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Mallet Lord Avoidance. How do we cancel it ?

Bertrand

Active Member
Joined
Aug 8, 2012
Messages
1,249
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It renders melle classes useless against them. All my monk does is run around them trying to avoid each attack and never gets close in combat. Searched avoidance in trinity couldnt find anyt code searching mallet, malet or lord. Anyone knows how to cancel it ?
 
It renders melle classes useless against them. All my monk does is run around them trying to avoid each attack and never gets close in combat. Searched avoidance in trinity couldnt find anyt code searching mallet, malet or lord. Anyone knows how to cancel it ?

my monk too....
 
I'd be interested to know. It's annoying just watching my melee bots take on a mallet lord that barely puts a dent in their health.
 
This is Trinity for sure. I have logs where he just constantly looks for safe points and the mallet lord fights go on for insane amounts of time when he could just drop the thing fighting headon in about 15 seconds. I can't find anything relating to mallet lord avoidance anywhere in trinity settings. Please god let us turn this off.
 
Code:
case AvoidanceType.Arcane:
                    return Trinity.Settings.Combat.AvoidanceRadius.Arcane;
                case AvoidanceType.AzmodanBody:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoBodies;
                case AvoidanceType.AzmoFireball:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoFireBall;
                case AvoidanceType.AzmodanPool:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoPools;
                case AvoidanceType.BeastCharge:
                    return 1;
                case AvoidanceType.BeeWasp:
                    return Trinity.Settings.Combat.AvoidanceRadius.BeesWasps;
                case AvoidanceType.Belial:
                    return Trinity.Settings.Combat.AvoidanceRadius.Belial;
                case AvoidanceType.ButcherFloorPanel:
                    return Trinity.Settings.Combat.AvoidanceRadius.ButcherFloorPanel;
                case AvoidanceType.Desecrator:
                    return Trinity.Settings.Combat.AvoidanceRadius.Desecrator;
                case AvoidanceType.DiabloMeteor:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloMeteor;
                case AvoidanceType.DiabloPrison:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloPrison;
                case AvoidanceType.DiabloRingOfFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloRingOfFire;
                case AvoidanceType.FireChains:
                    return 1;
                case AvoidanceType.FrozenPulse:
                    return Trinity.Settings.Combat.AvoidanceRadius.FrozenPulse;
                case AvoidanceType.GhomGas:
                    return Trinity.Settings.Combat.AvoidanceRadius.GhomGas;
                case AvoidanceType.Grotesque:
                    return Trinity.Settings.Combat.AvoidanceRadius.Grotesque;
                case AvoidanceType.IceBall:
                    return Trinity.Settings.Combat.AvoidanceRadius.IceBalls;
                case AvoidanceType.IceTrail:
                    return Trinity.Settings.Combat.AvoidanceRadius.IceTrail;
                case AvoidanceType.Orbiter:
                    return Trinity.Settings.Combat.AvoidanceRadius.Orbiter;
                case AvoidanceType.MageFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.MageFire;
                case AvoidanceType.MaghdaProjectille:
                    return Trinity.Settings.Combat.AvoidanceRadius.MaghdaProjectille;
                case AvoidanceType.MoltenCore:
                    return Trinity.Settings.Combat.AvoidanceRadius.MoltenCore;
                case AvoidanceType.MoltenTrail:
                    return Trinity.Settings.Combat.AvoidanceRadius.MoltenTrail;
                case AvoidanceType.Mortar:
                    return defaultValue;
                //case AvoidanceType.MoltenBall:
                    //return Trinity.Settings.Combat.AvoidanceRadius.MoltenBall;
                case AvoidanceType.PlagueCloud:
                    return Trinity.Settings.Combat.AvoidanceRadius.PlagueCloud;
                case AvoidanceType.PlagueHand:
                    return Trinity.Settings.Combat.AvoidanceRadius.PlagueHands;
                case AvoidanceType.PoisonTree:
                    return Trinity.Settings.Combat.AvoidanceRadius.PoisonTree;
                case AvoidanceType.PoisonEnchanted:
                    return Trinity.Settings.Combat.AvoidanceRadius.PoisonEnchanted;
                case AvoidanceType.ShamanFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.ShamanFire;
                case AvoidanceType.Thunderstorm:
                    return Trinity.Settings.Combat.AvoidanceRadius.Thunderstorm;
                case AvoidanceType.Wormhole:
                    return Trinity.Settings.Combat.AvoidanceRadius.Wormhole;
                //case AvoidanceType.ZoltBubble:
                    //return Trinity.Settings.Combat.AvoidanceRadius.ZoltBubble;
                case AvoidanceType.ZoltTwister:
                    return Trinity.Settings.Combat.AvoidanceRadius.ZoltTwister;
                default:

I'm trying out omitting "molten ball" but i'm sure that's just the same as molten core in some way.
 
Code:
case AvoidanceType.Arcane:
                    return Trinity.Settings.Combat.AvoidanceRadius.Arcane;
                case AvoidanceType.AzmodanBody:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoBodies;
                case AvoidanceType.AzmoFireball:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoFireBall;
                case AvoidanceType.AzmodanPool:
                    return Trinity.Settings.Combat.AvoidanceRadius.AzmoPools;
                case AvoidanceType.BeastCharge:
                    return 1;
                case AvoidanceType.BeeWasp:
                    return Trinity.Settings.Combat.AvoidanceRadius.BeesWasps;
                case AvoidanceType.Belial:
                    return Trinity.Settings.Combat.AvoidanceRadius.Belial;
                case AvoidanceType.ButcherFloorPanel:
                    return Trinity.Settings.Combat.AvoidanceRadius.ButcherFloorPanel;
                case AvoidanceType.Desecrator:
                    return Trinity.Settings.Combat.AvoidanceRadius.Desecrator;
                case AvoidanceType.DiabloMeteor:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloMeteor;
                case AvoidanceType.DiabloPrison:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloPrison;
                case AvoidanceType.DiabloRingOfFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.DiabloRingOfFire;
                case AvoidanceType.FireChains:
                    return 1;
                case AvoidanceType.FrozenPulse:
                    return Trinity.Settings.Combat.AvoidanceRadius.FrozenPulse;
                case AvoidanceType.GhomGas:
                    return Trinity.Settings.Combat.AvoidanceRadius.GhomGas;
                case AvoidanceType.Grotesque:
                    return Trinity.Settings.Combat.AvoidanceRadius.Grotesque;
                case AvoidanceType.IceBall:
                    return Trinity.Settings.Combat.AvoidanceRadius.IceBalls;
                case AvoidanceType.IceTrail:
                    return Trinity.Settings.Combat.AvoidanceRadius.IceTrail;
                case AvoidanceType.Orbiter:
                    return Trinity.Settings.Combat.AvoidanceRadius.Orbiter;
                case AvoidanceType.MageFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.MageFire;
                case AvoidanceType.MaghdaProjectille:
                    return Trinity.Settings.Combat.AvoidanceRadius.MaghdaProjectille;
                case AvoidanceType.MoltenCore:
                    return Trinity.Settings.Combat.AvoidanceRadius.MoltenCore;
                case AvoidanceType.MoltenTrail:
                    return Trinity.Settings.Combat.AvoidanceRadius.MoltenTrail;
                case AvoidanceType.Mortar:
                    return defaultValue;
                //case AvoidanceType.MoltenBall:
                    //return Trinity.Settings.Combat.AvoidanceRadius.MoltenBall;
                case AvoidanceType.PlagueCloud:
                    return Trinity.Settings.Combat.AvoidanceRadius.PlagueCloud;
                case AvoidanceType.PlagueHand:
                    return Trinity.Settings.Combat.AvoidanceRadius.PlagueHands;
                case AvoidanceType.PoisonTree:
                    return Trinity.Settings.Combat.AvoidanceRadius.PoisonTree;
                case AvoidanceType.PoisonEnchanted:
                    return Trinity.Settings.Combat.AvoidanceRadius.PoisonEnchanted;
                case AvoidanceType.ShamanFire:
                    return Trinity.Settings.Combat.AvoidanceRadius.ShamanFire;
                case AvoidanceType.Thunderstorm:
                    return Trinity.Settings.Combat.AvoidanceRadius.Thunderstorm;
                case AvoidanceType.Wormhole:
                    return Trinity.Settings.Combat.AvoidanceRadius.Wormhole;
                //case AvoidanceType.ZoltBubble:
                    //return Trinity.Settings.Combat.AvoidanceRadius.ZoltBubble;
                case AvoidanceType.ZoltTwister:
                    return Trinity.Settings.Combat.AvoidanceRadius.ZoltTwister;
                default:

I'm trying out omitting "molten ball" but i'm sure that's just the same as molten core in some way.
DataDictionary has the mallet stuff
 
DataDictionary has the mallet stuff

Sweet thx, I'm going to try omitting some lines to stop this foolish avoidance!

Code:
            // Nobody wants to get hit by a mallet demon
            new DoubleInt(343767, (int)SNOAnim.malletDemon_attack_01), // X1_LR_Boss_MalletDemon
            new DoubleInt(106709, (int)SNOAnim.malletDemon_attack_01), // MalletDemon_A
            new DoubleInt(219736, (int)SNOAnim.malletDemon_attack_01), // MalletDemon_A_Unique_01  
            new DoubleInt(219751, (int)SNOAnim.malletDemon_attack_01), // MalletDemon_A_Unique_02
 
Commenting out those lines appears to have stopped the mallet lord avoidance entirely!
 
tell that to my sunwuko monk that can bot grift 35, 2.3b exp on t6 never dies :D
 
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