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Features: Combo: Use Q Use W Use E (logic: E only if there are orbs, but will cast E if target is killable by combo) Use R (logic: Will be used only if target is killable, Won't be used if can be killed by QWE or if target is stunned and target can be killed by Q but is on cooldown that is less than 2seconds, it will wait for Q instead of bursting with R) Use QE Smart DFG by default (logic: Use dfg if you can kill a target with DFG+QEW or DFG+ QREW, doesn't use DFG if can be killed by QEW alone) Smart R by default (logic: Also if you turned on R only if QWE on CD, it will be used after Q if target is killable but you can't do the full combo because of mana limitations ) Override Smart DFG and R by pressing combo key + harass key at the same time (logic: it will try to use all the skills on the target, regardless if the target is killable or not) Combo Sequence is DFG Q R E W by default Auto Ignite By default, Current Mana is Used on Combo Calculations Harass: Use Q Use Q when enemy AA you Use W Use E Use QE Harass Mana Level Harass Key Press Harass Toggle Key Auto KS: Use Q Use W Use E Use R Use QE Auto KS Toggle Key Auto KS with Flash: If can be killed with QE If can be killed with DFG+R If enemies within 1000 range of target is less than or equal to custom # of enemies (note: includes the target) Flash Kill only for selected targets Misc: Anti Gap Closer Auto Interrupter QE Settings: Set custom delay for QE QE to mouse position R Settings: Only R if all other skills that are ready can't kill the target and target is killable by R (logic: if turned off, If target is killable with R even if you can kill the target with Q E or W, + AA it will use R) Don't R on selected targets Drawings with customizable colors: Q range W range E range R range QE range QE to cursor Enemy HP after Combo indicator with visual colors to indicate if can be killed by Q after full combo Note: Damage Calculations are based on the target's current state without putting into consideration their skills, shields, summoner spells, item shields. This includes barriers, heal, spell shields (morgana's shield), items with shields (banshee's), skills that block skills (sivir's,viktor's) , sudden hp/mdef gain (alistar's SS and nasus's) Please do consider this before engaging in a fight. Reporting this as bugs will be ignored. Actual scenario that might happen: The assembly identifies someone is killable with a combo The auto KS function kicks in but the target ended up alive because in the middle of your combo things mentioned above happened. Todo: Will try to add support for the aboved mentioned Github: https://github.com/stephenjason89/GagongSyndra Install: ls://project/stephenjason89/GagongSyndra Anyone can request a feature to be added, if i deem it necessary, It will be added. Please report bugs on the following format: 1. What are you testing 2. What happened 3. What do you expect to happen Credits: Kortatu's Original Syndra Assembly http://www.joduska.me/forum/topic/90-syndra/ Rio Syndra for the inspiration http://www.joduska.me/forum/topic/2840-riosyndra/ Syndra Mod by XSalice (Modded Eskor's Syndra I think) https://github.com/xSalice/LSharp/tree/master/SyndraMod/SyndraMod
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