示例#1
0
 public static void evadeBuff(BuffInstance buf, TargetedSkills.TargSkill skill)
 {
     if (Q.IsReady() && jumpEnesAround() != 0 && buf.EndTime - Game.Time < skill.delay / 1000)
     {
         //Console.WriteLine("evade buuf");
         useQonBest();
     }
     else if (W.IsReady() && (!Q.IsReady() || jumpEnesAround() != 0) && buf.EndTime - Game.Time < 0.4f)
     {
         var dontMove = 400;
         DeathWalker.disableMovementFor(dontMove);
         W.Cast();
     }
 }
示例#2
0
 public static void evadeDamage(int useQ, int useW, GameObjectProcessSpellCastEventArgs psCast, int delay = 250)
 {
     if (useQ != 0 && Q.IsReady() && jumpEnesAround() != 0 && MasterSharp.Config.Item("smartQDogue").GetValue <bool>())
     {
         if (delay != 0)
         {
             Utility.DelayAction.Add(delay, useQonBest);
         }
         else
         {
             useQonBest();
         }
     }
     else if (useW != 0 && W.IsReady() && MasterSharp.Config.Item("smartW").GetValue <bool>())
     {
         //var dontMove = (psCast.TimeCast > 2) ? 2000 : psCast.TimeCast*1000;
         DeathWalker.disableMovementFor(500);
         W.Cast();
     }
 }
示例#3
0
        public static void evadeSkillShot(Skillshot sShot)
        {
            var sd = SpellDatabase.GetByMissileName(sShot.SpellData.MissileSpellName);

            if (DeathWalker.CurrentMode == DeathWalker.Mode.Combo && (MasterSharp.skillShotMustBeEvaded(sd.MenuItemName) || MasterSharp.skillShotMustBeEvadedW(sd.MenuItemName)))
            {
                float spellDamage = (float)sShot.Unit.GetSpellDamage(player, sd.SpellName);
                int   procHp      = (int)((spellDamage / player.MaxHealth) * 100);
                bool  willKill    = player.Health <= spellDamage;
                if (Q.IsReady() && jumpEnesAround() != 0 && (MasterSharp.skillShotMustBeEvaded(sd.MenuItemName)) || willKill)
                {
                    useQonBest();
                }
                else if ((!Q.IsReady(150) || !MasterSharp.skillShotMustBeEvaded(sd.MenuItemName)) && W.IsReady() && (MasterSharp.skillShotMustBeEvadedW(sd.MenuItemName) || willKill))
                {
                    DeathWalker.disableMovementFor(500);
                    W.Cast();
                }
            }

            if (DeathWalker.CurrentMode != DeathWalker.Mode.None && (MasterSharp.skillShotMustBeEvadedAllways(sd.MenuItemName) || MasterSharp.skillShotMustBeEvadedWAllways(sd.MenuItemName)))
            {
                float spellDamage = (float)sShot.Unit.GetSpellDamage(player, sd.SpellName);
                bool  willKill    = player.Health <= spellDamage;
                if (Q.IsReady() && jumpEnesAround() != 0 && (MasterSharp.skillShotMustBeEvadedAllways(sd.MenuItemName) || willKill))
                {
                    useQonBest();
                    return;
                }
                else if ((!Q.IsReady() || !MasterSharp.skillShotMustBeEvadedAllways(sd.MenuItemName)) && W.IsReady() && (MasterSharp.skillShotMustBeEvadedWAllways(sd.MenuItemName) || willKill))
                {
                    DeathWalker.disableMovementFor(500);
                    W.Cast();
                    return;
                }
            }
        }