public static void FightHard() { // Initialize spells var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical); // Chase if not in range if (Target != null && Target.IsValid && Player.Distance(Target.Position) < 600) { var pr = Q.GetPrediction(Target); if (pr.Hitchance >= HitChance.Medium && Q.IsReady() && Q.IsInRange(Target)) { Q.Cast(Target.Position); } if (W.IsReady() && W.IsInRange(Target)) { W.Cast(Target); } if (E.IsReady() && E.IsInRange(Target)) { E.Cast(Target); } if (R.IsReady()) { R.Cast(); } } else { Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position); Orb.SetOrbwalkingPoint(Target.Position); } } //Fight
public static void FightHard() { // Initialize spells var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical); // Chase if not in range if (Target != null && Target.IsValid) { if (Target != null && W.IsReady()) { W.Cast(); } if (Target != null && R.IsReady() && R.IsInRange(Target)) { R.Cast(Target); } if (Target != null && Q.IsReady() && Q.IsInRange(Target)) { Q.Cast(Target); } } else { Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position); Orb.SetOrbwalkingPoint(Target.Position); } } //Fight
public static void MoveBase() { // if (Player.Distance(TEAM_POS) > 100 && Player.CountEnemiesInRange(1800) == 0) // recall if no enemy near // { // Player.Spellbook.CastSpell(SpellSlot.Recall); // } // else // { Player.IssueOrder(GameObjectOrder.MoveTo, TEAM_POS); Orb.SetOrbwalkingPoint(TEAM_POS); // } } //MoveBase
/// <summary> /// Find the nearest Tower where there are enemies, to walk. /// </summary> public static void WalkAndFight() { List <Obj_AI_Hero> Enemies = ObjectHandler.Get <Obj_AI_Hero>().Enemies; int Index = -1; float Dist = 100000; for (int i = 0; i < Enemies.Count; i++) { if (Enemies[i] != null && !Enemies[i].IsDead && Enemies[i].IsVisible) { float D = Player.Distance(Enemies[i].Position); if (Dist > D) { Index = i; Dist = D; } } }// For if (Index != -1) { if (Player.Distance(Enemies[Index].Position) < 600) { Console.WriteLine("ARRIVED"); //Plugins.Warwick.FightHard(); Base.GetCombo(Player.ChampionName); } else { Console.WriteLine("WALKING_TO_HIM"); Player.IssueOrder(GameObjectOrder.MoveTo, Enemies[Index].Position); Orb.SetOrbwalkingPoint(Enemies[Index].Position); } } else { Console.WriteLine("ERROR!"); RandomWalk.Walk(); } } // WalkAndFight()
public static void FightHard() { // Initialize spells var Target = TargetSelector.GetTarget(600, TargetSelector.DamageType.Magical); // Chase if not in range bool AnySpellReady = Q.IsReady() || W.IsReady() || R.IsReady(); if (!AnySpellReady) { Player.IssueOrder(GameObjectOrder.MoveTo, TEAM_POS); Orb.SetOrbwalkingPoint(TEAM_POS); } else if (Target != null && Target.IsValidTarget(550)) { if (Q.IsReady() && Target.IsValidTarget(Q.Range)) { Q.Cast(Target); } if (E.IsReady()) { E.Cast(); } if (W.IsReady() && Target.IsValidTarget(W.Range)) { W.Cast(Target.Position); } if (R.IsReady() && Target.IsValidTarget(R.Range)) { R.Cast(Target.Position); } } else { Player.IssueOrder(GameObjectOrder.MoveTo, Target.Position); Orb.SetOrbwalkingPoint(Target.Position); } } //Fight
/// <summary> /// Implement the auto-walking to random points /// </summary> public static void Walk() { Vector3 Pos = Points[Index]; if (!Walking) { Walking = true; Index = R.Next(0, Points.Count - 1); // Prevent Circular if (LastIndex != -1 && LastIndex == Index) { if (Index < Points.Count - 1) { Index++; } else { Index--; } } else { LastIndex = Index; } } else { Walking = Player.Distance(Pos) > 100 ? true : false; if (Walking) { Player.IssueOrder(GameObjectOrder.MoveTo, Pos); Orb.SetOrbwalkingPoint(Pos); } } } //Walk