Beispiel #1
0
        public static float GetPassiveDamage(this Obj_AI_Base target, bool ignoreCheck = false)
        {
            //Spaguetti
            if (ignoreCheck)
            {
            }
            else
            {
                if (!target.HasPassive())
                {
                    return(0f);
                }
            }

            var baseDamage = 10 + (Me.Level * 10);

            var damage = baseDamage + Me.TotalMagicalDamage * 0.2f;

            var dmgPassive = Me.CalculateDamageOnUnit(target, DamageType.Magical, damage);

            if (target.IsInAutoAttackRange(Me))
            {
                dmgPassive += Me.GetAutoAttackDamage(target);
            }

            return(dmgPassive);
        }
Beispiel #2
0
        internal static float GetRDamage(this Obj_AI_Base target)
        {
            if (!R.IsReady())
            {
                return(0f);
            }

            var level = Player.Instance.Spellbook.GetSpell(SpellSlot.R).Level - 1;

            var dmg = new[] { 200f, 300f, 400f }[level] +Me.FlatPhysicalDamageMod * 1.5f;

            return(Me.CalculateDamageOnUnit(target, DamageType.Physical, dmg - 10));
        }
Beispiel #3
0
        public static float GetQDamage(this Obj_AI_Base target)
        {
            if (!Q.IsReady())
            {
                return(0f);
            }

            var level  = Me.Spellbook.GetSpell(SpellSlot.Q).Level - 1;
            var damage = new[] { 60f, 105f, 150f, 195f, 240f }[level] +Me.TotalMagicalDamage * 0.75f;
            var dmgQ   = Me.CalculateDamageOnUnit(target, DamageType.Magical, damage);

            return(dmgQ - 10);
        }
Beispiel #4
0
        public static float GetRDamage(this Obj_AI_Base target)
        {
            if (!R.IsReady())
            {
                return(0f);
            }

            var level = Me.Spellbook.GetSpell(SpellSlot.R).Level - 1;
            var dmg   = new[] { 200f, 325f, 450f }[level] +Me.TotalMagicalDamage * 0.8f;
            var dmgR  = Me.CalculateDamageOnUnit(target, DamageType.Magical, dmg);

            return(dmgR - 10);
        }
Beispiel #5
0
        public static float GetEDamage(this Obj_AI_Base target)
        {
            if (!E.IsReady())
            {
                return(0f);
            }

            var level  = Me.Spellbook.GetSpell(SpellSlot.E).Level - 1;
            var damage = new[] { 60f, 100f, 140f, 180f, 220f }[level] +Me.TotalMagicalDamage * 0.5f;
            var dmgE   = Me.CalculateDamageOnUnit(target, DamageType.Magical, damage);

            return(dmgE - 10);
        }
Beispiel #6
0
        internal static float GetEDamage(this Obj_AI_Base target)
        {
            if (!E.IsReady())
            {
                return(0f);
            }

            var level = Me.Spellbook.GetSpell(SpellSlot.E).Level - 1;

            var bonusDamage = new[] { 17.5f, 22.5f, 27.5f, 32.5f, 37.5f }[level] *ECount();

            var damage = new[] { 65f, 85f, 105f, 125f, 145f }[level] +Me.FlatMagicDamageMod * 0.6f + bonusDamage;

            return(Me.CalculateDamageOnUnit(target, DamageType.Physical, damage - 15));
        }
Beispiel #7
0
        public static float GetRDamage(this Obj_AI_Base target, bool withPassive = false)
        {
            if (!R.IsReady())
            {
                return(0f);
            }

            var level  = Me.Spellbook.GetSpell(SpellSlot.R).Level - 1;
            var damage = new[] { 300f, 400f, 500f }[level] +Me.TotalAttackDamage * 0.75f;
            var dmgR   = Me.CalculateDamageOnUnit(target, DamageType.Magical, damage);

            if (withPassive)
            {
                dmgR += target.GetPassiveDamage();
            }

            return(dmgR - MinusDamage);
        }
Beispiel #8
0
        public static float GetEDamage(this Obj_AI_Base target, bool withPassive = false)
        {
            if (!E.IsReady())
            {
                return(0f);
            }

            var level  = Me.Spellbook.GetSpell(SpellSlot.E).Level - 1;
            var damage = new[] { 60f, 105f, 150f, 195f, 240f }[level] +Me.TotalAttackDamage * 0.6f;
            var dmgE   = Me.CalculateDamageOnUnit(target, DamageType.Magical, damage);

            if (withPassive && target.IsInAutoAttackRange(Me))
            {
                dmgE += target.GetPassiveDamage();
            }

            return(dmgE - MinusDamage);
        }
Beispiel #9
0
        internal static float GetQDamage(this Obj_AI_Base target)
        {
            if (!Q.IsReady())
            {
                return(0f);
            }
            #region ItemDamage
            var dmgItem = 0f;

            if (Item.HasItem((int)ItemId.Sheen) && (Item.CanUseItem((int)ItemId.Sheen) || Player.HasBuff("Sheen")))
            {
                dmgItem = Me.BaseAttackDamage;
            }
            if (Item.HasItem((int)ItemId.Trinity_Force) &&
                (Item.CanUseItem((int)ItemId.Trinity_Force) || Player.HasBuff("Sheen")))
            {
                dmgItem = Me.BaseAttackDamage * 2;
            }
            if (dmgItem > 0)
            {
                dmgItem = Me.CalculateDamageOnUnit(target, DamageType.Physical, dmgItem);
            }
            #endregion ItemDamage

            #region QDamage
            var level  = Me.Spellbook.GetSpell(SpellSlot.Q).Level - 1;
            var damage = new[] { 20f, 40f, 60f, 80f, 100f }[level] +Me.TotalAttackDamage;
            var dmgQ   = Me.CalculateDamageOnUnit(target, DamageType.Physical, damage);
            #endregion QDamage

            //Calculating crit
            if (Math.Abs(Me.Crit - 1) < float.Epsilon)
            {
                dmgQ += Me.CalculateDamageOnUnit(
                    target,
                    DamageType.Physical,
                    (float)(Item.HasItem((int)ItemId.Infinity_Edge) ? 0.875 : 0.5) * Me.TotalAttackDamage);
            }

            return(dmgQ + dmgItem - 10);
        }