Quote:
Originally Posted by Eliminationn
Yeah check if what your attacking has a flag that = a npc
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I found this In Attack.cs It might be da cause of da problem idk, just putting it out here cuz I didnt have this bit of code in any of my other sources...
Code:
if (PossChar == null && PossMob == null)
{
Game.NPC PossNPC = (Game.NPC)Game.World.H_NPCs[TargetUID];
if (PossNPC != null && PossNPC.Flags == 21 && (MyMath.PointDistance(GC.MyChar.Loc.X, GC.MyChar.Loc.Y, PossNPC.Loc.X, PossNPC.Loc.Y) <= 3 || AttackType == 28 && MyMath.PointDistance(GC.MyChar.Loc.X, GC.MyChar.Loc.Y, PossNPC.Loc.X, PossNPC.Loc.Y) <= 15))
{
GC.MyChar.AtkMem.Target = TargetUID;
GC.MyChar.AtkMem.Attacking = true;
if (DateTime.Now > GC.MyChar.AtkMem.LastAttack.AddMilliseconds(GC.MyChar.AtkFrequence))
{
uint Damage = GC.MyChar.PrepareAttack((byte)AttackType, true);
//if (!GC.MyChar.WeaponSkill(PossNPC.Loc.X, PossNPC.Loc.Y, PossNPC.EntityID))
//PossNPC.TakeAttack(GC.MyChar, Damage, (ConquerSx.Game.AttackType)AttackType, false);
}
}
}
}
might dat be da problem :D?