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Trinity movement vs taeguk

veerdoo

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Joined
May 9, 2014
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Hello, fellow botters. I decided to tweak CrusaderCombat for taeguk maximum uptime and used the same method as monk taeguk works.
if (CanCastCondemn() && ((DateTime.UtcNow.Subtract(LastCondemnRefresh).TotalMilliseconds) >= MaxTaegukTime))
{
LastCondemnRefresh= DateTime.UtcNow;
return new TrinityPower(SNOPower.X1_Crusader_Condemn);
}
which is right inside CombatBase.

It keeps taeguk stacks properly, until some kind of forced movement occurs. If he got stuck in wallers, if he runs to pylon, if he tries to get health globe... these are main reasons i saw. when this type of movement occurs, it seems to avoid main combat loop, so i need an advice, how to fix this. If i success, i'll post my crusader combat for high GRs ;D
 
Hello, fellow botters. I decided to tweak CrusaderCombat for taeguk maximum uptime and used the same method as monk taeguk works.
if (CanCastCondemn() && ((DateTime.UtcNow.Subtract(LastCondemnRefresh).TotalMilliseconds) >= MaxTaegukTime))
{
LastCondemnRefresh= DateTime.UtcNow;
return new TrinityPower(SNOPower.X1_Crusader_Condemn);
}
which is right inside CombatBase.

It keeps taeguk stacks properly, until some kind of forced movement occurs. If he got stuck in wallers, if he runs to pylon, if he tries to get health globe... these are main reasons i saw. when this type of movement occurs, it seems to avoid main combat loop, so i need an advice, how to fix this. If i success, i'll post my crusader combat for high GRs ;D

not relevant anymore. found everything I needed myself. for those who may be interested - taeguk stacking is about HandleTarget.cs loop, so I have found the entry point which leads to Combat file. Did likewise monk routine - works perfectly.
 
Hi, I wanna try this one
I put that line to combatbase which is you wrote,
It's broken. Can you tell me which line, which area, should I put right?
 
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