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@rrrrrrix blinding flash no longer uses resource

taskmanager

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Code:
            // Blinding Flash
            if (!UseOOCBuff && Player.PrimaryResource >= 20 && CombatBase.CanCast(SNOPower.Monk_BlindingFlash) &&
                (
                    TargetUtil.AnyElitesInRange(3, 1) ||
                    Player.CurrentHealthPct <= 0.4 ||
                    (TargetUtil.AnyMobsInRange(5, 3)) ||
                    (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 3f) ||
                // as pre-sweeping wind buff
                    (TargetUtil.AnyMobsInRange(15, 1) && CombatBase.CanCast(SNOPower.Monk_SweepingWind) && !GetHasBuff(SNOPower.Monk_SweepingWind) && Settings.Combat.Monk.HasInnaSet)
                ) &&
                // Check if either we don't have sweeping winds, or we do and it's ready to cast in a moment
                (CheckAbilityAndBuff(SNOPower.Monk_SweepingWind) ||
                 (!GetHasBuff(SNOPower.Monk_SweepingWind) &&
                 (CombatBase.CanCast(SNOPower.Monk_SweepingWind, CombatBase.CanCastFlags.NoTimer) &&
                 Settings.Combat.Monk.HasInnaSet ? Player.PrimaryResource >= 15 : Player.PrimaryResource >= 85)) ||
                 Player.CurrentHealthPct <= 0.25))
            {
                return new TrinityPower(SNOPower.Monk_BlindingFlash, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1);
            }

its now a 12 CD
 
Fixed

Any other changes? I haven't looked at that one in a long time.

Code:
// Blinding Flash
            if (!UseOOCBuff && Player.PrimaryResource >= 20 && CombatBase.CanCast(SNOPower.Monk_BlindingFlash) &&
                (
                    TargetUtil.AnyElitesInRange(15, 1) ||
                    Player.CurrentHealthPct <= 0.4 ||
                    (TargetUtil.AnyMobsInRange(15, 3)) ||
                    (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f) ||
                // as pre-sweeping wind buff
                    (TargetUtil.AnyMobsInRange(15, 1) && CombatBase.CanCast(SNOPower.Monk_SweepingWind) && !GetHasBuff(SNOPower.Monk_SweepingWind) && Settings.Combat.Monk.HasInnaSet)
                ) &&
                // Check if either we don't have sweeping winds, or we do and it's ready to cast in a moment
                (CheckAbilityAndBuff(SNOPower.Monk_SweepingWind) ||
                 (!GetHasBuff(SNOPower.Monk_SweepingWind) &&
                 (CombatBase.CanCast(SNOPower.Monk_SweepingWind, CombatBase.CanCastFlags.NoTimer))) ||
                 Player.CurrentHealthPct <= 0.25))
            {
                return new TrinityPower(SNOPower.Monk_BlindingFlash, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1);
            }
 
I only change the range to fit my suicidal play style, cant do codes =D.

Blinding Flash - Game Guide - Diablo III it now states that its a 15second cooldown and not dependent on monk resource.

another thing i change with range is the skill called inner sanctuary. by default when enemy are in 15f range, it will cast the skill. 3 of the inner sanctuary runes benefit from casting when enemy is really close like 1feet while inside that buff on the ground.
 
Plugins\Trinity\Combat\Abilities\Monk.cs
// InnerSanctuary
if (!UseOOCBuff && TargetUtil.AnyMobsInRange(<range>f) && CombatBase.CanCast(SNOPower.X1_Monk_InnerSanctuary))
{
return new TrinityPower(SNOPower.X1_Monk_InnerSanctuary, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1);
}

set to <range> to 2-5 for your preference. Default is 15.
 
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