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C# Obj_AI_Hero.HasBuff方法代码示例

本文整理汇总了C#中Obj_AI_Hero.HasBuff方法的典型用法代码示例。如果您正苦于以下问题:C# Obj_AI_Hero.HasBuff方法的具体用法?C# Obj_AI_Hero.HasBuff怎么用?C# Obj_AI_Hero.HasBuff使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Obj_AI_Hero的用法示例。


在下文中一共展示了Obj_AI_Hero.HasBuff方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: EnemyHasShield

        public static bool EnemyHasShield(Obj_AI_Hero target)
        {
            var status = false;

            if (target.HasBuff("blackshield"))
            {
                status = true;
            }

            if (target.HasBuff("sivire"))
            {
                status = true;
            }

            if (target.HasBuff("nocturneshroudofdarkness"))
            {
                status = true;
            }

            if (target.HasBuff("bansheesveil"))
            {
                status = true;
            }
            return status;
        }
开发者ID:Karbanthus,项目名称:LeagueSharp,代码行数:25,代码来源:Helper.cs

示例2: calcDamage

        private static int calcDamage(Obj_AI_Hero target)
        {
            //var vTarget = SimpleTs.GetTarget(Q.Range, SimpleTs.DamageType.Physical);
            // normal damage 2 Auto Attacks
            var AA = Player.CalcDamage(target, Damage.DamageType.Physical, Player.FlatPhysicalDamageMod + Player.BaseAttackDamage);
            var damage = AA;

            if (_igniteSlot != SpellSlot.Unknown &&
            Player.SummonerSpellbook.CanUseSpell(_igniteSlot) == SpellState.Ready)
            damage += ObjectManager.Player.GetSummonerSpellDamage(target, Damage.SummonerSpell.Ignite);

            if (Items.HasItem(3153) && Items.CanUseItem(3153))
            damage += Player.GetItemDamage(target, Damage.DamageItems.Botrk); //ITEM BOTRK

            if (E.IsReady() && Config.Item("UseE").GetValue<bool>()) // edamage
            {
            damage += Player.CalcDamage(target, Damage.DamageType.Physical,
            10 + (E.Level * 30) + (Player.FlatPhysicalDamageMod * 0.2));
            }

            if (Q.IsReady() && Config.Item("UseQ").GetValue<bool>()) // qdamage
            {
            damage += Player.CalcDamage(target, Damage.DamageType.Physical,
            30 + (Q.Level * 40) + (Player.FlatPhysicalDamageMod * 0.65));
            }

            if (!IsValorMode() && target.HasBuff("QuinnW") && E.IsReady())
            {
            damage += Player.CalcDamage(target, Damage.DamageType.Physical,
            15 + (Player.Level * 10) + (Player.FlatPhysicalDamageMod * 0.5)) * 2; // //if target has buff and E is ready passive*2
            }

            if (!IsValorMode() && !target.HasBuff("QuinnW") && E.IsReady()) // if e ISANT ready then calculate only 1 time passive
            {
            damage += Player.CalcDamage(target, Damage.DamageType.Physical,
            15 + (Player.Level * 10) + (Player.FlatPhysicalDamageMod * 0.5)); // passive
            }

            if (!IsValorMode() && target.HasBuff("QuinnW") && !E.IsReady()) // if e ISANT ready then calculate only 1 time passive
            {
            damage += Player.CalcDamage(target, Damage.DamageType.Physical,
            15 + (Player.Level * 10) + (Player.FlatPhysicalDamageMod * 0.5)); // passive
            }

            if (R.IsReady() && Config.Item("UseR").GetValue<bool>()) // rdamage
            {
            if (Player.CalcDamage(target, Damage.DamageType.Physical, (75 + (R.Level * 55) + (Player.FlatPhysicalDamageMod * 0.5)) * (2 - ((target.Health - damage - AA*3) / target.MaxHealth))) > target.Health)
            {
                damage += Player.CalcDamage(target, Damage.DamageType.Physical, (75 + (R.Level * 55) + (Player.FlatPhysicalDamageMod * 0.5)) * (2 - ((target.Health - damage) / target.MaxHealth)));
            }
            }

            return (int)damage;
        }
开发者ID:xcxooxl,项目名称:Lsharp3,代码行数:54,代码来源:Program.cs

示例3: ShouldUseCleanse

 public static bool ShouldUseCleanse(Obj_AI_Hero target)
 {
     return target.HasBuffOfType(BuffType.Charm)
         || target.HasBuffOfType(BuffType.Flee)
         || target.HasBuffOfType(BuffType.Polymorph)
         || target.HasBuffOfType(BuffType.Snare)
         || target.HasBuffOfType(BuffType.Stun)
         || target.HasBuffOfType(BuffType.Taunt)
         || target.HasBuff("summonerexhaust")
         || target.HasBuff("summonerdot");
 }
开发者ID:hahahalol,项目名称:ExoryREPO,代码行数:11,代码来源:Utility.cs

示例4: ShouldUseCleanse

 /// <summary>
 /// Defines whether the player should use cleanse.
 /// </summary>
 public static bool ShouldUseCleanse(Obj_AI_Hero target)
 =>
     !ObjectManager.Player.IsInvulnerable &&
     !IsSpellShielded(ObjectManager.Player) &&
     (
         Bools.IsValidStun() ||
         Bools.IsValidSnare() ||
         target.HasBuff("summonerdot") ||
         target.HasBuff("summonerexhaust") ||
         target.HasBuffOfType(BuffType.Flee) ||
         target.HasBuffOfType(BuffType.Charm) ||
         target.HasBuffOfType(BuffType.Taunt) ||
         target.HasBuffOfType(BuffType.Polymorph)
     );
开发者ID:ShineSharp,项目名称:ExoryREPO,代码行数:17,代码来源:Bools.cs

示例5: Check

 public static bool Check(Obj_AI_Hero target, DamageType damageType = DamageType.True, bool ignoreShields = true)
 {
     try
     {
         if (target.HasBuffOfType(BuffType.Invulnerability) || target.IsInvulnerable)
         {
             return true;
         }
         foreach (var invulnerable in Items)
         {
             if (invulnerable.Champion == null || invulnerable.Champion == target.ChampionName)
             {
                 if (invulnerable.DamageType == null || invulnerable.DamageType == damageType)
                 {
                     if (!ignoreShields && invulnerable.IsShield && target.HasBuff(invulnerable.BuffName))
                     {
                         return true;
                     }
                     if (invulnerable.CustomCheck != null && CustomCheck(invulnerable, target, damageType))
                     {
                         return true;
                     }
                 }
             }
         }
         return false;
     }
     catch (Exception ex)
     {
         Global.Logger.AddItem(new LogItem(ex));
     }
     return false;
 }
开发者ID:juan2202,项目名称:LeagueSharp-Standalones,代码行数:33,代码来源:Invulnerable.cs

示例6: Check

 public static bool Check(Obj_AI_Hero target, DamageType damageType = DamageType.True, bool ignoreShields = true)
 {
     if (target.HasBuffOfType(BuffType.Invulnerability) || target.IsInvulnerable)
     {
         return true;
     }
     foreach (var invulnerable in Items)
     {
         if (invulnerable.Champion == null || invulnerable.Champion == target.ChampionName)
         {
             if (invulnerable.DamageType == null || invulnerable.DamageType == damageType)
             {
                 if (!ignoreShields && invulnerable.IsShield && target.HasBuff(invulnerable.BuffName))
                 {
                     return true;
                 }
                 if (invulnerable.CustomCheck != null)
                 {
                     return CustomCheck(invulnerable, target, damageType);
                 }
             }
         }
     }
     return false;
 }
开发者ID:julianrolandi,项目名称:LeagueSharp-Dev,代码行数:25,代码来源:Invulnerable.cs

示例7: Execute

        public override void Execute(Obj_AI_Hero target)
        {
            if (target == null)
                target = TargetSelector.GetTarget(1200, TargetSelector.DamageType.Magical);
            if (target == null) return;

            var dmgPerBounce = ObjectManager.Player.GetSpellDamage(target, Slot) + BrandCombo.GetPassiveDamage(target);
            if (dmgPerBounce > target.Health && target.Distance(ObjectManager.Player) > 750)
            {
                TryBridgeUlt(target);

                //   Console.WriteLine("ayy lmao bridge bois");
            }

            if (dmgPerBounce > target.Health && !Provider.ShouldBeDead(target) && ObjectManager.Player.GetAutoAttackDamage(target, true) < target.Health && ((_otherSkills.All(skill => skill.Instance.State != SpellState.Ready && skill.Instance.State != SpellState.Surpressed /*&& !skill.IsSafeCasting(1)*/) /*|| target.Distance(ObjectManager.Player) > 650*/) || ObjectManager.Player.GetSpellDamage(target, SpellSlot.Q) + dmgPerBounce + ObjectManager.Player.GetAutoAttackDamage(target) > target.Health && !target.HasBuff("brandablaze") && target.Distance(ObjectManager.Player) < 750))
            {
                if (ObjectManager.Player.HealthPercent - target.HealthPercent < OverkillPercent || !AntiOverkill || IgnoreAntiOverkillOnFlee && target.Distance(ObjectManager.Player) > ObjectManager.Player.AttackRange)
                {
                    Cast(target);
                }
                else if (ObjectManager.Player.HealthPercent < target.HealthPercent && IgniteManager.CanBeUsed() && IgniteManager.GetDamage() + dmgPerBounce > target.Health)
                {
                    if (target.Distance(ObjectManager.Player) < 600)
                        IgniteManager.UseIgnite(target);
                    Cast(target);
                }
            }

            // if (target.Distance(ObjectManager.Player) > 750) return;
            var inBounce = new bool[HeroManager.Enemies.Count];
            var canBounce = BounceCheck(target, inBounce);
            if (canBounce)
            {

                var inBounceEnemies = HeroManager.Enemies.Where(enemy => inBounce[HeroManager.Enemies.IndexOf(enemy)]).ToArray();
                var distance = target.Distance(ObjectManager.Player);

                var bounceCount = inBounce.Count(item => item);
                if (bounceCount <= 1) return;
                //Console.WriteLine("bounce r " + bounceCount);

                if ((inBounceEnemies.Any(enemy => (dmgPerBounce > enemy.Health && MaxDamage > enemy.Health)) && (bounceCount == 2 || RiskyUlt)))
                {
                    TryUlt(target, inBounceEnemies, distance);
                }
                else if (bounceCount == 2 && dmgPerBounce * 3 > target.Health && MaxDamage > target.Health && distance < 750 && RiskyUlt)
                {
                    Cast(target);
                }
                else if (dmgPerBounce * 2 > target.Health && MaxDamage > target.Health)
                {
                    TryUlt(target, inBounceEnemies, distance);
                }
                else if (UltNonKillable && MinBounceTargets <= bounceCount)
                {
                    TryUlt(target, inBounceEnemies, distance, false);
                }
            }
        }
开发者ID:jayblah,项目名称:TheNinow,代码行数:59,代码来源:BrandR.cs

示例8: Interruptable

        public override void Interruptable(ComboProvider combo, Obj_AI_Hero sender, ComboProvider.InterruptableSpell interruptableSpell, float endTime)
        {
            var distance = sender.Distance(ObjectManager.Player);
            if (sender.HasBuff("brandablaze") || Provider.IsMarked(sender) || !_brandQ.CouldHit(sender) || !InterruptW) return;

            if (Cast(sender) == CastStates.SuccessfullyCasted)
                Provider.SetMarked(sender); //Todo: risky, keep an eye on this. If the W misses u r fucked
        }
开发者ID:jayblah,项目名称:TheNinow,代码行数:8,代码来源:BrandW.cs

示例9: GetRealDamage

        public static float GetRealDamage(Obj_AI_Hero target)
        {
            if (target.HasBuff("ferocioushowl"))
            {
                return Program.E.GetDamage(target) * 0.7f;
            }

            return Program.E.GetDamage(target);
        }
开发者ID:gjrudqls21,项目名称:LeagueSharp,代码行数:9,代码来源:Draw.cs

示例10: Check

 public static bool Check(Obj_AI_Hero target, DamageType damageType = DamageType.True, bool ignoreShields = true)
 {
     return target.HasBuffOfType(BuffType.Invulnerability) || target.IsInvulnerable ||
            (from invulnerable in Items
                where invulnerable.Champion == null || invulnerable.Champion == target.ChampionName
                where invulnerable.DamageType == null || invulnerable.DamageType == damageType
                where target.HasBuff(invulnerable.BuffName)
                where !ignoreShields || !invulnerable.IsShield
                select invulnerable).Any(
                    invulnerable =>
                        invulnerable.CheckFunction == null || CheckFunction(invulnerable, target, damageType));
 }
开发者ID:aikoy,项目名称:LeagueSharp-Dev,代码行数:12,代码来源:Invulnerable.cs

示例11: Combo

        //some part of combo from diabaths
        private void Combo(Obj_AI_Hero t)
        {
 

            if (R.IsReady())
            {
                if (t.IsValidTarget(Q.Range) && !haveUlti)
                    if (!t.HasBuff("JudicatorIntervention") && !t.HasBuff("Undying Rage"))
                        R.CastIfHitchanceEquals(t, HitChance.Medium);
            }
            if ( E.IsReady() && t.IsValidTarget(Q.Range) && Q.IsReady())
            {
                //xsalice Code
                var vec = t.ServerPosition - Player.ServerPosition;
                var castBehind = E.GetPrediction(t).CastPosition + Vector3.Normalize(vec) * 100;
                E.Cast(castBehind);
            }
            if (t.IsValidTarget(Q.Range) && Q.IsReady() && _epos != default(Vector3) &&
                t.IsValidTarget(200, true, _epos))
            {
                Q.Cast(_epos);
            }

            if (W.IsReady())
            {
                if (t.IsValidTarget(W.Range))
                    W.Cast();
            }
            if (Q.IsReady() && !E.IsReady())
            {
                if (t.IsValidTarget(Q.Range))
                    Q.Cast(t, UsePackets, true);
            }
            if (R.IsReady() && !haveUlti)
            {
                if (GetNumberHitByR(t) >= 2)
                    R.Cast(t, UsePackets, true);
            }
        }
开发者ID:Hyunabstar,项目名称:Experimental,代码行数:40,代码来源:JarvanIV.cs

示例12: GetKsDamage

        public static float GetKsDamage(Obj_AI_Hero t, Spell QWER)
        {
            var totalDmg = QWER.GetDamage(t);
            totalDmg -= t.HPRegenRate;

            if (totalDmg > t.Health)
            {
                if (ObjectManager.Player.HasBuff("summonerexhaust"))
                    totalDmg = totalDmg * 0.6f;

                if (t.HasBuff("ferocioushowl"))
                    totalDmg = totalDmg * 0.7f;

                if (t.ChampionName == "Blitzcrank" && !t.HasBuff("BlitzcrankManaBarrierCD") && !t.HasBuff("ManaBarrier"))
                {
                    totalDmg -= t.Mana / 2f;
                }
            }
            //if (Thunderlord && !Player.HasBuff( "masterylordsdecreecooldown"))
            //totalDmg += (float)Player.CalcDamage(t, Damage.DamageType.Magical, 10 * Player.Level + 0.1 * Player.FlatMagicDamageMod + 0.3 * Player.FlatPhysicalDamageMod);
            totalDmg += (float)OktwCommon.GetIncomingDamage(t);
            return totalDmg;
        }
开发者ID:ReNoGameNoLife,项目名称:LeagueRepo,代码行数:23,代码来源:OktwStuff.cs

示例13: CanMove

 /// <summary>
 /// Judge Target MoveMent Status (This Part From SebbyLib)
 /// </summary>
 /// <param name="Target">Target</param>
 /// <returns></returns>
 public static bool CanMove(Obj_AI_Hero Target)
 {
     if (Target.MoveSpeed < 50 || Target.IsStunned || Target.HasBuffOfType(BuffType.Stun) ||
         Target.HasBuffOfType(BuffType.Fear) || Target.HasBuffOfType(BuffType.Snare) ||
         Target.HasBuffOfType(BuffType.Knockup) || Target.HasBuff("Recall") ||
         Target.HasBuffOfType(BuffType.Knockback) || Target.HasBuffOfType(BuffType.Charm) ||
         Target.HasBuffOfType(BuffType.Taunt) || Target.HasBuffOfType(BuffType.Suppression)
         || (Target.IsCastingInterruptableSpell() && !Target.IsMoving))
     {
         return false;
     }
     else
         return true;
 }
开发者ID:CjShu,项目名称:L-CC,代码行数:19,代码来源:Manager.cs

示例14: Execute

        public override void Execute(Obj_AI_Hero target)
        {
            if (_brandQWE.Any(spell => spell.Instance.State == SpellState.Ready || spell.Instance.CooldownExpires > Game.Time && spell.Instance.CooldownExpires - Game.Time < spell.Instance.Cooldown / 2f) || _w.Instance.Cooldown - (_w.Instance.CooldownExpires - Game.Time) < 1)
            {
                if ((!target.HasBuff("brandablaze") || target.GetBuff("brandablaze").EndTime - Game.Time < Delay) && !Provider.IsMarked(target) && !(ObjectManager.Player.GetSpellDamage(target, Instance.Slot) + ObjectManager.Player.GetAutoAttackDamage(target, true) > target.Health))
                    return;
            }

            //if ((((!target.HasBuff("brandablaze") || target.GetBuff("brandablaze").EndTime - Game.Time < Delay) && !Provider.IsMarked(target)) &&
            //    (!(ObjectManager.Player.GetSpellDamage(target, Instance.Slot) + ObjectManager.Player.GetAutoAttackDamage(target, true) > target.Health))) &&
            //    _brandQWE.Any(spell => spell.Instance.State == SpellState.Ready || spell.Instance.CooldownExpires > Game.Time && spell.Instance.CooldownExpires - Game.Time < spell.Instance.Cooldown / 2f)) return;
            //// wenn any skill ready || half cooldown

            Cast(target);
        }
开发者ID:jayblah,项目名称:TheNinow,代码行数:15,代码来源:BrandQ.cs

示例15: Q2Damage

 public static float Q2Damage(Obj_AI_Hero target,Spell Q)
 {
     if (target == null)
     {
         return 0f;
     }
     var damage = 0f;
     if (target.HasBuff("BlindMonkQOne") && Q.Instance.Name == "blindmonkqtwo")
     {
         var total = Q2Dmg[Q.Level - 1] + 0.9*ObjectManager.Player.FlatPhysicalDamageMod +
                     0.08*(target.MaxHealth - target.Health);
         damage += (float)ObjectManager.Player.CalcDamage(target, Damage.DamageType.Physical, total);
     }
     return (float)damage;
 }
开发者ID:Sthephanfelix,项目名称:LeagueSharp-4,代码行数:15,代码来源:Calculator.cs


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