hydrogenman
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Is there any way to modify Trinity to make it constantly spam vault?
This would be super useful on bounty runs
This would be super useful on bounty runs
Is there any way to modify Trinity to make it constantly spam vault?
This would be super useful on bounty runs
// Vault
if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Vault) && !Player.IsRooted && !Player.IsIncapacitated &&
Settings.Combat.DemonHunter.VaultMode != Config.Combat.DemonHunterVaultMode.MovementOnly &&
// Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
(Player.Level < 60 || Player.GameDifficulty > GameDifficulty.Master) &&
TargetUtil.AnyMobsInRange(7f,6) &&
// if we have ShadowPower and Disicpline is >= 16
// or if we don't have ShadoWpower and Discipline is >= 22
(Player.SecondaryResource >= (Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) ? 22 : 16)) &&
TimeSinceUse(SNOPower.DemonHunter_Vault) >= Trinity.Settings.Combat.DemonHunter.VaultMovementDelay)
{
//Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, -15f);
// Lets find a smarter Vault position instead of just "backwards"
//Vector3 vNewTarget = NavHelper.FindSafeZone(Trinity.Player.Position, true, false, null, false);
Vector3 vNewTarget = NavHelper.MainFindSafeZone(Trinity.Player.Position, true, false, null, false);
return new TrinityPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2);
}
// bool hasTacticalAdvantage = HotbarSkills.PassiveSkills.Any(s => s == SNOPower.DemonHunter_Passive_TacticalAdvantage);
// int vaultDelay = hasTacticalAdvantage ? 2000 : Trinity.Settings.Combat.DemonHunter.VaultMovementDelay;
int vaultDelay = Trinity.Settings.Combat.DemonHunter.VaultMovementDelay;
// DemonHunter Vault
if (Trinity.Hotbar.Contains(SNOPower.DemonHunter_Vault) && !bTooMuchZChange && Trinity.Settings.Combat.DemonHunter.VaultMode != DemonHunterVaultMode.CombatOnly &&
CombatBase.TimeSincePowerUse(SNOPower.DemonHunter_Vault) > vaultDelay &&
destinationDistance >= 18f &&
PowerManager.CanCast(SNOPower.DemonHunter_Vault)
//!ShrinesInArea(vMoveToTarget) &&
// Don't Vault into avoidance/monsters if we're kiting
// (CombatBase.PlayerKiteDistance <= 0 || (CombatBase.PlayerKiteDistance > 0 &&
// (!CacheData.TimeBoundAvoidance.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance) ||
// (!CacheData.TimeBoundAvoidance.Any(a => MathEx.IntersectsPath(a.Position, a.Radius, Trinity.Player.Position, vMoveToTarget))) ||
// !CacheData.MonsterObstacles.Any(a => a.Position.Distance(vMoveToTarget) <= CombatBase.PlayerKiteDistance))))
)
{
Vector3 vThisTarget = vMoveToTarget;
if (destinationDistance > 35f)
vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, MyPosition, 35f);
ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vThisTarget, Trinity.CurrentWorldDynamicId, -1);
SpellHistory.RecordSpell(SNOPower.DemonHunter_Vault);
if (Trinity.Settings.Advanced.LogCategories.HasFlag(LogCategory.Movement))
Logger.Log(TrinityLogLevel.Debug, LogCategory.Movement, "Using Vault for OOC movement, distance={0}", destinationDistance);
return;
}
Thanks rimmi2002 for the share, if possible, once u found the vault to loot or chest. do post here too. im enjoying this vault right now ^^ for act 1 bounties normal lol