cdmichaelb
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- May 13, 2011
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Any plans to integrate this with your monster ignore plugin? (or are they mutually exclusive :/)
This plugin has monster priority built in.
Any plans to integrate this with your monster ignore plugin? (or are they mutually exclusive :/)
Any plans to integrate this with your monster ignore plugin? (or are they mutually exclusive :/)
Alright, thanks for the info! Looking forward to the next DB update then![]()
Another issue is that Thunderclap seems to be really brokenIf you use Fists of Thunder + Thunderclap, you move up to the unit before attacking rather than teleporting. Since DB doesn't seem to be able to read the rune of the skill you have I assume this one is not possible to set automatically by detection. Anyhow, I manually tried to set the range to 40 instead of 14 and set bTreatMeAsRanged = true; for actorclass.monk but it's still not functioning. Any ideas? This really hurts chasing goblins and thing's like that
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Tested it with my monk, it's very good, the only thing preventing me from using it right now is that Fists of Thunder is not doing it's teleport, which makes the monsters chasing a lot slower..
Alright, thanks for the info! Looking forward to the next DB update then![]()
Another issue is that Thunderclap seems to be really brokenIf you use Fists of Thunder + Thunderclap, you move up to the unit before attacking rather than teleporting. Since DB doesn't seem to be able to read the rune of the skill you have I assume this one is not possible to set automatically by detection. Anyhow, I manually tried to set the range to 40 instead of 14 and set bTreatMeAsRanged = true; for actorclass.monk but it's still not functioning. Any ideas? This really hurts chasing goblins and thing's like that
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Yeah DB's lack of rune-reading is really irritating - and seems like such an obvious oversight to me!
I would ask anyone that wants to help get more advanced skill-use support to post on this thread here: [url]http://www.thebuddyforum.com/demonbuddy-forum/developers/65216-request-ability-quickly-easily-tell-what-rune-each-skill-has.html[/url] - a developer thread I posted requesting ability to see all runes on all skills.
I use a monk with fists of thunder and thunderclap and don't mind the shorter range - the attack-speed more than makes up for it. Do you have any idea what the ACTUAL range is it can teleport? Like from standing still, to actually teleporting, what sort of range it is? Anyway you should be able to change this (just the first bit of the line, ctrl+f should find only one code-line);
return new GilesPower(SNOPower.Monk_FistsofThunder, 16f
And changing that 16f to say 20f should do the trick, assuming it can actually reach 20 feet - but if you set it higher than it can ACTUALLY teleport, then it'll just make Diablo try and walk to point blank range pretty much (same as holding LMB on a monster too far away for it to attack).
You might want to combine that with making the target selector want to treat monks as "range-support" in it's target decision making - try without at first, but then try changing;
else if (iMyCachedActorClass == ActorClass.Monk)
bTreatMeAsRanged = false;
to;
if (iMyCachedActorClass == ActorClass.Monk && (PowerManager.CanCast(SNOPower.Monk_FistsofThunder)))
bTreatMeAsRanged = true;
That'll make the target picker try and prioritize distance of mobs a bit less.
Thanks for the suggestion, unfortunately it is not working with either btreatmeasranged false or true and ranges tried were 16 and 20. Still just either moving up or attacking air =/
Didn't try the code you suggested but after some hefty brainwork I found this that is working atm:I must warn you that this technique is prone to random client crashing (fault within DemonBuddy/Diablo 3 itself, can happen with any combat routine but more often with my plugin since my plugin can attack so fast), but this might do the job;
return new GilesPower(SNOPower.Monk_FistsofThunder, 20f, vNullLocation, -1, unitCurrentTarget.iThisActorACDGUID, false, true);
See how that works, just be aware that D3 client could crash more often (hopefully less often in the next version of DB) using this method.
Yeah you've done the same thing as suggested, well done! Basically I avoided using attacks against specific target ID's because it can crash D3 - if in the brief 100-200 or so milliseconds between sending the "UsePower" command to D3 and D3 actually trying to do it, the target died - D3 will crash as it's trying to do something to a target ID that no longer exists. Combined with the fact this plugin attacks faster, the crashes actually happened more often. So I changed all attacks to be location based, rather than target-based - which seemed to stop all crashes altogether - but Diablo 3 doesn't seem to add the extended range of fists of thunder if you shift-attack thin air. (hold left-shift and LMB/the attack key for Fists of thunder - it seems to have no range at all/ignores the rune). Probably to stop people abusing fists of thunder and using it to rapidly teleport all over the map. I'm not sure what a safe alternative is without opening it up to crashing Diablo again - I suspect we might have to wait for DB updates that can get those commands in even quicker (next DB update is meant to be hugely optimized), which might minimize the crashes to "extremely rare" at least!Didn't try the code you suggested but after some hefty brainwork I found this that is working atm:
return new GilesPower(SNOPower.Monk_FistsofThunder, 20f, Vector3.Zero, iCurrentWorldID, iCurrentTargetGUID, false, true);
Thanks for the warning about the crashes, will watch for that.
Yeah you've done the same thing as suggested, well done! Basically I avoided using attacks against specific target ID's because it can crash D3 - if in the brief 100-200 or so milliseconds between sending the "UsePower" command to D3 and D3 actually trying to do it, the target died - D3 will crash as it's trying to do something to a target ID that no longer exists. Combined with the fact this plugin attacks faster, the crashes actually happened more often. So I changed all attacks to be location based, rather than target-based - which seemed to stop all crashes altogether - but Diablo 3 doesn't seem to add the extended range of fists of thunder if you shift-attack thin air. (hold left-shift and LMB/the attack key for Fists of thunder - it seems to have no range at all/ignores the rune). Probably to stop people abusing fists of thunder and using it to rapidly teleport all over the map. I'm not sure what a safe alternative is without opening it up to crashing Diablo again - I suspect we might have to wait for DB updates that can get those commands in even quicker (next DB update is meant to be hugely optimized), which might minimize the crashes to "extremely rare" at least!
this definitely does not have as high a priority for goblin chasing as before....
never uses LEAP so far, and its bound to RIGHT mouse button....
Atm it only uses sprint if being chased/close to >3 normal "white trash" monsters, as a quick getaway to save time, rather than "always on" - I'm debating with myself (and cdmichaelb) whether to change it to ALWAYS sprint or keep those drops of fury until there's a need to sprint to evade trashTested out a barb on it. Feels good able to bot using the most OP build in gameNeeds to spam sprint out of combat though!