_G.DreamEvade.IsEvadeEnabled()
Description:
- Returns whether DreamEvade is currently enabled from the menu settings.
Returns:
boolean
_G.DreamEvade.HasPath()
Description:
- Returns whether DreamEvade is currently following a path to evade skillshots.
Returns:
boolean
_G.DreamEvade.IsPathSafe(path, speed, delay)
Description:
- Returns whether a path is safe to travel upon.
Arguments:
path
: table of positions withx
,z
properties (most likely starting withmyHero.position
)speed
: movement speed at which to travel the entire path (defaultmyHero.characterIntermediate.movementSpeed
)delay
: delay (seconds) before beginning path travel (default0
)
Returns:
boolean
: whether is safe (given current evade settings)table (array)
: table of unique spells that hit
_G.DreamEvade.IsPositionSafe(position, delay)
Description:
- Returns whether given position is safe after delay.
- Note - only checks the single position, not the path to get there.
Arguments:
position
: position withx
,z
propertiesdelay
: delay (seconds) before position arrive at position (default0
)
Returns:
boolean
: whether is safe (given current evade settings)table (array)
: table of unique spells that hit
_G.DreamEvade.Update()
Description
- Used to tell DreamEvade that the situation has changed, it needs to reconsider any movements & re-calc path. Don't use this unless you are confident DreamEvade cannot detect change of circumstance (i.e. if you are all of the sudden teleported to a different dimension with the same coordinates).
_G.DreamEvade.ActiveSpells -- Spell[]
_G.DreamEvade.DangerousSpells -- Spell[]
Description:
- Active spells : all active spells (even far away)
- Dangeorus spells : all spells that evade has not figured out how to dodge (colored red)
local Spell = class()
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--[[ Functions you might use ]]
function Spell:IsEvadeEnabled()
end
function Spell:IsActive()
end
---@param pos Vector
---@param time_to_point Delay before hero arrives at position
---@param hero_ms Movement speed of hero (used for determining if can get out of spell area)
function Spell:IsSafe(pos, time_to_point, hero_ms)
end
function Spell:GetDangerLevel()
end
---@param pos Vector
function Spell:IsPositionInSpellArea(pos)
end
function Spell:IsCC()
end
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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--[[ Extras ]]
function Spell:IsFOWMissileEnabled()
end
function Spell:IsFOWParticleEnabled()
end
function Spell:MatchesMissileName(name)
end
function Spell:ForceDisable(bool)
end
function Spell:IsForceDisabled()
end
function Spell:IsWall()
end
function Spell:IsSkillshot()
end
function Spell:IsMissile()
end
-- Marks a skillshot as red
function Spell:OhShit(bool)
end
-- Marks a skillshot as yellow
function Spell:SetIgnore(bool)
end
-- Is skillshot yellow
function Spell:IsIgnored()
end
-- Is skillshot red
function Spell:IsOhShit()
end