private static void GenerateMonkZigZag() { float fExtraDistance = CurrentTarget.RadiusDistance <= 20f ? 15f : 20f; CombatBase.ZigZagPosition = TargetUtil.GetZigZagTarget(CurrentTarget.Position, fExtraDistance); double direction = MathUtil.FindDirectionRadian(Player.Position, CombatBase.ZigZagPosition); CombatBase.ZigZagPosition = MathEx.GetPointAt(Player.Position, 40f, (float)direction); Logger.Log(TrinityLogLevel.Debug, LogCategory.Behavior, "Generated ZigZag {0} distance {1:0}", CombatBase.ZigZagPosition, CombatBase.ZigZagPosition.Distance2D(Player.Position)); LastZigZagUnitAcdGuid = CurrentTarget.ACDGuid; LastChangedZigZag = DateTime.UtcNow; }
private static TrinityPower GetDemonHunterPower(bool IsCurrentlyAvoiding, bool UseOOCBuff, bool UseDestructiblePower) { // Pick the best destructible power available if (UseDestructiblePower) { return(GetDemonHunterDestroyPower()); } MinEnergyReserve = 25; //Kridershot InternalName=x1_bow_norm_unique_09-137 GameBalanceID=1999595351 ItemLink: {c:ffff8000}Kridershot{/c} bool hasKridershot = ZetaDia.Me.Inventory.Equipped.Any(i => i.GameBalanceId == 1999595351); bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0); // Spam Shadow Power if (Settings.Combat.DemonHunter.SpamShadowPower && CombatBase.CanCast(SNOPower.DemonHunter_ShadowPower) && !Player.IsIncapacitated && (!GetHasBuff(SNOPower.DemonHunter_ShadowPower) || Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit) && // if we don't have the buff or our health is low ((!hasPunishment && Player.SecondaryResource >= 14) || (hasPunishment && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation (Settings.Combat.DemonHunter.SpamShadowPower && Player.SecondaryResource >= 28)) // When spamming Shadow Power, save some Discipline for emergencies { return(new TrinityPower(SNOPower.DemonHunter_ShadowPower)); } // NotSpam Shadow Power if (!UseOOCBuff && !Settings.Combat.DemonHunter.SpamShadowPower && CombatBase.CanCast(SNOPower.DemonHunter_ShadowPower) && !Player.IsIncapacitated && (!GetHasBuff(SNOPower.DemonHunter_ShadowPower) || Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit) && // if we don't have the buff or our health is low ((!hasPunishment && Player.SecondaryResource >= 14) || (hasPunishment && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation (Player.CurrentHealthPct < 1f || Player.IsRooted || TargetUtil.AnyMobsInRange(15))) { return(new TrinityPower(SNOPower.DemonHunter_ShadowPower)); } // Vengeance if (!IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.X1_DemonHunter_Vengeance, CombatBase.CanCastFlags.NoTimer) && ((!Settings.Combat.DemonHunter.VengeanceElitesOnly && TargetUtil.AnyMobsInRange(60, 6)) || TargetUtil.IsEliteTargetInRange(60f))) { return(new TrinityPower(SNOPower.X1_DemonHunter_Vengeance)); } // Smoke Screen if ((!UseOOCBuff || Settings.Combat.DemonHunter.SpamSmokeScreen) && CombatBase.CanCast(SNOPower.DemonHunter_SmokeScreen) && !GetHasBuff(SNOPower.DemonHunter_ShadowPower) && Player.SecondaryResource >= 14 && ( (Player.CurrentHealthPct <= 0.50 || Player.IsRooted || TargetUtil.AnyMobsInRange(15) || Player.IsIncapacitated) || Settings.Combat.DemonHunter.SpamSmokeScreen )) { return(new TrinityPower(SNOPower.DemonHunter_SmokeScreen, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1)); } int sentryCoolDown = SpellHistory.SpellUseCountInTime(SNOPower.DemonHunter_Sentry, TimeSpan.FromSeconds(24)) >= 4 ? 12 : 6; // Sentry Turret if (!UseOOCBuff && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_Sentry, CombatBase.CanCastFlags.NoTimer) && (TargetUtil.AnyElitesInRange(50) || TargetUtil.AnyMobsInRange(50, 2) || TargetUtil.IsEliteTargetInRange(50)) && Player.PrimaryResource >= 30 && (SpellHistory.TimeSinceUse(SNOPower.DemonHunter_Sentry) > TimeSpan.FromSeconds(sentryCoolDown) || SpellHistory.DistanceFromLastUsePosition(SNOPower.DemonHunter_Sentry) > 7.5)) { return(new TrinityPower(SNOPower.DemonHunter_Sentry, 65f, TargetUtil.GetBestClusterPoint())); } // Caltrops if (!UseOOCBuff && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_Caltrops) && Player.SecondaryResource >= 6 && TargetUtil.AnyMobsInRange(40)) { return(new TrinityPower(SNOPower.DemonHunter_Caltrops, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1)); } // Preperation: restore 30 disc / 45 sec cd // Invigoration = 1 : passive + 15 disc / 45 sec cd // Punishment = 0 : Cost: 25 disc, restore 75 hatred / NO COOLDOWN // Battle Scars = 3 : instantly restore 40% health + restore 30 disc / 45 sec cd // Focused Mind = 2 : restore 45 disc over 15 sec / 45 sec cd // Backup plan = 4 : 30% chance Prep has no cooldown (remove cast timer) // Restore 75 hatred for 25 disc - NO COOLDOWN! //bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0); bool hasInvigoration = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 1); bool hasBattleScars = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 3); bool hasFocusedMind = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 2); bool hasBackupPlan = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 4); float preperationTriggerRange = V.F("DemonHunter.PreperationTriggerRange"); if (((!UseOOCBuff && !Player.IsIncapacitated && (TargetUtil.AnyMobsInRange(preperationTriggerRange))) || Settings.Combat.DemonHunter.SpamPreparation || hasPunishment) && Hotbar.Contains(SNOPower.DemonHunter_Preparation)) { // Preperation w/ Punishment if (hasPunishment && CombatBase.CanCast(SNOPower.DemonHunter_Preparation, CombatBase.CanCastFlags.NoTimer) && Player.SecondaryResource >= 25 && Player.PrimaryResourceMissing >= 75 && TimeSinceUse(SNOPower.DemonHunter_Preparation) >= 1000) { return(new TrinityPower(SNOPower.DemonHunter_Preparation)); } // Preperation w/ Battle Scars - check for health only if (hasBattleScars && CombatBase.CanCast(SNOPower.DemonHunter_Preparation) && Player.CurrentHealthPct < 0.6) { return(new TrinityPower(SNOPower.DemonHunter_Preparation)); } // no rune || invigoration || focused mind || Backup Plan || Battle Scars (need Disc) if ((!hasPunishment) && CombatBase.CanCast(SNOPower.DemonHunter_Preparation) && Player.SecondaryResource <= 15 && TimeSinceUse(SNOPower.DemonHunter_Preparation) >= 1000) { return(new TrinityPower(SNOPower.DemonHunter_Preparation)); } } // SOURCE: Stede - http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/155398-trinity-dh-companion-use-abilities.html#post1445496 // Companion On-Use Abilities Added in 2.0 bool hasSpider = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.X1_DemonHunter_Companion && s.RuneIndex == 0); bool hasBat = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.X1_DemonHunter_Companion && s.RuneIndex == 3); bool hasBoar = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.X1_DemonHunter_Companion && s.RuneIndex == 1); bool hasFerret = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.X1_DemonHunter_Companion && s.RuneIndex == 4); bool hasWolf = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.X1_DemonHunter_Companion && s.RuneIndex == 2); if (!UseOOCBuff && !Player.IsIncapacitated && Hotbar.Contains(SNOPower.X1_DemonHunter_Companion)) { // Use Spider Slow on 4 or more trash mobs in an area or on Unique/Elite/Champion if (hasSpider && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && TargetUtil.ClusterExists(25f, 4) && TargetUtil.EliteOrTrashInRange(25f)) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion)); } //Use Bat when Hatred is Needed if (hasBat && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && Player.PrimaryResourceMissing >= 60) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion)); } // Use Boar Taunt on 3 or more trash mobs in an area or on Unique/Elite/Champion if (hasBoar && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && ((TargetUtil.ClusterExists(20f, 4) && TargetUtil.EliteOrTrashInRange(20f)) || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.Distance <= 20f))) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion)); } // Ferrets used for picking up Health Globes when low on Health if (hasFerret && ObjectCache.Any(o => o.Type == GObjectType.HealthGlobe && o.Distance < 60f) && Player.CurrentHealthPct < PlayerEmergencyHealthPotionLimit) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion)); } // Use Wolf Howl on Unique/Elite/Champion - Would help for farming trash, but trash farming should not need this - Used on Elites to reduce Deaths per hour if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && (TargetUtil.AnyMobsInRange(20) || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance < 55f))) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion)); } } //skillDict.Add("EvasiveFire", SNOPower.DemonHunter_EvasiveFire); //runeDict.Add("Hardened", 0); //runeDict.Add("PartingGift", 2); //runeDict.Add("CoveringFire", 1); //runeDict.Add("Displace", 4); //runeDict.Add("Surge", 3); // Companion if (!Player.IsIncapacitated && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && TargetUtil.EliteOrTrashInRange(30f) && Player.SecondaryResource >= 10) { return(new TrinityPower(SNOPower.X1_DemonHunter_Companion, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 2, 1)); } // Marked for Death if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_MarkedForDeath) && Player.SecondaryResource >= 3 && (TargetUtil.AnyElitesInRange(40) || TargetUtil.AnyMobsInRange(40, 3) || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsTreasureGoblin || CurrentTarget.IsBoss) && CurrentTarget.Radius <= 40 && CurrentTarget.RadiusDistance <= 40f))) { return(new TrinityPower(SNOPower.DemonHunter_MarkedForDeath, 40f, Vector3.Zero, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1)); } // Vault if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Vault) && !Player.IsRooted && !Player.IsIncapacitated && Settings.Combat.DemonHunter.VaultMode != Config.Combat.DemonHunterVaultMode.MovementOnly && // Only use vault to retreat if < level 60, or if in inferno difficulty for level 60's (Player.Level < 60 || Player.GameDifficulty > GameDifficulty.Master) && (CurrentTarget.RadiusDistance <= 10f || TargetUtil.AnyMobsInRange(10)) && // if we have ShadowPower and Disicpline is >= 16 // or if we don't have ShadoWpower and Discipline is >= 22 (Player.SecondaryResource >= (Hotbar.Contains(SNOPower.DemonHunter_ShadowPower) ? 22 : 16)) && TimeSinceUse(SNOPower.DemonHunter_Vault) >= Trinity.Settings.Combat.DemonHunter.VaultMovementDelay) { //Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, -15f); // Lets find a smarter Vault position instead of just "backwards" //Vector3 vNewTarget = NavHelper.FindSafeZone(Trinity.Player.Position, true, false, null, false); Vector3 vNewTarget = NavHelper.MainFindSafeZone(Trinity.Player.Position, true, false, null, false); return(new TrinityPower(SNOPower.DemonHunter_Vault, 20f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2)); } // Rain of Vengeance if (!UseOOCBuff && CombatBase.CanCast(SNOPower.DemonHunter_RainOfVengeance) && !Player.IsIncapacitated && (TargetUtil.ClusterExists(45f, 3) || TargetUtil.EliteOrTrashInRange(45f))) { var bestClusterPoint = TargetUtil.GetBestClusterPoint(45f, 65f, false, true); return(new TrinityPower(SNOPower.DemonHunter_RainOfVengeance, 0f, bestClusterPoint, CurrentWorldDynamicId, -1, 1, 1)); } // Cluster Arrow if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_ClusterArrow) && !Player.IsIncapacitated && Player.PrimaryResource >= 50) { return(new TrinityPower(SNOPower.DemonHunter_ClusterArrow, V.F("DemonHunter.ClusterArrow.UseRange"), CurrentTarget.ACDGuid)); } // Multi Shot if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Multishot) && !Player.IsIncapacitated && Player.PrimaryResource >= 30 && (TargetUtil.AnyMobsInRange(40, 2) || CurrentTarget.IsBossOrEliteRareUnique || CurrentTarget.IsTreasureGoblin)) { return(new TrinityPower(SNOPower.DemonHunter_Multishot, 30f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1)); } // Fan of Knives if (!UseOOCBuff && CombatBase.CanCast(SNOPower.DemonHunter_FanOfKnives) && !Player.IsIncapacitated && (TargetUtil.EliteOrTrashInRange(15) || TargetUtil.AnyTrashInRange(15f, 5, false))) { return(new TrinityPower(SNOPower.DemonHunter_FanOfKnives, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1)); } // Strafe spam - similar to barbarian whirlwind routine if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Strafe, CombatBase.CanCastFlags.NoTimer) && !Player.IsIncapacitated && !Player.IsRooted && Player.PrimaryResource >= Settings.Combat.DemonHunter.StrafeMinHatred) { bool shouldGetNewZigZag = (DateTime.UtcNow.Subtract(Trinity.LastChangedZigZag).TotalMilliseconds >= V.I("Barbarian.Whirlwind.ZigZagMaxTime") || CurrentTarget.ACDGuid != Trinity.LastZigZagUnitAcdGuid || CombatBase.ZigZagPosition.Distance2D(Player.Position) <= 5f); if (shouldGetNewZigZag) { var wwdist = V.F("Barbarian.Whirlwind.ZigZagDistance"); CombatBase.ZigZagPosition = TargetUtil.GetZigZagTarget(CurrentTarget.Position, wwdist); Trinity.LastZigZagUnitAcdGuid = CurrentTarget.ACDGuid; Trinity.LastChangedZigZag = DateTime.UtcNow; } int postCastTickDelay = TrinityPower.MillisecondsToTickDelay(250); return(new TrinityPower(SNOPower.DemonHunter_Strafe, 15f, CombatBase.ZigZagPosition, CurrentWorldDynamicId, -1, 0, postCastTickDelay)); } // Spike Trap if (!UseOOCBuff && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.DemonHunter_SpikeTrap) && LastPowerUsed != SNOPower.DemonHunter_SpikeTrap && Player.PrimaryResource >= 30) { // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin float fExtraDistance = 0f; if (CurrentTarget.Distance > 17f && !CurrentTarget.IsTreasureGoblin) { fExtraDistance = CurrentTarget.Distance - 17f; if (fExtraDistance > 5f) { fExtraDistance = 5f; } if (CurrentTarget.Distance - fExtraDistance < 15f) { fExtraDistance -= 2; } } Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, CurrentTarget.Distance - fExtraDistance); return(new TrinityPower(SNOPower.DemonHunter_SpikeTrap, 35f, vNewTarget, CurrentWorldDynamicId, -1, 1, 1)); } //skillDict.Add("ElementalArrow", SNOPower.DemonHunter_ElementalArrow); //runeDict.Add("BallLightning", 1); //runeDict.Add("FrostArrow", 0); //runeDict.Add("ScreamingSkull", 2); //runeDict.Add("LightningBolts", 4); //runeDict.Add("NetherTentacles", 3); var hasBallLightning = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 1); var hasFrostArrow = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 0); var hasScreamingSkull = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 2); var hasLightningBolts = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 4); var hasNetherTentacles = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_ElementalArrow && s.RuneIndex == 3); // Elemental Arrow if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_ElementalArrow) && SNOPowerUseTimer(SNOPower.DemonHunter_ElementalArrow) && !Player.IsIncapacitated && ((Player.PrimaryResource >= 10 && !Player.WaitingForReserveEnergy) || Player.PrimaryResource >= MinEnergyReserve || hasKridershot)) { return(new TrinityPower(SNOPower.DemonHunter_ElementalArrow, 65f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 1)); } //skillDict.Add("Chakram", SNOPower.DemonHunter_Chakram); //runeDict.Add("TwinChakrams", 0); //runeDict.Add("Serpentine", 2); //runeDict.Add("RazorDisk", 3); //runeDict.Add("Boomerang", 1); //runeDict.Add("ShurikenCloud", 4); bool hasShurikenCloud = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Chakram && s.RuneIndex == 4); // Chakram normal attack if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Chakram) && !Player.IsIncapacitated && !hasShurikenCloud && ((Player.PrimaryResource >= 10 && !Player.WaitingForReserveEnergy) || Player.PrimaryResource >= MinEnergyReserve)) { return(new TrinityPower(SNOPower.DemonHunter_Chakram, 50f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 1)); } // Chakram:Shuriken Cloud if (!Player.IsInTown && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Chakram) && !Player.IsIncapacitated && hasShurikenCloud && TimeSinceUse(SNOPower.DemonHunter_Chakram) >= 110000 && ((Player.PrimaryResource >= 10 && !Player.WaitingForReserveEnergy) || Player.PrimaryResource >= MinEnergyReserve)) { return(new TrinityPower(SNOPower.DemonHunter_Chakram, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 2, 2)); } // Rapid Fire if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_RapidFire, CombatBase.CanCastFlags.NoTimer) && !Player.IsIncapacitated && Player.PrimaryResource >= 16 && (Player.PrimaryResource >= Settings.Combat.DemonHunter.RapidFireMinHatred || CombatBase.LastPowerUsed == SNOPower.DemonHunter_RapidFire)) { // Players with grenades *AND* rapid fire should spam grenades at close-range instead if (Hotbar.Contains(SNOPower.DemonHunter_Grenades) && CurrentTarget.RadiusDistance <= 18f) { return(new TrinityPower(SNOPower.DemonHunter_Grenades, 18f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 0)); } // Now return rapid fire, if not sending grenades instead return(new TrinityPower(SNOPower.DemonHunter_RapidFire, 40f, CurrentTarget.Position)); } // Impale if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Impale) && !Player.IsIncapacitated && (!TargetUtil.AnyMobsInRange(12, 4)) && ((Player.PrimaryResource >= 25 && !Player.WaitingForReserveEnergy) || Player.PrimaryResource >= MinEnergyReserve) && CurrentTarget.RadiusDistance <= 50f) { return(new TrinityPower(SNOPower.DemonHunter_Impale, 50f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 1)); } // Evasive Fire if (!UseOOCBuff && CombatBase.CanCast(SNOPower.X1_DemonHunter_EvasiveFire) && !Player.IsIncapacitated && (TargetUtil.AnyMobsInRange(10f) || DemonHunter_HasNoPrimary())) { float range = DemonHunter_HasNoPrimary() ? 70f : 0f; return(new TrinityPower(SNOPower.X1_DemonHunter_EvasiveFire, range, Vector3.Zero, -1, CurrentTarget.ACDGuid, 1, 1)); } // Hungering Arrow if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_HungeringArrow) && !Player.IsIncapacitated) { return(new TrinityPower(SNOPower.DemonHunter_HungeringArrow, 50f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 0)); } // Entangling shot if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.X1_DemonHunter_EntanglingShot) && !Player.IsIncapacitated) { return(new TrinityPower(SNOPower.X1_DemonHunter_EntanglingShot, 50f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 0)); } // Bola Shot if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Bolas) && !Player.IsIncapacitated) { return(new TrinityPower(SNOPower.DemonHunter_Bolas, 50f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 0, 1)); } // Grenades if (!UseOOCBuff && !IsCurrentlyAvoiding && Hotbar.Contains(SNOPower.DemonHunter_Grenades) && !Player.IsIncapacitated) { return(new TrinityPower(SNOPower.DemonHunter_Grenades, 40f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 5, 5)); } // Default attacks return(CombatBase.DefaultPower); }