예제 #1
0
 public void InitSpells()
 {
     Q = new Spell(SpellSlot.Q);
     W = new Spell(SpellSlot.W);
     E = new Spell(SpellSlot.E, 600f);
     R = new Spell(SpellSlot.R, 375f);
 }
예제 #2
0
        public SpellManager()
        {
            R = new Spell(SpellSlot.R, 475);
            W = new Spell(SpellSlot.W);

            Game.OnUpdate += OnUpdate;
        }
예제 #3
0
 public void InitSpells()
 {
     Q = new Spell(SpellSlot.Q);
     W = new Spell(SpellSlot.W);
     E = new Spell(SpellSlot.E);
     R = new Spell(SpellSlot.R);
 }
예제 #4
0
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, Player.AttackRange);
     W = new Spell(SpellSlot.W);
     E = new Spell(SpellSlot.E, 325);
     R = new Spell(SpellSlot.R, 400);
 }
예제 #5
0
파일: Udyr.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, Player.AttackRange * 2);
     W = new Spell(SpellSlot.W, Player.AttackRange * 2);
     E = new Spell(SpellSlot.E, Player.AttackRange * 2);
     R = new Spell(SpellSlot.R, Player.AttackRange * 2);
 }
예제 #6
0
파일: Baseult.cs 프로젝트: eox/Aimtec-1
        public Baseult(float speed, float width, float delay, int maxCollisionObjects = int.MaxValue, float range = int.MaxValue)
        {
            new MenuConfig();

            text = new Font("Calibri", 13, 6);
            this.maxCollisionObjects = maxCollisionObjects;

            spell = new Spell(SpellSlot.R, range);
            spell.SetSkillshot(delay / 1000, width, speed, false, SkillshotType.Line);

            positionsWithId    = new Dictionary <int, Vector3>();
            lastSeenTickWithId = new Dictionary <int, int>();

            var name = Global.Player.ChampionName;

            Game.OnUpdate += OnRandomUlt;

            // Messy, whatever.
            if (name != "Xerath" && name != "Ziggs")
            {
                Game.OnUpdate += OnBaseUlt;
            }

            Render.OnRender     += OnRender;
            Teleport.OnTeleport += OnTeleport;

            if (name == "Xerath")
            {
                Game.OnUpdate += delegate
                {
                    spell.Range = new float[] { 3520, 4840, 6160 }[Math.Max(0, Global.Player.SpellBook.GetSpell(SpellSlot.R).Level - 1)];
                };
            }
        }
예제 #7
0
파일: Spells.cs 프로젝트: Kurisuka/Aimkek
        public void LoadSpells()
        {
            Q = new Spell(SpellSlot.Q, 700f);
            W = new Spell(SpellSlot.W, 600f);
            E = new Spell(SpellSlot.E, 925);
            R = new Spell(SpellSlot.R, 625f);


            W.SetSkillshot(0.250f, 125f, 1600f, false, SkillshotType.Circle);
            E.SetSkillshot(0.250f, 55f, 1750f, true, SkillshotType.Line);
            if (MyHero.SpellBook.GetSpell(SpellSlot.Summoner1).SpellData.Name.ToLower() == "summonerdot")
            {
                Ignite   = new Spell(SpellSlot.Summoner1, 600);
                IsIgnite = true;
            }
            else if (MyHero.SpellBook.GetSpell(SpellSlot.Summoner2).SpellData.Name.ToLower() == "summonerdot")
            {
                Ignite   = new Spell(SpellSlot.Summoner2, 600);
                IsIgnite = true;
            }
            if (MyHero.SpellBook.GetSpell(SpellSlot.Summoner1).SpellData.Name.ToLower() == "summonerflash")
            {
                Flash   = new Spell(SpellSlot.Summoner1, 425);
                IsFlash = true;
            }
            else if (MyHero.SpellBook.GetSpell(SpellSlot.Summoner2).SpellData.Name.ToLower() == "summonerflash")
            {
                Flash   = new Spell(SpellSlot.Summoner2, 425);
                IsFlash = true;
            }
        }
예제 #8
0
        private static bool IsSpellHeroCollision(Obj_AI_Hero t, Aimtec.SDK.Spell r, int extraWith = 50)
        {
            foreach (
                var hero in
                GameObjects.EnemyHeroes.Where(
                    hero =>
                    hero.IsValidTarget(r.Range + r.Width, false, false, r.From) &&
                    t.NetworkId != hero.NetworkId))
            {
                var prediction = r.GetPrediction(hero);
                var powCalc    = Math.Pow(r.Width + extraWith + hero.BoundingRadius, 2);

                if (
                    prediction.UnitPosition.To2D()
                    .Distance(Me.ServerPosition.To2D(), r.GetPrediction(t).CastPosition.To2D(), true, true) <=
                    powCalc)
                {
                    return(true);
                }

                if (
                    prediction.UnitPosition.To2D()
                    .Distance(Me.ServerPosition.To2D(), t.ServerPosition.To2D(), true, true) <= powCalc)
                {
                    return(true);
                }
            }

            return(false);
        }
예제 #9
0
        public Xerath()
        {
            Console.WriteLine("E::Xerath Loaded.");

            Q = new Aimtec.SDK.Spell(SpellSlot.Q, 1550);
            W = new Aimtec.SDK.Spell(SpellSlot.W, 1100);
            E = new Aimtec.SDK.Spell(SpellSlot.E, 1050);
            R = new Aimtec.SDK.Spell(SpellSlot.R, 2500);

            Q.SetSkillshot(0.6f, 95f, float.MaxValue, false, Aimtec.SDK.Prediction.Skillshots.SkillshotType.Line);
            Q.SetCharged("XerathArcanopulseChargeUp", "XerathArcanopulseChargeUp", 750, 1550, 3.0f);

            W.SetSkillshot(0.7f, 125f, float.MaxValue, false, Aimtec.SDK.Prediction.Skillshots.SkillshotType.Circle, false, HitChance.Medium);
            E.SetSkillshot(0.25f, 60f, 1400f, true, Aimtec.SDK.Prediction.Skillshots.SkillshotType.Line, false, HitChance.Medium);
            R.SetSkillshot(0.7f, 130f, float.MaxValue, false, Aimtec.SDK.Prediction.Skillshots.SkillshotType.Circle, false, HitChance.Medium);

            this.Menu();

            Game.OnUpdate       += this.OnUpdate;
            Orbwalker.PreAttack += this.PreAttack;
            Orbwalker.PreMove   += this.PreMove;
            Render.OnPresent    += this.OnPresent;
            Dash.HeroDashed     += this.OnDash;
            this.Attach();
        }
예제 #10
0
 public bool IsFirst(Spell spell)
 {
     return(Global.Player
            .SpellBook.GetSpell(spell.Slot)
            .SpellData.Name.ToLower()
            .Contains("one"));
 }
예제 #11
0
 public static void Initialize()
 {
     Q = new Spell(SpellSlot.Q);
     W = new Spell(SpellSlot.W);
     E = new Spell(SpellSlot.E);
     R = new Spell(SpellSlot.R);
 }
예제 #12
0
파일: Garen.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 200);
     W = new Spell(SpellSlot.W, 200);
     E = new Spell(SpellSlot.E, 320);
     R = new Spell(SpellSlot.R, 400);
 }
예제 #13
0
        private static void Initializer()
        {
            Q = new Aimtec.SDK.Spell(SpellSlot.Q, 1000f);
            Q.SetSkillshot(0.25f, 90f, 1550f, true, SkillshotType.Line);

            W = new Aimtec.SDK.Spell(SpellSlot.W, 2000f);

            E = new Aimtec.SDK.Spell(SpellSlot.E, 700f)
            {
                Delay = 0.25f
            };

            R = new Aimtec.SDK.Spell(SpellSlot.R, 550f);

            ComboOption.AddMenu();
            ComboOption.AddQ();
            ComboOption.AddW();
            ComboOption.AddE();

            HarassOption.AddMenu();
            HarassOption.AddQ();
            HarassOption.AddMana();
            HarassOption.AddTargetList();

            LaneClearOption.AddMenu();
            LaneClearOption.AddQ();
            LaneClearOption.AddSlider("LaneClearQCount", "Use Q|Min Hit Count >= ", 3, 1, 5);
            LaneClearOption.AddMana();

            JungleClearOption.AddMenu();
            JungleClearOption.AddQ();
            JungleClearOption.AddE();
            JungleClearOption.AddMana();

            KillStealOption.AddMenu();
            KillStealOption.AddQ();

            GapcloserOption.AddMenu();

            MiscOption.AddMenu();
            MiscOption.AddBasic();
            MiscOption.AddE();
            MiscOption.AddBool("E", "AutoE", "Auto E| AntiGapcloser");
            MiscOption.AddR();
            MiscOption.AddBool("R", "AutoR", "Auto R");
            MiscOption.AddSetting("Forcus");
            MiscOption.AddBool("Forcus", "Forcus", "Forcus Attack Passive Target");

            DrawOption.AddMenu();
            DrawOption.AddQ(Q);
            DrawOption.AddE(E);
            DrawOption.AddFarm();
            DrawOption.AddDamageIndicatorToHero(true, false, true, false, true);

            Game.OnUpdate         += OnUpdate;
            Orbwalker.PreAttack   += PreAttack;
            Orbwalker.PostAttack  += PostAttack;
            Gapcloser.OnGapcloser += OnGapcloser;
        }
예제 #14
0
파일: Malzahar.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 900f);
     Q.SetSkillshot(0.5f, 100f, 1600f, false, SkillshotType.Line);
     W = new Spell(SpellSlot.W, 650f);
     E = new Spell(SpellSlot.E, 650f); //MalzaharEmalzaharerecent
     R = new Spell(SpellSlot.R, 700f); //malzaharrsound
 }
예제 #15
0
 public SpellManager()
 {
     Q = new Spell(SpellSlot.Q, 300);
     W = new Spell(SpellSlot.W);
     E = new Spell(SpellSlot.E, 615);
     E.SetSkillshot(0.5f, 50f, 1200f, false, SkillshotType.Line);
     R = new Spell(SpellSlot.R);
 }
예제 #16
0
 public static void SetupSpells()
 {
     Q      = new Spell(SpellSlot.Q, 650);
     W      = new Spell(SpellSlot.W, 900);
     E      = new Spell(SpellSlot.E, 650);
     R      = new Spell(SpellSlot.R, 900);
     Recall = new Spell(SpellSlot.Recall);
 }
예제 #17
0
파일: Malphite.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 625f);  //SeismicShard
     W = new Spell(SpellSlot.W, 400f);  //Obduracy
     E = new Spell(SpellSlot.E, 400f);  //Landslide
     R = new Spell(SpellSlot.R, 1000f); //UFSlash
     R.SetSkillshot(0f, 160f, float.MaxValue, false, SkillshotType.Circle);
 }
예제 #18
0
파일: Vladimir.cs 프로젝트: Kurisuka/Aimkek
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 600f);
     W = new Spell(SpellSlot.W, 350f);
     E = new Spell(SpellSlot.E, 610f);
     R = new Spell(SpellSlot.R, 625f);
     R.SetSkillshot(0.25f, 175f, 700f, false, SkillshotType.Circle);
 }
예제 #19
0
        public static void Initialize()
        {
            Q = new Spell(SpellSlot.Q, 600);
            W = new Spell(SpellSlot.W, 600);
            E = new Spell(SpellSlot.E, 600);

            E.SetSkillshot(0.25f, 80, 2000f, false, SkillshotType.Cone);
        }
예제 #20
0
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 925);
     W = new Spell(SpellSlot.W, 125);
     E = new Spell(SpellSlot.E, 300);
     R = new Spell(SpellSlot.R, 600);
     Q.SetSkillshot(0.5f, 70f, 1800f, true, SkillshotType.Line, false);
 }
예제 #21
0
        public static void Initialize()
        {
            Q = new Spell(SpellSlot.Q, 1450);
            W = new Spell(SpellSlot.W);
            R = new Spell(SpellSlot.R, 5500);

            Q.SetSkillshot(0.25f, 40, 1000, false, SkillshotType.Line);
        }
예제 #22
0
        private static void Initializer()
        {
            Q = new Aimtec.SDK.Spell(SpellSlot.Q);

            W = new Aimtec.SDK.Spell(SpellSlot.W, 950f);
            W.SetSkillshot(0.25f, 100f, 1400f, false, SkillshotType.Circle);

            E = new Aimtec.SDK.Spell(SpellSlot.E, 1200f);

            R = new Aimtec.SDK.Spell(SpellSlot.R, 975f);

            ComboOption.AddMenu();
            ComboOption.AddQ();
            ComboOption.AddSlider("ComboQCount", "Use Q| Enemies Count >= x", 3, 1, 5);
            ComboOption.AddSlider("ComboQRange", "Use Q| Search Enemies Range", 600, 0, 1800);
            ComboOption.AddW();
            ComboOption.AddE();
            ComboOption.AddBool("ComboEKill", "Use E| When Target Can KillAble");
            ComboOption.AddBool("ComboEFull", "Use E| When Target have Full Stack", false);
            ComboOption.AddR();
            ComboOption.AddBool("ComboRKillSteal", "Use R| When Target Can KillAble");
            ComboOption.AddSlider("ComboRCount", "Use R| Enemies Count >= x", 3, 1, 5);

            HarassOption.AddMenu();
            HarassOption.AddW();
            HarassOption.AddE();
            HarassOption.AddBool("HarassEStack", "Use E| When Target will Leave E Range");
            HarassOption.AddSlider("HarassEStackCount", "Use E(Leave)| Min Stack Count >= x", 3, 1, 6);
            HarassOption.AddBool("HarassEFull", "Use E| When Target have Full Stack");
            HarassOption.AddMana();
            HarassOption.AddTargetList();

            LaneClearOption.AddMenu();
            LaneClearOption.AddE();
            LaneClearOption.AddSlider("LaneClearECount", "Use E| Min KillAble Count >= x", 3, 1, 5);
            LaneClearOption.AddMana();

            JungleClearOption.AddMenu();
            JungleClearOption.AddE();
            JungleClearOption.AddMana();

            KillStealOption.AddMenu();
            KillStealOption.AddE();

            MiscOption.AddMenu();
            MiscOption.AddBasic();

            DrawOption.AddMenu();
            DrawOption.AddW(W);
            DrawOption.AddE(E);
            DrawOption.AddR(R);
            DrawOption.AddFarm();
            DrawOption.AddDamageIndicatorToHero(false, false, true, false, false);

            Game.OnUpdate        += OnUpdate;
            Orbwalker.PostAttack += PostAttack;
        }
예제 #23
0
파일: Karthus.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 900f);
     Q.SetSkillshot(0.9f, 85f, float.MaxValue, false, SkillshotType.Circle);
     W = new Spell(SpellSlot.W, 1000f);
     W.SetSkillshot(0.5f, 50f, float.MaxValue, false, SkillshotType.Circle);
     E = new Spell(SpellSlot.E, 550f);
     R = new Spell(SpellSlot.R);
 }
예제 #24
0
        public static void Initialize()
        {
            Q = new Spell(SpellSlot.Q);
            W = new Spell(SpellSlot.W, 850);
            E = new Spell(SpellSlot.E, 660);
            R = new Spell(SpellSlot.R);

            E.SetSkillshot(0, 160, 550, false, SkillshotType.Line);
        }
예제 #25
0
        public void InitSpells()
        {
            Q = new Spell(SpellSlot.Q, 900f);
            W = new Spell(SpellSlot.W);
            E = new Spell(SpellSlot.E, 650f);
            R = new Spell(SpellSlot.R, 700f);

            Q.SetSkillshot(1.0f, 85f, 3200f, false, SkillshotType.Circle, false, HitChance.Medium);
        }
예제 #26
0
        public void InitSpells()
        {
            Q = new Spell(SpellSlot.Q, 350f);
            W = new Spell(SpellSlot.W, 575f);
            E = new Spell(SpellSlot.E);
            R = new Spell(SpellSlot.R, 1000f);

            R.SetSkillshot(0.25f, 160f, 1000f, false, SkillshotType.Circle, false, HitChance.Medium);
        }
예제 #27
0
        public static void Initialize()
        {
            Q = new Spell(SpellSlot.Q, 1050);
            W = new Spell(SpellSlot.W, 775);
            E = new Spell(SpellSlot.E);
            R = new Spell(SpellSlot.R, 550);

            Q.SetSkillshot(0.25f, 50f, 1700f, true, SkillshotType.Line);
        }
예제 #28
0
파일: Morgana.cs 프로젝트: Zypppy/AimTec
 public void LoadSpells()
 {
     Q = new Spell(SpellSlot.Q, 1300f);
     Q.SetSkillshot(0.5f, 70f, 1200f, true, SkillshotType.Line, false);
     W = new Spell(SpellSlot.W, 900f);
     W.SetSkillshot(0.5f, 280f, float.MaxValue, false, SkillshotType.Circle, false);
     E = new Spell(SpellSlot.E, 800f);
     R = new Spell(SpellSlot.R, 625f);
 }
예제 #29
0
        public static void Initialize()
        {
            Q = new Spell(SpellSlot.Q, 600);
            W = new Spell(SpellSlot.W, 1200);
            R = new Spell(SpellSlot.R, float.MaxValue);

            W.SetSkillshot(0.25f, 57.5f, 2000, true, SkillshotType.Cone);
            R.SetSkillshot(0.25f, 90, 1600, false, SkillshotType.Line);
        }
예제 #30
0
        public void InitSpells()
        {
            Q = new Spell(SpellSlot.Q, 1200f);
            W = new Spell(SpellSlot.W, Player.AttackRange + Player.BoundingRadius);
            E = new Spell(SpellSlot.E);
            R = new Spell(SpellSlot.R);

            Q.SetSkillshot(0.25f, 90f, 1200f, false, SkillshotType.Line);
        }