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DreamEvade (Alpha) API

_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 with x, z properties (most likely starting with myHero.position)
  • speed : movement speed at which to travel the entire path (default myHero.characterIntermediate.movementSpeed)
  • delay : delay (seconds) before beginning path travel (default 0)

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 with x, z properties
  • delay : delay (seconds) before position arrive at position (default 0)

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)

Spell API

local Spell = class()

--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

--[[ 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

--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
--////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

--[[ 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

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