
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!
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