Beispiel #1
0
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("Yasuo Evade", "YassEvade");

            // Set up main menu
            MainMenu.AddGroupLabel("General Settings");
            MainMenu.Add("fowDetection", new CheckBox("Enable FOW detection"));
            MainMenu.Add("processSpellDetection", new CheckBox("Enable Process Spell Detection"));
            MainMenu.Add("limitDetectionRange", new CheckBox("Limit Spell Detection Range"));
            MainMenu.Add("recalculatePosition", new CheckBox("Allow recalculation of evade position", false));
            MainMenu.Add("moveToInitialPosition", new CheckBox("Move to desired position after evade.", false));
            MainMenu.Add("serverTimeBuffer", new Slider("Server Time Buffer", 30));
            MainMenu.AddSeparator();
            MainMenu.AddSeparator();

            MainMenu.AddGroupLabel("Humanizer");
            MainMenu.Add("skillshotActivationDelay", new Slider("Skillshot Activation Delay", 0, 0, 400));
            MainMenu.AddSeparator(10);
            MainMenu.Add("extraEvadeRange", new Slider("Extra Evade Range", 50, 0, 100));
            MainMenu.Add("randomizeExtraEvadeRange", new CheckBox("Randomize Extra Evade Range", false));

            // Set up skillshot menu
            var heroes     = EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.SpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.SpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.SpellData.SpellName))));

            SkillshotMenu = MainMenu.AddSubMenu("Skillshots");
            SkillshotMenu.AddLabel(string.Format("Skillshots Loaded {0}", skillshots.Count));
            SkillshotMenu.AddSeparator();

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Dodge"));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Draw"));
                if (c is LinearMissileSkillshot)
                {
                    SkillshotMenu.Add(skillshotString + "/w", new CheckBox("Dodge With W"));
                }
                SkillshotMenu.Add(skillshotString + "/e", new CheckBox("Dodge With E"));
                var dangerous = new CheckBox("Dangerous", c.SpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Danger Value", c.SpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            SpellMenu = MainMenu.AddSubMenu("Spells");
            SpellMenu.AddGroupLabel("Flash");
            SpellMenu.Add("flash", new Slider("Danger Value", 5, 0, 5));

            // Set up draw menu
            DrawMenu = MainMenu.AddSubMenu("Drawings");
            DrawMenu.AddGroupLabel("Evade Drawings");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Disable All Drawings", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Draw Evade Point"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Draw Evade Status"));
            DrawMenu.Add("drawDangerPolygon", new CheckBox("Draw Danger Polygon", false));
            DrawMenu.AddSeparator();
            DrawMenu.Add("drawPath", new CheckBox("Draw Autpathing Path"));

            // Set up controls menu
            ControlsMenu = MainMenu.AddSubMenu("Controls");
            ControlsMenu.AddGroupLabel("Controls");
            ControlsMenu.Add("enableEvade", new KeyBind("Enable Evade", true, KeyBind.BindTypes.PressToggle, 'M'));
            ControlsMenu.Add("dodgeOnlyDangerous", new KeyBind("Dodge Only Dangerous", false, KeyBind.BindTypes.HoldActive));

            TargetedSpells.SpellDetectorWindwaller.Init();
        }
Beispiel #2
0
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("MoonWalkEvade", "MoonWalkEvade");

            MainMenu.Add("fowDetection", new CheckBox("Enable FOW Detection"));
            MainMenu.Add("serverTimeBuffer", new Slider("Server Time Buffer", 50, -100, 100));
            MainMenu.AddSeparator();
            MainMenu.Add("processSpellDetection", new CheckBox("Enable Fast Spell Detection"));
            MainMenu.Add("limitDetectionRange", new CheckBox("Limit Spell Detection Range"));
            MainMenu.Add("recalculatePosition", new CheckBox("Allow Recalculation Of Evade Position", false));
            MainMenu.Add("moveToInitialPosition", new CheckBox("Move To Desired Position After Evade", false));
            MainMenu.Add("forceEvade", new CheckBox("Try To Evade If Impossible"));
            MainMenu.Add("extraRadius", new Slider("Extra Skillshot Radius", 0, 0, 50));
            MainMenu.AddSeparator();
            MainMenu.Add("minComfortDistance", new Slider("Minimum Comfort Distance To Enemies", 550, 0, 1000));
            MainMenu.Add("enemyComfortCount", new Slider("Minimum Amount of Enemies To Attend Comfort Distance", 3, 1, 5));

            HumanizerMenu = MainMenu.AddSubMenu("Humanizer");
            HumanizerMenu.Add("skillshotActivationDelay", new Slider("Reaction Delay", 0, 0, 400));
            HumanizerMenu.AddSeparator();

            HumanizerMenu.Add("extraEvadeRange", new Slider("Extra Evade Range", 0, 0, 300));
            HumanizerMenu.Add("randomizeExtraEvadeRange", new CheckBox("Randomize Extra Range", false));
            HumanizerMenu.AddSeparator();
            HumanizerMenu.Add("stutterDistanceTrigger", new Slider("Stutter Trigger Distance", 200, 0, 400));
            HumanizerMenu.AddLabel("When your evade point is 200 units or less from you away");
            HumanizerMenu.AddLabel("it will be changed to prevent you from standing still at the old point");
            HumanizerMenu.AddSeparator();
            HumanizerMenu.AddStringList("stutterPointFindType", "Anti Stutter Evade Point Search", new [] { "Mouse Position", "Same As Player Direction", "Farest Away" }, 0);
            HumanizerMenu.AddLabel("It's the kind of searching method to find a new point");

            SpellBlockerMenu = MainMenu.AddSubMenu("Spell Blocker");
            SpellBlockerMenu.AddGroupLabel("Spells to block while evading");
            SpellBlockerMenu.Add("blockDangerousDashes", new CheckBox("Block Dangerous Dashes"));
            SpellBlockerMenu.AddSeparator(10);
            for (int slot = 0; slot < 4; slot++)
            {
                var  currentSlot = (SpellSlot)slot;
                bool block       = SpellBlocker.ShouldBlock(currentSlot);
                SpellBlockerMenu.Add("block" + Player.Instance.ChampionName + "/" + currentSlot, new CheckBox("Block " + currentSlot, block));
            }

            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.OwnSpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.OwnSpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.OwnSpellData.SpellName))));
            var evadeSpells =
                EvadeSpellDatabase.Spells.Where(s => Player.Instance.ChampionName.Contains(s.ChampionName)).ToList();

            evadeSpells.AddRange(EvadeSpellDatabase.Spells.Where(s => s.ChampionName == "AllChampions"));


            SkillshotMenu = MainMenu.AddSubMenu("Skillshots");

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Dodge", c.OwnSpellData.EnabledByDefault));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Draw"));

                var dangerous = new CheckBox("Dangerous", c.OwnSpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Danger Value", c.OwnSpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            EvadeSpellMenu = MainMenu.AddSubMenu("Evading Spells");

            foreach (var e in evadeSpells)
            {
                var evadeSpellString = e.SpellName;

                if (MenuEvadeSpells.Any(x => x.SpellName == evadeSpellString))
                {
                    continue;
                }

                MenuEvadeSpells.Add(e);

                EvadeSpellMenu.AddGroupLabel(evadeSpellString);
                EvadeSpellMenu.Add(evadeSpellString + "/enable", new CheckBox("Use " + (!e.isItem ? e.Slot.ToString() : "")));

                var dangerValueSlider = new Slider("Danger Value", e.DangerValue, 1, 5);
                dangerValueSlider.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    MenuEvadeSpells.First(x =>
                                          x.SpellName.Contains(sender.SerializationId.Split('/')[0])).DangerValue = args.NewValue;
                };
                EvadeSpellMenu.Add(evadeSpellString + "/dangervalue", dangerValueSlider);

                EvadeSpellMenu.AddSeparator();
            }


            DrawMenu = MainMenu.AddSubMenu("Drawings");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Disable All Drawings", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Draw Evade Point"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Draw Evade Status"));
            DrawMenu.Add("drawSkillshots", new CheckBox("Draw Skillshots"));
            DrawMenu.AddStringList("drawType", "Drawing Type", new [] { "Fancy", "Fast" }, 0);


            HotkeysMenu = MainMenu.AddSubMenu("KeyBinds");
            HotkeysMenu.Add("enableEvade", new KeyBind("Enable Evade", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerousH", new KeyBind("Dodge Only Dangerous (Hold)", false, KeyBind.BindTypes.HoldActive));
            HotkeysMenu.Add("dodgeOnlyDangerousT", new KeyBind("Dodge Only Dangerous (Toggle)", false, KeyBind.BindTypes.PressToggle));

            CollisionMenu = MainMenu.AddSubMenu("Collision");
            CollisionMenu.Add("minion", new CheckBox("Attend Minion Collision"));
            CollisionMenu.Add("yasuoWall", new CheckBox("Attend Yasuo Wall"));
            CollisionMenu.Add("useProj", new CheckBox("Use Spell Projection", false));

            DebugMenu = MainMenu.AddSubMenu("Debug");
            DebugMenu.Add("debugMode", new KeyBind("Debug Mode", false, KeyBind.BindTypes.PressToggle));
            DebugMenu.Add("debugModeIntervall", new Slider("Debug Skillshot Creation Intervall", 1000, 0, 12000));
            DebugMenu.AddStringList("debugMissile", "Selected Skillshot", SkillshotDatabase.Database.Select(x => x.OwnSpellData.SpellName).ToArray(), 0);
            DebugMenu.Add("isProjectile", new CheckBox("Is Projectile?"));
            DebugMenu.Add("manageMovementDelay", new CheckBox("Manage Orbwalker Movement Delay", false));
        }
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("MoonWalkEvade", "MoonWalkEvade");

            // Set up main menu
            MainMenu.AddGroupLabel("Genel Ayarlar");
            MainMenu.Add("evadeMode", new ComboBox("Kaçış Modu", 0, "Akıllı - Moon Walk Stili", "Hızlı - EvadePlus Stili"));
            MainMenu.AddSeparator();

            MainMenu.Add("fowDetection", new CheckBox("Görülmeyen yerden büyülerden kaç"));
            MainMenu.Add("processSpellDetection", new CheckBox("Hızlı büyü Tespit etmeyi Aktif Et"));
            MainMenu.Add("limitDetectionRange", new CheckBox("Büyü Tespit Etme Menzilini Sınırla"));
            MainMenu.Add("recalculatePosition", new CheckBox("Kaçış Pozisyonunu yeniden Hesapla", false));
            MainMenu.Add("moveToInitialPosition", new CheckBox("Kaçarken İstenen Pozisyona Doğru Yürü", false));
            MainMenu.AddSeparator();

            MainMenu.Add("minComfortDist", new Slider("Düşmanlardan en iyi pozisyona doğru ilerle(değiştirmeyin)", 550, 0, 1000));
            MainMenu.AddLabel("Mümkünse");
            MainMenu.AddSeparator(10);
            MainMenu.Add("ignoreComfort", new Slider("X kadar düşman varsa bu pozisyonu hesaplama(değiştirmeyin)", 1, 1, 5));
            MainMenu.AddSeparator();

            MainMenu.AddGroupLabel("İnsancıl Ayar");
            MainMenu.Add("skillshotActivationDelay", new Slider("Tepki Süresi", 0, 0, 400));
            MainMenu.AddSeparator();

            MainMenu.Add("extraEvadeRange", new Slider("Ekstra Kaçma Mesafesi", 0, 0, 300));
            MainMenu.Add("randomizeExtraEvadeRange", new CheckBox("Karışık Ekstra Menzil", false));

            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.OwnSpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.OwnSpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.OwnSpellData.SpellName))));
            var evadeSpells =
                EvadeSpellDatabase.Spells.Where(s => Player.Instance.ChampionName.Contains(s.ChampionName)).ToList();

            evadeSpells.AddRange(EvadeSpellDatabase.Spells.Where(s => s.ChampionName == "AllChampions"));


            SkillshotMenu = MainMenu.AddSubMenu("Büyüler");

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Büyülerden Kaçma", c.OwnSpellData.EnabledByDefault));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Göster"));

                var dangerous = new CheckBox("Tehlike", c.OwnSpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Tehlike Seviyesi", c.OwnSpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            SpellMenu = MainMenu.AddSubMenu("Büyülerden Kaç");

            foreach (var e in evadeSpells)
            {
                var evadeSpellString = e.SpellName;

                if (MenuEvadeSpells.Any(x => x.SpellName == evadeSpellString))
                {
                    continue;
                }

                MenuEvadeSpells.Add(e);

                SpellMenu.AddGroupLabel(evadeSpellString);
                SpellMenu.Add(evadeSpellString + "/enable", new CheckBox("Kullan " + (!e.isItem ? e.Slot.ToString() : "")));

                var dangerValueSlider = new Slider("Tehlike Seviyesi", e.DangerValue, 1, 5);
                dangerValueSlider.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    MenuEvadeSpells.First(x =>
                                          x.SpellName.Contains(sender.SerializationId.Split('/')[0])).DangerValue = args.NewValue;
                };
                SpellMenu.Add(evadeSpellString + "/dangervalue", dangerValueSlider);

                SpellMenu.AddSeparator();
            }


            DrawMenu = MainMenu.AddSubMenu("Göstergeler,Çizimler");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Tüm Göstergeler Devredışı", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Kaçılacak noktayı Göster"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Kaçma Durumunu Göster"));
            DrawMenu.Add("drawSkillshots", new CheckBox("Büyülerin gittiği yeri"));
            DrawMenu.Add("drawDangerPolygon", new CheckBox("Tehlikeli Alanı Göster"));


            HotkeysMenu = MainMenu.AddSubMenu("Tuşlar");
            HotkeysMenu.Add("enableEvade", new KeyBind("Kaçma Aktif", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerousH", new KeyBind("Sadece Tehlikede Kaç (Basılı Tut)", false, KeyBind.BindTypes.HoldActive));
            HotkeysMenu.Add("dodgeOnlyDangerousT", new KeyBind("Sadece Tehlikede Kaç (Tuş)", false, KeyBind.BindTypes.PressToggle));
            HotkeysMenu.AddSeparator();
            HotkeysMenu.Add("debugMode", new KeyBind("Hata Ayıklama Modu", false, KeyBind.BindTypes.PressToggle));
            HotkeysMenu.Add("debugModeIntervall", new Slider("Hata Ayıklama Süresi Aralığı", 1000, 0, 5000));
            HotkeysMenu.AddStringList("debugMissile", "Seçilen Büyüler", SkillshotDatabase.Database.Select(x => x.OwnSpellData.SpellName).ToArray(), 0);
            HotkeysMenu.Add("isProjectile", new CheckBox("Mermi?"));

            CollisionMenu = MainMenu.AddSubMenu("Önüne birşey gelmesini ayarla(Collision)");
            CollisionMenu.Add("minion", new CheckBox("Minyonun önüne geçmesini Hesapla"));
            CollisionMenu.Add("yasuoWall", new CheckBox("Yasuo Duvaırını Hesapla"));
            CollisionMenu.Add("useProj", new CheckBox("Büyü Öngörümü Kullan", false));
        }
Beispiel #4
0
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("Evade+", "EvadePlus");

            // Set up main menu
            MainMenu.AddGroupLabel("General Settings");
            MainMenu.Add("fowDetection", new CheckBox("Aktif savas sisi dedektoru"));
            MainMenu.AddLabel("On: for dodging through fog of war, Off: for more human behaviour");
            MainMenu.AddSeparator(3);

            MainMenu.Add("processSpellDetection", new CheckBox("Buyu algilama dedektoru etkinlestir"));
            MainMenu.AddLabel("skillshot detection before the missile is created, recommended: On");
            MainMenu.AddSeparator(3);

            MainMenu.Add("limitDetectionRange", new CheckBox("Buyu dedektoru limiti"));
            MainMenu.AddLabel("detect only skillshots near you, recommended: On");
            MainMenu.AddSeparator(3);

            MainMenu.Add("recalculatePosition", new CheckBox("Kacinma pozisyonunun yeniden hesaplanmasina izin ver", false));
            MainMenu.AddLabel("allow change of evading path, recommended: Off");
            MainMenu.AddSeparator(3);

            MainMenu.Add("moveToInitialPosition", new CheckBox("Kacinma sonrasinda arzulanan yere git.", false));
            MainMenu.AddLabel("move to your desired location after evading");
            MainMenu.AddSeparator(3);

            MainMenu.Add("serverTimeBuffer", new Slider("Sunucu zaman arabellegi", 0, 0, 200));
            MainMenu.AddLabel("the extra time it is included during evade calculation");
            MainMenu.AddSeparator();

            MainMenu.AddGroupLabel("Humanizer");
            MainMenu.Add("skillshotActivationDelay", new Slider("Geciktirme", 0, 0, 400));
            MainMenu.AddSeparator(10);

            MainMenu.Add("extraEvadeRange", new Slider("Extra Kacma uzakligi", 0, 0, 300));
            MainMenu.Add("randomizeExtraEvadeRange", new CheckBox("Kacma menzilini rastgele sec", false));

            // Set up skillshot menu
            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.SpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.SpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.SpellData.SpellName))));

            SkillshotMenu = MainMenu.AddSubMenu("Skillshots");
            SkillshotMenu.AddLabel(string.Format("Skillshots Loaded {0}", skillshots.Count));
            SkillshotMenu.AddSeparator();

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Kacis"));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Goster"));

                var dangerous = new CheckBox("Dangerous", c.SpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Danger Value", c.SpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            SpellMenu = MainMenu.AddSubMenu("Evading Spells");
            SpellMenu.AddGroupLabel("Flash");
            SpellMenu.Add("flash", new Slider("Danger Value", 5, 0, 5));

            // Set up draw menu
            DrawMenu = MainMenu.AddSubMenu("Drawings");
            DrawMenu.AddGroupLabel("Evade Drawings");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Butun cizimler devre disi", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Goster Kacma noktasi"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Goster Kacma durumu"));
            DrawMenu.Add("drawDangerPolygon", new CheckBox("Goster tehlikeli bolge", false));
            DrawMenu.AddSeparator();
            DrawMenu.Add("drawPath", new CheckBox("Goster yurume yolu"));

            // Set up controls menu
            HotkeysMenu = MainMenu.AddSubMenu("Hotkeys");
            HotkeysMenu.AddGroupLabel("Hotkeys");
            HotkeysMenu.Add("enableEvade", new KeyBind("Kacma Etkin", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerous", new KeyBind("Sadece tehlikeden kac", false, KeyBind.BindTypes.HoldActive));
            HotkeysMenu.Add("dodgeOnlyDangeroustoggle", new KeyBind("Sadece tehlikeden kac Tusu", false, KeyBind.BindTypes.PressToggle));
        }
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("MoonWalkEvade", "MoonWalkEvade");

            // Set up main menu
            MainMenu.AddGroupLabel("General Settings");
            MainMenu.Add("evadeMode", new ComboBox("Evade Mode", 0, "Smooth - Moon Walk Style", "Fast - EvadePlus Style"));
            MainMenu.AddSeparator();

            MainMenu.Add("fowDetection", new CheckBox("Enable FOW Detection"));
            MainMenu.Add("processSpellDetection", new CheckBox("Enable Fast Spell Detection"));
            MainMenu.Add("limitDetectionRange", new CheckBox("Limit Spell Detection Range"));
            MainMenu.Add("recalculatePosition", new CheckBox("Allow Recalculation Of Evade Position", false));
            MainMenu.Add("moveToInitialPosition", new CheckBox("Move To Desired Position After Evade", false));
            MainMenu.AddSeparator();

            MainMenu.Add("minComfortDist", new Slider("Minimum Comfort Distance To Enemies", 550, 0, 1000));
            MainMenu.AddLabel("If possible");
            MainMenu.AddSeparator(10);
            MainMenu.Add("ignoreComfort", new Slider("Ignore Comfort Distance For X Enemies", 1, 1, 5));
            MainMenu.AddSeparator();

            MainMenu.AddGroupLabel("Humanizer");
            MainMenu.Add("skillshotActivationDelay", new Slider("Reaction Delay", 0, 0, 400));
            MainMenu.AddSeparator();

            MainMenu.Add("extraEvadeRange", new Slider("Extra Evade Range", 0, 0, 300));
            MainMenu.Add("randomizeExtraEvadeRange", new CheckBox("Randomize Extra Range", false));

            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.OwnSpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.OwnSpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.OwnSpellData.SpellName))));
            var evadeSpells =
                EvadeSpellDatabase.Spells.Where(s => Player.Instance.ChampionName.Contains(s.ChampionName)).ToList();

            evadeSpells.AddRange(EvadeSpellDatabase.Spells.Where(s => s.ChampionName == "AllChampions"));


            SkillshotMenu = MainMenu.AddSubMenu("Skillshots");

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Dodge", c.OwnSpellData.EnabledByDefault));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Draw"));

                var dangerous = new CheckBox("Dangerous", c.OwnSpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Danger Value", c.OwnSpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            SpellMenu = MainMenu.AddSubMenu("Evading Spells");

            foreach (var e in evadeSpells)
            {
                var evadeSpellString = e.SpellName;

                if (MenuEvadeSpells.Any(x => x.SpellName == evadeSpellString))
                {
                    continue;
                }

                MenuEvadeSpells.Add(e);

                SpellMenu.AddGroupLabel(evadeSpellString);
                SpellMenu.Add(evadeSpellString + "/enable", new CheckBox("Use " + (!e.isItem ? e.Slot.ToString() : "")));

                var dangerValueSlider = new Slider("Danger Value", e.DangerValue, 1, 5);
                dangerValueSlider.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    MenuEvadeSpells.First(x =>
                                          x.SpellName.Contains(sender.SerializationId.Split('/')[0])).DangerValue = args.NewValue;
                };
                SpellMenu.Add(evadeSpellString + "/dangervalue", dangerValueSlider);

                SpellMenu.AddSeparator();
            }


            DrawMenu = MainMenu.AddSubMenu("Drawings");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Disable All Drawings", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Draw Evade Point"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Draw Evade Status"));
            DrawMenu.Add("drawSkillshots", new CheckBox("Draw Skillshots"));
            DrawMenu.Add("drawDangerPolygon", new CheckBox("Draw Danger Polygon"));


            HotkeysMenu = MainMenu.AddSubMenu("KeyBinds");
            HotkeysMenu.Add("enableEvade", new KeyBind("Enable Evade", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerousH", new KeyBind("Dodge Only Dangerous (Hold)", false, KeyBind.BindTypes.HoldActive));
            HotkeysMenu.Add("dodgeOnlyDangerousT", new KeyBind("Dodge Only Dangerous (Toggle)", false, KeyBind.BindTypes.PressToggle));
            HotkeysMenu.AddSeparator();
            HotkeysMenu.Add("debugMode", new KeyBind("Debug Mode", false, KeyBind.BindTypes.PressToggle));
            HotkeysMenu.Add("debugModeIntervall", new Slider("Debug Skillshot Creation Intervall", 1000, 0, 5000));
            HotkeysMenu.AddStringList("debugMissile", "Selected Skillshot", SkillshotDatabase.Database.Select(x => x.OwnSpellData.SpellName).ToArray(), 0);
            HotkeysMenu.Add("isProjectile", new CheckBox("Is Projectile?"));

            CollisionMenu = MainMenu.AddSubMenu("Collision");
            CollisionMenu.Add("minion", new CheckBox("Attend Minion Collision"));
            CollisionMenu.Add("yasuoWall", new CheckBox("Attend Yasuo Wall"));
            CollisionMenu.Add("useProj", new CheckBox("Use Spell Projection", false));
        }
Beispiel #6
0
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("MoonWalkEvade", "MoonWalkEvade");

            MainMenu.Add("evadeMode", new ComboBox("Kacma modu", new[] { "Puruzsuz", "Hizli" }));
            MainMenu.Add("fowDetection", new CheckBox("Aktif Savas sisi algilama"));
            //MainMenu.Add("serverTimeBuffer", new Slider("Server Time Buffer"));
            MainMenu.AddSeparator(50);
            MainMenu.AddGroupLabel("Misc");
            MainMenu.Add("processSpellDetection", new CheckBox("Hizli spell algilama Ekin"));
            MainMenu.Add("limitDetectionRange", new CheckBox("Spell algilama limit uzakligi"));
            MainMenu.Add("moveToInitialPosition", new CheckBox("Kactiktan sonra istenen yere git", false));
            MainMenu.Add("forceEvade", new CheckBox("Imkansizsa kacmak icin deneyin"));
            MainMenu.AddSeparator(50);
            MainMenu.AddGroupLabel("Recalculation");
            MainMenu.Add("recalculatePosition", new CheckBox("Kacma Pozisyonunun Yeniden Hesaplanmasina Izin Verin"));
            MainMenu.Add("recalculationSpeed", new Slider("Yeniden Hesaplama Gecikmesi", 500, 0, 1000));
            MainMenu.AddLabel("Low Delay is Cpu Intense");
            MainMenu.Add("minRecalculationAngle", new Slider("Yeniden hesaplama icin minimum Aci Degistirme [Derecelerde]", 2, 0, 50));
            MainMenu.AddSeparator(50);
            MainMenu.AddGroupLabel("Buffers");
            MainMenu.Add("minDangerTurretEvade", new Slider("Kule Altinda Kacmak Icin Minimum Tehlike Degeri", 4, 1, 5));
            MainMenu.Add("minComfortDistance", new Slider("Düşmana Minimum Rahatlik Mesafesi", 550, 0, 1000));
            MainMenu.Add("enemyComfortCount", new Slider("Rahatlik Mesafesine Katilmak Icin Dusmanlarin Minimum Miktarı", 3, 1, 5));
            MainMenu.AddSeparator();
            MainMenu.Add("dontEvadeComfort", new CheckBox("Rahatlik Noktasi Bulunmazsa kacma"));
            MainMenu.AddSeparator(0);
            MainMenu.Add("letAAPass", new CheckBox("Atak kacirdiktan Sonradan Kacinilmasi"));
            MainMenu.AddLabel("Otherwise forbid auto attacks if in danger");

            HumanizerMenu = MainMenu.AddSubMenu("Humanizer");
            HumanizerMenu.Add("skillshotActivationDelay", new Slider("Tepki Geciktirme", 0, 0, 400));
            HumanizerMenu.AddSeparator();

            HumanizerMenu.Add("useFastInSmooth", new CheckBox("Pürüzsüz Modda Hizli Kacinma Gerekirse"));
            HumanizerMenu.Add("extraEvadeRange", new Slider("Extra Kacma mesafesi", 0, 0, 300));
            HumanizerMenu.Add("randomizeExtraEvadeRange", new CheckBox("Ekstra Menzil Rastgele Olustur", false));
            HumanizerMenu.AddSeparator();
            HumanizerMenu.Add("stutterDistanceTrigger", new Slider("Stutter Tetikleme Mesafesi", 200, 0, 400));
            HumanizerMenu.AddLabel("Kacinma noktaniz senden 200 birim veya daha uzak oldugunda");
            HumanizerMenu.AddLabel("Eski noktada durmanizi önlemek icin değistirilecek");
            HumanizerMenu.AddSeparator();
            HumanizerMenu.AddStringList("stutterPointFindType", "Anti Stutter Evade Point Search", new [] { "Mouse Position", "Same As Player Direction", "Farest Away" }, 0);
            HumanizerMenu.AddLabel("Yeni bir nokta bulmak icin arama yontemi turudur");

            SpellBlockerMenu = MainMenu.AddSubMenu("Spell Blocker");
            SpellBlockerMenu.AddGroupLabel("Spells to block while evading");
            SpellBlockerMenu.Add("blockDangerousDashes", new CheckBox("Tehlikeli hamleleri Engelle"));
            SpellBlockerMenu.AddSeparator(10);
            for (int slot = 0; slot < 4; slot++)
            {
                var  currentSlot = (SpellSlot)slot;
                bool block       = SpellBlocker.ShouldBlock(currentSlot);
                SpellBlockerMenu.Add("block" + Player.Instance.ChampionName + "/" + currentSlot, new CheckBox("Block " + currentSlot, block));
            }

            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.OwnSpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.OwnSpellData.ChampionName == "AllChampions" ||
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.OwnSpellData.SpellName))));
            var evadeSpells =
                EvadeSpellDatabase.Spells.Where(s => Player.Instance.ChampionName.Contains(s.ChampionName)).ToList();

            evadeSpells.AddRange(EvadeSpellDatabase.Spells.Where(s => s.ChampionName == "AllChampions"));


            SkillshotMenu = MainMenu.AddSubMenu("Skillshots");

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("Kac", c.OwnSpellData.EnabledByDefault));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("Goster"));

                var dangerous = new CheckBox("Dangerous", c.OwnSpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("Danger Value", c.OwnSpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).OwnSpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            EvadeSpellMenu = MainMenu.AddSubMenu("Evading Spells");

            foreach (var e in evadeSpells)
            {
                var evadeSpellString = e.SpellName;

                if (MenuEvadeSpells.Any(x => x.SpellName == evadeSpellString))
                {
                    continue;
                }

                MenuEvadeSpells.Add(e);

                EvadeSpellMenu.AddGroupLabel(evadeSpellString);
                EvadeSpellMenu.Add(evadeSpellString + "/enable", new CheckBox("Kullan " + (!e.isItem ? e.Slot.ToString() : "")));

                var dangerValueSlider = new Slider("Tehlike Duzeyi", e.DangerValue, 1, 5);
                dangerValueSlider.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    MenuEvadeSpells.First(x =>
                                          x.SpellName.Contains(sender.SerializationId.Split('/')[0])).DangerValue = args.NewValue;
                };
                EvadeSpellMenu.Add(evadeSpellString + "/dangervalue", dangerValueSlider);

                EvadeSpellMenu.AddSeparator();
            }


            DrawMenu = MainMenu.AddSubMenu("Drawings");
            DrawMenu.Add("disableAllDrawings", new CheckBox("Tum cizimleri kapat", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("Kacma noktasini goster", false));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("Kacma durumunu goster"));
            DrawMenu.Add("drawSkillshots", new CheckBox("Goster gelen beceriler"));
            DrawMenu.AddStringList("drawType", "Drawing Type", new [] { "Fancy", "Fast" }, 1);


            HotkeysMenu = MainMenu.AddSubMenu("KeyBinds");
            HotkeysMenu.Add("enableEvade", new KeyBind("Kacma Aktif", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerousH", new KeyBind("Yanliz Tehlikeden Kac (Dur)", false, KeyBind.BindTypes.HoldActive));
            HotkeysMenu.Add("dodgeOnlyDangerousT", new KeyBind("Yanliz Tehlikeden Kac (Degistir)", false, KeyBind.BindTypes.PressToggle));

            CollisionMenu = MainMenu.AddSubMenu("Collision");
            CollisionMenu.Add("minion", new CheckBox("Minyonlara dikkat et"));
            CollisionMenu.Add("yasuoWall", new CheckBox("Dikkat Yasuo Duvari"));

            DebugMenu = MainMenu.AddSubMenu("Testings");
            DebugMenu.Add("debugMode", new KeyBind("Debug Mode", false, KeyBind.BindTypes.PressToggle));
            DebugMenu.Add("debugModeIntervall", new Slider("Debug Skillshot Creation Intervall", 1000, 0, 12000));
            DebugMenu.AddStringList("debugMissile", "Selected Skillshot",
                                    SkillshotDatabase.Database.Select(x => x.OwnSpellData.SpellName).ToArray(), 0);
            DebugMenu.Add("isProjectile", new CheckBox("Is Projectile?"));
            DebugMenu.Add("manageMovementDelay", new CheckBox("Orbwalker hareket gecikmesini yonet", false));
        }
Beispiel #7
0
        public static void CreateMenu()
        {
            if (MainMenu != null)
            {
                return;
            }

            MainMenu = EloBuddy.SDK.Menu.MainMenu.AddMenu("躲避#", "EvadePlus");

            // Set up main menu
            MainMenu.AddGroupLabel("一般设置");
            MainMenu.Add("fowDetection", new CheckBox("开启战争迷雾探测"));
            MainMenu.AddLabel("开启: 会躲避来自战争迷雾的技能, 关闭: 人性化一点,毕竟战争迷雾是黑的人反应没那么快");
            MainMenu.AddSeparator(3);

            MainMenu.Add("processSpellDetection", new CheckBox("开启技能生成探测"));
            MainMenu.AddLabel("探测技能施放前就计算弹道 推荐开启");
            MainMenu.AddSeparator(3);

            MainMenu.Add("limitDetectionRange", new CheckBox("限制技能探测距离"));
            MainMenu.AddLabel("只探测你附近的技能, 推荐开启");
            MainMenu.AddSeparator(3);

            MainMenu.Add("recalculatePosition", new CheckBox("允许重新计算躲避位置", false));
            MainMenu.AddLabel("允许躲到一半找到新的躲避位置, 不推荐打开");
            MainMenu.AddSeparator(3);

            MainMenu.Add("moveToInitialPosition", new CheckBox("躲避后移动到之前希望到达的位置", false));
            MainMenu.AddLabel("走到一半开始躲避,躲避后会走到刚才想去到的地方");
            MainMenu.AddSeparator(3);

            MainMenu.Add("serverTimeBuffer", new Slider("服务器时间缓冲", 0, 0, 200));
            MainMenu.AddLabel("额外时间加入到躲避计算中");
            MainMenu.AddSeparator();

            MainMenu.AddGroupLabel("人性化");
            MainMenu.Add("skillshotActivationDelay", new Slider("躲避延迟", 0, 0, 400));
            MainMenu.AddSeparator(10);

            MainMenu.Add("extraEvadeRange", new Slider("额外躲避距离", 0, 0, 300));
            MainMenu.Add("randomizeExtraEvadeRange", new CheckBox("随机额外躲避距离", false));

            // Set up skillshot menu
            var heroes     = Program.DeveloperMode ? EntityManager.Heroes.AllHeroes : EntityManager.Heroes.Enemies;
            var heroNames  = heroes.Select(obj => obj.ChampionName).ToArray();
            var skillshots =
                SkillshotDatabase.Database.Where(s => heroNames.Contains(s.SpellData.ChampionName)).ToList();

            skillshots.AddRange(
                SkillshotDatabase.Database.Where(
                    s =>
                    s.SpellData.ChampionName == "AllChampions" &&
                    heroes.Any(obj => obj.Spellbook.Spells.Select(c => c.Name).Contains(s.SpellData.SpellName))));

            SkillshotMenu = MainMenu.AddSubMenu("指向性技能");
            SkillshotMenu.AddLabel(string.Format("Skillshots Loaded {0}", skillshots.Count));
            SkillshotMenu.AddSeparator();

            foreach (var c in skillshots)
            {
                var skillshotString = c.ToString().ToLower();

                if (MenuSkillshots.ContainsKey(skillshotString))
                {
                    continue;
                }

                MenuSkillshots.Add(skillshotString, c);

                SkillshotMenu.AddGroupLabel(c.DisplayText);
                SkillshotMenu.Add(skillshotString + "/enable", new CheckBox("躲避"));
                SkillshotMenu.Add(skillshotString + "/draw", new CheckBox("显示"));

                var dangerous = new CheckBox("危险", c.SpellData.IsDangerous);
                dangerous.OnValueChange += delegate(ValueBase <bool> sender, ValueBase <bool> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.IsDangerous = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangerous", dangerous);

                var dangerValue = new Slider("危险数值", c.SpellData.DangerValue, 1, 5);
                dangerValue.OnValueChange += delegate(ValueBase <int> sender, ValueBase <int> .ValueChangeArgs args)
                {
                    GetSkillshot(sender.SerializationId).SpellData.DangerValue = args.NewValue;
                };
                SkillshotMenu.Add(skillshotString + "/dangervalue", dangerValue);

                SkillshotMenu.AddSeparator();
            }

            // Set up spell menu
            SpellMenu = MainMenu.AddSubMenu("敌方技能");
            SpellMenu.AddGroupLabel("闪现");
            SpellMenu.Add("flash", new Slider("危险等级", 5, 0, 5));

            // Set up draw menu
            DrawMenu = MainMenu.AddSubMenu("线圈");
            DrawMenu.AddGroupLabel("躲避线圈");
            DrawMenu.Add("disableAllDrawings", new CheckBox("屏蔽所有线圈", false));
            DrawMenu.Add("drawEvadePoint", new CheckBox("显示躲避位置"));
            DrawMenu.Add("drawEvadeStatus", new CheckBox("显示躲避状态"));
            DrawMenu.Add("drawDangerPolygon", new CheckBox("显示危险技能多边形线圈", false));
            DrawMenu.AddSeparator();
            DrawMenu.Add("drawPath", new CheckBox("显示自动躲避路径"));

            // Set up controls menu
            HotkeysMenu = MainMenu.AddSubMenu("快捷键");
            HotkeysMenu.AddGroupLabel("开关");
            HotkeysMenu.Add("enableEvade", new KeyBind("开启躲避", true, KeyBind.BindTypes.PressToggle, 'M'));
            HotkeysMenu.Add("dodgeOnlyDangerous", new KeyBind("只躲避危险的", false, KeyBind.BindTypes.HoldActive));
        }