If that somehow messes up the script, you could change it to// Vault
if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) && !playerStatus.bIsRooted && !playerStatus.bIsIncapacitated &&
// Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
(playerStatus.iMyLevel < 60 || iCurrentGameDifficulty == GameDifficulty.Inferno) &&
(targetCurrent.fRadiusDistance <= 20f || iAnythingWithinRange[RANGE_6] >= 1) &&
playerStatus.dDiscipline >= 8 && GilesUseTimer(SNOPower.DemonHunter_Vault) && PowerManager.CanCast(SNOPower.DemonHunter_Vault))
{
Vector3 vNewTarget = MathEx.CalculatePointFrom(targetCurrent.vThisPosition, playerStatus.vCurrentPosition, -15f);
return new GilesPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
// Vault
if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) && !playerStatus.bIsRooted && !playerStatus.bIsIncapacitated &&
// Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's
(playerStatus.iMyLevel < 60 || iCurrentGameDifficulty == GameDifficulty.Inferno) &&
(targetCurrent.fRadiusDistance <= 20f || iAnythingWithinRange[RANGE_6] >= 1) &&
playerStatus.dDiscipline >= 31 && GilesUseTimer(SNOPower.DemonHunter_Vault) && PowerManager.CanCast(SNOPower.DemonHunter_Vault))
{
Vector3 vNewTarget = MathEx.CalculatePointFrom(targetCurrent.vThisPosition, playerStatus.vCurrentPosition, -15f);
return new GilesPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
// Vault for a DH - maximum set by user-defined setting
if (GilesTrinity.hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_Vault) && !bTooMuchZChange && ZetaDia.Me.CurrentSecondaryResource >= 20 &&
DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault]).TotalMilliseconds >= GilesTrinity.settings.iDHVaultMovementDelay &&
fDistanceFromTarget >= 18f &&
PowerManager.CanCast(SNOPower.DemonHunter_Vault) && !ShrinesInArea(vMoveToTarget))
{
Vector3 vThisTarget = vMoveToTarget;
if (fDistanceFromTarget > 35f)
vThisTarget = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 35f);
ZetaDia.Me.UsePower(SNOPower.DemonHunter_Vault, vThisTarget, GilesTrinity.iCurrentWorldID, -1);
GilesTrinity.dictAbilityLastUse[SNOPower.DemonHunter_Vault] = DateTime.Now;
return;
I have a problem with shadow power.
I only want it to activate if the player health is below X % AND enemies are within range.
Right now it activates when enemies are near, even if he has 100% hp.
Anyone knows how to tweak this?
// Shadow Power
if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_ShadowPower) && !playerStatus.IsIncapacitated &&
playerStatus.Discipline >= 14 &&
(playerStatus.CurrentHealthPct <= 0.9 && (iElitesWithinRange[RANGE_25] >= 1 || iAnythingWithinRange[RANGE_15] >= 3) || playerStatus.IsRooted ) &&
GilesUseTimer(SNOPower.DemonHunter_ShadowPower))
{
return new GilesPower(SNOPower.DemonHunter_ShadowPower, 0f, vNullLocation, iCurrentWorldID, -1, 1, 1, USE_SLOWLY);
}
hello, i put it in GilesTrinity.cs file instead of his shadow power settings, and the plugin wont work anymorethis should do it
Code:// Shadow Power if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.DemonHunter_ShadowPower) && !playerStatus.IsIncapacitated && playerStatus.Discipline >= 14 && (playerStatus.CurrentHealthPct <= 0.9 && (iElitesWithinRange[RANGE_25] >= 1 || iAnythingWithinRange[RANGE_15] >= 3) || playerStatus.IsRooted ) && GilesUseTimer(SNOPower.DemonHunter_ShadowPower)) { return new GilesPower(SNOPower.DemonHunter_ShadowPower, 0f, vNullLocation, iCurrentWorldID, -1, 1, 1, USE_SLOWLY); }
Started my bots back up with the newest Trinity 1.7.1.9. My GPH hovers on average around 450, but before I was using Giles 1.6.1.1 and was easily always above 500+.
Just curious if anybody can share what tweaks they did to fix the newest Trinity. I moved min kiting to 0 and lowered the HP to kite sliders, not sure what else to do.