_G.OnLoop = _G.OnDraw
_G.myHero = GetMyHero()
require('Inspired')
DelayAction(function()
if IWalkConfig == nil then
iac = IAC(true)
for _,k in pairs(iac.adcTable) do
if k == myHeroName then
PrintChat("[Inspireds Auto Carry]: Plugin '"..myHeroName.."' - Loaded.")
end
end
end
end, 100)
function PredCast(spell, target, speed, delay, range, width, coll)
local Pred = GetPredictionForPlayer(GetMyHeroPos(),target,GetMoveSpeed(target), speed, delay, range, width, coll, true)
if Pred.HitChance >= 1 then
CastSkillShot(spell, Pred.PredPos.x, Pred.PredPos.y, Pred.PredPos.z)
end
end
class 'IAC' -- {
function IAC:__init(bool)
IWalkTarget = nil
myHero = GetMyHero()
myHeroName = GetObjectName(myHero)
waitTickCount = 0
IWalkConfig = scriptConfig("IAC", "Inspired's Auto Carry")
self.move = true
self.aa = true
self.orbTable = { lastAA = 0, windUp = 13.37, animation = 13.37 }
self.aaResetTable = { ["Diana"] = {_E}, ["Darius"] = {_W}, ["Garen"] = {_Q}, ["Hecarim"] = {_Q}, ["Jax"] = {_W}, ["Jayce"] = {_W}, ["Rengar"] = {_Q}, ["Riven"] = {_W}, ["Sivir"] = {_W}, ["Talon"] = {_Q} }
self.aaResetTable2 = { ["Ashe"] = {_W}, ["Diana"] = {_Q}, ["Graves"] = {_Q}, ["Lucian"] = {_W}, ["Quinn"] = {_Q}, ["Riven"] = {_Q}, ["Talon"] = {_W}, ["Yasuo"] = {_Q} }
self.aaResetTable3 = { ["Jax"] = {_Q}, ["Lucian"] = {_Q}, ["Quinn"] = {_E}, ["Teemo"] = {_Q}, ["Tristana"] = {_E} }
self.aaResetTable4 = { ["Graves"] = {_E}, ["Lucian"] = {_E}, ["Vayne"] = {_Q} }
self.isAAaswellTable = { ["Quinn"] = "QuinnWEnhanced" }
self.adcTable = {"Ashe", "Caitlyn", "Corki", "Draven", "Ezreal", "Graves", "Jinx", "Kalista", "KogMaw", "Lucian", "MissFortune", "Quinn", "Sivir", "Teemo", "Tristana", "Twitch", "Varus", "Vayne"}
self.gapcloserTable = {
["Akali"] = _R, ["Elise"] = _Q, ["Elise"] = _E, ["Fiora"] = _Q, ["Fizz"] = _Q,
["Graves"] = _E, ["Irelia"] = _Q, ["JarvanIV"] = _Q, ["Jax"] = _Q, ["Kennen"] = _E,
["KhaZix"] = _E, ["Lucian"] = _E, ["MasterYi"] = _Q, ["MonkeyKing"] = _E, ["Pantheon"] = _W,
["Poppy"] = _E, ["RekSai"] = _E, ["Renekton"] = _E, ["Riven"] = _E, ["Sejuani"] = _Q,
["Shen"] = _E, ["Talon"] = _E, ["Udyr"] = _E, ["Volibear"] = _Q, ["XinZhao"] = _E
}
self.myRange = GetRange(myHero)+GetHitBox(myHero)*2
self:Load(bool)
OnProcessSpell(function(unit, spell) self:ProcessSpell(unit, spell) end)
return self
end
function IAC:Load(bool)
DelayAction(function() -- my OnLoad
if not bool then self:OverwriteIACPlugins() end
self:MakeMenu()
OnLoop(function() self:OnLoop() end)
end, 0)
end
function IAC:OnLoop()
if IWalkConfig.D then self:DmgCalc() end
if waitTickCount > GetTickCount() then return end
self:DoChampionPlugins2()
self:IWalk()
end
function IAC:DmgCalc()
for _,unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit) then
local hPos = GetHPBarPos(unit)
DrawText(self:PossibleDmg(unit), 15, hPos.x, hPos.y+20, 0xffffffff)
end
end
end
function IAC:PossibleDmg(unit)
local addDamage = GetBonusDmg(myHero)
local TotalDmg = (GetBonusDmg(myHero)+GetBaseDamage(myHero))*(((IWalkConfig.R and (GetCastName(myHero, _R) ~= "RivenFengShuiEngine" or CanUseSpell(myHero, _R)))) and 1.2 or 1)
local dmg = 0
local cthp = GetCurrentHP(unit)
local mthp = GetMaxHP(unit)
if myHeroName == "Riven" then
local dmg = 0
local mlevel = GetLevel(myHero)
local pdmg = CalcDamage(myHero, unit, 5+math.max(5*math.floor((mlevel+2)/3)+10,10*math.floor((mlevel+2)/3)-15)*TotalDmg/100)
if CanUseSpell(myHero, _Q) == READY then
local level = GetCastLevel(myHero, _Q)
dmg = dmg + CalcDamage(myHero, unit, 20*level+(0.35+0.05*level)*TotalDmg-10)*3+CalcDamage(myHero, unit, TotalDmg)*3+pdmg*3
end
if CanUseSpell(myHero, _W) == READY then
local level = GetCastLevel(myHero, _W)
dmg = dmg + CalcDamage(myHero, unit, 20+30*level+TotalDmg)+CalcDamage(myHero, unit, TotalDmg)+pdmg
end
if (CanUseSpell(myHero, _R) == READY or GetCastName(myHero, _R) ~= "RivenFengShuiEngine") and IWalkConfig.R then
local level = GetCastLevel(myHero, _R)
local rdmg = CalcDamage(myHero, unit, (40+40*level+0.6*addDamage)*(math.min(3,math.max(1,4*(mthp-cthp)/mthp))))
if rdmg > cthp and ValidTarget(unit, 800) and GetCastName(myHero, _R) ~= "RivenFengShuiEngine" and IWalkConfig.Combo then
local unitPos = GetOrigin(unit)
CastSkillShot(_R, unitPos.x, unitPos.y, unitPos.z)
end
cthp = cthp - dmg
rdmg = CalcDamage(myHero, unit, (40+40*level+0.6*addDamage)*(math.min(3,math.max(1,4*(mthp-cthp)/mthp))))
dmg = dmg + rdmg
end
return dmg > cthp and "Killable" or math.floor(100*dmg/cthp).."% Dmg"
else
dmg = CalcDamage(myHero, unit, TotalDmg)
return math.ceil(cthp/dmg).." AA"
end
end
function IAC:IWalk()
if IWalkConfig.LastHit or IWalkConfig.LaneClear or IWalkConfig.Harass then
for _,k in pairs(GetAllMinions(MINION_ENEMY)) do
local targetPos = GetOrigin(k)
local drawPos = WorldToScreen(1,targetPos.x,targetPos.y,targetPos.z)
local hp = GetCurrentHP(k)
local dmg = CalcDamage(myHero, k, GetBonusDmg(myHero)+GetBaseDamage(myHero))
if dmg > hp then
if (IWalkConfig.LastHit or IWalkConfig.LaneClear or IWalkConfig.Harass) and IsInDistance(k, self.myRange) and GetTickCount() > self.orbTable.lastAA + self.orbTable.animation then
AttackUnit(k)
return
end
end
end
end
if IWalkConfig.Combo or IWalkConfig.Harass or IWalkConfig.LastHit or IWalkConfig.LaneClear then
self:DoWalk()
end
end
function IAC:DoWalk()
self.myRange = GetRange(myHero)+GetHitBox(myHero)+(IWalkTarget and GetHitBox(IWalkTarget) or GetHitBox(myHero))
if IWalkConfig.C then Circle(myHero,self.myRange):draw() end
local addRange = ((self.gapcloserTable[myHeroName] and CanUseSpell(myHero, gapcloserTable[myHeroName]) == READY) and 250 or 0) + (GetObjectName(myHero) == "Jinx" and (GetCastLevel(myHero, _Q)*25+50) or 0)
IWalkTarget = GetTarget(self.myRange + addRange, DAMAGE_PHYSICAL)
if IWalkConfig.LaneClear then
IWalkTarget = GetHighestMinion(GetOrigin(myHero), self.myRange, MINION_ENEMY)
end
local unit = IWalkTarget
if (IWalkConfig.S or IWalkConfig.Combo) and ValidTarget(unit) then self:DoChampionPlugins(unit) end
if ValidTarget(unit, self.myRange) and GetTickCount() > self.orbTable.lastAA + self.orbTable.animation and self.aa then
AttackUnit(unit)
elseif GetTickCount() > self.orbTable.lastAA + self.orbTable.windUp and self.move then
if GetRange(myHero) < 450 and unit and GetObjectType(unit) == GetObjectType(myHero) and ValidTarget(unit, self.myRange) then
local unitPos = GetOrigin(unit)
if GetDistance(unit) > self.myRange/2 then
MoveToXYZ(unitPos.x, unitPos.y, unitPos.z)
end
else
if IWalkConfig.Combo and self.gapcloserTable[myHeroName] and ValidTarget(unit, self.myRange + 250) and IWalkConfig[str[self.gapcloserTable[myHeroName]].."g"] and CanUseSpell(myHero, gapcloserTable[myHeroName]) == READY then
local unitPos = GetOrigin(unit)
CastSkillShot(self.gapcloserTable[myHeroName], unitPos.x, unitPos.y, unitPos.z)
if myHeroName == "Riven" and IWalkConfig["W"] and CanUseSpell(myHero, _W) == READY then
if self:PossibleDmg(unit):find("Killable") and IWalkConfig.R then
DelayAction(function() CastTargetSpell(myHero, _R) end, 137)
else
DelayAction(function() CastTargetSpell(myHero, _W) end, 137)
end
self.orbTable.lastAA = 0
end
else
self:Move()
end
end
end
end
function IAC:Move()
local movePos = GenerateMovePos()
if GetDistance(GetMousePos()) > GetHitBox(myHero) then
MoveToXYZ(movePos.x, GetMyHeroPos().y, movePos.z)
end
end
function IAC:GetIWalkTarget()
return IWalkTarget
end
function IAC:ProcessSpell(unit, spell)
if unit and unit == myHero and spell then
if (spell.name:lower():find("attack") or (self.isAAaswellTable[myHeroName] and self.isAAaswellTable[myHeroName] == spell.name)) then
self.orbTable.lastAA = GetTickCount() + GetLatency()
self.orbTable.windUp = myHeroName == "Kalista" and 0 or spell.windUpTime * 1000
self.orbTable.animation = GetAttackSpeed(GetMyHero()) < 2.25 and spell.animationTime * 1000 or 1000 / GetAttackSpeed(GetMyHero())
DelayAction(function()
if (IWalkConfig.S or IWalkConfig.Combo) and ValidTarget(IWalkTarget, self.myRange) then
self:WindUp(IWalkTarget)
end
end, spell.windUpTime * 1000 + GetLatency())
elseif spell.name:lower():find("katarinar") then
waitTickCount = GetTickCount() + 2500
end
end
end
function IAC:WindUp(unit)
local str = {[_Q] = "Q", [_W] = "W", [_E] = "E", [_R] = "R"}
if self.aaResetTable4[myHeroName] then
for _,k in pairs(self.aaResetTable4[myHeroName]) do
if CanUseSpell(myHero, k) == READY and IWalkConfig[str[k]] then
self.orbTable.lastAA = 0
local movePos = GenerateMovePos()
CastSkillShot(k, movePos.x, movePos.y, movePos.z)
return true
end
end
end
if self.aaResetTable[myHeroName] then
for _,k in pairs(self.aaResetTable[myHeroName]) do
if CanUseSpell(myHero, k) == READY and IWalkConfig[str[k]] and GetDistanceSqr(GetOrigin(unit)) < self.myRange * self.myRange then
self.orbTable.lastAA = 0
CastSpell(k)
return true
end
end
end
if self.aaResetTable2[myHeroName] then
for _,k in pairs(self.aaResetTable2[myHeroName]) do
if CanUseSpell(myHero, k) == READY and IWalkConfig[str[k]] and GetDistanceSqr(GetOrigin(unit)) < self.myRange * self.myRange and (not myHeroName == "Quinn" or CanUseSpell(myHero, _E) ~= READY) then
local unitPos = GetOrigin(unit)
CastSkillShot(k, unitPos.x, unitPos.y, unitPos.z)
if myHeroName == "Riven" then
local unitPos = GetOrigin(unit)
MoveToXYZ(unitPos.x, unitPos.y, unitPos.z)
end
self.orbTable.lastAA = 0
return true
end
end
end
if self.aaResetTable3[myHeroName] then
for _,k in pairs(self.aaResetTable3[myHeroName]) do
if CanUseSpell(myHero, k) == READY and IWalkConfig[str[k]] and GetDistanceSqr(GetOrigin(unit)) < self.myRange * self.myRange then
if myHeroName ~= "Quinn" or GotBuff(unit, "QuinnW") < 1 then
self.orbTable.lastAA = 0
CastTargetSpell(unit, k)
end
return true
end
end
end
return IWalkConfig.I and CastOffensiveItems(unit)
end
function IAC:MakeMenu()
str = {[_Q] = "Q", [_W] = "W", [_E] = "E", [_R] = "R"}
if self.aaResetTable3[myHeroName] then
for _,k in pairs(self.aaResetTable3[myHeroName]) do
IWalkConfig.addParam(str[k], "AA Reset with "..str[k], SCRIPT_PARAM_ONOFF, not inbuiltOverwritten)
end
end
if self.aaResetTable2[myHeroName] then
for _,k in pairs(self.aaResetTable2[myHeroName]) do
IWalkConfig.addParam(str[k], "AA Reset with "..str[k], SCRIPT_PARAM_ONOFF, not inbuiltOverwritten)
end
end
if self.aaResetTable[myHeroName] then
for _,k in pairs(self.aaResetTable[myHeroName]) do
IWalkConfig.addParam(str[k], "AA Reset with "..str[k], SCRIPT_PARAM_ONOFF, not inbuiltOverwritten)
end
end
if self.aaResetTable4[myHeroName] then
for _,k in pairs(self.aaResetTable4[myHeroName]) do
IWalkConfig.addParam(str[k], "AA Reset with "..str[k], SCRIPT_PARAM_ONOFF, not inbuiltOverwritten)
end
end
if self.gapcloserTable[myHeroName] then
k = self.gapcloserTable[myHeroName]
if type(k) == "number" then
IWalkConfig.addParam(str[k].."g", "Gapclose with "..str[k], SCRIPT_PARAM_ONOFF, not inbuiltOverwritten)
end
end
if not inbuiltOverwritten then
self:DoChampionPluginMenu()
IWalkConfig.addParam("S", "Skillfarm", SCRIPT_PARAM_ONOFF, true)
end
IWalkConfig.addParam("I", "Cast Items", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("D", "Damage Calc", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("C", "AA Range Circle", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("LastHit", "LastHit", SCRIPT_PARAM_KEYDOWN, string.byte("X"))
IWalkConfig.addParam("Harass", "Harass", SCRIPT_PARAM_KEYDOWN, string.byte("C"))
IWalkConfig.addParam("LaneClear", "LaneClear", SCRIPT_PARAM_KEYDOWN, string.byte("V"))
IWalkConfig.addParam("Combo", "Combo", SCRIPT_PARAM_KEYDOWN, string.byte(" "))
end
function IAC:DoChampionPluginMenu()
local manaPerc = Get
if myHeroName == "Ashe" then
IWalkConfig.addParam("Q", "Use Q (5 stacks)", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("W", "Use W", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("R", "Use R (execute)", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "Caitlyn" then
IWalkConfig.addParam("Q", "Use Q", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("R", "Use R (execute)", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "Corki" then
elseif myHeroName == "Draven" then
elseif myHeroName == "Ezreal" then
IWalkConfig.addParam("Q", "Use Q", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("W", "Use W", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("R", "Use R (execute)", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "Graves" then
elseif myHeroName == "Jinx" then
IWalkConfig.addParam("Q", "Use Q", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("W", "Use W", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("E", "Use E", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("R", "Use R (execute)", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "Kalista" then
IWalkConfig.addParam("Q", "Use Q", SCRIPT_PARAM_ONOFF, true)
IWalkConfig.addParam("E", "Use E", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "KogMaw" then
elseif myHeroName == "Lucian" then
elseif myHeroName == "MissFortune" then
elseif myHeroName == "Quinn" then
elseif myHeroName == "Riven" then
IWalkConfig.addParam("R", "Use R if Kill", SCRIPT_PARAM_ONOFF, true)
elseif myHeroName == "Sivir" then
elseif myHeroName == "Teemo" then
elseif myHeroName == "Tristana" then
elseif myHeroName == "Twitch" then
elseif myHeroName == "Varus" then
elseif myHeroName == "Vayne" then
IWalkConfig.addParam("E", "Use E (stun)", SCRIPT_PARAM_ONOFF, true)
end
end
function IAC:DoChampionPlugins(unit)
if myHeroName == "Ashe" then
if CanUseSpell(myHero, _Q) == READY and GotBuff(myHero, "asheqcastready") > 0 and IWalkConfig.Q then
CastSpell(_Q)
end
if CanUseSpell(myHero, _W) == READY and IWalkConfig.W then
local unitPos = GetOrigin(unit)
CastSkillShot(_W, unitPos.x, unitPos.y, unitPos.z)
end
elseif myHeroName == "Corki" then
elseif myHeroName == "Draven" then
elseif myHeroName == "Graves" then
elseif myHeroName == "Jinx" then
if CanUseSpell(myHero, _Q) == READY and IWalkConfig.Q and GetTickCount() > self.orbTable.lastAA + self.orbTable.windUp then
if GetRange(myHero) == 525 and GetDistance(unit) > 525 then
CastSpell(_Q)
elseif GetRange(myHero) > 525 and GetDistance(unit) < 525 + GetHitBox(myHero) + GetHitBox(unit) then
CastSpell(_Q)
end
end
elseif myHeroName == "KogMaw" then
elseif myHeroName == "Lucian" then
elseif myHeroName == "MissFortune" then
elseif myHeroName == "Quinn" then
elseif myHeroName == "Sivir" then
elseif myHeroName == "Teemo" then
elseif myHeroName == "Tristana" then
if CanUseSpell(myHero, _Q) == READY and IWalkConfig.Q then
CastSpell(_Q)
end
if CanUseSpell(myHero, _E) == READY and IWalkConfig.E then
CastSpell(_E)
end
elseif myHeroName == "Twitch" then
elseif myHeroName == "Varus" then
elseif myHeroName == "Vayne" then
if IWalkConfig.E and CanUseSpell(myHero, _E) == READY then
local Pred = GetPredictionForPlayer(GetMyHeroPos(),unit,GetMoveSpeed(unit), 2000, 0.25, 1000, 1, false, true)
for _=0,450,GetHitBox(unit) do
local tPos = Vector(Pred.PredPos)+Vector(Vector(Pred.PredPos)-Vector(myHero)):normalized()*_
if IsWall(tPos) then
CastTargetSpell(unit, _E)
end
end
end
end
end
function IAC:DoChampionPlugins2()
if myHeroName == "Ashe" then
for _, unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit, 3500) and CanUseSpell(myHero, _R) == READY and IWalkConfig.R then
if CalcDamage(myHero, unit, 0, 75 + 175*GetCastLevel(myHero,_R) + GetBonusAP(myHero)) >= GetCurrentHP(unit) then
PredCast(_R, unit, 1600, 250, 20000, 130, false)
end
end
end
elseif myHeroName == "Caitlyn" then
for _, unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit, GetCastRange(myHero, _R)) and CanUseSpell(myHero, _R) == READY and IWalkConfig.R then
if CalcDamage(myHero, unit, 25+225*GetCastLevel(myHero, _R)+GetBonusDmg(myHero)*2) >= GetCurrentHP(unit) then
CastTargetSpell(unit, _R)
end
end
end
local unit = GetTarget(1300, DAMAGE_PHYSICAL)
if unit and CanUseSpell(myHero, _Q) == READY and IWalkConfig.Q and IWalkConfig.Combo then
PredCast(_Q, unit, 2200, 625, 1300, 90, false)
end
elseif myHeroName == "Ezreal" then
for _, unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit, 3500) and CanUseSpell(myHero, _R) == READY and IWalkConfig.R then
if CalcDamage(myHero, unit, 0, 200 + 150*GetCastLevel(myHero,_R) + .9*GetBonusAP(myHero)+GetBonusDmg(myHero)) >= GetCurrentHP(unit) then
PredCast(_R, unit, 2000, 1000, 20000, 160, false)
end
end
end
local unit = GetTarget(1200, DAMAGE_PHYSICAL)
if unit and CanUseSpell(myHero, _Q) == READY and IWalkConfig.Q and IWalkConfig.Combo then
PredCast(_Q, unit, 2000, 250, 1200, 60, false)
end
local unit = GetTarget(1050, DAMAGE_PHYSICAL)
if unit and CanUseSpell(myHero, _W) == READY and IWalkConfig.W and IWalkConfig.Combo then
PredCast(_W, unit, 1600, 250, 1050, 80, false)
end
elseif myHeroName == "Graves" then
for _, unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit, 1100) and CanUseSpell(myHero, _R) == READY and IWalkConfig.R then
if CalcDamage(myHero, unit, 100+150*GetCastLevel(myHero, _R)+GetBonusDmg(myHero)*1.5) >= GetCurrentHP(unit) then
PredCast(_R, unit, 2100, 250, 1100, 100, false)
end
end
end
elseif myHeroName == "Jinx" then
for _, unit in pairs(GetEnemyHeroes()) do
if ValidTarget(unit, 3500) and CanUseSpell(myHero, _R) == READY and IWalkConfig.R then
if CalcDamage(myHero, unit, (GetMaxHP(unit)-GetCurrentHP(unit))*(0.2+0.05*GetCastLevel(myHero, _R))+(150+100*GetCastLevel(myHero, _R)+GetBonusDmg(myHero))*math.max(0.1, math.min(1, GetDistance(unit)/1700))) >= GetCurrentHP(unit) then
PredCast(_R, unit, 2300, 600, 20000, 140, false)
end
end
end
local unit = GetTarget(1500, DAMAGE_PHYSICAL)
if unit and CanUseSpell(myHero, _W) == READY and IWalkConfig.W and IWalkConfig.Combo then
PredCast(_W, unit, 3300, 600, 1500, 60, true)
end
elseif myHeroName == "Kalista" then
local function kalE(x) if x <= 1 then return 10 else return kalE(x-1) + 2 + x end end
for _,unit in pairs(GetEnemyHeroes()) do
local TotalDmg = GetBonusDmg(myHero)+GetBaseDamage(myHero)
local dmgE = (GotBuff(unit,"kalistaexpungemarker") > 0 and (10 + (10 * GetCastLevel(myHero,_E)) + (TotalDmg * 0.6)) + (GotBuff(unit,"kalistaexpungemarker")-1) * (kalE(GetCastLevel(myHero,_E)) + (0.175 + 0.025 * GetCastLevel(myHero,_E))*TotalDmg) or 0)
local dmg = CalcDamage(myHero, unit, dmgE)
local hp = GetCurrentHP(unit)
local targetPos = GetOrigin(unit)
local drawPos = WorldToScreen(1,targetPos.x,targetPos.y,targetPos.z)
if dmg > 0 then
DrawText(math.floor(dmg/hp*100).."%",20,drawPos.x,drawPos.y,0xffffffff)
if hp > 0 and dmg >= hp and ValidTarget(unit, 1000) and IWalkConfig.E then
CastTargetSpell(myHero, _E)
end
end
end
local unit = GetTarget(1150, DAMAGE_PHYSICAL)
if unit and CanUseSpell(myHero, _Q) == READY and IWalkConfig.Q and IWalkConfig.Combo then
PredCast(_Q, unit, 1750, 250, 1150, 70, true)
end
end
end
function IAC:OverwriteIACPlugins()
inbuiltOverwritten = true
end
function IAC:IsWindingUp()
return GetTickCount() <= self.orbTable.lastAA + self.orbTable.windUp
end
function IAC:SetMove(bool)
self.move = bool
end
function IAC:SetAA(bool)
self.aa = bool
end
function IAC:SetOrb(bool)
self.aa = bool
self.move = bool
end
-- }