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Opublikowano

czesc , wiem ze jest duzo tematów związnanych z BOL'em , jesli jest taki temat jak moj prosze o llink do tego czego szukam , wiec chce zebys ktos mi wytłumaczył na czym to dokładnie polega , jak tego uzywac i wgl .

Opublikowano

Za 2-3 godziny Bol dla vipow bedzie gotowy spudge przed chwila w shoutboxie pisal


Carl Johnson Aka CJ

Kings Never Die
After five years at east coast, It was time to go home.

 

Opublikowano

A jak zrobić tego BoLa? Gdzieś wpisać to?

 

--[[
Master Yi Combo 1.6 by burn
updated season 3


-Full combo: Items -> R -> Q -> E
-Supports Deathfire Grasp, Bilgewater Cutlass, Hextech Gunblade, Sheen, Trinity, Lich Bane, Ignite, Iceborn, Liandrys, Blackfire, || Ravenous Hydra, EXEC, YOGH, RANO and BRK (this part only item activation)
-Mark killable target with a combo
-Target configuration, Press shift to configure
-Mana managament system
-Option to auto ignite when enemy is killable (this affect also for damage calculation)

-Option to Auto R-Q on killable enemy

Explanation of the marks:

Green circle: Marks the current target to which you will do the combo
Blue circle: Mark a target that can be killed with a combo, if all the skills were available
Red circle: Mark a target that can be killed using Items + 10 hits + Q x2 + ignite
2 Red circles: Mark a target that can be killed using Items + 5 hit + Q + ignite
3 Red circles: Mark a target that can be killed using Items (without Sheen, Trinity and Lich Bane) + Q + ignite

]]
if myHero.charName ~= "MasterYi" then return end
--[[ Code ]]
local range = 600
local tick = nil

local WujuStyleActive = false
local UltimateActive = false

-- 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, YomumusGhostbladeSlot = nil, nil, nil, nil, nil, nil, nil
local QREADY, EREADY, RREADY, DFGREADY, HXGREADY, BWCREADY, IREADY, YomumusGhostbladeReady = false, false, false, false, false, false, false, false


function OnLoad()
PrintChat(">> MasterYi Combo 1.6 loaded!")
MYiConfig = scriptConfig("Master Yi Combo", "yicombo")
MYiConfig:addParam("scriptActive", "Combo", SCRIPT_PARAM_ONKEYDOWN, false, 32)
MYiConfig:addParam("drawcircles", "Draw Range", SCRIPT_PARAM_ONOFF, true)
MYiConfig:addParam("drawenemy", "Draw Enemy Circles", SCRIPT_PARAM_ONOFF, false)
MYiConfig:addParam("drawtext", "Draw Text", SCRIPT_PARAM_ONOFF, true)
MYiConfig:addParam("autoignite", "Auto Ignite", SCRIPT_PARAM_ONOFF, true)
MYiConfig:addParam("autoQ", "Auto Q KS on killable enemy", SCRIPT_PARAM_ONOFF, true)
MYiConfig:permaShow("scriptActive")
ts = TargetSelector(TARGET_LOW_HP,range+100,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*3 end

end

function OnTick()
ts:update()
DFGSlot, HXGSlot, BWCSlot, SheenSlot, TrinitySlot, LichBaneSlot, YomumusGhostbladeSlot = GetInventorySlotItem(3128), GetInventorySlotItem(3146), GetInventorySlotItem(3144), GetInventorySlotItem(3057), GetInventorySlotItem(3078), GetInventorySlotItem(3100), GetInventorySlotItem(3142)

EXECSlot = GetInventorySlotItem(3123)
RANOSlot = GetInventorySlotItem(3143)
BRKSlot = GetInventorySlotItem(3153)
RavenousHydraSlot = GetInventorySlotItem(3074)
IcebornSlot, LiandrysSlot, BlackfireSlot = GetInventorySlotItem(3025), GetInventorySlotItem(3151), GetInventorySlotItem(3188)
--

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)

YomumusGhostbladeReady = (YomumusGhostbladeSlot ~= nil and myHero:CanUseSpell(YomumusGhostbladeSlot) == READY)
EXECReady = (EXECSlot ~= nil and myHero:CanUseSpell(EXECSlot) == READY)
RANOReady = (RANOSlot ~= nil and myHero:CanUseSpell(RANOSlot) == READY)
BRKReady = (BRKSlot ~= nil and myHero:CanUseSpell(BRKSlot) == READY)
RavHydraReady = (RavenousHydraSlot ~= nil and myHero:CanUseSpell(RavenousHydraSlot) == READY)

IREADY = (ignite ~= nil and myHero:CanUseSpell(ignite) == READY)
if tick == nil or GetTickCount()-tick >= 100 then

tick = GetTickCount()
YiDmgCalculation()

end
if MYiConfig.autoQ and ts.target and QREADY 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 and not UltimateActive and GetDistance(ts.target) <= (range-100) then CastSpell(_R) end
if GetDistance(ts.target) <= (range-100) then CastSpell(_Q, ts.target) end

end
if not WeHaveMana2 and QREADY and ts.target.health < qdmg then
if GetDistance(ts.target) <= (range-100) 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 YomumusGhostbladeReady then CastSpell(YomumusGhostbladeSlot, ts.target) end
if EXECReady then CastSpell(EXECSlot, ts.target) end
if BRKReady then CastSpell(BRKSlot, ts.target) end
if RavHydraReady then CastSpell(RavenousHydraSlot, ts.target) end
if RANOReady then CastSpell(RANOSlot, ts.target) end

if HXGREADY then CastSpell(HXGSlot, ts.target) end
if BWCREADY then CastSpell(BWCSlot, ts.target) end
if WeHaveMana then

if RREADY and QREADY and not UltimateActive then CastSpell(_R) end --QREADY for avoid use only ultimate if Q is on Cooldown
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 and not WujuStyleActive 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 YiDmgCalculation()

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 onhitdmg = (SheenSlot and getDmg("SHEEN",enemy,myHero) or 0)+(TrinitySlot and getDmg("TRINITY",enemy,myHero) or 0)+(LichBaneSlot and getDmg("LICHBANE",enemy,myHero) or 0)+(IcebornSlot and getDmg("ICEBORN",enemy,myHero) or 0)
local onspelldamage = (LiandrysSlot and getDmg("LIANDRYS",enemy,myHero) or 0)+(BlackfireSlot and getDmg("BLACKFIRE",enemy,myHero) or 0)
local combo1 = qdamage*2 + onspelldamage
local combo2 = onspelldamage
local combo3 = onspelldamage
local combo4 = onspelldamage
if QREADY then

combo2 = combo2 + qdamage*2
combo3 = combo3 + qdamage
combo4 = combo4 + qdamage

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 DFGREADY then

combo1 = combo1*1.2 + dfgdamage
combo2 = combo2*1.2 + dfgdamage
combo3 = combo3*1.2 + dfgdamage
combo4 = combo4*1.2 + dfgdamage

end
if IREADY and MYiConfig.autoignite then

combo1 = combo1 + ignitedamage
combo2 = combo2 + ignitedamage
combo3 = combo3 + ignitedamage
combo4 = combo4 + ignitedamage

end
combo1 = combo1 + hitdamage*10 + onhitdmg
combo2 = combo2 + hitdamage*10 + onhitdmg
combo3 = combo3 + hitdamage*5 + onhitdmg
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

DrawCircle(ts.target.x, ts.target.y, ts.target.z, 50, 0x00FF00)
end
end
for i=1, heroManager.iCount do

local enemydraw = heroManager:GetHero(i)
if ValidTarget(enemydraw) then

if MYiConfig.drawenemy then
if killable == 1 then
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0x0000FF)
elseif killable == 2 then

DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0xFF0000)
elseif killable == 3 then
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0xFF0000)
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 110, 0xFF0000)

elseif killable == 4 then
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80, 0xFF0000)
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 110, 0xFF0000)
DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 140, 0xFF0000)

end
end
if MYiConfig.drawtext and waittxt == 1 and killable ~= 0 then

PrintFloatText(enemydraw,0,floattext[killable])
end
end
if waittxt == 1 then waittxt = 30
else waittxt = waittxt-1 end

end
end

function OnCreateObj(object)
if object.name == "WujustyleSC_buf.troy" then WujuStyleActive = true end
if object.name == "Highlander_buf.troy" then UltimateActive = true end

end

function OnDeleteObj(object)
if object.name == "WujustyleSC_buf.troy" then WujuStyleActive = false end
if object.name == "Highlander_buf.troy" then UltimateActive = false end

end

 

 

Z góry dzięki za pomoc:-)

~ Gracz Metin2 ~ League of Legends ~ CS 1.6 ~ FIFA 14/World

Opublikowano

Albo w BoL'u w zakładce custom script dajesz new script i wklejasz, albo w folderze Scripts wklejasz w notatnik (osobiście polecam Notepad++) i zapisujesz w formacie lua. Jako iż jesteś nowym użytkownikiem BoL'a radzę Ci się także zapoznać z Sidas Auto carry :3

 

 

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