I have now started using the hammerdin build, and i found an issues with the new implemented delay fix with Falling Sword, becasue of the delay it cant use Falling Sword when mobs are dead and want to move to next target.
Therefor i have created a fix for this, which i call "Mob range" - With this setting you can override the delay if there are no mobs inside the range you choose. (If you dont want to to be used, you can just set the range t
The code looks now like this:
The zip file contains both the view and the code file.
Therefor i have created a fix for this, which i call "Mob range" - With this setting you can override the delay if there are no mobs inside the range you choose. (If you dont want to to be used, you can just set the range t
The code looks now like this:
Code:
protected override bool ShouldFallingSword(out Vector3 position)
{
position = Vector3.Zero;
if (!Skills.Crusader.FallingSword.CanCast())
return false;
//If your health falls below the Emergency Health Percentage in Trinity > Routine settings, cast falling sword again regardless of delay setting.
if (Player.CurrentHealthPct < Settings.EmergencyHealthPct)
return true;
//Uses the delay [in milliseconds] defined in Trinity > Routines to keep falling sword from being recast too quickly - Added check for mobs inside range
if (Skills.Crusader.FallingSword.TimeSinceUse < Settings.FallingSwordDelay && TargetUtil.AnyMobsInRange(Settings.FallingSwordMobsRange))
return false;
var target = TargetUtil.GetBestClusterUnit() ?? CurrentTarget;
if (target != null)
{
position = target.Position;
return true;
}
return false;
}
The zip file contains both the view and the code file.
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