using LeagueSharp; using LeagueSharp.Common; Obj_AI_Hero sourceHero = ObjectManager.Player; Obj_AI_Hero targetHero = Game.CursorPos.ToObjAiHero(); float damage = (float)Damage.CalcDamage(sourceHero, targetHero, Damage.DamageType.Physical, sourceHero.BaseAttackDamage);
using LeagueSharp; using LeagueSharp.Common; Obj_AI_Hero sourceHero = ObjectManager.Player; Obj_AI_Hero targetHero = Game.CursorPos.ToObjAiHero(); SpellSlot spellSlot = SpellSlot.Q; float damage = (float)Damage.GetSpellDamage(sourceHero, targetHero, spellSlot);In this example, the code calculates the damage that your hero can deal to another hero with a spell. It uses the GetSpellDamage method from the Damage class of the LeagueSharp package library, passing in the source and target heroes, and the spell slot (Q in this case). Overall, the Obj_AI_Hero CalcDamage method in the LeagueSharp package library is a powerful tool for calculating the damage potential of AI heroes in League of Legends.