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Trinity, witch doctor class bug with spamming Zombie dogs

PLUG

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Witch Doctor in Sacrifice build (when Zombie Dogs skill rollback is equal 0). Where is a bug from 1.7.1.9 trinity version still 1.7.2.1. - constant summons Zombie Dogs.
This is because (in RefreshStepCachedPlayerSummons method) hashZombie.Contains(c_ActorSNO) check always returns false. And so iPlayerOwnedZombieDog always is 0.
I have a Sacrifice spam method to bypass this bug like:

public static void TrinityUsePower(SNOPower power, Vector3 vAttackPoint, int iCurrentWorldID=0, int guid=-1) {
if(power == SNOPower.Witchdoctor_Sacrifice) {
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_Sacrifice, vAttackPoint, iCurrentWorldID, guid);
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_SummonZombieDog, vAttackPoint, iCurrentWorldID, guid);
} else ZetaDia.Me.UsePower(power, vAttackPoint, iCurrentWorldID, guid);
}

Can you solve this bug? Thanks...
 
This is a really old bug.

I will start a new WD so i can test and fix, it may be a while..
 
If you need any assistance, I will be glad to help...
 
Witch Doctor in Sacrifice build (when Zombie Dogs skill rollback is equal 0). Where is a bug from 1.7.1.9 trinity version still 1.7.2.1. - constant summons Zombie Dogs.
This is because (in RefreshStepCachedPlayerSummons method) hashZombie.Contains(c_ActorSNO) check always returns false. And so iPlayerOwnedZombieDog always is 0.
I have a Sacrifice spam method to bypass this bug like:

public static void TrinityUsePower(SNOPower power, Vector3 vAttackPoint, int iCurrentWorldID=0, int guid=-1) {
if(power == SNOPower.Witchdoctor_Sacrifice) {
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_Sacrifice, vAttackPoint, iCurrentWorldID, guid);
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_SummonZombieDog, vAttackPoint, iCurrentWorldID, guid);
} else ZetaDia.Me.UsePower(power, vAttackPoint, iCurrentWorldID, guid);
}

Can you solve this bug? Thanks...

Plug, this bypass lets 0 dogs work semi-decently, or is it still not ideal?
 
This is my temporary (until developers support WD sacrifice build) wrapper metod for ZetaDia.Me.UsePower. It spam Witchdoctor_Sacrifice and Witchdoctor_SummonZombieDog together. If you have dogs Witchdoctor_Sacrifice will be used otherwise Witchdoctor_SummonZombieDog.

Add this method to the GilesTrinity class (for example in Behaviors.cs). Replace all ZetaDia.Me.UsePower in all trinity files for TrinityUsePower. In some files will have to use GilesTrinity namespace (GilesTrinity.TrinityUsePower). Сomment out all attack skills in WitchDoctor.cs and insert

Code:
return GetWitchDoctorDestroyPower();

Now GetWitchDoctorDestroyPower function is as follows:

Code:
private static TrinityPower GetWitchDoctorDestroyPower() {

    if(CurrentTarget.RadiusDistance < 12f) new TrinityPower(SNOPower.Witchdoctor_Sacrifice, 0f, vNullLocation, iCurrentWorldID, -1, 0, 0, SIGNATURE_SPAM);
    else return new TrinityPower(SNOPower.None, 0f, vNullLocation, -1, 0, 0, 0, USE_SLOWLY);
}

I do not know whether it is possible (and necessary, may be developers can quickly commit sacrifice build) the modified files to post here.
 
Any chance you could zip and upload what you use for sacrifice plug? Just got myself a set of gear and i would be able to bot a higher mp then my zombie bears stuff >.<

Tried editing myself and I just did not understand at all what to do lol and just kept getting compile errors lol :/
 
Last edited:
At the request of Onox post the temporary solution for WD Sacrifice build. Only Spirit Walk, Soul Harvest, Big Bad Voodoo, Mass Confuse, Grasp of the Dead and spam dogs. Slow, stupid, but working

View attachment GilesTrinity.zip
 
PLUG,

have you checked out 1.7.2.4? I fixed the summons counters...
 
Sorry, I did not see this fix in the сhangelog. This is good news for WD. Thank you.
 
In 1.7.2.6. still doesn't work WD Sacrifece build:?
Do U have any solution?
 
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