Features: 1. Menu: + Core Settings: - Enable Smooth Evading (makes your dodges more humanized and prevents from obvious behaviour) - Limit Detection Range [+ slider] (detects the only spells which appear within adjusted range) - Circle Segments Quality (defines the creation quality of polygonal circle spells) - Diagonal Search Step (defines the distance between next evade points) - Diagonal Points Count (specifies the max number of creating evade points through the part of spell segment) - Safety Check Sensitivity (defines the value expressed as a percentage that precises checking safety against dangerous area) + Main Settings: - Enable Evade, Dodge Spells, Draw Spells - Enable Missile Detection (allows to detect missiles [may lower performance]) - Debug Evade Points, Draw Evade Status, Draw Safe Position - Dodge Only Dangerous (hold adjusted key to dodge the only spells that their danger value is equal to 4 or 5) + Spell Settings: - Dodgeable Spells: - Dodge Spell, Draw Spell, Force To Dodge, Missile Detection - Evade Mode [Optimal Path / Mouse Position] - Max %HP To Dodge Spell, Extra Radius, Danger Level - Evading Spells: - Use Spell, Danger Level 2. Extra: - Dodges multiple spells at the same time - Supports multiple spell types (rectangular, circular, conic, polygonal) - Spell and flash usage on dangerous and impossibly dodgeable spells - Huge spell database according to the latest game patch - Smart movement blocking against crossing path - GOS & Gamsteron orbwalker supported - Spell icons in spell settings - Easily configurable settings 3. API: _G.JustEvade:Loaded() - returns boolean if evade is successfully loaded _G.JustEvade:Evading() - returns boolean if evade is actually dodging spells _G.JustEvade:IsDangerous(pos) - returns boolean if given position is dangerous _G.JustEvade:SafePos() - returns safe position to dodge detected spells _G.JustEvade:OnCreateMissile(unit, missile) - calls function when missile is created by enemy _G.JustEvade:OnImpossibleDodge(dangerLevel) - calls function when evade is unable to dodge _G.JustEvade:OnProcessSpell(unit, spell) - calls function when enemy has casted spell 4. Examples: if _G.JustEvade and _G.JustEvade:Evading() then print("evading") end if _G.JustEvade then _G.JustEvade:OnImpossibleDodge(function(dangerLevel) print(dangerLevel) end)
Remember to reload at game start with 2xF6!