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- require('MapPositionGOS')
- require('MapPosition') --put these libs in your COMMON
- require('MapPosition_walls_1_1') --put these libs in your COMMON
- require('MapPosition_bushes_1')
- require('2DGeometry')--put these libs in your COMMON
- --vayne version 0.0.8 // credits to maxxel deftsu inspired
- PrintChat("its funny how people can copy the script edit this and pretend they did it huh?")
- OnLoop(function(myHero)
- for _, Targets in pairs(GetEnemyHeroes()) do
- local TargetPos=GetOrigin(Targets)
- local drawPos = WorldToScreen(1, TargetPos.x, TargetPos.y, TargetPos.z) -- Draw Position for AA Text
- local Damage = GetBaseDamage(myHero) + GetBonusDmg(myHero) -- Damage without W extra Damage
- if GetCastLevel(myHero, _W) > 0 then -- Check if W is skilled
- if GetCastLevel(myHero, _W) == 1 then -- W Spell Level 1
- Damage = 20 + (GetMaxHP(Targets) / 100 * 4) + (GetBaseDamage(myHero) + GetBonusDmg(myHero))
- elseif GetCastLevel(myHero, _W) == 2 then -- W Spell Level 2
- Damage = 30 + (GetMaxHP(Targets) / 100 * 5) + (GetBaseDamage(myHero) + GetBonusDmg(myHero))
- elseif GetCastLevel(myHero, _W) == 3 then -- W Spell Level 3
- Damage = 40 + (GetMaxHP(Targets) / 100 * 6) + (GetBaseDamage(myHero) + GetBonusDmg(myHero))
- elseif GetCastLevel(myHero, _W) == 4 then -- W Spell Level 4
- Damage = 50 + (GetMaxHP(Targets) / 100 * 7) + (GetBaseDamage(myHero) + GetBonusDmg(myHero))
- elseif GetCastLevel(myHero, _W) == 5 then -- W Spell Level 5
- Damage = 60 + (GetMaxHP(Targets) / 100 * 8) + (GetBaseDamage(myHero) + GetBonusDmg(myHero))
- end
- end
- if GetCastLevel(myHero, _W) == 0 then
- DrawText((math.floor(GetCurrentHP(Targets) / Damage) + 0.0) .." AA to Kill", 20, drawPos.x, drawPos.y, 0xffffffff)
- elseif GetCastLevel(myHero, _W) >= 1 then -- W Spell Level 1 or higher
- DrawText((math.floor(GetCurrentHP(Targets) / Damage * 2) + 0.0) .." AA to Kill", 20, drawPos.x, drawPos.y, 0xffffffff)
- end
- end
- if KeyIsDown(0x20) then
- local unit = GetTarget(1000)
- AutoE()
- if ValidTarget(unit, 550) then
- local stacks= GotBuff(unit,"VayneSilveredBolts")
- if CanUseSpell(myHero, _Q) == READY and stacks>1 then
- local mousePos=GetMousePos()
- CastSkillShot(_Q,mousePos.x,mousePos.y,mousePos.z)
- end
- --if GetButtonValue("E") then
- --AddGapcloseEvent(_E, 450, unit)
- --end
- --if GetButtonValue("E") then
- --if CanUseSpell(myHero,_E) == READY and ((GetCurrentHP(myHero)/(GetMaxHP(myHero)/100))) < 26 then
- --CastTargetSpell(unit, _R)
- --end
- --end
- if GetItemSlot(myHero,3153)>0 then
- CastTargetSpell(unit, GetItemSlot(myHero,3153))
- end
- if GetItemSlot(myHero,3144)>0 then
- CastTargetSpell(unit, GetItemSlot(myHero,3144))
- end
- if GetItemSlot(myHero,3142)>0 then
- CastTargetSpell(unit, GetItemSlot(myHero,3142))
- end
- end
- --if GetButtonValue("Activator") then
- --CastItem(myHero,GetItemSlot(myHero,3140))
- --CastItem(myHero,GetItemSlot(myHero,3149))
- --end
- end
- end)
- AddGapcloseEvent(_E, 450, true)
- --IM THE FIRST ONE WHO DOES THAT , GIVE ME THE HONORS SLUTS AND USE CREDITS BEFORE I FKING RAPE YOU *******
- --OnProcessSpell(function(unit, spell)
- --if unit and unit == myHero and spell then
- --if spell.name:lower():find("attack") then
- --Table.noa=Table.noa+1
- --if Table.noa > 3 then
- --Table.noa=0
- --end
- --end
- --end
- --end)
- function AutoE()
- for _,unit in pairs(GetEnemyHeroes()) do
- if ValidTarget(unit,20000) then
- local enemyposx,enemyposy,enemypoz,selfx,selfy,selfz
- local distance1=24
- local distance2=118
- local distance3=212
- local distance4=306
- local distance5=400
- --setting enemyPos--
- local enemyposition = GetOrigin(unit)
- enemyposx=enemyposition.x
- enemyposy=enemyposition.y
- enemyposz=enemyposition.z
- local TargetPos = Vector(enemyposx,enemyposy,enemyposz)
- --setting coordinates myHero--
- local self=GetOrigin(myHero)
- selfx = self.x
- selfy = self.y
- selfz = self.z
- local HeroPos = Vector(selfx, selfy, selfz)
- ------------------------------
- local Pos1 = TargetPos-(TargetPos-HeroPos)*(-distance1/GetDistance(unit))
- local Pos2 = TargetPos-(TargetPos-HeroPos)*(-distance2/GetDistance(unit))
- local Pos3 = TargetPos-(TargetPos-HeroPos)*(-distance3/GetDistance(unit))
- local Pos4 = TargetPos-(TargetPos-HeroPos)*(-distance4/GetDistance(unit))
- local Pos5 = TargetPos-(TargetPos-HeroPos)*(-distance5/GetDistance(unit))
- if MapPosition:inWall(Pos1)==false then
- DrawCircle(Pos1.x,Pos1.y,Pos1.z,20,10,0,0xffff0000)
- elseif MapPosition:inWall(Pos1)==true then
- DrawCircle(Pos1.x,Pos1.y,Pos1.z,20,10,0,0xff00ff00)
- if GetDistance(unit)<=550 then
- CastTargetSpell(unit, _E)
- end
- end
- if MapPosition:inWall(Pos2)==false then
- DrawCircle(Pos2.x,Pos2.y,Pos2.z,20,10,0,0xffff0000)
- elseif MapPosition:inWall(Pos2)==true then
- DrawCircle(Pos2.x,Pos2.y,Pos2.z,20,10,0,0xff00ff00)
- if GetDistance(unit)<=550 then
- CastTargetSpell(unit, _E)
- end
- end
- if MapPosition:inWall(Pos3)==false then
- DrawCircle(Pos3.x,Pos3.y,Pos3.z,20,10,0,0xffff0000)
- elseif MapPosition:inWall(Pos3)==true then
- DrawCircle(Pos3.x,Pos3.y,Pos3.z,20,10,0,0xff00ff00)
- if GetDistance(unit)<=550 then
- CastTargetSpell(unit, _E)
- end
- end
- if MapPosition:inWall(Pos4)==false then
- DrawCircle(Pos4.x,Pos4.y,Pos4.z,20,10,0,0xffff0000)
- elseif MapPosition:inWall(Pos4)==true then
- DrawCircle(Pos4.x,Pos4.y,Pos4.z,20,10,0,0xff00ff00)
- if GetDistance(unit)<=550 then
- CastTargetSpell(unit, _E)
- end
- end
- if MapPosition:inWall(Pos5)==false then
- DrawCircle(Pos5.x,Pos5.y,Pos5.z,20,10,0,0xffff0000)
- elseif MapPosition:inWall(Pos5)==true then
- DrawCircle(Pos5.x,Pos5.y,Pos5.z,20,10,0,0xff00ff00)
- if GetDistance(unit)<=550 then
- CastTargetSpell(unit, _E)
- end
- end
- end
- end
- end
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