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Monk Addon - Switch to high dps 1h weapon prior to casting sweeping winds

im not using inna 4 sets. i use inferno monster step 7 over room very often but sometimes im angry when i meet treasure goblin alone(no other monster only goblin) because my character didnt swap weapons that time really stuffy
 
ok bought myself a ridiculous skorn, this should be fun lol.


What stats thanks for ridiculous :)
Already grabbed some1 handers with +950 LoH each and 1k dps each of AH, as per the video.

G

EDIT: found it
Yeah I just needed the right 2-hand. 1500 dps Skorn with 260+ crit dmg, attack speed and 350+ dex will do the trick lol. And you're right, they are dirt cheap. Similar barb fit version costs a few hundred mil.

will be 50+ for that weapon, need to get lucky with someone posting wrong on AH I think. (just checked AH)

G
 
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What stats thanks for ridiculous :)
Already grabbed some1 handers with +950 LoH each and 1k dps each of AH, as per the video.

G

EDIT: found it
Yeah I just needed the right 2-hand. 1500 dps Skorn with 260+ crit dmg, attack speed and 350+ dex will do the trick lol. And you're right, they are dirt cheap. Similar barb fit version costs a few hundred mil.

will be 100mill for that weapon, need to get lucky with someone posting wrong on AH I think.

G
300% critdam skorn +450 dex = TOTAL WIN
 
Ok new version up, from now i'll start adding version numbers :) so this will be V1.0.0.0

https://www.dropbox.com/s/rrrfyo5avip92gu/Swapper.rar

Anyone who wants to swap their own items should go to:
Plugins/GilesTrinity/Abilities/WeaponSwap.cs and edit this file.
At the top find:

Code:
        private static int[] rows = new int[] {};
        private static int[] columns = new int[] {};

            /// <summary>
            /// Possible Inventory Slots:
            ///     InventorySlot.PlayerNeck
            ///     InventorySlot.PlayerRightFinger
            ///     InventorySlot.PlayerLeftFinger
            ///     InventorySlot.PlayerHead
            ///     InventorySlot.PlayerShoulders
            ///     InventorySlot.PlayerTorso
            ///     InventorySlot.PlayerBracers
            ///     InventorySlot.PlayerHands
            ///     InventorySlot.PlayerWaist
            ///     InventorySlot.PlayerLegs
            ///     InventorySlot.PlayerFeet
            /// </summary>

        private static InventorySlot[] items = new InventorySlot[] {};

Add the location of your item, and the slot it should reside in for instance:

Code:
        private static int[] rows = new int[] {[COLOR="#FF0000"]0[/COLOR],[COLOR="#0000FF"]1[/COLOR]};
        private static int[] columns = new int[] {[COLOR="#FF0000"]1[/COLOR],[COLOR="#0000FF"]1[/COLOR]};

            /// <summary>
            /// Possible Inventory Slots:
            ///     InventorySlot.PlayerNeck
            ///     InventorySlot.PlayerRightFinger
            ///     InventorySlot.PlayerLeftFinger
            ///     InventorySlot.PlayerHead
            ///     InventorySlot.PlayerShoulders
            ///     InventorySlot.PlayerTorso
            ///     InventorySlot.PlayerBracers
            ///     InventorySlot.PlayerHands
            ///     InventorySlot.PlayerWaist
            ///     InventorySlot.PlayerLegs
            ///     InventorySlot.PlayerFeet
            /// </summary>

        private static InventorySlot[] items = new InventorySlot[] {[COLOR="#FF0000"]InventorySlot.PlayerNeck[/COLOR],[COLOR="#0000FF"]InventorySlot.PlayerRightFinger[/COLOR]};
It will look at the 3 arrays: Rows, Columns and Items and will take the variable located in the same spot.

This will take the necklace located Top row, column second from the left AND the ring located 1 box beneath it -> Swap them and the weapon -> Cast blind + sweeping winds -> swap them back to your originals.

Top left corner is ROW:0, COLUMN:0
Bottom right corner is ROW:5, COLUMN:9


Make sure you set those slots as protected so they won't get stashed / sold - Next version will include safety measures
2H weapon is placed top left corner and no other item - so no item can be referenced as Row: 0, Column: 0 OR Row: 1, Column: 0
 
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How come my weapon dont go back to the protected slot after swapping? it just goes to the next emety space
 
Same here, doesn't work with 1.7.1.2. can't load GilesTrinity plugins.
 
Ok new version up, from now i'll start adding version numbers :) so this will be V1.0.0.0

https://www.dropbox.com/s/rrrfyo5avip92gu/Swapper.rar

Anyone who wants to swap their own items should go to:
Plugins/GilesTrinity/Abilities/WeaponSwap.cs and edit this file.
At the top find:

Code:
        private static int[] rows = new int[] {};
        private static int[] columns = new int[] {};

            /// <summary>
            /// Possible Inventory Slots:
            ///     InventorySlot.PlayerNeck
            ///     InventorySlot.PlayerRightFinger
            ///     InventorySlot.PlayerLeftFinger
            ///     InventorySlot.PlayerHead
            ///     InventorySlot.PlayerShoulders
            ///     InventorySlot.PlayerTorso
            ///     InventorySlot.PlayerBracers
            ///     InventorySlot.PlayerHands
            ///     InventorySlot.PlayerWaist
            ///     InventorySlot.PlayerLegs
            ///     InventorySlot.PlayerFeet
            /// </summary>

        private static InventorySlot[] items = new InventorySlot[] {};

Add the location of your item, and the slot it should reside in for instance:

Code:
        private static int[] rows = new int[] {0,1};
        private static int[] columns = new int[] {1,1};

            /// <summary>
            /// Possible Inventory Slots:
            ///     InventorySlot.PlayerNeck
            ///     InventorySlot.PlayerRightFinger
            ///     InventorySlot.PlayerLeftFinger
            ///     InventorySlot.PlayerHead
            ///     InventorySlot.PlayerShoulders
            ///     InventorySlot.PlayerTorso
            ///     InventorySlot.PlayerBracers
            ///     InventorySlot.PlayerHands
            ///     InventorySlot.PlayerWaist
            ///     InventorySlot.PlayerLegs
            ///     InventorySlot.PlayerFeet
            /// </summary>

        private static InventorySlot[] items = new InventorySlot[] {InventorySlot.PlayerNeck,InventorySlot.PlayerRightFinger};
It will look at the 3 arrays: Rows, Columns and Items and will take the variable located in the same spot.

This will take the necklace located Top row, column second from the left AND the ring located 1 box beneath it -> Swap them and the weapon -> Cast blind + sweeping winds -> swap them back to your originals.

Top left corner is ROW:0, COLUMN:0
Bottom right corner is ROW:5, COLUMN:9


Make sure you set those slots as protected so they won't get stashed / sold - Next version will include safety measures
2H weapon is placed top left corner and no other item - so no item can be referenced as Row: 0, Column: 0 OR Row: 1, Column: 0



Is there anyway that you could post just the changed files as you have done before? For those of us using darkfriend's scripting rules and their associated updates, maintaining multiple GilesTrinity versions can become somewhat of a tedious headache.
 
Is there anyway that you could post just the changed files as you have done before? For those of us using darkfriend's scripting rules and their associated updates, maintaining multiple GilesTrinity versions can become somewhat of a tedious headache.

my versions come with the latest loot rules - in this case 20063 (if i recall correctly) and my rules, so basicly all you need to do is take your ItemRules folder and keep it instead of the folder i put here.
anyway i will add only the relevant files later on.

To all those running what came with Trinity on the community version and not what i just uploaded, i can't help you - you are talking about bugs that have been fixed in the latest versions.

-- Update ---

Relevant files:

https://www.dropbox.com/s/qfmmjflp47abjw6/GilesTrinity1.7.1.4-SwapV1.rar
hope i didn't forget any, enjoy
 
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my versions come with the latest loot rules - in this case 20063 (if i recall correctly) and my rules, so basicly all you need to do is take your ItemRules folder and keep it instead of the folder i put here.
anyway i will add only the relevant files later on.

To all those running what came with Trinity on the community version and not what i just uploaded, i can't help you - you are talking about bugs that have been fixed in the latest versions.

-- Update ---

Relevant files:

https://www.dropbox.com/s/qfmmjflp47abjw6/GilesTrinity1.7.1.4-SwapV1.rar
hope i didn't forget any, enjoy

great work once again! working 1A!!!!

One Suggestion: Could you optimize Blinding Flash such as for 4Innas it gets casted more often on elite, since Sweeping Wind is always up anyway...?

cheers
 
great work once again! working 1A!!!!

One Suggestion: Could you optimize Blinding Flash such as for 4Innas it gets casted more often on elite, since Sweeping Wind is always up anyway...?

cheers

I think i'll create another Monk.cs.bak so people can just switch if they prefer blinding flash spammed also.
For me it still loses Sweeping Winds once in a while and if blinding flash isn't cast with sweeping winds - we lose 30% dmg. and if we wait for it to be ready - can take up to 17seconds (worst case scenario), so i just set it to only cast blinding flash when its swapping.

I might also look into another way, that will check when you last cast blinding flash and if to wait for it or not - if over 7 seconds just swap and cast sweeping winds -> if under 7 seconds then wait for it to be ready
 
I think i'll create another Monk.cs.bak so people can just switch if they prefer blinding flash spammed also.
For me it still loses Sweeping Winds once in a while and if blinding flash isn't cast with sweeping winds - we lose 30% dmg. and if we wait for it to be ready - can take up to 17seconds (worst case scenario), so i just set it to only cast blinding flash when its swapping.

I might also look into another way, that will check when you last cast blinding flash and if to wait for it or not - if over 7 seconds just swap and cast sweeping winds -> if under 7 seconds then wait for it to be ready

if you wanted it to be super fancy you could always disable sweeping wind spam if it was cast without blinding flash, then it would fix itself asap whilst still having some dps short term
 
if you wanted it to be super fancy you could always disable sweeping wind spam if it was cast without blinding flash, then it would fix itself asap whilst still having some dps short term

Lets just say that the dps bonus i get from blinding flash doesn't help me kill any faster :), but i will fix it for other people that it can help them
 
New version up: v1.1
https://www.dropbox.com/s/epolzrvnmol9vcj/WeaponSwap-V1.0.1.rar

Changelog
Code:
5/12
*Now treats items that you set up in the arrays as protected -> Even if you don't set those slots as PROTECTED INVENTORY SLOTS, they [B]wont[/B] be stashed / sold / salvaged.
[I]That being said, i still recommend setting those slots as protected, but this is an extra measure i added.[/I]
 
great work once again! working 1A!!!!

One Suggestion: Could you optimize Blinding Flash such as for 4Innas it gets casted more often on elite, since Sweeping Wind is always up anyway...?

cheers

Ok set blind to cast more often:
https://www.dropbox.com/s/c2olu8xp8tppken/Monk.cs

Tell me if it works for you.

Intended change is:
- Cast blind when ever it wants to - as long as sweeping winds is up
- If sweeping winds is down only cast blind when its back up (or during the weapon swap)
- If blind has less than 7 seconds on its cooldown then it will wait with the whole Swap routine until it is ready.



If it works properly, i'll clean up the code a little, maybe make it a little smarter.
 
New version up: v1.1
https://www.dropbox.com/s/epolzrvnmol9vcj/WeaponSwap-V1.0.1.rar

Changelog
Code:
5/12
*Now treats items that you set up in the arrays as protected -> Even if you don't set those slots as PROTECTED INVENTORY SLOTS, they [B]wont[/B] be stashed / sold / salvaged.
[I]That being said, i still recommend setting those slots as protected, but this is an extra measure i added.[/I]
So, if i'm using the default latest 1.7.0.4 version i just need to overwrite those files on giles plugin? i thought there were more...
 
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