public override void Orbwalking_BeforeAttack(Marksman.Utils.Orbwalking.BeforeAttackEventArgs args) { if (!W.IsReady()) { return; } if (GetValue <bool>("Misc.UseW.Turret") && args.Target is Obj_AI_Turret) { if (((Obj_AI_Turret)args.Target).Health >= Player.TotalAttackDamage * 3) { W.Cast(); } } if (GetValue <bool>("Misc.UseW.Inhibitor") && args.Target is Obj_BarracksDampener) { if (((Obj_BarracksDampener)args.Target).Health >= Player.TotalAttackDamage * 3) { W.Cast(); } } if (GetValue <bool>("Misc.UseW.Nexus") && args.Target is Obj_HQ) { W.Cast(); } }
public override void Orbwalking_BeforeAttack(Marksman.Utils.Orbwalking.BeforeAttackEventArgs args) { foreach ( var target in HeroManager.Enemies.Where( e => e.IsValid && e.Distance(ObjectManager.Player) < Marksman.Utils.Orbwalking.GetRealAutoAttackRange(null) + 65 && e.IsVisible).Where(target => target.HasBuff("kindredcharge"))) { Orbwalker.ForceTarget(target); } }
public override void Orbwalking_BeforeAttack(Marksman.Utils.Orbwalking.BeforeAttackEventArgs args) { if (GetValue <bool>("Misc.UseQ.Inhibitor") && args.Target is Obj_BarracksDampener && Q.IsReady()) { if (((Obj_BarracksDampener)args.Target).Health >= Player.TotalAttackDamage * 3) { Q.Cast(); } } if (GetValue <bool>("Misc.UseQ.Nexus") && args.Target is Obj_HQ && Q.IsReady()) { Q.Cast(); } var unit = args.Target as Obj_AI_Turret; if (unit != null) { if (GetValue <bool>("UseEM") && E.IsReady()) { if (((Obj_AI_Turret)args.Target).Health >= Player.TotalAttackDamage * 3) { E.CastOnUnit(unit); } } if (GetValue <bool>("Misc.UseQ.Turret") && Q.IsReady()) { if (((Obj_AI_Turret)args.Target).Health >= Player.TotalAttackDamage * 3) { Q.Cast(); } } } if (args.Target is Obj_AI_Hero) { var t = args.Target as Obj_AI_Hero; if (t.IsValidTarget(Marksman.Utils.Orbwalking.GetRealAutoAttackRange(null)) && ComboActive) { var useQ = Q.IsReady() && GetValue <bool>("UseQC"); if (useQ) { Q.CastOnUnit(Player); } } } }
public override void Orbwalking_BeforeAttack(Marksman.Utils.Orbwalking.BeforeAttackEventArgs args) { args.Process = !Q.IsCharging; }