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Program.cs
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61 lines (52 loc) · 2.85 KB
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using System;
using LeagueSharp;
using LeagueSharp.Common;
namespace URFLevelup
{
class Program
{
public static int[] abilitySequence;
public static int qOff = 0, wOff = 0, eOff = 0, rOff = 0;
public static string type = "";
private static SpellSlot Smite;
public static Obj_AI_Base Player = ObjectManager.Player;
static void Main(string[] args)
{
CustomEvents.Game.OnGameLoad += Game_OnGameLoad;
}
static void Game_OnGameLoad(EventArgs args)
{
Smite = ObjectManager.Player.GetSpellSlot("SummonerSmite");
//WorkInProgress
if (Player.BaseSkinName == "Jinx") abilitySequence = new int[] { 2, 1, 2, 3, 2, 4, 2, 1, 2, 1, 4, 1, 1, 3, 3, 4, 3, 3 };
else if (Player.BaseSkinName == "Katarina") abilitySequence = new int[] { 1, 2, 3, 1, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3 };
else if (Player.BaseSkinName == "Sona") abilitySequence = new int[] { 1, 3, 2, 1, 1, 4, 1, 2, 1, 3, 4, 2, 2, 2, 3, 4, 3, 3 };
else if (Player.BaseSkinName == "Ahri") abilitySequence = new int[] { 1, 3, 2, 1, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3 };
else if (Player.BaseSkinName == "Hecarim") abilitySequence = new int[] { 1, 2, 3, 1, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3 };
else if (Player.BaseSkinName == "Shaco") type = "AP"; abilitySequence = new int[] { 2, 1, 3, 3, 3, 4, 3, 1, 3, 1, 1, 1, 4, 2, 2, 4, 1, 1 };
Game.OnUpdate += Game_OnUpdate;
Game.PrintChat("<font color='#C80046'>UltraRapidLevelup - TimKroket</font>");
Game.PrintChat("<font color='#03ff3e'>Upvote if you like it ^^</font>");
Game.PrintChat("<font color='#ea03ff'> URLevelup for:" + Player.BaseSkinName + type + " loaded");
}
static void Game_OnUpdate(EventArgs args)
{
int qL = Player.Spellbook.GetSpell(SpellSlot.Q).Level + qOff;
int wL = Player.Spellbook.GetSpell(SpellSlot.W).Level + wOff;
int eL = Player.Spellbook.GetSpell(SpellSlot.E).Level + eOff;
int rL = Player.Spellbook.GetSpell(SpellSlot.R).Level + rOff;
if (qL + wL + eL + rL < ObjectManager.Player.Level)
{
int[] level = new int[] { 0, 0, 0, 0 };
for (int i = 0; i < ObjectManager.Player.Level; i++)
{
level[abilitySequence[i] - 1] = level[abilitySequence[i] - 1] + 1;
}
if (qL < level[0]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.Q);
if (wL < level[1]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.W);
if (eL < level[2]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.E);
if (rL < level[3]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.R);
}
}
}
}