Open UmeboshiXI opened 1 year ago
in addition to there being multiple different animations, there are even multiple types of ranged attack. Many mobs use a fake ranged attack that is actually a skill as you saw, but some will use an "actual" ranged attack. I might be wrong but I do not think we have any implementation of it at this time. As fomors are quite player-like, its possible they use that type. Demons and trolls I think have the skill type. Packet caps will need consulted in all cases.
p.s. Fomor and Shadow mobs typically use different models, so it makes sense the animation value is different between them.
in addition to there being multiple different animations, there are even multiple types of ranged attack. Many mobs use a fake ranged attack that is actually a skill as you saw, but some will use an "actual" ranged attack. I might be wrong but I do not think we have any implementation of it at this time. As fomors are quite player-like, its possible they use that type. Demons and trolls I think have the skill type. Packet caps will need consulted in all cases.
p.s. Fomor and Shadow mobs typically use different models, so it makes sense the animation value is different between them.
Tested on retail, fomors do not send a mob ability action packet for their RA
I affirm:
OS / platform the server is running (if known)
Branch affected by issue
base
Steps to reproduce
Some mobs are missing ranged attack animations. I have been taking notes on which ones are missing as I go.
Demons
Trolls (I have this one working on my server as a port from Wings, see below.)
mobutils.cpp
else if (PMob->m_Family == 246) // Trolls { // Trolls love cannons, but they take a second to shoot PMob->defaultMobMod(MOBMOD_SPECIAL_SKILL, 1747); // so slow down the trolls a bit PMob->defaultMobMod(MOBMOD_STANDBACK_COOL, 4); }
mobskill.sql entry INSERT INTO
mob_skills
VALUES (1747,1236,'zarraqa',0,25.0,2000,0,4,4,0,0,0,0,0);Expected behavior