And I'm wondering if you could also remove mantra casting upon entry to a map where there's a slight delay that the mantra is seen as "uncasted" due to the latency? Don't think this qualifies as a "bug" but it sure would be an improvement!
edit. sorry I figured how to do it by commenting out this whole section
edit. sorry I figured how to do it by commenting out this whole section
Code:
// 4 Mantras for the initial buff (slow-use)
//if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfEvasion_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfRetribution_v2_Passive) &&
// Player.PrimaryResource >= 100)
//{
// return new TrinityPower(SNOPower.X1_Monk_MantraOfEvasion_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
//}
//if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfConviction_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfConviction_v2_Passive) &&
// (Player.PrimaryResource >= 100))
//{
// return new TrinityPower(SNOPower.X1_Monk_MantraOfConviction_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
//}
//if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfHealing_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfHealing_v2_Passive) &&
// Player.PrimaryResource >= 100)
//{
// return new TrinityPower(SNOPower.X1_Monk_MantraOfHealing_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
//}
//if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfRetribution_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfRetribution_v2_Passive) &&
// Player.PrimaryResource >= 100)
//{
// return new TrinityPower(SNOPower.X1_Monk_MantraOfRetribution_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
//}
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