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Swain Combo


Rekomendowane odpowiedzi

Opublikowano

Siemanko mam problem ze skryptem do Swaina otóż pobrałam go z oficjalnej stronki bola ( http://botoflegends.com ) męczyłam się nad nim dobre 20 minut i dalej nie działa. Pomyślałam, że może tutaj ktoś mi pomoże. W załączniku w zakładce Custom Scripts jak widac 3x próbowałam i dalej tyłek. Czy ktoś ma ogarniętego skrypcika do tego wariata? Dam wszystkie lajeczki :3
WERSJA FREE

post-939604-0-80148500-1414876426.jpg

Opublikowano

Sprawa tego typu ,że zdublowałaś skrypty i Ci się poprawnie nie incjetuja do gry.Usuń "ptaszek"  z BoL Mods i wklej zawartość skryptu z Custom Scripts (poprzez opcje Edit Script w menu BoLa.

Opublikowano

Naprawiony przed chwilą, ale i tak go nie polecam - prediction jest beznadziejne.

 

--[[
	Swain Combo 1.6 by eXtragoZ
		
		It uses AllClass and Spell Damage Library
		(if you have one of these in the folder Common will load from there, if you do not update libs delete them)

	- Full combo: E -> Items -> Q -> W -> R
	- Supports: Deathfire Grasp, Liandry's Torment, Blackfire Torch, Bilgewater Cutlass, Hextech Gunblade, Blade of the Ruined King, Sheen, Trinity, Lich Bane, Iceborn Gauntlet, Shard of True Ice, Randuin's Omen and Ignite
	- Harass mode: E -> Q
	- Informs where will use W
	- Mark killable target with a combo
	- Target configuration
	- Press shift to configure
	
	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 + 3 hits + Q (3sec) + W + E + R (6sec) + ignite
		2 Red circles: Mark a target that can be killed using items + 2 hits + Q (2sec) + W + E + R (4sec) + ignite
		3 Red circles: Mark a target that can be killed using items (without On-Hit Effects items) + 1 hit + Q (2sec) + W + E + R (2sec)
	
]]
if myHero.charName ~= "Swain" then return end

--[[		Code		]]
local range = 650 --625
local wcastspeed = 950
-- Active
local ultactive = false
local delayult = 500
local timeulti = 0
-- draw
local waittxt = {}
local floattext = {"Skills are not available","Able to fight","Killable","Murder him!"}
local killable = {}
local calculationenemy = 1
-- ts
local ts
local distancetstarget = 0
--
local ignite = nil
local DFGSlot, HXGSlot, BWCSlot, SheenSlot, TrinitySlot, LBSlot, IGSlot, LTSlot, BTSlot, STISlot, ROSlot, BRKSlot = nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil
local QREADY, WREADY, EREADY, RREADY, DFGREADY, HXGREADY, BWCREADY, STIREADY, ROREADY, BRKREADY, IREADY = false, false, false, false, false, false, false, false, false, false, false

function OnLoad()
	SCConfig = scriptConfig("Swain Combo 1.6", "swaincombo")
	SCConfig:addParam("scriptActive", "Combo", SCRIPT_PARAM_ONKEYDOWN, false, 32)
	SCConfig:addParam("harass", "Harass", SCRIPT_PARAM_ONKEYDOWN, false, 84)
	SCConfig:addParam("drawcircles", "Draw Circles", SCRIPT_PARAM_ONOFF, true)
	SCConfig:addParam("drawtext", "Draw Text", SCRIPT_PARAM_ONOFF, true)
	SCConfig:addParam("drawprediction", "Draw Prediction", SCRIPT_PARAM_ONOFF, false)
	SCConfig:addParam("useW", "Use W", SCRIPT_PARAM_ONOFF, true)
	SCConfig:addParam("useult", "Use Ult", SCRIPT_PARAM_ONOFF, true)
	SCConfig:permaShow("scriptActive")
	SCConfig:permaShow("harass")
	ts = TargetSelector(TARGET_LOW_HP,range,DAMAGE_MAGIC)
	ts:SetPrediction(wcastspeed)
	ts.name = "Swain"
	SCConfig: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
	PrintChat(" >> Swain Combo 1.6 loaded!")
end

function OnTick()
	ts:update()
	DFGSlot, HXGSlot, BWCSlot = GetInventorySlotItem(3128), GetInventorySlotItem(3146), GetInventorySlotItem(3144)
	SheenSlot, TrinitySlot, LBSlot = GetInventorySlotItem(3057), GetInventorySlotItem(3078), GetInventorySlotItem(3100)
	IGSlot, LTSlot, BTSlot = GetInventorySlotItem(3025), GetInventorySlotItem(3151), GetInventorySlotItem(3188)
	STISlot, ROSlot, BRKSlot = GetInventorySlotItem(3092),GetInventorySlotItem(3143),GetInventorySlotItem(3153)
	QREADY = (myHero:CanUseSpell(_Q) == READY)
	WREADY = (myHero:CanUseSpell(_W) == 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)
	STIREADY = (STISlot ~= nil and myHero:CanUseSpell(STISlot) == READY)
	ROREADY = (ROSlot ~= nil and myHero:CanUseSpell(ROSlot) == READY)
	BRKREADY = (BRKSlot ~= nil and myHero:CanUseSpell(BRKSlot) == READY)
	IREADY = (ignite ~= nil and myHero:CanUseSpell(ignite) == READY)
	if tick == nil or GetTickCount()-tick>=100 then
		tick = GetTickCount()
		SCDmgCalculation()
	end
	if ts.target ~= nil then distancetstarget = GetDistance(ts.target) end
	if SCConfig.harass and ts.target ~= nil then
		if EREADY then CastSpell(_E, ts.target) end
		if QREADY then CastSpell(_Q, ts.target) end
	end
	if SCConfig.scriptActive and ts.target ~= nil then
		if STIREADY and distancetstarget<=380 then CastSpell(STISlot, myHero) end
		if ROREADY and distancetstarget<=500 then CastSpell(ROSlot) end
		if EREADY then CastSpell(_E, ts.target) end
		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 QREADY then CastSpell(_Q, ts.target) end
		if WREADY and SCConfig.useW then CastSpell(_W, ts.nextPosition.x, ts.nextPosition.z) end
		if RREADY and SCConfig.useult and not EREADY and not QREADY and not ultactive and GetTickCount()-timeulti > delayult then				
			CastSpell(_R)
			timeulti = GetTickCount()
		end
	end
end
function SCDmgCalculation()
	local enemy = heroManager:GetHero(calculationenemy)
	if ValidTarget(enemy) then
		local dfgdamage, hxgdamage, bwcdamage, ignitedamage, brkdamage, onhitdmg, onspelldamage, onspelldamage2  = 0, 0, 0, 0, 0, 0, 0, 0
		local pdamage = 0
		local qdamage = getDmg("Q",enemy,myHero) --xsec
		local wdamage = getDmg("W",enemy,myHero)
		local edamage = getDmg("E",enemy,myHero)
		local edamage2 = (getDmg("E",enemy,myHero,2)/100)+1 --% Extra Damage
		local rdamage = getDmg("R",enemy,myHero) --xsec
		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 brkdamage = (BRKREADY and getDmg("RUINEDKING",enemy,myHero,2) 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)+(LBSlot and getDmg("LICHBANE",enemy,myHero) or 0)+(IGSlot and getDmg("ICEBORN",enemy,myHero) or 0)
		local onspelldamage = (LTSlot and getDmg("LIANDRYS",enemy,myHero) or 0)+(BTSlot and getDmg("BLACKFIRE",enemy,myHero) or 0)
		local onspelldamage2 = 0
		local combo1 = hitdamage*3 + rdamage*3 + (qdamage*3 + wdamage + edamage + rdamage*4)*edamage2*(DFGREADY and 1.2 or 1) + onhitdmg + onspelldamage*4 --0 cd
		local combo2 = hitdamage*3 + onhitdmg
		local combo3 = hitdamage*2 + onhitdmg
		local combo4 = hitdamage
		if QREADY then
			combo2 = combo2 + qdamage*3*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + qdamage*2*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + qdamage*2*(EREADY and edamage2 or 1)
			onspelldamage2 = onspelldamage2+1
		end
		if WREADY then
			combo2 = combo2 + wdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + wdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + wdamage*(EREADY and edamage2 or 1)
			onspelldamage2 = onspelldamage2+1
		end
		if EREADY then
			combo2 = combo2 + edamage*edamage2*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + edamage*edamage2*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + edamage*edamage2
			onspelldamage2 = onspelldamage2+1
		end
		if RREADY then
			combo2 = combo2 + rdamage*3 + rdamage*3*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + rdamage*2 + rdamage*2*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + rdamage*1 + rdamage*1*(EREADY and edamage2 or 1)
			onspelldamage2 = onspelldamage2+1
		end
		if DFGREADY then
			combo1 = combo1 + dfgdamage*(EREADY and edamage2 or 1)
			combo2 = combo2 + dfgdamage*(EREADY and edamage2 or 1)
			combo3 = combo3 + dfgdamage*(EREADY and edamage2 or 1)
			combo4 = combo4 + dfgdamage
		end
		if HXGREADY then
			combo1 = combo1 + hxgdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo2 = combo2 + hxgdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + hxgdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + hxgdamage
		end
		if BWCREADY then
			combo1 = combo1 + bwcdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo2 = combo2 + bwcdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo3 = combo3 + bwcdamage*(EREADY and edamage2 or 1)*(DFGREADY and 1.2 or 1)
			combo4 = combo4 + bwcdamage
		end
		if BRKREADY then
			combo1 = combo1 + brkdamage*(EREADY and edamage2 or 1)
			combo2 = combo2 + brkdamage*(EREADY and edamage2 or 1)
			combo3 = combo3 + brkdamage*(EREADY and edamage2 or 1)
			combo4 = combo4 + brkdamage
		end
		if IREADY then
			combo1 = combo1 + ignitedamage
			combo2 = combo2 + ignitedamage
			combo3 = combo3 + ignitedamage
		end
		combo2 = combo2 + onspelldamage*onspelldamage2
		combo3 = combo3 + onspelldamage/2 + onspelldamage*onspelldamage2/2
		combo4 = combo4 + onspelldamage
		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 OnCreateObj(obj)
	if obj.name:find("swain_metamorph") then ultactive = false end
	if obj.name:find("swain_demonForm") then ultactive = true end
end

function OnDraw()
	if SCConfig.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
	if ts.target ~= nil and SCConfig.drawprediction then
		DrawCircle(ts.nextPosition.x, ts.target.y, ts.nextPosition.z, 200, 0x0000FF)
	end
	for i=1, heroManager.iCount do
		local enemydraw = heroManager:GetHero(i)
		if ValidTarget(enemydraw) then
			if SCConfig.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 SCConfig.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

 

 

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