It calculates the damage output (along with other metrics) of any setup for League of Legends.
"LoL" for short, is a popular game. The player can choose among hundreds of items, runes, masteries, abilities, and use-order of spells and is matched against other players with the same options. All those options allow a vast amount of possible setups, called "builds".
Yes. It's functional and for given builds it produces exactly the expected results. But it's incomplete and outdated.
Check results_example.png
to see some of the results.
Note that this output was purely for testing.
Nearly no front-end development took place.
Works on python 3.8 (excluding Kivy).
Install dependencies and run functional_testing/full_tests.py
and you'll get an image
similar to results_example.png
. Modify functional_testing/default_config.py
to test other builds.
The whole project was abandoned due to external issues.
MyLoLCalc2 was practically my 1st program created on Python (actually it's my 1st program on any language). Its 1st version MyLoLCalc1 was abandoned very early since there were some fundamental bugs. I'm not a professional programmer and this project was not my full time job. However, it got to a functional state, it was maintainable (perhaps excluding portions of "factory" module which I'd rather rewrite than refactor).
Unless otherwise noted, the code is under CC0. Check the LICENSE folder.
The following are not considered part of the Software: all data from LoL and LoL API, like champions', items', masteries' description, icons, stats and/or anything else that belongs to Riot, along with any metadata and derivatives from the aforementioned materials; those are Riot's property.
This program isn't endorsed by Riot Games and doesn't reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.