CaptainAmerica
New Member
- Joined
- Apr 19, 2014
- Messages
- 346
Cheers, this was very useful!!
My GPH won't likely go up very much, but it's worth it nevertheless
I don't know if it's just my bot acting weird, but I had it work slightly better by tweaking your code. Now it uses both cooldowns more often. Instead of being nested inside DiamondSkin function, all three are now on the same "level".
Code:if (ZetaDia.Me.ActorClass == Zeta.Game.ActorClass.Wizard && isAvailable(SNOPower.Wizard_DiamondSkin)) { ZetaDia.Me.UsePower(SNOPower.Wizard_DiamondSkin, Trinity.Player.Position, Trinity.CurrentWorldDynamicId, -1); } if (ZetaDia.Me.ActorClass == Zeta.Game.ActorClass.Wizard && isAvailable(SNOPower.Wizard_MirrorImage)) { ZetaDia.Me.UsePower(SNOPower.Wizard_MirrorImage, Trinity.Player.Position, Trinity.CurrentWorldDynamicId, -1); } if (ZetaDia.Me.ActorClass == Zeta.Game.ActorClass.Wizard && isAvailable(SNOPower.Wizard_SlowTime)) { ZetaDia.Me.UsePower(SNOPower.Wizard_SlowTime, Trinity.Player.Position, Trinity.CurrentWorldDynamicId, -1); }
I really didn't look at the original post too closely but this version would allow it work better and not only off just the Diamond Skin timer. Ideally though you would not continuously check for class on each conditional but check once and nest your skill checks/casts within that block. I will remove diamond skin (added officially in Trinity 1.8.28 which casts as a buff anytime and not just at select points like our hack in does) and clean up the code you guys had for our hack in to roll it into one toggle.
