Inside of the MonkCombat.cs, there were numerous gear and skill checks. If you were using certain gear and/or skills, you might fulfill a special build. Special builds contain specific settings that were considered the most efficient way for that build to be used. Trinity would then use the settings from that specific build to override any other settings since they were "hard coded" and thus took priority.
Since specific gear and skills were used for specific meta builds, often the most important skills were being handled outside of your control. Thus the exact skills you might want to modify might not actually be modifiable by changing settings in the Trinity menus. Sure, the slider moves, but does it actually change something?
In short, if there was a special build that your gear/skills fulfilled, whether you like it or not, Trinity would default to the behavior set by that build in the MonkCombat.cs.
IE:
Let's say that you're using the latest META build and it typically uses Cyclone Strike with the Soothing Breeze rune to keep a party alive.
The combat.cs file might just be checking the minimums:
Sunwuko set?
Check.
Lashing Tailkick on skill bar?
Check.
Cyclone Strike?
Check.
Since the Meta build uses Cyclone Strike, the combat.cs might be overriding settings in the Trinity menus. More specifically, it might be tailoring the usage of Cyclone Strike with the idea that it will always use the Soothing Breeze rune.
- Maybe it sets the bot to only cyclone strike when all party members are within 24 yards without considering enemies in the area.
- Perhaps it tells the bot to move to within 24 yards of all friendly units even if it moves out of a mob cluster.
- It might tell the bot to only use it when a party member within 24 yards is missing 31036+(1.17 * your health globe bonus) life.
- It could also be set to search for the best mob cluster within 24 yards only.
Hell, it could even combine all of those
and add a condition to cast it when more than 5 enemies are further than 10 yards away but within 24 yards.
That might seem all well and good for people using that specific rune for that specific purpose.
What if you want to use
Implosion (34 yards range)? Too bad. Once the specific build is controlling the way a skill is used, the settings in the Trinity menu don't necessarily matter. You could set it to 1 mob in 1000 yards and it still might not cast if the hard coded settings only care about healing party members.
The MonkCombat.cs takes precedence. That's a good thing. You want for the bot to know what it's supposed to be doing and not let you break it.
Unfortunately, it's impossible to test every permutation of every setting that was made available. There were many settings that you
could change which would have contradicted what the bot was trying to do. Even worse than the example of DB ignoring your setting was when it would allow your setting to break it.