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Trinity - Witch Doctor Class

Code:
                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog != 4) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Maybe this?
 
Code:
                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog != 4) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 2, 1, USE_SLOWLY);
                    }

Maybe this?

Compiler Error: ...\Plugins\GilesTrinity\GilesTrinity.cs(14836,17) : warning CS0162: Unreachable code detected

Even with notepad++ i cant figure out myself where the error is
 
Compiler Error: ...\Plugins\GilesTrinity\GilesTrinity.cs(14836,17) : warning CS0162: Unreachable code detected

Even with notepad++ i cant figure out myself where the error is
Code:
Code:

                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && (iPlayerOwnedZombieDog == 3 || iPlayerOwnedZombieDog == 2 || iPlayerOwnedZombieDog == 1 || iPlayerOwnedZombieDog == 0 )) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

one more time
 
Code:
Code:

                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && (iPlayerOwnedZombieDog == 3 || iPlayerOwnedZombieDog == 2 || iPlayerOwnedZombieDog == 1 || iPlayerOwnedZombieDog == 0 )) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

one more time

should this be used with
if (hashZombie.Contains(tmp_iThisActorSNO))
?
 
thats only caching the SNOs for the dogs and counting them up
 
Zombie Dogs - Leeching Beasts is not currently supported in v 1.6.2
Should be summoned and maintained just like any other pet or buff.
 
Last edited:
Code:
Code:

                    // Zombie dogs Woof Woof, good for being blown up, cast when less than or equal to 1 Dog or Not Blowing them up and cast when less than 4
                    if (!bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        ((playerStatus.dCurrentEnergy >= 49 && iPlayerOwnedZombieDog <= 1 && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_Sacrifice)) ||
						(playerStatus.dCurrentEnergy >= 49 && (iPlayerOwnedZombieDog == 3 || iPlayerOwnedZombieDog == 2 || iPlayerOwnedZombieDog == 1 || iPlayerOwnedZombieDog == 0 )) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

one more time

Same error

Zombie Dogs - Leeching Beasts is not currently supported in v 1.6.2
Should be summoned just like any other pet.

Oh... any forecast for that? its really important, since its summoning dogs when there is no need and when he really needs it, the skill is reloading...
 
Same error



Oh... any forecast for that? its really important, since its summoning dogs when there is no need and when he really needs it, the skill is reloading...

Well, the use of the pets imo should be up when engaging in combat. With Grave Injustice and a high crit chance, if you are hitting multiple targets you will be able to resummon them nearly immediately in some cases. It's best to engage with 3 pets + Gargantuan and your Templar (or whatever Follower you feel is best). It would increase survivability for the Grave Injustice WD - I'm looking for the code to edit now, for my own personal use but I think it'd a good use of the ability/skill.

Here it is, this is the code you look for:

Code:
 // Zombie dogs ally, Recast on 2+ Elites or Normal Mobs of 5 or more
                    if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && (iElitesWithinRange[RANGE_30] >= 2 || iAnythingWithinRange[RANGE_30] >= 5 ||
                         (targetCurrent != null && ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisTreasureGoblin) && targetCurrent.fRadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 1) &&
                        GilesUseTimer(SNOPower.Witchdoctor_SummonZombieDog) &&
                        //GilesCanRecastAfterFailure(SNOPower.Witchdoctor_SummonZombieDog) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

Here it is, after the changes (I will mark them in bold):
Code:
 // Zombie dogs ally, Recast on 2+ Elites or Normal Mobs of [COLOR="#A52A2A"][B]2 [/B][/COLOR]or more
                    if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && (iElitesWithinRange[RANGE_30] >= 2 || iAnythingWithinRange[RANGE_30] >= [B][COLOR="#A52A2A"]2 [/COLOR][/B]||
                         (targetCurrent != null && ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisTreasureGoblin) && targetCurrent.fRadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 1) &&
                        GilesUseTimer(SNOPower.Witchdoctor_SummonZombieDog) &&
                        //GilesCanRecastAfterFailure(SNOPower.Witchdoctor_SummonZombieDog) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

The above code should be a good solution for those who feel similarly to myself. This will summon them when TWO enemies come around, so that it should always be up sooner than later, especially if a huge group of demons are about to come ask you to sign their babies.
 
Last edited:
Same error



Oh... any forecast for that? its really important, since its summoning dogs when there is no need and when he really needs it, the skill is reloading...

Something wrong with counting of the zombie dogs, no eta for fix
Leaching beasts rune is supported, there is no buff icon and DB can not detect runes, so AFAIK, and I just checked, all ZD runes are working and detected

Code:
 // Zombie dogs ally, Recast on 2+ Elites or Normal Mobs of 2 or more
                    if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && (iElitesWithinRange[RANGE_30] >= 2 || iAnythingWithinRange[RANGE_30] >= 2 ||
                         (targetCurrent != null && ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisTreasureGoblin) && targetCurrent.fRadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 1) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {

This should work better for grave injustice^^
 
Last edited:
Leaching beasts rune is supported, there is no buff icon and DB can not detect runes, so AFAIK, and I just checked, all ZD runes are working and detected


Yeah, I realized when I was checking the code that what you said is true. I found a decent solution which is the 2 change, so far she's successfully kept 2+ beasts up at all times it seems -> 30k hp, 32k dps, 900 res all paragon lvl 0 and she's now killing elites without dying in a single hit (and pets are always up so far).

@the counting - it seems to detect 3, as with the change to 2 normal mobs she wasn't recasting them with 3 already up.
 
Yeah, I realized when I was checking the code that what you said is true. I found a decent solution which is the 2 change, so far she's successfully kept 2+ beasts up at all times it seems -> 30k hp, 32k dps, 900 res all paragon lvl 0 and she's now killing elites without dying in a single hit (and pets are always up so far).

Yes WD has many build options, i use grave injustice with NO pets, so I try and tweak spells to be able to use by all builds
including those that use Sacrifice and blow up lots of dogs
 
Yes WD has many build options, i use grave injustice with NO pets, so I try and tweak spells to be able to use by all builds
including those that use Sacrifice and blow up lots of dogs

I want to blow up lots of dogs!
 
The dogs are just tanks for me... I'll try to blow them up too hehe

here is what i use:

Code:
// Zombie dogs ally, Recast on 2+ Elites or Normal Mobs of 5 or more
                    if (!bOOCBuff && !bCurrentlyAvoiding && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SummonZombieDog) && !playerStatus.bIsIncapacitated &&
                        playerStatus.dCurrentEnergy >= 49 && (iElitesWithinRange[RANGE_30] >= 1 || iAnythingWithinRange[RANGE_30] >= 1 ||
                         (targetCurrent != null && ((targetCurrent.bThisEliteRareUnique || targetCurrent.bThisTreasureGoblin) && targetCurrent.fRadiusDistance <= 30f)) || iPlayerOwnedZombieDog <= 2) &&
                        GilesUseTimer(SNOPower.Witchdoctor_SummonZombieDog) &&
                        //GilesCanRecastAfterFailure(SNOPower.Witchdoctor_SummonZombieDog) &&
                        PowerManager.CanCast(SNOPower.Witchdoctor_SummonZombieDog))
                    {
                        return new GilesPower(SNOPower.Witchdoctor_SummonZombieDog, 0f, vNullLocation, iCurrentWorldID, -1, 3, 2, USE_SLOWLY);
                    }
 
Last edited:
Hi, I was wondering how efficient WDs are at farming A3 ?

How many items per hour and how long does it take you to complete an entire run ?

Thanks in advance xD
 
Hi, I was wondering how efficient WDs are at farming A3 ?

How many items per hour and how long does it take you to complete an entire run ?

Thanks in advance xD
Hello, im my opnion WD now is best than barbarian to farm, mine good geared WD (+-250m gear) are running faster than my barbarian best geared (+-150m gold) but for sure worth a try :) ATM im using the acid spam build :)

Cya
 
Until Giles gets back, here is stock 1.6.2 with WD/WIZ skill changes I've been working on for next trinity version
Code:
Changes include:
Updated WD/WIZ Spell requirements including 1.0.5 requirements
WD/WIZ Critical Mass/Grave Injustice usage much improved for many spells, no longer relies on timers to cast
Improved Usage of Spirit Walk during combat and avoidance
[I]                        // Witch doctors with spirit walk available and not currently Spirit Walking will subtly ignore ice balls, arcane, desecrator & plague cloud[/I]
Increased Object weight given for Rares & Legendaries,Health globes and Kamikaze Priority
Reduced Object weight given for low health elites & normals (prevents endless chasing), also destructibles weight lowered
Added a few RES chests to code and removed 53100 from reg chest list, (causes stucks)
one or two more minor changes I forget

Enjoy, fingers crossed it works with 1.0.5
 

Attachments

Until Giles gets back, here is stock 1.6.2 with WD/WIZ skill changes I've been working on for next trinity version
Code:
Changes include:
Updated WD/WIZ Spell requirements including 1.0.5 requirements
WD/WIZ Critical Mass/Grave Injustice usage much improved for many spells, no longer relies on timers to cast
Improved Usage of Spirit Walk during combat and avoidance
[I]                        // Witch doctors with spirit walk available and not currently Spirit Walking will subtly ignore ice balls, arcane, desecrator & plague cloud[/I]
Increased Object weight given for Rares & Legendaries,Health globes and Kamikaze Priority
Reduced Object weight given for low health elites & normals (prevents endless chasing), also destructibles weight lowered
Added a few RES chests to code and removed 53100 from reg chest list, (causes stucks)
one or two more minor changes I forget

Enjoy, fingers crossed it works with 1.0.5

Thanks, Moley! You're awesome and GilesTrinity is superb!
 
awesome Moley - thanks for taking over while Giles is gone.

Any feedback on how well it works?
Currently running belephors (sp?) and there are just so many errors with it.
 
awesome Moley - thanks for taking over while Giles is gone.

Any feedback on how well it works?
Currently running belephors (sp?) and there are just so many errors with it.

Tried it and seems to be working fine
 
latest trinity is missing this key bit of code
Code:
                        // Witch doctors with spirit walk available and not currently Spirit Walking will subtly ignore ice balls, arcane, desecrator & plague cloud
                        if (iMyCachedActorClass == ActorClass.WitchDoctor && hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SpiritWalk) && 
                            (PowerManager.CanCast(SNOPower.Witchdoctor_SpiritWalk) && !GilesHasBuff(SNOPower.Witchdoctor_SpiritWalk)) || GilesHasBuff(SNOPower.Witchdoctor_SpiritWalk))
                        {
                            if (tmp_iThisActorSNO == 223675 || tmp_iThisActorSNO == 402 || tmp_iThisActorSNO == 219702 || tmp_iThisActorSNO == 221225 || tmp_iThisActorSNO == 84608 || tmp_iThisActorSNO == 108869 ) 
                            {
                                // Ignore ICE/Arcane/Desc/PlagueCloud altogether with spirit walk up or available
                                bIgnoreThisAvoidance = true;
                            }
                        }

Search for " // Witch doctors with"

Enjoy
 
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