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Dobry skrypt irelia nie sac


Rekomendowane odpowiedzi

Opublikowano

Czesc SAC nie dziala wiec potrzebuje skryptu na irelie nie plugin sac i zeby byl funkcjonalny oraz dzialajacy w maire dobry mam fun house irelie ale vip mi sie skonczyl wczoraj :(

x

Opublikowano

Używam starego skryptu Irelki by HeX. Funkcje:
 

-Auto Stun

-Auto Q killable

-Use ultimate

-Only use E to stun

-Ignite when Killable

-Farm with Q - nie używać

-Min Range to Q Farm - nie używać

-Kółeczka - zbędna rzecz, bo kółeczka nie są lagfree.

 

Nigdy nie narzekałem na ten skrypt, działa od wieków i mam nadzieje że będzie działał kolejne.

DL:

 

 

--[[    Irelia Helper 1.4 by HeX ]]-- (killsteal and calculations fixed by vitouch)
 
if myHero.charName ~= "Irelia" then return end
--[[    Ranges  ]]--
local qRange = 650
local eRange = 425
local rRange = 1000
--[[    Prediction      ]]--
local travelDuration = 0
local rSpeed = 1.7
--[[    Farm    ]]--
local nextTick = 0
local waitDelay = 650
--[[    Damage Calculation      ]]--
local calculationenemy = 1
local killable = {}
--[[    Items   ]]--
local ignite = nil
local QREADY, WREADY, EREADY, RREADY  = false, false, false, false
local SheenSlot, TrinitySlot, IcebornSlot = nil, nil, nil
local BRKSlot, DFGSlot, HXGSlot, BWCSlot, TMTSlot, RAHSlot, RNDSlot = nil, nil, nil, nil, nil, nil, nil
local BRKREADY, DFGREADY, HXGREADY, BWCREADY, TMTREADY, RAHREADY, RNDREADY = false, false, false, false, false, false, false
 
function OnLoad()
        lasthiten = 0
        hitendelay = 6
        hitendmg = 0
        lastfloat = 0
        floatdelay = 0
        PrintChat("<font color='#CCCCCC'> >> Irelia Helper 1.4 loaded! <<</font>")
        IHConfig = scriptConfig("Irelia Helper", "IreliaHelper")
        IHConfig:addParam("scriptActive", "Combo", SCRIPT_PARAM_ONKEYDOWN, false, 32)
        IHConfig:addParam("autoStun", "Auto Stun", SCRIPT_PARAM_ONKEYTOGGLE, true, 90)
        IHConfig:addParam("lasthit", "Last Hit", SCRIPT_PARAM_ONKEYDOWN, false, 65)
        IHConfig:addParam("autoQ", "Auto Q killable", SCRIPT_PARAM_ONKEYTOGGLE, true, 88)
        IHConfig:addParam("useR", "Use ultimate", SCRIPT_PARAM_ONOFF, true)
        IHConfig:addParam("eStun", "Only use E to stun", SCRIPT_PARAM_ONOFF, false)
        IHConfig:addParam("autoignite", "Ignite when Killable", SCRIPT_PARAM_ONOFF, true)
        IHConfig:addParam("IFarm", "Farm with Q", SCRIPT_PARAM_ONOFF, false)
        IHConfig:addParam("qBuffer", "Min Range to Q Farm",SCRIPT_PARAM_SLICE, 0, 0, 650, 1)
        IHConfig:addParam("mousemoving", "Move to mouse", SCRIPT_PARAM_ONOFF, true)
        IHConfig:addParam("drawcirclesSelf", "Draw Circles - Self", SCRIPT_PARAM_ONOFF, false)
        IHConfig:addParam("drawcirclesEnemy", "Draw Circles - Enemy", SCRIPT_PARAM_ONOFF, false)
        IHConfig:permaShow("scriptActive")
        IHConfig:permaShow("autoStun")
        ts = TargetSelector(TARGET_LOW_HP, qRange+50, DAMAGE_PHYSICAL)
        ts.name = "Irelia"
        IHConfig:addTS(ts)
       
        enemyMinions = minionManager(MINION_ENEMY, 650, player, MINION_SORT_HEALTH_ASC)
       
        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
end
 
function OnProcessSpell(object,spell)
local spellName = spell.name
local P1 = spell.startPos
local P2 = spell.endPos
        if object.isMe then
        --PrintChat("spell:"..spellName)
                if spellName == "IreliaHitenStyle" then
                lasthiten = os.clock()
                hitendmg = spell.level*15
end
        end
end
function OnTick()
        ts:update()
        DFGSlot, BRKSlot, HXGSlot, BWCSlot = GetInventorySlotItem(3153), GetInventorySlotItem(3128), GetInventorySlotItem(3146), GetInventorySlotItem(3144)
        SheenSlot, TrinitySlot, IcebornSlot = GetInventorySlotItem(3025), GetInventorySlotItem(3057), GetInventorySlotItem(3078)
        DFGREADY = (DFGSlot ~= nil and myHero:CanUseSpell(DFGSlot) == READY)
        HXGREADY = (HXGSlot ~= nil and myHero:CanUseSpell(HXGSlot) == READY)
        BWCREADY = (BWCSlot ~= nil and myHero:CanUseSpell(BWCSlot) == READY)
        BRKREADY = (BRKSlot ~= nil and myHero:CanUseSpell(BRKSlot) == READY)
        TMTREADY = (TMTSlot ~= nil and myHero:CanUseSpell(TMTSlot) == READY)
        RAHREADY = (RAHSlot ~= nil and myHero:CanUseSpell(RAHSlot) == READY)
        RNDREADY = (RNDSlot ~= nil and myHero:CanUseSpell(RNDSlot) == READY)
        IREADY = (ignite ~= nil and myHero:CanUseSpell(ignite) == READY)
        QREADY = (myHero:CanUseSpell(_Q) == READY)
        WREADY = (myHero:CanUseSpell(_W) == READY)
        EREADY = (myHero:CanUseSpell(_E) == READY)
        RREADY = (myHero:CanUseSpell(_R) == READY)
        if os.clock() > lasthiten + hitendelay then
                hitendmg = 0
        end
  if os.clock() > floatdelay + 2 then
        lastfloat = 0
    end
        if ts.target ~= nil and not myHero.dead then
                travelDuration = GetDistance(ts.target, myHero)/rSpeed
        end    
        if ts.target ~= nil and RREADY and travelDuration ~= nil then
                predic = GetPredictionPos(ts.target, travelDuration)
        end
       
        --[[    Auto Ignite     ]]--
        if IHConfig.autoignite then    
                if IREADY then
                        local ignitedmg = 0    
                        for i = 1, heroManager.iCount, 1 do
                                local enemyhero = heroManager:getHero(i)
                                if ValidTarget(enemyhero,600) then
                                        ignitedmg = 50 + 20 * myHero.level
                                        if enemyhero.health <= ignitedmg then
                                                CastSpell(ignite, enemyhero)
                                        end
                                end
                        end
                end
        end
        --[[    Auto Stun       ]]--
        if ts.target ~= nil and IHConfig.autoStun then
                if GetDistance(ts.target) < eRange and EREADY and ((myHero.health / myHero.maxHealth) < (ts.target.health / ts.target.maxHealth)) then
                        CastSpell(_E, ts.target)
                end
        end
 
        --[[    Basic Combo     ]]--
        if ts.target ~= nil and IHConfig.scriptActive then
                --[[    Items   ]]--
                if GetDistance(ts.target) < 550 then
                        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 BRKREADY then CastSpell(BRKSlot, ts.target) end
                        if TMTREADY and GetDistance(ts.target) < 275 then CastSpell(TMTSlot) end
                        if RAHREADY and GetDistance(ts.target) < 275 then CastSpell(RAHSlot) end
                        if RNDREADY and GetDistance(ts.target) < 275 then CastSpell(RNDSlot) end
                end
                --[[    Abilities       ]]--
                if WREADY and GetDistance(ts.target) <= qRange then
                        CastSpell(_W)
                end
                if QREADY and GetDistance(ts.target) <= qRange then
                        CastSpell(_Q, ts.target)
                end
                if EREADY and GetDistance(ts.target) < eRange and IHConfig.eStun and ((myHero.health / myHero.maxHealth) < (ts.target.health / ts.target.maxHealth)) then
                        CastSpell(_E, ts.target)
                        elseif EREADY and GetDistance(ts.target) <= eRange and not IHConfig.eStun then
                                CastSpell(_E, ts.target)
                end
                if predic ~= nil and RREADY and IHConfig.useR then
                        if GetDistance(predic) <= rRange then
                                CastSpell(_R, predic.x, predic.z)
                        end
                end
                if GetDistance(ts.target) <= 275 then
                        myHero:Attack(ts.target)
                end
        end
       
        --[[    Auto Q  ]]--
        if IHConfig.autoQ then
                for i=1, heroManager.iCount do
                        Target = heroManager:GetHero(i)
                        qDMG = getDmg("Q",Target,myHero)
 
                        bDMG = (SheenSlot and getDmg("SHEEN",Target,myHero) or 0)+(TrinitySlot and getDmg("TRINITY",Target,myHero) or 0)+(IcebornSlot and getDmg("ICEBORN",Target,myHero) or 0)
                        if QREADY and Target ~= nil and Target.team ~= myHero.team and not Target.dead and Target.visible and GetDistance(Target) < qRange and Target.health < (qDMG+bDMG+hitendmg) then
                                CastSpell(_Q, Target)
                        end
                end
        end
        --[[    Last Hit        ]]--
        enemyMinions:update()
 
        if IHConfig.lasthit then  
                if IHConfig.mousemoving and GetTickCount() > nextTick then
                        myHero:MoveTo(mousePos.x, mousePos.z)
                end
       
                for index, minion in pairs(enemyMinions.objects) do
                        local aDmg = getDmg("AD", minion, myHero)
                        local bDmg = (SheenSlot and getDmg("SHEEN",minion,myHero) or 0)+(TrinitySlot and getDmg("TRINITY",minion,myHero) or 0)+(IcebornSlot and getDmg("ICEBORN",minion,myHero) or 0)
                        local QDMG = getDmg("Q", minion, myHero)
                        if minion.health <= aDmg and GetDistance(minion) <= (myHero.range+75) and GetTickCount() > nextTick then
                                myHero:Attack(minion)
                                nextTick = GetTickCount() + waitDelay
                        elseif IHConfig.IFarm and QREADY and GetDistance(minion) <= qRange and GetDistance(minion) > IHConfig.qBuffer and minion.health <= (aDmg+QDMG+bDmg) then
                                CastSpell(_Q, minion)
                        end
                end
        end
end
 
function OnDraw()
        if IHConfig.drawcirclesSelf and not myHero.dead then
                DrawCircle(myHero.x, myHero.y, myHero.z, qRange, 0x00FF00)
        end
        if ts.target ~= nil and IHConfig.drawcirclesEnemy then
                for j=0, 10 do
                        DrawCircle(ts.target.x, ts.target.y, ts.target.z, 40 + j*1.5, 0x00FF00)
                end
        end
        for i=1, heroManager.iCount do
                local enemydraw = heroManager:GetHero(i)
                if ValidTarget(enemydraw) then
                        if IHConfig.drawcirclesEnemy then
                                if killable[i] == 1 then
                                        for e=0, 15 do
                                                DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + e*1.5, 0x0000FF)
                                        end
                                        elseif killable[i] == 2 then
                                        for e=0, 10 do
                                                DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 80 + e*1.5, 0xFF0000)
                                                DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 110 + e*1.5, 0xFF0000)
                                                DrawCircle(enemydraw.x, enemydraw.y, enemydraw.z, 140 + e*1.5, 0xFF0000)
                                        end
                                end
                        end
                end
        end
end
 
--[[
Explanation of the marks:
        -Green circle: Marks the current target to which you will do the combo
        -Blue circle: Killed with a combo, if all the skills were available
        -3 Red circles: Killed using Items + 2 Attack + Q + E + R
]]
function DmgCalculation()
        local enemy = heroManager:GetHero(calculationenemy)
        if ValidTarget(enemy) then
                local ignitedamage, dfgdamage, hxgdamage, bwcdamage, brkdamage = 0, 0, 0, 0, 0
                local qdamage = getDmg("Q",enemy,myHero)
                local edamage = getDmg("E",enemy,myHero)
                local rdamage =  getDmg("R", enemy, myHero,3)
                local hitdamage = getDmg("AD", enemy, myHero)
                local ignitedamage = (ignite and getDmg("IGNITE",enemy,myHero) or 0)
                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 brkdamage = (BRKSlot and getDmg("RUINEDKING",enemy,myHero) or 0)
                local tmtdamage = (TMTSlot and getDmg("TIAMAT",enemy,myHero) or 0)
                local rahdamage = (RAHSlot and getDmg("HYDRA",enemy,myHero) or 0)
                local combo1 = hitdamage*2 + qdamage + hitendmg*2 + edamage + rdamage
                local combo2 = hitdamage*1
                if QREADY then
                        combo2 = combo2 + qdamage
                end
                if EREADY then
                        combo2 = combo2 + edamage
                end
                if RREADY then
                        combo2 = combo2 + rdamage
                end
                if DFGREADY then
                        combo1 = combo1 + dfgdamage
                        combo2 = combo2 + dfgdamage
                end
                if HXGREADY then
                        combo1 = combo1 + hxgdamage
                        combo2 = combo2 + hxgdamage
                end
                if BWCREADY then
                        combo1 = combo1 + bwcdamage
                        combo2 = combo2 + bwcdamage
                end
                if BRKREADY then
                        combo1 = combo1 + brkdamage
                        combo2 = combo2 + brkdamage
                end
                if TMTREADY then
                        combo1 = combo1 + tmtdamage
                        combo2 = combo2 + tmtdamage
                end
                if RAHREADY then
                        combo1 = combo1 + rahdamage
                        combo2 = combo2 + rahdamage
                end
                if IREADY then
                        combo1 = combo1 + ignitedamage
                        combo2 = combo2 + ignitedamage
                end
                if 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

 

 

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