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Replaced npcspecialatk with special_attacks, needs more testing also gotta export new api for it as I can't remove the legacy one. Too many quests rely on the legacy functionality.
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@@ -979,7 +979,7 @@ void NPC::RangedAttack(Mob* other)
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//if we have SPECATK_RANGED_ATK set then we range attack without weapon or ammo
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const Item_Struct* weapon = nullptr;
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const Item_Struct* ammo = nullptr;
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if(!SpecAttacks[SPECATK_RANGED_ATK])
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if(!GetSpecialAbility(SPECATK_RANGED_ATK))
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{
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//find our bow and ammo return if we can't find them...
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return;
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@@ -1940,7 +1940,7 @@ void Mob::Taunt(NPC* who, bool always_succeed, float chance_bonus) {
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float level_difference = GetLevel() - who->GetLevel();
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//Support for how taunt worked pre 2000 on LIVE - Can not taunt NPC over your level.
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if ((RuleB(Combat,TauntOverLevel) == false) && (level_difference < 0) || who->SpecAttacks[IMMUNE_TAUNT]){
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if ((RuleB(Combat,TauntOverLevel) == false) && (level_difference < 0) || who->GetSpecialAbility(IMMUNE_TAUNT)){
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Message_StringID(MT_SpellFailure,FAILED_TAUNT);
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return;
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}
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@@ -2207,7 +2207,7 @@ bool Mob::CanDoSpecialAttack(Mob *other)
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return false;
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}
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if(other->GetInvul() || other->SpecAttacks[IMMUNE_MELEE])
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if(other->GetInvul() || other->GetSpecialAbility(IMMUNE_MELEE))
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return false;
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return true;
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