Back to Deadlock External Scripts
ellens aim

ellens aim

Minimum-intervention aim

ellentane Uploaded Aug 18, 2026 Updated Aug 18, 2026 15 downloads 21 subscribers 212.8 KiB

dm me on discord with any bugs or feature requests or lua requests / commissions.

-- changelog:
-- 2.3.1 assassinate scope guard: soul-orb aim and autofire yield while
-- Vindicta is actively scoping / channeling Assassinate (ability 4),
-- preventing sniper shots from being diverted to or wasted on soul orbs.
-- 2.3.0 world-entity aim channel (rebuilt): "Entities" section trimmed to
-- Players / Troopers / Jungle Camps / Towers / Graves Ghouls /
-- McGinnis Turrets, each with a "Void" toggle. Void = the kind is
-- still selected and tracked but emits no aim move (ghost lock - enable on its own, no base toggle needed),
-- matching expected is_void behavior. Entities
-- now compete with the hero lock for the mouse by live FOV (single-best
-- target pool): the entity scan runs before hero acquisition, hero
-- locks yield to a closer entity, and an entity closer than a locked
-- hero steals the lock, so the channel actually drives; identity is
-- proximity (same-kind match radius) so moving troopers keep their
-- lock without churn; the is_position_visible gate was dropped (the
-- FOV cone already gates on-screen targets) and a throttled console
-- diagnostic reports the scan/drive state. Entity engagement is
-- strong and smooth: the user-agency (Autonomy) gate does not apply
-- to entities (they are deliberate targets, so the pull is full),
-- the reaction delay only arms on a new kind (no stutter when a
-- trooper re-enters the cone), and entity staleness is a dedicated
-- 400 ms window. A Void toggle now arms its kind on its own, so
-- "Void Troopers" alone targets-and-ghosts troopers without the base
-- toggle. Removed the exotic types
-- (owl, Doorman bell, traps), the ally switch, tower player-priority
-- and the sticky switch. Driven
-- through the same minimum-intervention chain as the player path
-- (per-entity deadband, agency gate, fatigue, tremor) and gated by
-- the main activation keys. Soul Orb gains "Void aim (soul orb)" and
-- a vertical aim offset. Menu: Soul Orb card moved above Entities;
-- the advanced-only sections (Spring, Lead, Perception, Intervention,
-- Effort, Calibration, Visuals) are consolidated into one "Advanced"
-- card with an always-visible caption, so the Advanced toggle no
-- longer leaves empty cards (TSUKI's ui.set_visibility is widget-only
-- and cannot hide section cards at runtime); the calibration reset
-- button now hides with the Advanced toggle.
-- 2.2.0 user-agency gate ("Autonomy", Intervention): the aim only corrects
-- in proportion to your own input. Reconstructs your hand from view
-- angles minus the aim's injected motion; yields when you stop moving
-- (wake-up) or pull the wrong way (graded by opposition). Set per
-- profile (Ghost 0.30 -> Rage 1.00); independent of Humanize; souls
-- unaffected.
-- 2.1.2 soul-orb autofire now fires without the main aim key: the soft
-- "main aim not armed" cleanup no longer force-releases the orb fire
-- hold (safety_reset() was truncating the 40 ms LMB tap to ~1 tick,
-- which never registered). The orb fire keeps its own sim-time
-- release; safety_reset() stays only on true aborts (menu, death,
-- tick error, unload).
-- 2.1.1 soul-orb fire reliability: memory windows now pass a sanity guard
-- (plausible open/close near now and within 8 s of first sight) so a
-- stale CItemXP offset can no longer pin the fire gate at a bogus
-- future open - the curated spawn window then drives firing and the
-- script shoots even when memory is wrong; +250 ms fire grace past
-- window close (applied to both pick and fire); prefire lead clamped
-- to 140 ms with a 25 ms floor so a bad travel estimate can't fire
-- egregiously early or late; throttled console diagnostic reports
-- which fire-gate term is blocking when autofire is on.
-- 2.1.0 soul-orb rework (curated feed + window edge):
-- hybrid data source - curated get_world_entities("soul_orb") feed
-- (patch-proof existence/position/team/liveness) with a ghost
-- lifecycle (missed orb stops being aimed/fired after 2 scans, kept
-- 500 ms for resurrection, window+ghost-based prune); the raw-memory
-- CItemXP walk is demoted to window/velocity enrichment with a
-- spawn+750 ms fallback window when memory is dead; ghosted or
-- collected orbs are no longer chased (fixes stale-position aiming);
-- velocity-led orb aim point (bullet-travel lead on tracked vel);
-- optional prefire so the bullet lands on the first attackable frame.
-- 2.0.0 UX overhaul: full tuning surface hidden behind an "Advanced
-- settings" toggle (8 simple settings visible by default); profile
-- ladder reworked to Ghost / Closet / Legit / Semi-Rage / Rage
-- (+ Custom manual mode); new "Strength" dial (40-160%) scales the
-- whole aim response on top of the selected profile at read time.
-- 1.3.0 cross-entity lock delay: EVERY switch of the driven entity - new
-- hero lock, different orb (soul or trooper, same or different type),
-- or a different entity kind, in any direction - arms a fresh
-- reaction window before the new entity is engaged, so no re-lock
-- snaps instantly. Follows the Reaction base / variance sliders and
-- the Humanize toggle.
-- 1.2.3 blink/teleport lock fix: a locked target that teleports (Warp Stone,
-- Cloak, portals) now drops the lock instead of snapping the crosshair
-- to the new location (position-jump guard); the LOS memory window now
-- expires after "Target memory (ms)" instead of re-arming forever, so
-- an out-of-FOV target is actually released.
-- 1.2.2 always-active mode (new "Always active" toggle under General - the
-- aim and soul triggerbot no longer require holding an activation
-- key), idle-drift wander removed (no mouse movement between
-- targets).
-- 1.2.1 soul-orb autofire overhaul: in-window orbs win the mouse outright
-- (the deny window is ~0.7s, not the 4s the spring was tuned for),
-- spring stiffness floor while shootable, fire-threshold floor,
-- orb diagnostics now report the picked orb (not the oldest entry),
-- "CItemXP found" spam throttled; dead "Min age" control removed;
-- calibration fixes (value-sorted weighted median, sigma_v reset on
-- target switch, resolution fingerprint guard); dead-code removal
-- + color nil-guard hardening pass.
-- 1.2.0 fixes: tracking FOV release (flick-away), geometry-aware target
-- switching, damped coast at g=0, HANDOFF expiry no longer re-arms,
-- fatigue gated by reaction/handoff, soul-orb raw entity-system walk
-- (CItemXP launch/attackable times read straight from memory, no
-- curated API), per-bone hitbox tolerance (HERO_HITBOXES drives the
-- deadband for the aimed bone), dead-code removal.
-- 1.1.0 minimum-intervention re-derivation: error-contingent gain policy,
-- per-hero hitbox tolerance, fading-memory lead, workload fatigue,
-- effort-coupled tremor.
-- 1.0.0 initial release: spring aim (symplectic, phase blend, deadzone),
-- targeting + arbitration, full humanization suite, lead,
-- soul-orb deny/secure + autofire, calibration, visuals, profiles,
-- watermark.