I'm using conquer client v5065, this is redux source
The original code for Redux source will have magic monsters (messengers, AZ spawns, snake king, fiend bats etc) and guards using physical attacks and magic spells/skills are non-existent in the AI.
I went to look at Monster.cs and made my attempt under the
case MonsterMode.Attack
then under
else if (Common.Clock - LastAttack > BaseMonster.AttackSpeed)
I have changed to this code
Code:
if (BaseMonster.SkillType == 8036 && (target is Player) && !target.HasEffect(ClientEffect.BlueName)) { Mode = MonsterMode.Idle; } else if(BaseMonster.SkillType > 0) { LastAttack = Common.Clock; var skill = Database.ServerDatabase.Context.MagicType.GetById(BaseMonster.SkillType); uint dmg = CalculateSkillDamage(target, skill, skill.Percent < 100); var packet = SkillEffectPacket.Create(UID, target.UID, BaseMonster.SkillType, 0); packet.AddTarget(target.UID, dmg); SendToScreen(packet); var pack = InteractPacket.Create(UID, target.UID, target.X, target.Y, InteractAction.MagicAttack, 0); pack.MagicType = BaseMonster.SkillType; pack.MagicLevel = 0; pack.Target = target.UID; CombatEngine.ProcessInteractionPacket(pack); if (dmg > 0) { target.ReceiveDamage(dmg, UID); } } else { LastAttack = Common.Clock; CombatEngine.ProcessInteractionPacket(InteractPacket.Create(UID, TargetID, target.X, target.Y, InteractAction.Attack, 0)); }
Anyone know what to do?