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Lunar monsters lighting set incorrectly

Open EliteMir opened this issue 2 years ago • 3 comments

Should be 1 but they are defaulted to 4

EliteMir avatar Feb 27 '23 13:02 EliteMir

Isn't lighting a database issue? It's not defined in the AI or code afaik

Suprcode avatar Feb 27 '23 13:02 Suprcode

Isn't lighting a database issue? It's not defined in the AI or code afaik

No as it's hard coded on the monster effects for lunar mobs, since they have the aura glow beneath them.

EliteMir avatar Feb 28 '23 09:02 EliteMir

Where is the lighting set for these monsters within the code? Code below must be not the one I'm looking for.

` if (Settings.Effect) { switch (BaseImage) { case Monster.Weaver: case Monster.VenomWeaver: case Monster.ArmingWeaver: case Monster.ValeBat: case Monster.CrackingWeaver: case Monster.GreaterWeaver: Effects.Add(new Effect(Libraries.Effect, 601, 1, 1 * Frame.Interval, this) { DrawBehind = true, Repeat = true }); // Blue effect
break; case Monster.CrystalWeaver: case Monster.FrozenZumaGuardian: case Monster.FrozenRedZuma: case Monster.FrozenZumaStatue: Effects.Add(new Effect(Libraries.Effect, 600, 1, 1 * Frame.Interval, this) { DrawBehind = true, Repeat = true }); // Blue effect break; case Monster.CaveStatue: Effects.Add(new Effect(Libraries.Monsters[(ushort)Monster.CaveStatue], 10, 8, 2400, this) { Blend = true, Repeat = true }); break; } }

        ProcessBuffs();
    }`

JevLOMCN avatar Apr 02 '23 10:04 JevLOMCN