Hi again!
I know this has been discussed (or at least requested) in the forums, but I can't find the answer anywhere. I'm trying a tempest rush build, and currently Trinity 1.6.3.4 is not using TR as the main attack, even when the monk has enough spirit to keep channeling it. It's being used for normal movement, but once reaches a mob it starts autoattacking.
I've been tinkering with the code but the best I can get is switching the default attacks for the code inside the tempest rush section (this obviously breaks any other build, did just for testing)
This kinda does the trick, it uses TR for attacking, but instead of just moving while channeling, it casts it, moves a little, stops the channeling, casts again, moves, stops...
Any ideas?
I know this has been discussed (or at least requested) in the forums, but I can't find the answer anywhere. I'm trying a tempest rush build, and currently Trinity 1.6.3.4 is not using TR as the main attack, even when the monk has enough spirit to keep channeling it. It's being used for normal movement, but once reaches a mob it starts autoattacking.
I've been tinkering with the code but the best I can get is switching the default attacks for the code inside the tempest rush section (this obviously breaks any other build, did just for testing)
Code:
// Default attacks
if (!bOOCBuff && !bCurrentlyAvoiding && !playerStatus.bIsIncapacitated)
{
bool bGenerateNewZigZag = (DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 1500 ||
(vPositionLastZigZagCheck != vNullLocation && playerStatus.vCurrentPosition == vPositionLastZigZagCheck && DateTime.Now.Subtract(lastChangedZigZag).TotalMilliseconds >= 200) ||
Vector3.Distance(playerStatus.vCurrentPosition, vSideToSideTarget) <= 4f ||
targetCurrent.iThisACDGUID != iACDGUIDLastWhirlwind);
vPositionLastZigZagCheck = playerStatus.vCurrentPosition;
if (bGenerateNewZigZag)
{
float fExtraDistance = targetCurrent.fCentreDistance <= 20f ? 15f : 5f;
vSideToSideTarget = FindZigZagTargetLocation(targetCurrent.vThisPosition, targetCurrent.fCentreDistance + fExtraDistance);
// Resetting this to ensure the "no-spam" is reset since we changed our target location
powerLastSnoPowerUsed = SNOPower.None;
iACDGUIDLastWhirlwind = targetCurrent.iThisACDGUID;
lastChangedZigZag = DateTime.Now;
}
return new GilesPower(SNOPower.Monk_TempestRush, 23f, vSideToSideTarget, iCurrentWorldID, -1, 0, 0, USE_SLOWLY);
}
Any ideas?