public void OnExecute()
{
if (ObjectManager.Player.Level < 3) return;
switch (Manager.MenuManager.AutolvlSlider)
{
case 0:
AbilitySequence = new[] { 1, 2, 3, 1, 1, 4, 1, 2, 1, 2, 4, 2, 2, 3, 3, 4, 3, 3 };
break;
case 1:
AbilitySequence = new[] { 1, 2, 3, 2, 2, 4, 2, 1, 2, 1, 4, 1, 1, 3, 3, 4, 3, 3 };
break;
case 2:
AbilitySequence = new[] { 1, 2, 3, 3, 3, 4, 3, 2, 3, 2, 4, 2, 2, 3, 3, 4, 3, 3 };
break;
}
var qL = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.Q).Level + QOff;
var wL = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.W).Level + WOff;
var eL = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.E).Level + EOff;
var rL = ObjectManager.Player.Spellbook.GetSpell(SpellSlot.R).Level + ROff;
if (qL + wL + eL + rL >= ObjectManager.Player.Level) return;
int[] level = { 0, 0, 0, 0 };
for (var i = 0; i < ObjectManager.Player.Level; i++)
{
level[AbilitySequence[i] - 1] = level[AbilitySequence[i] - 1] + 1;
}
if (qL < level[0]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.Q);
if (wL < level[1]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.W);
if (eL < level[2]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.E);
if (rL < level[3]) ObjectManager.Player.Spellbook.LevelSpell(SpellSlot.R);
}