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Demon Hunter Sentry Logic

tozededao

Community Developer
Joined
Jan 15, 2010
Messages
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5
Hey, so in trinity Sentry is handled like this


Code:
            // Sentry Turret
            if (!Player.IsIncapacitated && CanCast(SNOPower.DemonHunter_Sentry, CanCastFlags.NoTimer) &&
               TargetUtil.AnyMobsInRange(65))
            {
                return new TrinityPower(SNOPower.DemonHunter_Sentry, 75f, TargetUtil.GetBestClusterPoint(35f, 75f, false));
            }

This is a big issue though, if you can always cast it it will just spam it and do nothing else. Is there any way to retrieve the number of Sentries within a certain range? So we can make it only cast if there isn't a certain ammount of sentries near our priority target?

It would be probably something like :

Code:
            // Sentry Turret
            if (!Player.IsIncapacitated && CanCast(SNOPower.DemonHunter_Sentry, CanCastFlags.NoTimer) &&
               TargetUtil.AnyMobsInRange(65)[B] && TurretCountNearPriorityTarget < MaxNumberOfTurrets[/B])
            {
                return new TrinityPower(SNOPower.DemonHunter_Sentry, 75f, TargetUtil.GetBestClusterPoint(35f, 75f, false));
            }

We would need to find a way to count the max number of turrets that we can use, MaxNumberOfTurrets should be 2. If we have Custom Engineering (MaxNumberOfTurrets ++) if we have Bombardiers Rucksack (MaxNumberOfTurrets+=2)

And we need to find a way to count the number of active turrets withing a certain range from a monster.
 
Last edited:
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