Advisor
Шанс на победу диапазоном и одно командное решение за раз, лучшее по оценке, в матче или из режима зрителя.
- ·Разовая покупка, не подписка
- ·Работает, пока у тебя есть доступ к evolve
- ·Все будущие версии без доплат
- ·Возврат: 24 часа, если не установлен; или в течение 30 дней с покупки, если скрипт помечен на странице скрипта нерабочим на текущей версии дольше 72 часов. Права по закону сохраняются.
Раз в секунду Advisor читает карту так, как её видит ваша команда, с туманом, и прогоняет две обученные модели: одна считает шанс на победу, другая решает, что команде делать дальше. Меню: Прочее › advisor.
Шанс на победу показан диапазоном, 54–61%: зелёным, когда вы впереди, красным, когда отстаёте, янтарным при равенстве, со спарклайном за последнюю минуту. До 5:00 ничего не показывается.
Решения. По одному командному решению за раз, из двенадцати: smoke, roshan, tormentor, high ground, push, defend, gank, outpost, group, retreat, split push, ward. К каждому прилагаются три факта, которые его пропустили (2 unseen, 5v4, 3 ults up), полоска того, сколько ещё открыто окно, и фраза, которую можно отправить в чат команды. Союзникам достаётся своя строка, например pos4 come the river.
На карте. Кольцо на цели по размеру решения, маршрут от вашего героя, путь каждого союзника, плашка с лицами тех, кто должен прийти, и метка у края экрана, когда цель за экраном; клик по ней переводит туда камеру. На миникарте тоже видны маршрут и цель.
Режим зрителя. Две колонки, по одной на команду, и в каждой только то, что видит эта команда. Режим тренера выбирает одну команду и одного игрока и подсказывает, что ему сказать.
Пинги и чат по умолчанию выключены. Если их включить, они уходят в пределах лимита: 4 в минуту, не чаще раза в 8 секунд и 5 за матч, и могут ждать клавишу подтверждения.
Каждый класс решений, каждая часть оверлея и строки для союзников отключаются по отдельности.
The advice can be shown as the panel, as notifications, or both: Misc > advisor > Show as. A notification carries the call's headline, its reasons and the hero it is about, replaces the previous one instead of stacking, and goes away when the call no longer holds. With notifications only, the panel and its frame are not drawn; the callout key, the world overlay, pings and chat work as before.
the offline self-test accepts the menu settings under the Misc spelling the client now saves them with.
When the inference runtime is missing, the message now says why instead of pointing at a folder it no longer lives in.
Advice level. The model's own gate is a promise about precision, not a display setting: seven of the thirteen calls ship a threshold it almost never reaches, so on most boards the panel honestly said nothing. There are three levels now. Calibrated is the gate alone and stays the default. Leaning adds the one call the gate came closest on, drawn quieter with its confidence on it. Guided always names the leading call while there is any read at all. A call below the bar says so wherever it appears, and it can never ping or type on its own.
If the panel is quiet, check the rank too: it drives the vocabulary as well as the thresholds, and an unset rank drops the calls that need three people to arrive.
The minimap is calibrated now. The rectangle it draws through used to be an assumption about your HUD. It reads the flipped-HUD setting for the side, sizes itself from the screen, and if it still sits wrong there is a frame you can switch on and three nudges to line it up in a few seconds. Marks follow the live hero rather than a one-second-old snapshot.
Advice level. The model's own gate is a promise about precision, not a display setting: seven of the thirteen calls ship a threshold it almost never reaches, so on most boards the panel honestly said nothing. There are three levels now. Calibrated is the gate alone and stays the default. Leaning adds the one call the gate came closest on, drawn quieter with its confidence on it. Guided always names the leading call while there is any read at all. A call below the bar says so wherever it appears, and it can never ping or type on its own.
If the panel is quiet, check the rank too: it drives the vocabulary as well as the thresholds, and an unset rank drops the calls that need three people to arrive.
The minimap is calibrated now. The rectangle it draws through used to be an assumption about your HUD. It reads the flipped-HUD setting for the side, sizes itself from the screen, and if it still sits wrong there is a frame you can switch on and three nudges to line it up in a few seconds. Marks follow the live hero rather than a one-second-old snapshot.
The call is drawn now, not described. The target carries a ring sized to what it names and its headline above it; the way there is a line along the walkable ground that fades out as it arrives and ticks at every turn. A target off screen puts a wedge on the edge whose legs converge on the real point and whose width carries the distance, with the walking time under it.
Around the point stands one badge per hero being sent there, each on the side he will arrive from, so the place says who comes from where at a glance. Your own badge reads you. Every ally further than seven hundred units gets his own quieter line, and the minimap carries the same: the point, your route, and a ring on each ally with a line to where he is being sent.
The panel's first row is a card now: the class, the verb, how much of the call's window is left, three short reasons, and the exact line that would go to team chat. Advice for teammates has a confidence slider and a switch per position, and each piece of the drawing can be turned off on its own.
One key relays the call: press to ping the point, hold to ping and type the line. The wording is yours to change, one template per call and per intent, in the menu or in configs/advisor_phrases.json.
Coach mode joins the list of modes. Pick a team and a player on it, and the whole overlay is drawn for that player while the other team collapses to its win probability. The card then says two things: what to tell him, and what he tells his team. Dota's coach seat reaches its students and not the whole team, so the player relays.
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