diff --git a/common/ruletypes.h b/common/ruletypes.h index ed5ae8e23..0d7c45edd 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -198,6 +198,7 @@ RULE_CATEGORY(Pets) RULE_REAL(Pets, AttackCommandRange, 150) RULE_BOOL(Pets, UnTargetableSwarmPet, false) RULE_REAL(Pets, PetPowerLevelCap, 10) // Max number of levels your pet can go up with pet power +RULE_BOOL(Pets, CanTakeNoDrop, false) // Can everyone trade nodrop gear to pets RULE_CATEGORY_END() RULE_CATEGORY(GM) @@ -508,6 +509,7 @@ RULE_INT(Combat, NPCAssistCapTimer, 6000) // Time in milliseconds a NPC will tak RULE_BOOL(Combat, UseRevampHandToHand, false) // use h2h revamped dmg/delays I believe this was implemented during SoF RULE_BOOL(Combat, ClassicMasterWu, false) // classic master wu uses a random special, modern doesn't RULE_INT(Combat, LevelToStopDamageCaps, 0) // 1 will effectively disable them, 20 should give basically same results as old incorrect system +RULE_BOOL(Combat, ClassicNPCBackstab, false) // true disables npc facestab - npcs get normal attack if not behind RULE_CATEGORY_END() RULE_CATEGORY(NPC) diff --git a/zone/loottables.cpp b/zone/loottables.cpp index 08d16e412..d9fa86257 100644 --- a/zone/loottables.cpp +++ b/zone/loottables.cpp @@ -336,7 +336,8 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch eslot = EQEmu::textures::weaponPrimary; if (item2->Damage > 0) { SendAddPlayerState(PlayerState::PrimaryWeaponEquipped); - SetFacestab(true); + if (!RuleB(Combat, ClassicNPCBackstab)) + SetFacestab(true); } if (item2->IsType2HWeapon()) SetTwoHanderEquipped(true);