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botelho

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Joined
Nov 13, 2013
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Hey guys I need some help with coding, I dont know much about it, but I tried looking at the monk routine and how it used the dashing for mobility OOC and came out with this:

Code:
if (UseOOCBuff && CanCast(SNOPower.Barbarian_FuriousCharge ) && Skills.Barbarian.FuriousCharge.Charges >= 2 && !Player.IsInTown)
                    return new TrinityPower(SNOPower.Barbarian_FuriousCharge, MaxFuriousChargeRange, CurrentTarget.Position);

The problem with the current Trinity's implementation is that it depletes all the charges and when you get to a new pack it will idle until you have a new charge avaible.
As you can problably guess my code doenst work, maybe you guys could give me some help to fix this, it would improve xp/h by a lot. Thanks.
 
Well for any1 interested in this I found a way to work the way I wanted, go to plugins/trinity/movement/playermover.cs search for this block of code line 692-702:
Code:
 if (Trinity.Settings.Combat.Barbarian.UseChargeOOC &&
                    CacheData.Hotbar.ActivePowers.Contains(SNOPower.Barbarian_FuriousCharge) &&
                    Skills.Barbarian.FuriousCharge.Charges > 0 &&
                    PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge) && (destinationDistance >= 20f &&
                    !ShrinesInArea(destination) || Trinity.ObjectCache.Any(u => u.IsUnit &&
                                                                                MathUtil.IntersectsPath(u.Position,
                                                                                    u.Radius + 5f,
                                                                                    Trinity.Player.Position, destination)) ||
                    TargetUtil.TargetsInFrontOfMe(Math.Min(45, destinationDistance)).Count * 2 >
                    Skills.Barbarian.FuriousCharge.CooldownRemaining / 1000))

Change the Skills.Barbarian.FuriousCharge.Charges > 0 to Skills.Barbarian.FuriousCharge.Charges > 1

Dont forget to always backup the original file in case this fuck up anything. The correct way should be to make a ability rune check, but fuck it, it is working.
 
Thanks for sharing, botelho

I agree, production version of Trinity should have a feature allow reserve X number of FC for combat.

Just like X % of life to cast WW and HOTA in current feature.

Understand not everyone use the same rune of FC but at least there should be option saying "use or not to use FC out of combat".
 
It currently saves one charge if you have at least 4 raekor pieces equiped. Why do you need another one?

But yeah, botelho's code is right, so you can change it like that if you want.
 
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