self.parent=False
self.Name="Mana Potion"
self.IconFileName="2004.png"
self.ID=2004
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['mana','consumeable']
self.Costs = 40
self.Total_Costs = 40
self.Description="Click to Consume: Restores 100 Mana over 15 seconds."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3101():
def __init__(self):
self.parent=False
self.Name="Stinger"
self.IconFileName="3101.png"
self.ID=3101
self.Stack=0
self.MaxStack=0
self.Built_From=['1042','1042']
self.Builds_Into=['3115']
self.Tags=['attack_speed','cooldown_reduction']
self.Costs = 250
self.Total_Costs = 1090
self.Description="+40% Attack Speed UNIQUE Passive: +10% Cooldown Reduction"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 40.0
# above is %
self.parent.Cooldown_Reduction += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3110():
def __init__(self):
self.parent=False
self.Name="Frozen Heart"
self.IconFileName="3110.png"
self.ID=3110
self.Stack=0
self.MaxStack=0
self.Built_From=['1029','1029','3024','1027','1031']
self.Builds_Into=[]
self.Tags=['armor','mana','cooldown_reduction']
self.Costs = 650
self.Total_Costs = 2775
self.Description="+99 Armor +500 Mana UNIQUE Passive: +20% Cooldown Reduction UNIQUE Aura: Reduces the Attack Speed of nearby enemies by 20%."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 99.0
self.parent.Mana += 500.0
self.parent.Cooldown_Reduction += 20.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1033():
def __init__(self):
self.parent=False
self.Name="Null-Magic Mantle"
self.IconFileName="1033.png"
self.ID=1033
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3111','3028','3065','3105','3026','3091','3155']
self.Tags=['spell_block']
self.Costs = 400
self.Total_Costs = 400
self.Description="+24 Magic Resist"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Magic_Resist += 24.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2047():
def __init__(self):
self.parent=False
self.Name="Oracle's Extract"
self.IconFileName="2047.png"
self.ID=2047
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['consumeable']
self.Costs = 250
self.Total_Costs = 250
self.Description="Click to Consume: Grants stealth detection for 5 minutes or until your champion dies."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["twistedtreeline","dominion","provinggrounds"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1055():
def __init__(self):
self.parent=False
self.Name="Doran's Blade"
self.IconFileName="1055.png"
self.ID=1055
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['health','attack_speed','life_steal','doran']
self.Costs = 475
self.Total_Costs = 475
self.Description="+80 Health +10 Attack Damage +3% Life Steal"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift","twistedtreeline","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 80.0
self.parent.Attack_Damage += 10.0
self.parent.Life_Steal += 3.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3185():
def __init__(self):
self.parent=False
self.Name="The Lightbringer"
self.IconFileName="3185.png"
self.ID=3185
self.Stack=0
self.MaxStack=0
self.Built_From=['1043','1036']
self.Builds_Into=[]
self.Tags=['damage','attack_speed']
self.Costs = 285
self.Total_Costs = 1750
self.Description="+50% Attack Speed +20 Attack Damage UNIQUE Passive: Your basic attacks grant vision of your target for 5 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["dominion"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 50.0
# above is %
self.parent.Attack_Damage += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1007():
def __init__(self):
self.parent=False
self.Name="Regrowth Pendant"
self.IconFileName="1007.png"
self.ID=1007
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3096','3083','3109']
self.Tags=['health_regen']
self.Costs = 435
self.Total_Costs = 435
self.Description="+15 Health Regen per 5 seconds"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health_Regen_per_5_seconds += 15.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1053():
def __init__(self):
self.parent=False
self.Name="Vampiric Scepter"
self.IconFileName="1053.png"
self.ID=1053
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3050','3123','3144','3181','3154','3072']
self.Tags=['life_steal']
self.Costs = 450
self.Total_Costs = 450
self.Description="+10% Life Steal"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Life_Steal += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1043():
def __init__(self):
self.parent=False
self.Name="Recurve Bow"
self.IconFileName="1043.png"
self.ID=1043
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3091','3126','3178','3185','3186']
self.Tags=['attack_speed']
self.Costs = 1050
self.Total_Costs = 1050
self.Description="+40% Attack Speed"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Speed_Percentage += 40.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1037():
def __init__(self):
self.parent=False
self.Name="Pickaxe"
self.IconFileName="1037.png"
self.ID=1037
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3144','3035','3124','3126','3031','3156','3077']
self.Tags=['damage']
self.Costs = 975
self.Total_Costs = 975
self.Description="+25 Attack Damage"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 25.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3041():
def __init__(self):
self.parent=False
self.Name="Mejai's Soulstealer"
self.IconFileName="3041.png"
self.ID=3041
self.Stack=0
self.MaxStack=0
self.Built_From=['1052']
self.Builds_Into=[]
self.Tags=['spell_damage']
self.Costs = 800
self.Total_Costs = 1235
self.Description="+20 Ability Power UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion gains 15% Cooldown Reduction."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3187():
def __init__(self):
self.parent=False
self.Name="Hextech Sweeper"
self.IconFileName="3187.png"
self.ID=3187
self.Stack=0
self.MaxStack=0
self.Built_From=['1052','1052','3067','1028']
self.Builds_Into=[]
self.Tags=['health','spell_damage','cooldown_reduction']
self.Costs = 150
self.Total_Costs = 1870
self.Description="+40 Ability Power +300 Health UNIQUE Passive: +10% Cooldown Reduction UNIQUE Passive: Dealing spell damage grants vision of your target (including stealthed targets) for 4 seconds. UNIQUE Active: A stealth-detecting mist grants vision in the target area for 6 seconds (1 minute cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["twistedtreeline","dominion","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 40.0
self.parent.Health += 300.0
self.parent.Cooldown_Reduction += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3022():
def __init__(self):
self.parent=False
self.Name="Frozen Mallet"
self.IconFileName="3022.png"
self.ID=3022
self.Stack=0
self.MaxStack=0
self.Built_From=['3044','1028','1036','1011']
self.Builds_Into=[]
self.Tags=['health','damage']
self.Costs = 825
self.Total_Costs = 3250
self.Description="+700 Health +20 Attack Damage UNIQUE Passive: Your basic attacks slow your target's Movement Speed by 40% for 2.5 seconds (30% for ranged attacks)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 700.0
self.parent.Attack_Damage += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3083():
def __init__(self):
self.parent=False
self.Name="Warmog's Armor"
self.IconFileName="3083.png"
self.ID=3083
self.Stack=0
self.MaxStack=0
self.Built_From=['1011','1028','1007']
self.Builds_Into=[]
self.Tags=['health','health_regen']
self.Costs = 980
self.Total_Costs = 3000
self.Description="+920 Health +30 Health Regen per 5 seconds Passive: Minion kills permanently grant 3.5 Health and .10 Health Regen per 5 seconds. Champion kills and assists permanently grant 35 Health and 1 Health Regen per 5 seconds. Bonuses cap at +350 Health and +10 Health Regen per 5 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift","provinggrounds"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 920.0
self.parent.Health_Regen_per_5_seconds += 30.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2042():
def __init__(self):
self.parent=False
self.Name="Oracle's Elixir"
self.IconFileName="2042.png"
self.ID=2042
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['consumeable']
self.Costs = 400
self.Total_Costs = 400
self.Description="Click to Consume: Grants stealth detection until your champion dies."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3124():
def __init__(self):
self.parent=False
self.Name="Guinsoo's Rageblade"
self.IconFileName="3124.png"
self.ID=3124
self.Stack=0
self.MaxStack=0
self.Built_From=['1026','1037']
self.Builds_Into=[]
self.Tags=['damage','attack_speed','spell_damage']
self.Costs = 400
self.Total_Costs = 2235
self.Description="+35 Attack Damage +45 Ability Power UNIQUE Passive: On basic attack or ability use, increases your Attack Speed by 4% and Ability Power by 6 for 5 seconds (effect stacks up to 8 times)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 35.0
self.parent.Ability_Power += 45.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3141():
def __init__(self):
self.parent=False
self.Name="Sword of the Occult"
self.IconFileName="3141.png"
self.ID=3141
self.Stack=0
self.MaxStack=0
self.Built_From=['1036']
self.Builds_Into=[]
self.Tags=['damage']
self.Costs = 954
self.Total_Costs = 1369
self.Description="+10 Attack Damage UNIQUE Passive: Your champion gains 5 Attack Damage per stack, receiving 2 stacks for a kill or 1 stack for an assist (stacks up to 20). You lose a third of your stacks on death. At 20 stacks, your champion's Movement Speed is increased by 15%."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 10.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3132():
def __init__(self):
self.parent=False
self.Name="Heart of Gold"
self.IconFileName="3132.png"
self.ID=3132
self.Stack=0
self.MaxStack=0
self.Built_From=['1028']
self.Builds_Into=['3143','3190']
self.Tags=['health']
self.Costs = 350
self.Total_Costs = 825
self.Description="+250 Health UNIQUE Passive: Gain an additional 5 Gold every 10 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 250.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3196():
def __init__(self):
self.parent=False
self.Name="Augment: Power"
self.IconFileName="3196.png"
self.ID=3196
self.Stack=0
self.MaxStack=0
self.Built_From=['3200']
self.Builds_Into=[]
self.Tags=['spell_damage','health','health_regen','movement','viktor']
self.Availability=['special','viktor']
self.Costs = 1000
self.Total_Costs = 1000
self.Description="+3 Ability Power per level +220 Health +6 Health Regen per 5 seconds Ability Augment: Power Transfer increases Viktor's Movement Speed by 30% for 3 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power_per_level += 3.0
self.parent.Health += 220.0
self.parent.Augment += 666.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1031():
def __init__(self):
self.parent=False
self.Name="Chain Vest"
self.IconFileName="1031.png"
self.ID=1031
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3026','3068','3082','3075','3005','3024','3157']
self.Tags=['armor']
self.Costs = 700
self.Total_Costs = 700
self.Description="+45 Armor"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 45.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1058():
def __init__(self):
self.parent=False
self.Name="Needlessly Large Rod"
self.IconFileName="1058.png"
self.ID=1058
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=['3089','3157']
self.Tags=['spell_damage']
self.Costs = 1600
self.Total_Costs = 1600
self.Description="+80 Ability Power"
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 80.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3142():
def __init__(self):
self.parent=False
self.Name="Youmuu's Ghostblade"
self.IconFileName="3142.png"
self.ID=3142
self.Stack=0
self.MaxStack=0
self.Built_From=['3093','1051','3134','1036','1036']
self.Builds_Into=[]
self.Tags=['damage','critical_strike','attack_speed','cooldown_reduction','movement']
self.Costs = 600
self.Total_Costs = 2687
self.Description="+30 Attack Damage +15% Critical Strike Chance UNIQUE Passive: +15% Cooldown Reduction UNIQUE Passive: +20 Armor Penetration UNIQUE Active: You gain 20% Movement Speed and 50% Attack Speed for 4 seconds. Melee basic attacks increase the duration by 2 seconds up to a maximum duration of 8 seconds (60 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 30.0
self.parent.Critical_Strike_Chance += 15.0
# above is %
self.parent.Cooldown_Reduction += 15.0
# above is %
self.parent.Armor_Penetration_Flat += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3097():
def __init__(self):
self.parent=False
self.Name="Emblem of Valor"
self.IconFileName="3097.png"
self.ID=3097
self.Stack=0
self.MaxStack=0
self.Built_From=['1029','1006']
self.Builds_Into=['3190']
self.Tags=['health_regen','armor']
self.Costs = 350
self.Total_Costs = 900
self.Description="+25 Armor UNIQUE Aura: Nearby allied Champions gain 10 Health Regen per 5 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 25.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_2044():
def __init__(self):
self.parent=False
self.Name="Sight Ward"
self.IconFileName="2044.png"
self.ID=2044
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['consumeable']
self.Costs = 75
self.Total_Costs = 75
self.Description="Click to Consume: Places an invisible ward that reveals the surrounding area for 3 minutes."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
pass
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3020():
def __init__(self):
self.parent=False
self.Name="Sorcerer's Shoes"
self.IconFileName="3020.png"
self.ID=3020
self.Stack=0
self.MaxStack=0
self.Built_From=['1001']
self.Builds_Into=[]
self.Tags=['movement']
self.Costs = 750
self.Total_Costs = 1100
self.Description="+20 Magic Penetration UNIQUE Passive: Enhanced Movement 2 (does not stack with other Boots)"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Magic_Penetration_Flat += 20.0
self.parent.Movement_Speed += 70.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_1063():
def __init__(self):
self.parent=False
self.Name="Prospector's Ring"
self.IconFileName="1063.png"
self.ID=1063
self.Stack=0
self.MaxStack=0
self.Built_From=[]
self.Builds_Into=[]
self.Tags=['spell_damage','mana_regen','health','prospector']
self.Costs = 950
self.Total_Costs = 950
self.Description="+30 Ability Power +7 Mana Regen per 5 seconds UNIQUE Passive: +200 Health (does not stack with other Prospector items)"
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["dominion"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 30.0
self.parent.Mana_Regen_per_5_seconds += 7.0
self.parent.Health += 200
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3010():
def __init__(self):
self.parent=False
self.Name="Catalyst the Protector"
self.IconFileName="3010.png"
self.ID=3010
self.Stack=0
self.MaxStack=0
self.Built_From=['1028','1027']
self.Builds_Into=['3027','3102','3180']
self.Tags=['health','mana']
self.Costs = 450
self.Total_Costs = 1325
self.Description="+290 Health +325 Mana UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 290.0
self.parent.Mana += 325.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3057():
def __init__(self):
self.parent=False
self.Name="Sheen"
self.IconFileName="3057.png"
self.ID=3057
self.Stack=0
self.MaxStack=0
self.Built_From=['1027','1052']
self.Builds_Into=['3100','3078']
self.Tags=['spell_damage','mana']
self.Costs = 425
self.Total_Costs = 1260
self.Description="+250 Mana +25 Ability Power UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to your base Attack Damage (2 second cooldown). Does not stack with Trinity Force or Lich Bane."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Mana += 250.0
self.parent.Ability_Power += 25.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3065():
def __init__(self):
self.parent=False
self.Name="Spirit Visage"
self.IconFileName="3065.png"
self.ID=3065
self.Stack=0
self.MaxStack=0
self.Built_From=['3067','1028','1033']
self.Builds_Into=[]
self.Tags=['health','spell_block','cooldown_reduction']
self.Costs = 300
self.Total_Costs = 1550
self.Description="+30 Magic Resist +250 Health UNIQUE Passive: +10% Cooldown Reduction UNIQUE Passive: Increases your healing and regeneration effects on yourself by 15%."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Magic_Resist += 30.0
self.parent.Health += 250.0
self.parent.Cooldown_Reduction += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3135():
def __init__(self):
self.parent=False
self.Name="Void Staff"
self.IconFileName="3135.png"
self.ID=3135
self.Stack=0
self.MaxStack=0
self.Built_From=['1026','1052']
self.Builds_Into=[]
self.Tags=['spell_damage']
self.Costs = 1000
self.Total_Costs = 2295
self.Description="+70 Ability Power UNIQUE Passive: +40% Magic Penetration"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 70.0
self.parent.Magic_Penetration += 40.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3067():
def __init__(self):
self.parent=False
self.Name="Kindlegem"
self.IconFileName="3067.png"
self.ID=3067
self.Stack=0
self.MaxStack=0
self.Built_From=['1028']
self.Builds_Into=['3069','3099','3065','3187','3050']
self.Tags=['health','cooldown_reduction']
self.Costs = 375
self.Total_Costs = 850
self.Description="+200 Health UNIQUE Passive: +10% Cooldown Reduction"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Health += 200.0
self.parent.Cooldown_Reduction += 10.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3140():
def __init__(self):
self.parent=False
self.Name="Quicksilver Sash"
self.IconFileName="3140.png"
self.ID=3140
self.Stack=0
self.MaxStack=0
self.Built_From=['1057']
self.Builds_Into=[]
self.Tags=['spell_block']
self.Costs = 700
self.Total_Costs = 1440
self.Description="+56 Magic Resist UNIQUE Active: Removes all debuffs from your champion (90 second cooldown)."
self.RichText_Description=""
self.has_active=True
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Magic_Resist += 56.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3082():
def __init__(self):
self.parent=False
self.Name="Warden's Mail"
self.IconFileName="3082.png"
self.ID=3082
self.Stack=0
self.MaxStack=0
self.Built_From=['1031','1006']
self.Builds_Into=['3143']
self.Tags=['health_regen','armor']
self.Costs = 400
self.Total_Costs = 1350
self.Description="+50 Armor +20 Health Regen per 5 seconds UNIQUE Passive: 20% chance on being hit by basic attacks to slow the attacker's Movement and Attack Speeds by 35% for 3 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 50.0
self.parent.Health_Regen_per_5_seconds += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3136():
def __init__(self):
self.parent=False
self.Name="Haunting Guise"
self.IconFileName="3136.png"
self.ID=3136
self.Stack=0
self.MaxStack=0
self.Built_From=['1028','1052']
self.Builds_Into=[]
self.Tags=['health','spell_damage']
self.Costs = 575
self.Total_Costs = 1485
self.Description="+25 Ability Power +200 Health UNIQUE Passive: +20 Magic Penetration"
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power += 25.0
self.parent.Health += 200.0
self.parent.Magic_Penetration_Flat += 20.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3026():
def __init__(self):
self.parent=False
self.Name="Guardian Angel"
self.IconFileName="3026.png"
self.ID=3026
self.Stack=0
self.MaxStack=0
self.Built_From=['1033','1029','1031']
self.Builds_Into=[]
self.Tags=['spell_block','armor']
self.Costs = 1200
self.Total_Costs = 2600
self.Description="+68 Armor +38 Magic Resist UNIQUE Passive: Revives your champion upon death, restoring 750 Health and 375 Mana (5 minute cooldown)."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 68.0
self.parent.Magic_Resist += 38.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3156():
def __init__(self):
self.parent=False
self.Name="Maw of Malmortius"
self.IconFileName="3156.png"
self.ID=3156
self.Stack=0
self.MaxStack=0
self.Built_From=['3155','1036','1033','1037']
self.Builds_Into=[]
self.Tags=['spell_block','damage']
self.Costs = 925
self.Total_Costs = 3300
self.Description="+55 Attack Damage +36 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 400 magic damage for 5 seconds (60 second cooldown). UNIQUE Passive: +1 Attack Damage for every 2.5% of your Maximum Health that is missing."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["all"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 55.0
self.parent.Magic_Resist += 36.0
#self.parent.Attack_Damage += maxhealth - health = temp (maxhelth/temp)*100 = temp abs(temp/2.5) _for_every_2.5%_of_your_Maximum_Health_that_is_missing.=1.0
self.parent.Attack_Damage += 55.0
self.parent.Magic_Resist += 36.0
#self.parent.Attack_Damage += maxhealth - health = temp (maxhelth/temp)*100 = temp abs(temp/2.5) _for_every_2.5%_of_your_Maximum_Health_that_is_missing.=1.0
self.parent.Attack_Damage += 55.0
self.parent.Magic_Resist += 36.0
#self.parent.Attack_Damage += maxhealth - health = temp (maxhelth/temp)*100 = temp abs(temp/2.5) _for_every_2.5%_of_your_Maximum_Health_that_is_missing.=1.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3060():
def __init__(self):
self.parent=False
self.Name="Banner of Command"
self.IconFileName="3060.png"
self.ID=3060
self.Stack=0
self.MaxStack=0
self.Built_From=['1026','3097']
self.Builds_Into=[]
self.Tags=['ability_power','armor']
self.Costs = 890
self.Total_Costs = 2400
self.Description="+50 Ability Power +30 Armor Aura: Unique Aura - Valor: Nearby allies gain 10 health regen and nearby allied minions deal 15% increased damage. Unique Active - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns. 180 second cooldown."
self.RichText_Description=""
self.has_active=True
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Armor += 30.0
self.parent.Ability_Power += 50.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3072():
def __init__(self):
self.parent=False
self.Name="The Bloodthirster"
self.IconFileName="3072.png"
self.ID=3072
self.Stack=0
self.MaxStack=0
self.Built_From=['1038','1053']
self.Builds_Into=[]
self.Tags=['damage','life_steal']
self.Costs = 900
self.Total_Costs = 3000
self.Description="+60 Attack Damage +12% Life Steal Passive: Gains 1 stack per kill, up to a maximum of 40. Each stack grants +1 Attack Damage and +0.2% Life Steal (max: +40 Attack Damage and +8% Life Steal). Half of the current stacks are lost upon death."
self.RichText_Description=""
self.has_active=False
self.has_passive=True
self.IconData=ItemIconData(self.IconFileName)
self.Availability=["summonersrift"]
self.Custom()
def UpdateStats(self):
self.parent.Attack_Damage += 70.0
self.parent.Life_Steal += 12.0
# above is %
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
from ftllibs.items.itemtools import ItemIconData
class Item_3198():
def __init__(self):
self.parent=False
self.Name="Augment: Death"
self.IconFileName="3198.png"
self.ID=3198
self.Stack=0
self.MaxStack=0
self.Built_From=['3200']
self.Builds_Into=[]
self.Tags=['spell_damage','viktor']
self.Availability=['special','viktor']
self.Costs = 1000
self.Total_Costs = 1000
self.Description="+3 Ability Power per level +45 Ability Power Augment Ability: Death Ray sets fire to enemies, dealing 30% additional magic damage over 4 seconds."
self.RichText_Description=""
self.has_active=False
self.has_passive=False
self.IconData=ItemIconData(self.IconFileName)
self.Custom()
def UpdateStats(self):
self.parent.Ability_Power_per_level += 3.0
self.parent.Augment += 666.0
self.UpdateStats_Custom()
def Custom(self):
pass
def UpdateStats_Custom(self):
pass
| Python |
Subsets and Splits
SQL Console for ajibawa-2023/Python-Code-Large
Provides a useful breakdown of language distribution in the training data, showing which languages have the most samples and helping identify potential imbalances across different language groups.