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- if myHero.charName ~= "MasterYi" then return end
- --[[ Code ]]
- local range = 600
- local tick = nil
- -- draw
- local waittxt = {}
- local calculationenemy = 1
- local floattext = {"Skills are not available","Able to fight","Killable","Murder him!"}
- local killable = {}
- -- ts
- local ts
- --
- local ignite = nil
- local WeHaveMana = false
- local DFGSlot, HXGSlot, BWCSlot, SheenSlot, TrinitySlot, LichBaneSlot = nil, nil, nil, nil, nil, nil
- local QREADY, EREADY, RREADY, DFGREADY, HXGREADY, BWCREADY, IREADY = false, false, false, false, false, false, false
- function OnLoad()
- PrintChat(">> MasterYi Combo 1.2 loaded!")
- MYiConfig = scriptConfig("Master Yi Combo 1.2", "yicombo")
- MYiConfig:addParam("scriptActive", "Combo", SCRIPT_PARAM_ONKEYDOWN, false, 32)
- MYiConfig:addParam("drawcircles", "Draw Circles", SCRIPT_PARAM_ONOFF, true)
- MYiConfig:addParam("drawtext", "Draw Text", SCRIPT_PARAM_ONOFF, true)
- MYiConfig:addParam("autoignite", "Auto Ignite", SCRIPT_PARAM_ONOFF, true)
- MYiConfig:addParam("autoQ", "Auto Q on killable enemy", SCRIPT_PARAM_ONOFF, true)
- --MYiConfig:permaShow("scriptActive")
- ts = TargetSelector(TARGET_LOW_HP,range+50,DAMAGE_MAGIC,false)
- ts.name = "MasterYi"
- MYiConfig:addTS(ts)
- if myHero:GetSpellData(SUMMONER_1).name:find("SummonerDot") then ignite = SUMMONER_1
- elseif myHero:GetSpellData(SUMMONER_2).name:find("SummonerDot") then ignite = SUMMONER_2 end
- for i=1, heroManager.iCount do waittxt[i] = i*3 end
- end
- function OnTick()
- ts:update()
- DFGSlot, HXGSlot, BWCSlot, SheenSlot, TrinitySlot, LichBaneSlot = GetInventorySlotItem(3128), GetInventorySlotItem(3146), GetInventorySlotItem(3144), GetInventorySlotItem(3057), GetInventorySlotItem(3078), GetInventorySlotItem(3100)
- QREADY = (myHero:CanUseSpell(_Q) == READY)
- EREADY = (myHero:CanUseSpell(_E) == READY)
- RREADY = (myHero:CanUseSpell(_R) == READY)
- DFGREADY = (DFGSlot ~= nil and myHero:CanUseSpell(DFGSlot) == READY)
- HXGREADY = (HXGSlot ~= nil and myHero:CanUseSpell(HXGSlot) == READY)
- BWCREADY = (BWCSlot ~= nil and myHero:CanUseSpell(BWCSlot) == READY)
- IREADY = (ignite ~= nil and myHero:CanUseSpell(ignite) == READY)
- if tick == nil or GetTickCount()-tick >= 100 then
- tick = GetTickCount()
- DmgCalculation()
- end
- if MYiConfig.autoQ and ts.target then
- --mana check managament:
- local SpellDataQ2 = myHero:GetSpellData(_Q)
- local totalCost2 = 100 + (60+10*SpellDataQ2.level) --total cost of mana necessary to do a R+Q
- if myHero.mana >= totalCost2 then
- WeHaveMana2 = true
- else
- WeHaveMana2 = false
- end
- --end mana check
- local qdmg = getDmg("Q",ts.target,myHero)
- if WeHaveMana2 and QREADY and ts.target.health < qdmg then
- if RREADY then CastSpell(_R) end
- if QREADY and GetDistance(ts.target) <= range then CastSpell(_Q, ts.target) end
- end
- if not WeHaveMana2 and QREADY and ts.target.health < qdmg then
- if QREADY and GetDistance(ts.target) <= range then CastSpell(_Q, ts.target) end
- end
- end
- if MYiConfig.scriptActive and ts.target then
- --mana check managament:
- local SpellDataQ = myHero:GetSpellData(_Q)
- local totalCost = 100 + (60+10*SpellDataQ.level) --total cost of mana necessary to do a R+Q
- if myHero.mana >= totalCost then
- WeHaveMana = true
- else
- WeHaveMana = false
- end
- --end mana check
- if DFGREADY then CastSpell(DFGSlot, ts.target) end
- if HXGREADY then CastSpell(HXGSlot, ts.target) end
- if BWCREADY then CastSpell(BWCSlot, ts.target) end
- if WeHaveMana then
- if RREADY then CastSpell(_R) end
- if QREADY and GetDistance(ts.target) <= range then CastSpell(_Q, ts.target) end
- else
- if QREADY and GetDistance(ts.target) <= range then CastSpell(_Q, ts.target) end
- end
- if EREADY then CastSpell(_E) end
- myHero:Attack(ts.target)
- end
- if MYiConfig.autoignite then
- if IREADY then
- local ignitedmg = 0
- for j = 1, heroManager.iCount, 1 do
- local enemyhero = heroManager:getHero(j)
- if ValidTarget(enemyhero,600) then
- ignitedmg = 50 + 20 * myHero.level
- if enemyhero.health <= ignitedmg then
- CastSpell(ignite, enemyhero)
- end
- end
- end
- end
- end
- end
- function DmgCalculation()
- local enemy = heroManager:GetHero(calculationenemy)
- if ValidTarget(enemy) then
- local dfgdamage, hxgdamage, bwcdamage, ignitedamage, Sheendamage, Trinitydamage, LichBanedamage = 0, 0, 0, 0, 0, 0, 0
- local qdamage = getDmg("Q",enemy,myHero)
- local hitdamage = getDmg("AD",enemy,myHero)
- local dfgdamage = (DFGSlot and getDmg("DFG",enemy,myHero) or 0)
- local hxgdamage = (HXGSlot and getDmg("HXG",enemy,myHero) or 0)
- local bwcdamage = (BWCSlot and getDmg("BWC",enemy,myHero) or 0)
- local ignitedamage = (ignite and getDmg("IGNITE",enemy,myHero) or 0)
- local Sheendamage = (SheenSlot and hitdamage or 0)
- local Trinitydamage = (TrinitySlot and hitdamage*1.5 or 0)
- local LichBanedamage = (LichBaneSlot and getDmg("LICHBANE",enemy,myHero) or 0)
- local combo1 = hitdamage*10 + qdamage*2 + Sheendamage + Trinitydamage + LichBanedamage --0 cd
- local combo2 = hitdamage*10 + Sheendamage + Trinitydamage + LichBanedamage
- local combo3 = hitdamage*5 + Sheendamage + Trinitydamage + LichBanedamage
- local combo4 = 0
- if QREADY then
- combo2 = combo2 + qdamage*2
- combo3 = combo3 + qdamage
- combo4 = combo4 + qdamage
- end
- if DFGREADY then
- combo1 = combo1 + dfgdamage
- combo2 = combo2 + dfgdamage
- combo3 = combo3 + dfgdamage
- combo4 = combo4 + dfgdamage
- end
- if HXGREADY then
- combo1 = combo1 + hxgdamage
- combo2 = combo2 + hxgdamage
- combo3 = combo3 + hxgdamage
- combo4 = combo4 + hxgdamage
- end
- if BWCREADY then
- combo1 = combo1 + bwcdamage
- combo2 = combo2 + bwcdamage
- combo3 = combo3 + bwcdamage
- combo4 = combo4 + bwcdamage
- end
- if IREADY and MYiConfig.autoignite then
- combo1 = combo1 + ignitedamage
- combo2 = combo2 + ignitedamage
- combo3 = combo3 + ignitedamage
- combo4 = combo4 + ignitedamage
- end
- if combo4 >= enemy.health then killable[calculationenemy] = 4
- elseif combo3 >= enemy.health then killable[calculationenemy] = 3
- elseif combo2 >= enemy.health then killable[calculationenemy] = 2
- elseif combo1 >= enemy.health then killable[calculationenemy] = 1
- else killable[calculationenemy] = 0 end
- end
- if calculationenemy == 1 then
- calculationenemy = heroManager.iCount
- else
- calculationenemy = calculationenemy-1
- end
- end
- function OnDraw()
- if MYiConfig.drawcircles and not myHero.dead then
- DrawCircle(myHero.x, myHero.y, myHero.z, range, 0x19A712)
- if ts.target ~= nil then
- for j=0, 10 do
- DrawCircle(ts.target.x, ts.target.y, ts.target.z, 40 + j*1.5, 0x00FF00)
- end
- end
- end
- for i=1, heroManager.iCount do
- local enemydraw = heroManager:GetHero(i)
- if ValidTarget(enemydraw) then
- if MYiConfig.drawcircles then
- if killable[i] == 1 then
- for j=0, 20 do
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + j*1.5, 0x0000FF)
- end
- elseif killable[i] == 2 then
- for j=0, 10 do
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + j*1.5, 0xFF0000)
- end
- elseif killable[i] == 3 then
- for j=0, 10 do
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + j*1.5, 0xFF0000)
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 110 + j*1.5, 0xFF0000)
- end
- elseif killable[i] == 4 then
- for j=0, 10 do
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + j*1.5, 0xFF0000)
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 110 + j*1.5, 0xFF0000)
- DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 140 + j*1.5, 0xFF0000)
- end
- end
- end
- if MYiConfig.drawtext and waittxt[i] == 1 and killable[i] ~= 0 then
- PrintFloatText(enemydraw,0,floattext[killable[i]])
- end
- end
- if waittxt[i] == 1 then waittxt[i] = 30
- else waittxt[i] = waittxt[i]-1 end
- end
- end
- function OnWndMsg(msg,key)
- end
- function OnSendChat(msg)
- ts:OnSendChat(msg, "pri")
- end
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