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[Fix] Monk Dashing Strike OOC

plsfixbugs

Member
Joined
Feb 16, 2016
Messages
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In latest Trinity monk not using dashing strike out of combat, so to fix it, find this code in ClassMover.cs and replace it.

From this:
Code:
            // Dashing Strike OOC
            if (CombatBase.CanCast(SNOPower.X1_Monk_DashingStrike))
            {
                var movementRange = 35f;
                if (destinationDistance > movementRange)
                    destination = PlayerMover.GetCurrentPathFarthestPoint(MinDistance, movementRange);
                if (destination == Vector3.Zero)
                    return false;

                var charges = Skills.Monk.DashingStrike.Charges;
                if (charges <= 0) return false;

                if (HasInGeomBuff || Sets.ThousandStorms.IsSecondBonusActive &&
                    ((TrinityPlugin.Player.PrimaryResource >= 75) ||
                     CacheData.BuffsCache.Instance.HasCastingShrine))
                {
                    Skills.Monk.DashingStrike.Cast(destination);
                    LogMovement(SNOPower.X1_Monk_DashingStrike, destination);
                    return true;
                }
            }

To this:
Code:
            // Dashing Strike OOC
            if (CombatBase.CanCast(SNOPower.X1_Monk_DashingStrike))
            {
                const float movementRange = 50f;

                if (destinationDistance > movementRange)
                    destination = PlayerMover.GetCurrentPathFarthestPoint(MinDistance, movementRange);

                if (destination == Vector3.Zero || PlayerMover.MyPosition.Distance(destination) < 20)
                    return false;

                var charges = Skills.Monk.DashingStrike.Charges;
                if (charges <= 0) return false;

                Skills.Monk.DashingStrike.Cast(destination);
                LogMovement(SNOPower.X1_Monk_DashingStrike, destination);
                return true;
            }

It also prevents dashing strike from casting when distance < 20. You can change/remove it PlayerMover.MyPosition.Distance(destination) < 20.
In theory GetCurrentPathFarthestPoint(MinDistance, movementRange) should prevent from low distances, but in reality it doesnt give a fuck about MinDistance and can return anything, even when i change MinDistance to const like 20.

In case u are wondering why i deleted in-geom, pylon, set checks, its cuz they were wrong and cuz everything uses/gives charges anyway. Even Thousand Storms will cast dash with 0 spirit, but with charges.
 
hey awsome it would be nice if you could upload the monkcombat from trinity that would be better i might mess it up thnx
 
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