private static void Main(string[] args) { Loading.OnLoadingComplete += delegate { _skillshotDetector = new SkillshotDetector(); _evade = new EvadePlus(_skillshotDetector); EvadeMenu.CreateMenu(); }; }
private static void Main(string[] args) { Loading.OnLoadingComplete += delegate { Detector = new SkillshotDetector(DetectionTeam.EnemyTeam); Evade = new EvadePlus(Detector); EvadeMenu.CreateMenu(); }; }
private static void Main(string[] args) { Loading.OnLoadingComplete += delegate { _skillshotDetector = new SkillshotDetector(DeveloperMode ? DetectionTeam.AnyTeam : DetectionTeam.EnemyTeam); _evade = new EvadePlus(_skillshotDetector); EvadeMenu.CreateMenu(); }; }
public EvadePlus(SkillshotDetector skillshotDetector) { Player.OnIssueOrder += OnIssueOrder; Spellbook.OnCastSpell += OnCastSpell; Drawing.OnDraw += OnDraw; Game.OnTick += OnTick; SkillshotDetector = skillshotDetector; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List <Geometry.Polygon>(); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; Player.OnIssueOrder += PlayerOnIssueOrder; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; Player.OnIssueOrder += PlayerOnIssueOrder; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List <Geometry.Polygon>(); StatusText = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); StatusText = new Text("EvadePlus Enabled", new Font("Lucida Sans Unicode", 7.7F, FontStyle.Bold)); //Lucida Console, 9 StatusTextShadow = new Text("EvadePlus Enabled", new Font("Lucida Sans Unicode", 7.7F, FontStyle.Bold)); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); PathFinding = new PathFinding(this); StatusText = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); StatusTextShadow = new Text("EvadePlus Enabled", new Font("Calisto MT", 10F, FontStyle.Bold)); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Game.OnTick += Ontick; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List <Geometry.Polygon>(); PathFinding = new PathFinding(this); StatusText = new Text("EvadePlus Enabled", new Font("Euphemia", 10F, FontStyle.Bold)); //Calisto MT SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Obj_AI_Base.OnProcessSpellCast += OnProcessSpellCast; Dash.OnDash += OnDash; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public EvadePlus(SkillshotDetector detector) { Skillshots = new EvadeSkillshot[] {}; Polygons = new Geometry.Polygon[] {}; ClippedPolygons = new List<Geometry.Polygon>(); PathFinding = new PathFinding(this); StatusText = new Text("EvadePlus Enabled", new Font("Euphemia", 10F, FontStyle.Bold)); //Calisto MT _skillshotPolygonCache = new Dictionary<EvadeSkillshot, Geometry.Polygon>(); SkillshotDetector = detector; SkillshotDetector.OnUpdateSkillshots += OnUpdateSkillshots; SkillshotDetector.OnSkillshotActivation += OnSkillshotActivation; SkillshotDetector.OnSkillshotDetected += OnSkillshotDetected; SkillshotDetector.OnSkillshotDeleted += OnSkillshotDeleted; Player.OnIssueOrder += PlayerOnIssueOrder; Obj_AI_Base.OnProcessSpellCast += OnProcessSpellCast; Dash.OnDash += OnDash; Game.OnTick += Ontick; Drawing.OnDraw += OnDraw; }
public Janna() { frostQueensClaim = new Item(ItemId.Frost_Queens_Claim); conf = MainMenu.AddMenu("MoonyJanna", "moonyJanna"); comboConf = conf.AddSubMenu("ComboMode", "moonyJannaComboConf"); comboConf.Add("qCombo", new CheckBox("Use Q")); comboConf.Add("itemCombo", new CheckBox("Use Frost Queen's Claim")); comboConf.Add("wCombo", new CheckBox("Use W")); fleeConf = conf.AddSubMenu("FleeMode", "moonyJannaFleeConf"); fleeConf.Add("qFlee", new CheckBox("Use Q")); fleeConf.Add("itemFlee", new CheckBox("Use Frost Queen's Claim")); fleeConf.Add("wFlee", new CheckBox("Use W")); miscConf = conf.AddSubMenu("Misc", "moonyJannaMiscConf"); miscConf.Add("qGeneral", new Slider("Use Q if hit at least X targets in general", 2, 0, 5)); miscConf.AddLabel("0 = disabled"); miscConf.Add("qInterrupt", new CheckBox("Use Q to interrupt")); miscConf.AddStringList("qInterruptDangerLvL", "Q Interruption danger lvl", new [] { "High", "Medium", "Low"}, 1); miscConf.Add("qAntiGap", new CheckBox("Use Q against gapclosers")); eConf = conf.AddSubMenu("Shielding", "moonyJannaEConf"); eConf.Add("eSkillShots", new CheckBox("E for skillshots")); eConf.Add("eDangerLvl", new Slider("If at dangerlevel", 2, 1, 5)); eConf.Add("eTargeted", new CheckBox("E for targeted spells")); eConf.Add("eDmgProc", new Slider("If % dmg", 15)); rConf = conf.AddSubMenu("Ultimate", "moonyJannaRConf"); rConf.Add("rInterrupt", new CheckBox("Use R to interrupt dangerous spells")); rConf.Add("rInsec", new KeyBind("Insec to ally", false, KeyBind.BindTypes.HoldActive)); rConf.AddLabel("Target has to be selected"); rConf.Add("flashRange", new Slider("Flash Range", 450, 425, 600)); rConf.Add("extraDist", new Slider("Extra Insec Dist", 150, 50, 300)); rConf.Add("maxOwnDistToEnemy", new Slider("Max own dist to enemy", 500, 100, 800)); prioConf = conf.AddSubMenu("AllyPriorities", "moonyJannaPrioConf"); foreach (AIHeroClient ally in EntityManager.Heroes.Allies) { prioConf.Add(ally.ChampionName, new Slider(ally.ChampionName, ally.IsMe ? 1 : TargetSelector.GetPriority(ally), 1, 5)); } skillShotConfig.InitMenu(ref conf); var skillshotDetector = new SkillshotDetector(DetectionTeam.EnemyTeam); evadePlus = new EvadePlus.EvadePlus(skillshotDetector); Game.OnUpdate += GameOnOnUpdate; Obj_AI_Base.OnProcessSpellCast += AiHeroClientOnOnProcessSpellCast; Interrupter.OnInterruptableSpell += InterrupterOnOnInterruptableSpell; Gapcloser.OnGapcloser += GapcloserOnOnGapcloser; Drawing.OnDraw += DrawingOnOnDraw; }