I am not currently doing any testing or playing, but I will provide anyone here with some leads for where to find a variety of settings and such.
All of the settings for the builds are found in:
Demonbuddy > Plugins > Trinity > Routines >
Class
For the general DemonHunter settings go to:
Demonbuddy > Plugins > Trinity > Routines >
DemonHunter >
DemonHunterBase.cs
Inside of this, you will find all of the default settings for DemonHunter combat. It functions to provide generic handling of all skills.
- Note that any settings here can be overridden by any of the specific build *.cs files.
- For Example
- the DemonHunterBase.cs is generic combat/skill usage without accounting for any set bonuses.
- the DemonHunterMarauder.cs file is very specific in how to handle the current META for that set/build.
Inside of this file, you can search specific skills for example and modify how they might be handled (range, etc).
*Again, Note: If the skill is also specifically defined in the DemonHunterMarauder.cs file, the settings in the Marauder.cs file will override your setting in the base.cs.
Generally speaking, I would try to make changes as needed in the Marauder.cs file first, if you can't find it there, revert back to the Base.cs.
For the Marauder build, you can go to:
Demonbuddy > Plugins > Trinity > Routines >
DemonHunter >
DemonHunterMarauder.cs
Here are lines 138-186 (I do have an older BETA of Trinity so there may be some differences):
Code:
[B] #region Settings[/B]
public override float KiteDistance => Settings.KiteDistance;
[COLOR=#ff8c00][B] public override int ClusterSize => Settings.ClusterSize;[/B][/COLOR]
public override float EmergencyHealthPct => Settings.EmergencyHealthPct;
IDynamicSetting IRoutine.RoutineSettings => Settings;
public DemonHunterMarauderSettings Settings { get; } = new DemonHunterMarauderSettings();
public sealed class DemonHunterMarauderSettings : NotifyBase, IDynamicSetting
{
private SkillSettings _vengeance;
private SkillSettings _vault;
private float _kiteDistance;
[COLOR=#ff8c00][B] private int _clusterSize;[/B][/COLOR]
private float _emergencyHealthPct;
[DefaultValue(1)]
[B][COLOR=#ff8c00] public int ClusterSize[/COLOR][/B]
{
[COLOR=#ff8c00][B] get { return _clusterSize; }
set { SetField(ref _clusterSize, value); }[/B][/COLOR]
}
[DefaultValue(0.4f)]
public float EmergencyHealthPct
{
get { return _emergencyHealthPct; }
set { SetField(ref _emergencyHealthPct, value); }
}
public SkillSettings Vault
{
get { return _vault; }
set { SetField(ref _vault, value); }
}
public SkillSettings Vengeance
{
get { return _vengeance; }
set { SetField(ref _vengeance, value); }
}
[DefaultValue(15f)]
public float KiteDistance
{
get { return _kiteDistance; }
set { SetField(ref _kiteDistance, value); }
}
In terms of the settings in the Combat section of Trinity, you can open the matching .xaml file in the same Class folder as the routine. With enough know-how you can add more things to this and create other options.
Demonbuddy > Plugins > Trinity > Routines >
DemonHunter >
DemonHunterMarauderSettings.xaml
Lines 26-42
Code:
<StackPanel> <Slider Template="{DynamicResource LabelledSliderEditable}"
Tag="Cluster Size"
ToolTip="Number of monsters that must be grouped up before fighting starts"
Interval="100" IsSnapToTickEnabled="True"
Maximum="40" Minimum="1" SmallChange="100" TickFrequency="1" TickPlacement="BottomRight"
Value="{Binding Path=DataContext.ClusterSize}"
HorizontalAlignment="Stretch" Margin="0,0,0,0"
MinWidth="175"/>
<Slider Template="{DynamicResource LabelledSliderEditable}"
Tag="Health Emergency %"
ToolTip="How low your health must drop before the potion is used"
Interval="500" Maximum="99" Minimum="0"
SmallChange="1" LargeChange="5"
TickPlacement="None"
Value="{Binding Path=DataContext.EmergencyHealthPct, Converter={StaticResource PercentConverter}}"
HorizontalAlignment="Stretch" Margin="0"/>
</StackPanel>
With all of that said, you can change the settings for Trinity via the SETTINGS folder
Demonbuddy > Settings > GamerTag >
*Folder* >
Trinity.xml*Figuring out which of these is the most recent is up to you, I usually back these up elsewhere and remove them. Then I will start DB and make my modifications to the created file.
Line 53 - 60 of the Trinity.xml
Code:
<Node> <Name>DemonHunterMarauderSettings</Name>
<Code>{"ClusterSize":8,"EmergencyHealthPct":0.4,"KiteDistance":15,"Vault":{"PrimaryResourcePct":90,"RecastDelayMs":1000},"Vengeance":{"Reasons":72,"UseMode":5}}</Code>
</Node>
<Node>
<Name>DemonHunterMarauderSettings</Name>
<Code>{"ClusterSize":8,"EmergencyHealthPct":0.4}</Code>
</Node>
NOTE: Perhaps your issue results from YAR creating or using a different Trinity.xml, thus reverting you to other settings.
In summary, if this doesn't help, you can also search your DB Folder for the term
ClusterSize
This will give you a ton of results but you can use it to find what you need.
Another possibility is finding where the issue might be in YAR. Inside of the YAR folder [where YAR.exe is actually located] is a settings file. I don't see anything that might be related.
You can also take a look in the Plugins > YAR folder and see what you can find.
Here is something funny I found in the Plugin > Yar > Plugin.cs:
Code:
private static bool b[B][COLOR=#ff0000]Dont[/COLOR][COLOR=#0000ff]Move[/COLOR][COLOR=#ff0000]Me[/COLOR][COLOR=#0000ff]I[/COLOR][COLOR=#ff0000]Am[/COLOR][COLOR=#0000ff]Doing[/COLOR][COLOR=#ff0000]Shit[/COLOR][/B] {
get
{
try
{
return (bool)_gilesTrinityType.GetField("bDontMoveMeIAmDoingShit", BindingFlags.Static).GetValue(null);
}
catch (Exception ex)
{
YARPLUGIN.Log("Failed to get Trinity info:");
YARPLUGIN.LogException(ex);
return false;
}