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- //combo when enemy in range of e
- if (target != null && target.IsValidTarget(E.Range))
- if (E.Ready)
- {
- E.Cast(target);
- }
- {
- var meow = Q.GetPrediction(target);
- var collisions = (IList<Obj_AI_Base>)Q.GetPrediction(target).CollisionObjects;
- if (collisions.Any())
- {
- if (W.Ready)
- {
- W.Cast(target);
- }
- return;
- }
- DelayAction.Queue(200, () =>
- {
- if (Q.Ready)
- {
- Q.Cast(meow.CastPosition);
- }
- });
- DelayAction.Queue(400, () =>
- {
- if (W.Ready)
- {
- W.Cast(target);
- }
- });
- }
- // combo when enemy NOT in range of E AND Q/W is up
- if (Q.Ready && target.IsValidTarget(W.Range))
- {
- if (target != null)
- {
- if (W.Ready)
- {
- W.Cast(target);
- }
- DelayAction.Queue(350, () =>
- {
- if (Q.Ready)
- {
- Q.Cast(target);
- }
- });
- }
- }
- // combo when doesn't have q/e up
- if(W.Ready && target.IsValidTarget(W.Range))
- if (target != null)
- {
- W.Cast(target);
- }
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