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Lunar monsters lighting set incorrectly #649

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EliteMir opened this issue Feb 27, 2023 · 3 comments
Open

Lunar monsters lighting set incorrectly #649

EliteMir opened this issue Feb 27, 2023 · 3 comments

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@EliteMir
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Should be 1 but they are defaulted to 4

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

@EliteMir
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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.

@JevLOMCN
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JevLOMCN commented Apr 2, 2023

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();
    }`

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3 participants