Merge pull request #691 from noudess/master

Add rule to use ClassicBackstab (no mob fronttab)
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Michael Cook (mackal) 2018-01-10 13:35:21 -05:00 committed by GitHub
commit 057823e4c1
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 4 additions and 1 deletions

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@ -198,6 +198,7 @@ RULE_CATEGORY(Pets)
RULE_REAL(Pets, AttackCommandRange, 150) RULE_REAL(Pets, AttackCommandRange, 150)
RULE_BOOL(Pets, UnTargetableSwarmPet, false) RULE_BOOL(Pets, UnTargetableSwarmPet, false)
RULE_REAL(Pets, PetPowerLevelCap, 10) // Max number of levels your pet can go up with pet power 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_END()
RULE_CATEGORY(GM) 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, 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_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_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_END()
RULE_CATEGORY(NPC) RULE_CATEGORY(NPC)

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@ -336,7 +336,8 @@ void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 ch
eslot = EQEmu::textures::weaponPrimary; eslot = EQEmu::textures::weaponPrimary;
if (item2->Damage > 0) { if (item2->Damage > 0) {
SendAddPlayerState(PlayerState::PrimaryWeaponEquipped); SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
SetFacestab(true); if (!RuleB(Combat, ClassicNPCBackstab))
SetFacestab(true);
} }
if (item2->IsType2HWeapon()) if (item2->IsType2HWeapon())
SetTwoHanderEquipped(true); SetTwoHanderEquipped(true);