private static void OnLoadingComplete(EventArgs args) { if (Player.ChampionName != "MissFortune") { return; } AbilitySequence = new[] { 1, 2, 1, 3, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3 }; Chat.Print("MissInopportune Loaded!", Color.CornflowerBlue); Chat.Print("Enjoy the game and DONT FLAME!", Color.Red); MissInopportuneMenu.LoadMenu(); _wardLocation = new WardLocation(); Game.OnTick += GameOnTick; MyActivator.LoadSpells(); Game.OnUpdate += OnGameUpdate; #region Skill Q = new Spell.Targeted(SpellSlot.Q, 650); Q1 = new Spell.Skillshot(SpellSlot.Q, 1100, SkillShotType.Circular, 250, 2000, 50); W = new Spell.Active(SpellSlot.W); E = new Spell.Skillshot(SpellSlot.E, 1000, SkillShotType.Circular, 500, int.MaxValue, 200); R = new Spell.Skillshot(SpellSlot.R, 1400, SkillShotType.Cone, 0, int.MaxValue); R.ConeAngleDegrees = 30; #endregion Gapcloser.OnGapcloser += AntiGapCloser; Obj_AI_Base.OnProcessSpellCast += OnSpellCast; Obj_AI_Base.OnBuffGain += OnBuffGain; Obj_AI_Base.OnBuffLose += OnBuffLose; Drawing.OnDraw += GameOnDraw; DamageIndicator.Initialize(SpellDamage.GetTotalDamage); }
private static void OnLoadingComplete(EventArgs args) { if (Player.ChampionName != "MissFortune") return; AbilitySequence = new[] {1, 2, 1, 3, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3}; Chat.Print("MissInopportune Loaded!", Color.CornflowerBlue); Chat.Print("Enjoy the game and DONT FLAME!", Color.Red); MissInopportuneMenu.LoadMenu(); _wardLocation = new WardLocation(); Game.OnTick += GameOnTick; MyActivator.LoadSpells(); Game.OnUpdate += OnGameUpdate; #region Skill Q = new Spell.Targeted(SpellSlot.Q, 650); Q1 = new Spell.Skillshot(SpellSlot.Q, 1100, SkillShotType.Circular, 250,2000, 50); W = new Spell.Active(SpellSlot.W); E = new Spell.Skillshot(SpellSlot.E, 1000, SkillShotType.Circular, 500, int.MaxValue, 200); R = new Spell.Skillshot(SpellSlot.R, 1400, SkillShotType.Cone, 0, int.MaxValue); R.ConeAngleDegrees = 30; #endregion Gapcloser.OnGapcloser += AntiGapCloser; Obj_AI_Base.OnProcessSpellCast += OnSpellCast; Obj_AI_Base.OnBuffGain += OnBuffGain; Obj_AI_Base.OnBuffLose += OnBuffLose; Drawing.OnDraw += GameOnDraw; DamageIndicator.Initialize(SpellDamage.GetTotalDamage); }