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Sugestie które prawdopodobnie będą dodane w kolejnych update'ach.

Best LastHit, Harass and LaneClear logic.

Wersja Angielska

 

Step 0:

We creating function "GetHealthAfterTime(minion, milliseconds)"

This function scans through all enemy particles, and looking for ones, that is targetted to minion. Then, depending on game time, we calculating, how much damage doing Melee, Magic and Cannon minions on minion. Next - we creating searching for time when particles will hit minion, and, knowing speed of particles, finding time of collision. After all, we creating array, that looks like (dmg, time) and starts from (0, 0)

After all we will have: (0,0 ; 50,120 ; 55,122 ; 39,130)...

Next, we working with milliseconds. If number in array is lesser than milliseconds, then we adding number to output variable (lets call it damage). So, in my example, we will take number 125 as input. We will have: 0 + 50 + 55.

That's all. Now all we have to do is just output (minion.health - damage).

Through we also can find all minions that targetted minion, and then calculate their time to next attack + add time of travelling... But it is for super pros smile.png

 

Step 1:

We calculating AA_Time for our hero. AA_Time is time in milliseconds, that need for our particle to travel from our hero to enemy minion. It may include AA animation delay or even AA attack delay.

Also we calculating AA_Damage for our hero.

 

Step 2:

Every time key "Harass" is pressed, we looking for minions (let's call it loopminion) who have positive answer on: (GetHealthAfterTime(loopminion,AA_Time) > 0 && GetHealthAfterTime(loopminion,AA_Time) < AA_Damage).

If conditions are met, we shooting loopminion.

If not... we waiting.

 

Step 3 - even further:

We also could do second function, called "GetTimeToDeath(minion)"

I will not say how it must look like (similar to step 0 through), but it outputs MinionState: (Time:-1 if minion will not die after 10s, or 0-10000 if he do) and (Health:returning health of minion before dying).

Next, we creating array with minions, sorted by GetTimeOfDeath function.

It will allow us to know:

1) What minions we couldn't get by AAing (too late)

2) What minions we will get by AAing (their Health will be low enough to kill them from AA)

3) What minions we couldn't get by AAing ONCE (after one attack they will still have 1-2 HP left)

4) What minions is not attacked at all.

 

On minions type 1: We can use instadamaging function, like Brand's E, or Lucian's Q (at least it is fast enough.. should be!)

On minions type 2: Just simple AA.

On minions type 3: We could AA once or twice to make Minion become Type 2, if there is no Type 2 that is ready to be finished. Or we could use skill+aa if nessesary.

On minions type 4... LaneClear? smile.png

 

Wersja Angielska

 

Auto Summoners Ignite

1) Ultra-light - casting Ignite if damage > target health (and regeneration rate).

2) Light - see 1 + don't have potions

3) Medium - see 2 + don't have Summoners Heal (or it is on CD that is higher than 5 seconds), dont have life saving ultimates, don't have passive heal (like Volibear's one), can't shield, and so on and so on.

4) Hard - see 3 + also checks for enemies nearby and their stats (like, if enemies nearby have ults ready (Kayle, Zillean) or heals (Summoner one, or Soraka, Nidalee))

5) Uberhard - see 4 + can land one AA to guarantize kill.  :) 

 

Następne nowości już niedługo!
Teraz wystarczy tylko czekać aż zostaną one dodane na 100% :)

bPF1HEU.png

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