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:
To this:
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.
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.






