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Phalanx stampede

aiTMaster

Member
Joined
May 20, 2011
Messages
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Hey

It's not working properly
Code:
                // Phalanx
                if (CanCastPhalanx())
                {
                    return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 45f, TargetUtil.GetBestClusterPoint(15f, 45f));
                }
Thats the default one

It's trying to "shoot" the Enemys thru some "Walls"
Normaly you have to stand kinda infront of the enemys

He is autoattacking sometimes.. Sometimes using Phalanx then runaway autoattack.. Wtf?
[video=youtube;ye4pJZoRnJc]https://www.youtube.com/watch?v=ye4pJZoRnJc&feature=youtu.be[/video]
JGvZR9z.jpg
 
Last edited:
for this kind of problem, shorten the range, make stampede like a melee skill because stampede does collide on things like walls and these green horses cant fly through the air(un-walk-able areas)

Code:
private static bool CanCastPhalanx()
{
return CanCast(SNOPower.x1_Crusader_Phalanx3) && (TargetUtil.ClusterExists(15f, 3) || TargetUtil.AnyMobsInRange(15f, 1));
}
 
Last edited:
That dont works @newest trintiy version


Code:
                // Phalanx
                if (CanCastPhalanx())
                {
                    return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 45f, TargetUtil.GetBestClusterPoint(15f, 45f));
                }
That's the newest Trinity like i told above
 
// Phalanx
if (CanCastPhalanx())
{
return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 15f, TargetUtil.GetBestClusterPoint(15f, 15f));
}


Like this?
Still auto-attacking single monsters
 
// Phalanx
if (CanCastPhalanx())
{
return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 15f, TargetUtil.GetBestClusterPoint(15f, 15f));
}


Like this?
Still auto-attacking single monsters

it's the best cluster then... :o turn it back to 45f, basically GetBestClusterPoint returns a point where it would be optimal to use the spell on, so it hits max. units. if there's only 1, what's the issue if it use stampede on it?

// EDIT //

Wait you're referring to the wrong CanCastPhalanx part, you're in the abilityselector, the thing you've to modify is the "CanCastPhalanx()" function, not the selector.

Code:
private static bool CanCastPhalanx()
{
    return CanCast(SNOPower.x1_Crusader_Phalanx3) && (TargetUtil.ClusterExists(15f, 3) || TargetUtil.AnyMobsInRange(15f, 1));
}

is different, and is not

Code:
if (CanCastPhalanx())
{
    return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 15f, TargetUtil.GetBestClusterPoint(15f, 45f));
}

so basically it's working as intented... I don't know what is your issue there...

You can aswell adjust trinity's GCD for phalanx if there's one.
 
Last edited:
So, in where i have to edit it? Still in " \Trinity\Combat\Abilities\CrusaderCombat.cs " ?

ah, nvm.. Found it.. Testing soon
 
Yes, Phalanx is messed up and would sometimes try to shoot through walls.
Nothing we can do, but let the bot figure it out. It will either move or trigger GoldInactivity/ExpInactivity Timer.
 
Yes, Phalanx is messed up and would sometimes try to shoot through walls.
Nothing we can do, but let the bot figure it out. It will either move or trigger GoldInactivity/ExpInactivity Timer.


i need to use phalax always it goes of cd ? becouse i use archers so it dosent matter its not stamped issue... but its same becouse it dosent use skill than bot face 1 or 2 mobs aswell it dosent use it in trials.
 
Code:
        // Phalanx
        if (CanCastPhalanx())
        {
            //return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 45f, TargetUtil.GetBestClusterPoint(15f, 45f));
            return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 10f, CurrentTarget.ACDGuid);
        }

        private static bool CanCastPhalanx()
        {
            //return CanCast(SNOPower.x1_Crusader_Phalanx3) && (TargetUtil.ClusterExists(15f, 3) || TargetUtil.EliteOrTrashInRange(15f));
	    return CanCast(SNOPower.x1_Crusader_Phalanx3);
        }

This is what I did for my phalanx stampede build. To avoid the bot getting stuck casting stampede with an obstacle in the way, we change the skill to only fire in melee range. I also removed the cluster and elite conditions in CanCastPhalanx. Works pretty well for me, but not perfect. The bot still has problems fighting in doorways and when there are little holes in the ground, but this is a huge improvement over the default phalanx logic. Currently getting 2 to 2.5 bil XP / hour doing T6 Rifts using this.
 
Code:
        // Phalanx
        if (CanCastPhalanx())
        {
            //return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 45f, TargetUtil.GetBestClusterPoint(15f, 45f));
            return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 10f, CurrentTarget.ACDGuid);
        }

        private static bool CanCastPhalanx()
        {
            //return CanCast(SNOPower.x1_Crusader_Phalanx3) && (TargetUtil.ClusterExists(15f, 3) || TargetUtil.EliteOrTrashInRange(15f));
	    return CanCast(SNOPower.x1_Crusader_Phalanx3);
        }

This is what I did for my phalanx stampede build. To avoid the bot getting stuck casting stampede with an obstacle in the way, we change the skill to only fire in melee range. I also removed the cluster and elite conditions in CanCastPhalanx. Works pretty well for me, but not perfect. The bot still has problems fighting in doorways and when there are little holes in the ground, but this is a huge improvement over the default phalanx logic. Currently getting 2 to 2.5 bil XP / hour doing T6 Rifts using this.

When I change my line to this I don't get Trinity in the plugins, so assuming it's failing to compile for some reason. Anything missing here? Should this work with the latest version?
 
Code provided are in 2 sections, upper and lower part.
edit them accordingly.
 
When I change my line to this I don't get Trinity in the plugins, so assuming it's failing to compile for some reason. Anything missing here? Should this work with the latest version?

Is there any way you could upload your CrusaderCombat.cs ? I am sure many of us would appreciate it a great deal :)
 
Code:
                // Phalanx
                if (CanCastPhalanx())
                {
                    //return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 45f, TargetUtil.GetBestClusterPoint(15f, 45f));
		    return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 7f, CurrentTarget.ACDGuid);
                }

                if (CanCastPhalanxStampede(hasAkkhan))
                {
                    return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 7f, CurrentTarget.ACDGuid);
                }

        private static bool CanCastPhalanx()
        {
            //return CanCast(SNOPower.x1_Crusader_Phalanx3) && (TargetUtil.ClusterExists(15f, 3) || TargetUtil.EliteOrTrashInRange(15f));
	    return CanCast(SNOPower.x1_Crusader_Phalanx3);
        }

        private static bool CanCastPhalanxStampede(bool hasAkkhan)
        {
            //return (hasAkkhan && CanCast(SNOPower.x1_Crusader_Phalanx3) && TargetUtil.AnyMobsInRange(15f, 1) && Runes.Crusader.Stampede.IsActive);
	    return CanCast(SNOPower.x1_Crusader_Phalanx3);
        }

Here is my CrusaderCombat.cs based off the newest trinity version (2.1.19). The code snippet above are the changes I made, code statements with a "//" before them are the original lines which I commented out and replaced with the line below it. You can see that there is some new logic here specific to the Stampede rune. I tried this out before modifying it, but it's still kinda buggy so I went ahead and added my old code back in again. Working well for me.
 

Attachments

Last edited:
If you only use phalanx stampede, you can just do:
// if (CanCastPhalanx())
if (CanCast(SNOPower.x1_Crusader_Phalanx3) && Player.PrimaryResource >= 21 && TargetUtil.AnyMobsInRange(30f, 1))
{
return new TrinityPower(SNOPower.x1_Crusader_Phalanx3, 30f, CurrentTarget.ACDGuid);
}

Spams all the way lol.
 
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