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Recent content by precmv

  1. P

    Witchdoctor builds using haunt causes odd movement

    // Haunt if (CanCast(SNOPower.Witchdoctor_Haunt) && Player.PrimaryResource >= 50)) // && // !SpellTracker.IsUnitTracked(CurrentTarget, SNOPower.Witchdoctor_Haunt) && // LastPowerUsed != SNOPower.Witchdoctor_Haunt)...
  2. P

    Witchdoctor builds using haunt causes odd movement

    Yea I realized what you're saying about it casting haunt by default in the jade spec, after looking at the code a bit more. I did however see the same kind of wiggling around when in the JH build. So I think there may be something there to look into.
  3. P

    Witchdoctor builds using haunt causes odd movement

    I think I found out what is going on. This may be because the build is unsupported, but I saw the same thing with Jade Harvester, which is supported. From what I can see from the code, it only wants to cast Haunt on targets that do not have the debuff, in the jade harvester build, which I...
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    Witchdoctor builds using haunt causes odd movement

    It appears it keeps spamming walk commands. Here's a snippet from logs: 17:58:25.861 DEBUG Logger [Trinity 2.14.44] Used Power (Walk) at x="492" y="614" z="0" dist=20) Range=0 (Other Other) Delay=50/50 TargetDist=20,98505 CurrentTarget=TerrorDemon_A charges=0 17:58:25.931 DEBUG Logger...
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    Witchdoctor builds using haunt causes odd movement

    I tried changing the min range of haunt in WitchDoctorCombat.cs to 0, but it seems to have no impact.
  6. P

    Witchdoctor builds using haunt causes odd movement

    I find that using WD builds where it needs to cast haunt as the primary skill, it wiggles back and forth like crazy, kind of like stutter stepping, to the point where it almost doesn't cast anything at all. My WD is playing a support build...
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