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Bot tries to use Dashing Strike even without charges

Darkaleb

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Hi buddies, just to let know this issue, i'm using Uliana's Set, it works like a charm with trinity 2.13.5 but often happens that it stucks in front of mobs trying to use dashing strike without charges.
Is there any fix? This causes needless deaths.
Thanks!
 
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Same when using Rain set - if it for some reason goes to 0 charges, it just stands there.
 
Please fix this issue in the next trinity version, it's really annoying... Or if someone has any suggestion on how to fix it please let me know...
Thanks a lot!
 
yeah i ran into this issue and didnt use ds for a while, not sure what change in behaviour caused it but basically it keeps trying to use ds because it doesnt know its out of charges or something. even if you dont use it for ooc movement if you have it on ur bar it does the same thing and will pause during combat to try casting ds.

anyway i fixed it by adding another condition in PlayerMover.cs around line 664 or something:
Code:
if (Skills.Monk.DashingStrike.Charges > 1 || CacheData.BuffsCache.Instance.HasCastingShrine)
                    {
                    Skills.Monk.DashingStrike.Cast(destination);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Dashing Strike for OOC movement, distance={0}", destinationDistance);
                    return;
					}

not sure if i changed something in monkcombat.cs but just make sure u have the condition to use dashing strike only if u have charges, i think the default was to try to cast no matter what and for some reason this update or patch is returning the wrong value for out of charges - my guess anyway
 
i was gonna wait for an update fix so this is only a temp fix; wanted to use ingeoms with u6 for fast farming and it works so cheers.
 
yeah i ran into this issue and didnt use ds for a while, not sure what change in behaviour caused it but basically it keeps trying to use ds because it doesnt know its out of charges or something. even if you dont use it for ooc movement if you have it on ur bar it does the same thing and will pause during combat to try casting ds.

anyway i fixed it by adding another condition in PlayerMover.cs around line 664 or something:
Code:
if (Skills.Monk.DashingStrike.Charges > 1 || CacheData.BuffsCache.Instance.HasCastingShrine)
                    {
                    Skills.Monk.DashingStrike.Cast(destination);
                    if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Dashing Strike for OOC movement, distance={0}", destinationDistance);
                    return;
					}

not sure if i changed something in monkcombat.cs but just make sure u have the condition to use dashing strike only if u have charges, i think the default was to try to cast no matter what and for some reason this update or patch is returning the wrong value for out of charges - my guess anyway

Unfortunately it doesn't work for me, i suppose i have to change something in monkcombat.cs...
 
Can't get it working on mine either. Could you upload the edited version perhaps?
 
just add the same condition , its just not recognizing its out of charges

if (!Sets.ThousandStorms.IsSecondBonusActive)
{
// We get a charge every 8 seconds. If we have 2 charges, be dashing
if (Skills.Monk.DashingStrike.Charges > 1)
{
return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position);
}

/*if (Skills.Monk.DashingStrike.Charges > 1 && (CurrentTarget.IsEliteRareUnique || TargetUtil.ClusterExists(15f, 3)) &&
TargetUtil.IsUnitWithDebuffInRangeOfPosition(15f, TargetUtil.GetBestClusterPoint(), SNOPower.Monk_ExplodingPalm) ||
TargetUtil.AnyMobsInRangeOfPosition(CurrentTarget.Position, 20f, 3) && Skills.Monk.ExplodingPalm.IsTrackedOnUnit(CurrentTarget))
{
RefreshSweepingWind(true);
return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position);
}*/
}

thats mine, the playermover.cs is if you want to fix ooc dashing
 
just add the same condition , its just not recognizing its out of charges

if (!Sets.ThousandStorms.IsSecondBonusActive)
{
// We get a charge every 8 seconds. If we have 2 charges, be dashing
if (Skills.Monk.DashingStrike.Charges > 1)
{
return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position);
}

/*if (Skills.Monk.DashingStrike.Charges > 1 && (CurrentTarget.IsEliteRareUnique || TargetUtil.ClusterExists(15f, 3)) &&
TargetUtil.IsUnitWithDebuffInRangeOfPosition(15f, TargetUtil.GetBestClusterPoint(), SNOPower.Monk_ExplodingPalm) ||
TargetUtil.AnyMobsInRangeOfPosition(CurrentTarget.Position, 20f, 3) && Skills.Monk.ExplodingPalm.IsTrackedOnUnit(CurrentTarget))
{
RefreshSweepingWind(true);
return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position);
}*/
}

thats mine, the playermover.cs is if you want to fix ooc dashing

Got it working now. Thanks :)

Edit: Dash is working like a charm now, but I am getting some errors:

Code:
[Trinity] Exception in Pulse: System.ArgumentException: Et element med samme nøgle er allerede tilføjet.
   ved System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   ved System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   ved System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable`1 source, Func`2 keySelector, Func`2 elementSelector, IEqualityComparer`1 comparer)
   ved Zeta.Game.Internals.FastAttribGroupsEntry.‏*‏‪​‏*‎‎*‪​*‫*‫*​‬*‫‎‏​‏‬​‏‪‬*()
   ved Zeta.Game.PerFrameCachedValue`1.get_Value()
   ved Zeta.Game.Internals.FastAttribGroupsEntry.get_AttributeMapA()
   ved Zeta.Game.Internals.FastAttribGroupsEntry.‬‎*‏*‬‬‬*​‪‪‎‎‬*​***​*‫‏‬*‫‏**[](Int32 , ACD , & )
   ved Zeta.Game.Internals.FastAttribGroupsEntry.***‪‎*‫​‫*‪‎*‪*‫*‫‎‬‫*‪**[](Int32 , ACD )
   ved Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   ved Zeta.Game.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
   ved Trinity.Combat.Abilities.MonkCombat.CanCastRecurringPower() i d:\bobs\flovbob5\Demonbuddy 1.1.2613.426\Plugins\Trinity\Combat\Abilities\MonkCombat.cs:linje 844
   ved Trinity.Combat.Abilities.MonkCombat.IsTempestRushReady() i d:\bobs\flovbob5\Demonbuddy 1.1.2613.426\Plugins\Trinity\Combat\Abilities\MonkCombat.cs:linje 798
   ved Trinity.Combat.Abilities.MonkCombat.MaintainTempestRush() i d:\bobs\flovbob5\Demonbuddy 1.1.2613.426\Plugins\Trinity\Combat\Abilities\MonkCombat.cs:linje 881
   ved Trinity.Combat.Abilities.MonkCombat.RunOngoingPowers() i d:\bobs\flovbob5\Demonbuddy 1.1.2613.426\Plugins\Trinity\Combat\Abilities\MonkCombat.cs:linje 852
   ved Trinity.Trinity.OnPulse() i d:\bobs\flovbob5\Demonbuddy 1.1.2613.426\Plugins\Trinity\Plugin.cs:linje 102
 
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my problem is that the monk keeps kiting away from mobs, moving back and forth and barely attacking, like it s trying to do something else at the same time
 
This problem occurs when the bot is trying to get to the center of the cluster without Dashing Strike charges. Rather than removing its Dashing Strike usage without Channeling Pylon try to increase your Trash Pack Cluster Radius in the Trinity settings, I have mine on 25 and works well.
 
Does anyone have a working MonkCombat for the latest trinity with everything fixed? Kinda tired of watching the monk do so well at times, and sometimes just be absolutely retarded because he tries to Dash or just stands around for a while.
 
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