示例#1
0
        private static void KillSteal()
        {
            if (ksMenu["Q"].Cast <CheckBox>().CurrentValue&& Q.IsReady())
            {
                var qt = GameObjects.EnemyHeroes.Where(x => x.LSIsValidTarget(Q.Range) && x.Health < Q.GetDamage(x)).FirstOrDefault();

                if (qt != null)
                {
                    Q.Cast(qt);
                    return;
                }
            }

            if (ksMenu["E"].Cast <CheckBox>().CurrentValue&& E.IsReady())
            {
                var et = GameObjects.EnemyHeroes.Where(x => !blacklistMenu[x.ChampionName.ToLower()].Cast <CheckBox>().CurrentValue&& x.LSIsValidTarget(E.Range) && x.Health < E.GetDamage(x)).FirstOrDefault();

                if (et != null)
                {
                    E.Cast(et);
                    return;
                }
            }

            if (ksMenu["R"].Cast <CheckBox>().CurrentValue&& R.IsReady())
            {
                var rt = GameObjects.EnemyHeroes.Where(x => x.IsValidTarget(R.Range - 50) && x.Health < R.GetDamage(x) && ksMenu[x.ChampionName.ToLower()].Cast <CheckBox>().CurrentValue).FirstOrDefault();

                if (rt != null)
                {
                    R.Cast(rt);
                    return;
                }
            }
        }
示例#2
0
 /// <summary>
 /// Thats basically provide combo damage
 /// </summary>
 /// <param name="spell1">Q Spell</param>
 /// <param name="spell2">W Spell</param>
 /// <param name="spell3">E Spell</param>
 /// <param name="spell4">R Spell</param>
 /// <param name="unit">Target</param>
 /// <returns></returns>
 public static float ComboDamage(this Spell spell1, Spell spell2, Spell spell3, Spell spell4, AIHeroClient unit)
 {
     var combodamage = 0f;
     if (spell1.IsReady())
     {
         combodamage += spell1.GetDamage(unit);
     }
     if (spell2.IsReady())
     {
         combodamage += spell2.GetDamage(unit);
     }
     if (spell3.IsReady())
     {
         combodamage += spell2.GetDamage(unit);
     }
     if (spell4.IsReady())
     {
         combodamage += spell2.GetDamage(unit);
     }
     return combodamage;
 }
示例#3
0
文件: Spells.cs 项目: Burbb/Portaio
        /// <summary>
        /// Thats basically provide combo damage
        /// </summary>
        /// <param name="spell1">Q Spell</param>
        /// <param name="spell2">W Spell</param>
        /// <param name="spell3">E Spell</param>
        /// <param name="spell4">R Spell</param>
        /// <param name="unit">Target</param>
        /// <returns></returns>
        public static float ComboDamage(this Spell spell1, Spell spell2, Spell spell3, Spell spell4, AIHeroClient unit)
        {
            var combodamage = 0f;

            if (spell1.IsReady())
            {
                combodamage += spell1.GetDamage(unit);
            }
            if (spell2.IsReady())
            {
                combodamage += spell2.GetDamage(unit);
            }
            if (spell3.IsReady())
            {
                combodamage += spell2.GetDamage(unit);
            }
            if (spell4.IsReady())
            {
                combodamage += spell2.GetDamage(unit);
            }
            return(combodamage);
        }
示例#4
0
        public void QLogic()
        {
            if (!Q.IsReady() || (ObjectManager.Player.Mana < 3 * GetWManaCost() && CanW()))
            {
                return;
            }
            var shouldntKS =
                EntityManager.Heroes.Allies.Any(
                    h => h.Position.Distance(ObjectManager.Player.Position) < 600 && !h.IsDead && !h.IsMe);

            foreach (var hero in ValidTargets.Where(h => h.LSIsValidTarget(925)))
            {
                if (shouldntKS && Q.GetDamage(hero) > hero.Health)
                {
                    continue;
                }
                var pred = Prediction.GetPrediction(hero, Q);
                if (((int)pred.Item1 > (int)HitChance.Medium || hero.HasBuff("SorakaEPacify")) && pred.Item2.Distance(ObjectManager.Player.ServerPosition) < Q.Range)
                {
                    Q.Cast(pred.Item2);
                }
            }
        }
示例#5
0
        public static float GetKsDamage(Obj_AI_Hero t, Spell QWER)
        {
            var totalDmg = QWER.GetDamage(t);
            totalDmg -= t.HPRegenRate;

            if (totalDmg > t.Health)
            {
                if (ObjectManager.Player.HasBuff("summonerexhaust"))
                    totalDmg = totalDmg * 0.6f;

                if (t.HasBuff("ferocioushowl"))
                    totalDmg = totalDmg * 0.7f;

                if (t.ChampionName == "Blitzcrank" && !t.HasBuff("BlitzcrankManaBarrierCD") && !t.HasBuff("ManaBarrier"))
                {
                    totalDmg -= t.Mana / 2f;
                }
            }
            //if (Thunderlord && !Player.HasBuff( "masterylordsdecreecooldown"))
            //totalDmg += (float)Player.CalcDamage(t, Damage.DamageType.Magical, 10 * Player.Level + 0.1 * Player.FlatMagicDamageMod + 0.3 * Player.FlatPhysicalDamageMod);
            totalDmg += (float)OktwCommon.GetIncomingDamage(t);
            return totalDmg;
        }
示例#6
0
 public static bool IsKillable(this Obj_AI_Base target, LeagueSharp.SDK.Spell spell)
 {
     return(spell.GetDamage(target) >= Health.GetPrediction(target, spell.TravelTime(target)));
 }
示例#7
0
        public static bool CanKillTarget(this Obj_AI_Base target, LeagueSharp.SDK.Spell spell, int customDelay = 0)
        {
            var predictedHealth = Health.GetPrediction(target, customDelay == 0 ? (int)(spell.Delay * 1000f) : customDelay);

            return(predictedHealth < spell.GetDamage(target) && predictedHealth >= Me.GetAutoAttackDamage(target));
        }
示例#8
0
文件: Spells.cs 项目: Burbb/Portaio
 /// <summary>
 /// Thats provide selected spell damage
 /// </summary>
 /// <param name="spell">Spell</param>
 /// <param name="unit">Target</param>
 /// <returns></returns>
 public static int GetDamage(this Spell spell, AIHeroClient unit)
 {
     return((int)spell.GetDamage(unit));
 }
示例#9
0
 public static bool CanKillTarget(this Obj_AI_Base target, Spell spell, int customDelay = 0)
 {
     var predictedHealth = Health.GetPrediction(target,
         customDelay == 0 ? (int)(spell.Delay * 1000f) : customDelay);
     return predictedHealth < spell.GetDamage(target) && predictedHealth >= Me.GetAutoAttackDamage(target);
 }