Example #1
0
        public void OnUpdate()
        {
            if (!Utils.SleepCheck("AbilityLeveling.Sleep"))
            {
                return;
            }

            Utils.Sleep(1000, "AbilityLeveling.Sleep");

            if (hero.AbilityPoints <= 0 || !menuManager.IsEnabled || Game.IsPaused)
            {
                return;
            }

            var learnableAbilities =
                abilities.OrderByDescending(x => menuManager.GetAbilityPriority(x.StoredName()))
                .Where(
                    x => menuManager.AbilityActive(x.StoredName()) && IsLearnable(x)     // x.IsLearnable
                    ).ToList();

            var upgrade = learnableAbilities.FirstOrDefault(ForceLearn)
                          ?? learnableAbilities.FirstOrDefault(x => !IsLocked(x, learnableAbilities));

            Player.UpgradeAbility(hero, upgrade ?? learnableAbilities.FirstOrDefault());
        }
Example #2
0
        public void OnUpdate()
        {
            if (sleeper.Sleeping)
            {
                return;
            }

            sleeper.Sleep(1000);

            if (hero.AbilityPoints <= 0 || Game.IsPaused)
            {
                return;
            }

            if (menuManager.IsEnabledAuto)
            {
                var ability = abilitylBuilder.GetAbility(hero.Level);

                if (ability == null || ability.IsHidden)
                {
                    return;
                }

                if (!IsLearnable(ability))
                {
                    ability = abilities.FirstOrDefault(IsLearnable);
                }

                Player.UpgradeAbility(hero, ability);
            }
            else if (menuManager.IsEnabledManual && !menuManager.IsLevelIgnored(hero.Level))
            {
                var learnableAbilities =
                    abilities.OrderByDescending(x => menuManager.GetAbilityPriority(x.StoredName()))
                    .Where(
                        x => menuManager.AbilityActive(x.StoredName()) && IsLearnable(x)     // x.IsLearnable
                        ).ToList();

                var upgrade = learnableAbilities.FirstOrDefault(ForceLearn)
                              ?? learnableAbilities.FirstOrDefault(x => !IsLocked(x, learnableAbilities));

                Player.UpgradeAbility(hero, upgrade ?? learnableAbilities.FirstOrDefault());
            }
        }