Lunar monsters lighting set incorrectly
Should be 1 but they are defaulted to 4
Isn't lighting a database issue? It's not defined in the AI or code afaik
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.
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();
}`