Hello all,
I posted a really nice thread earlier and it appears the forums had just crashed and recovered. My thread was lost in the process and I won't write it up that nice again.
I only made the changes for Cluster Arrow and Multi Shot, because those are the only 2 spenders I have on my hot-bar. You can easily apply these changes to other spenders as well.
If you want your demon hunter to not use any of these spenders at all, just set the bool's initialized value to false. If you want it enabled, set it true.
Its also conservative about how it uses the spenders now. Nothing worse than running out of hatred and your toon dies because he/she can't vault.
Quick note, even though its not using a spender the Trinity plugin has it cast the Auto attack which still proc's ballistics passive.
In short, take this:
And replace it in DemonHunter.cs which can be found in Plugins\Trinity\Combat\Abilities
I posted a really nice thread earlier and it appears the forums had just crashed and recovered. My thread was lost in the process and I won't write it up that nice again.
I only made the changes for Cluster Arrow and Multi Shot, because those are the only 2 spenders I have on my hot-bar. You can easily apply these changes to other spenders as well.
If you want your demon hunter to not use any of these spenders at all, just set the bool's initialized value to false. If you want it enabled, set it true.
Its also conservative about how it uses the spenders now. Nothing worse than running out of hatred and your toon dies because he/she can't vault.
Quick note, even though its not using a spender the Trinity plugin has it cast the Auto attack which still proc's ballistics passive.
In short, take this:
Code:
// Sentry Turret
if (!UseOOCBuff && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) &&
Player.PrimaryResource >= 30 &&
(SpellHistory.TimeSinceUse(SNOPower.DemonHunter_Sentry) > TimeSpan.FromSeconds(sentryCoolDown) || SpellHistory.DistanceFromLastUsePosition(SNOPower.DemonHunter_Sentry) > 7.5))
{
return new TrinityPower(SNOPower.DemonHunter_Sentry, 65f, TargetUtil.GetBestClusterPoint());
}
// Cluster Arrow
bool disableClusterArrowSpender = true;
if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_ClusterArrow) && !Player.IsIncapacitated && Player.PrimaryResource >= 75){
if(!disableClusterArrowSpender)
return new TrinityPower(SNOPower.DemonHunter_ClusterArrow, V.F("DemonHunter.ClusterArrow.UseRange"), CurrentTarget.ACDGuid);
}
// Multi Shot
bool disableMultiShotSpender = false;
if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Multishot) && !Player.IsIncapacitated && Player.PrimaryResource >= 75){
if(!disableMultiShotSpender)
return new TrinityPower(SNOPower.DemonHunter_Multishot, 30f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1);
}
And replace it in DemonHunter.cs which can be found in Plugins\Trinity\Combat\Abilities
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