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Jul 22nd, 2017
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  1. //combo when enemy in range of e
  2. if (target != null && target.IsValidTarget(E.Range))
  3. if (E.Ready)
  4. {
  5. E.Cast(target);
  6. }
  7. {
  8. var meow = Q.GetPrediction(target);
  9. var collisions = (IList<Obj_AI_Base>)Q.GetPrediction(target).CollisionObjects;
  10. if (collisions.Any())
  11. {
  12. if (W.Ready)
  13. {
  14. W.Cast(target);
  15. }
  16. return;
  17. }
  18. DelayAction.Queue(200, () =>
  19. {
  20. if (Q.Ready)
  21. {
  22. Q.Cast(meow.CastPosition);
  23. }
  24. });
  25. DelayAction.Queue(400, () =>
  26. {
  27. if (W.Ready)
  28. {
  29. W.Cast(target);
  30. }
  31. });
  32.  
  33. }
  34. // combo when enemy NOT in range of E AND Q/W is up
  35. if (Q.Ready && target.IsValidTarget(W.Range))
  36. {
  37. if (target != null)
  38. {
  39. if (W.Ready)
  40. {
  41. W.Cast(target);
  42. }
  43. DelayAction.Queue(350, () =>
  44. {
  45. if (Q.Ready)
  46. {
  47. Q.Cast(target);
  48. }
  49. });
  50. }
  51. }
  52. // combo when doesn't have q/e up
  53. if(W.Ready && target.IsValidTarget(W.Range))
  54. if (target != null)
  55. {
  56. W.Cast(target);
  57. }
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