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Help with Tempest Rush monk

Hipertex

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Sep 21, 2012
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Yeah for tempest rush to work, it looks like it would need to be able to tempest rush to items/gold piles instead of walking to them

I'm still trying to figure out which variables to change for it to not stutter step tempest rush

Looks to be in the GilesPlayerMover.cs
Code:
ZetaDia.Me.CurrentPrimaryResource >= 20
It will start rushing when above that, stop instantly when its below (causing stutter step and losing functionality)

Other 'slight' issue is it re-using Sweeping Winds all the time (I grabbed the 2 passives so I am at about 14 spirit per second so its whatever)
Not sure if theres a function set to check buff timers

It seems if these 3 things get addressed, TR would be viable for trinity =P

This guy summed up the major issues, and I would love some help in addressing them, thanks for your time as always! :)
 
I've made a couple of changes to my trinity get TR monk builds working and eliminate the stutter step it does by default.

I did this in a previous version, but once 1.7.1.5 stabilizes I will sync up and merge my work in and submit a merge request to the devs.

In the mean time I can paste in code replacement for people to use - I will do this in the monk thread.
 
I've made a couple of changes to my trinity get TR monk builds working and eliminate the stutter step it does by default.

I did this in a previous version, but once 1.7.1.5 stabilizes I will sync up and merge my work in and submit a merge request to the devs.

In the mean time I can paste in code replacement for people to use - I will do this in the monk thread.

With pleasure, if you have changes to be made without the other builds suffer, they will be merged :=)
Otherwise, I debug it, but anyway when your builds works push merge request
 
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