What's new
  • Visit Rebornbuddy
  • Visit Resources
  • Visit API Documentation
  • Visit Downloads
  • Visit Portal
  • Visit Panda Profiles
  • Visit LLamamMagic

Two problems with DMO Wizard build: Skill Range, No teleport out of combat

cbrady3

New Member
Joined
Jan 13, 2016
Messages
39
Reaction score
0
The first one is the max spell range. Currently,the bot attacks monsters with spectral blades, but the arcane orbits don't explode because the range of the orbs is apparently less than the range of spectral blades. So there is a loss of great damage. I've tried 2f,5f,12f in the code below but it seems not to work. Is there a way to modify this code to change the range?
// Spectral Blade
if (CanCast(SNOPower.Wizard_SpectralBlade))
{
return new TrinityPower(SNOPower.Wizard_SpectralBlade, 5f, CurrentTarget.ACDGuid);
}

The second question is, the bot is frequently stuck by mobs which should be ignored. That is, it seems to go anywhere on foot regardless of teleport movement unless it's destination is right in range of max teleport range. Meanwhile, dose this mean it ignore that we equip the passive skill, Illusionist?

Here are two series of code with Teleport: SafePassage for this build


// Defensive Teleport: SafePassage
if (CanCast(SNOPower.Wizard_Teleport, CanCastFlags.NoTimer) && Runes.Wizard.SafePassage.IsActive && Player.CurrentHealthPct <= 0.50)
{
// Teleporting exactly on top of targets prevents them from taking damage
var target = NavHelper.FindSafeZone(false, 1, CurrentTarget.Position, true);
var slightlyForwardPosition = MathEx.GetPointAt(target, 4f, Player.Rotation);
return new TrinityPower(SNOPower.Wizard_Teleport, 65f, slightlyForwardPosition);
}


// Defensive Teleport: SafePassage
if (CanCast(SNOPower.Wizard_Teleport, CanCastFlags.NoTimer) && Runes.Wizard.SafePassage.IsActive &&
Player.CurrentHealthPct <= Settings.Combat.Wizard.SafePassageHealthPct &&
!GetHasBuff(SNOPower.Wizard_Teleport) && (!Legendary.AetherWalker.IsEquipped || Player.PrimaryResource > 40))
{
var target = KiteDistance == 0 ? TargetUtil.GetBestClusterPoint() : NavHelper.FindSafeZone(false, 1, CurrentTarget.Position, true);
// Teleporting exactly on top of targets prevents them from taking damage
var slightlyForwardPosition = MathEx.GetPointAt(target, 4f, Player.Rotation);
return new TrinityPower(SNOPower.Wizard_Teleport, 65f, slightlyForwardPosition);
}

Any advice and suggestions will be appreciated. Thank you.
 
I'm aware of the range thing, but the build is still doing really well despite that, so it's low priority for now. I'll try to work something out when things quiet down a bit, but right now there are too many bug reports to look at, sorry.

The Teleport OOC code is not in WizardCombat.cs since everything in there is only used for, well, combat. OOC movement (which also includes moving around while ignoring mobs) is handled in PlayerMover.cs. That said, I actually added a special bit of code a couple of days ago exclusively with the purposed of teleporting when stuck on ignored mobs. Are you sure you have the latest version of trinity?
 
I'm aware of the range thing, but the build is still doing really well despite that, so it's low priority for now. I'll try to work something out when things quiet down a bit, but right now there are too many bug reports to look at, sorry.

The Teleport OOC code is not in WizardCombat.cs since everything in there is only used for, well, combat. OOC movement (which also includes moving around while ignoring mobs) is handled in PlayerMover.cs. That said, I actually added a special bit of code a couple of days ago exclusively with the purposed of teleporting when stuck on ignored mobs. Are you sure you have the latest version of trinity?

Well, I was just reminded of "use TP ooc" in combat>>wizard, and with that checked the stuck problem has gone now. So I will keep working on range then. :)
 
I'm aware of the range thing, but the build is still doing really well despite that, so it's low priority for now. I'll try to work something out when things quiet down a bit, but right now there are too many bug reports to look at, sorry.

The Teleport OOC code is not in WizardCombat.cs since everything in there is only used for, well, combat. OOC movement (which also includes moving around while ignoring mobs) is handled in PlayerMover.cs. That said, I actually added a special bit of code a couple of days ago exclusively with the purposed of teleporting when stuck on ignored mobs. Are you sure you have the latest version of trinity?

This isn't playing well with "minimum trash mob pack size." If you set minimum to 8 for example, it keeps thinking they are blocking the way while it attacks it's main target, so the bot teleports away from the main target. Vicious cycle.

Let me know if you can think of another reason why DMO is currently randomly teleporting away!
 
Back
Top