Move Enrage check to after the immune ripo check

This commit is contained in:
Michael Cook (mackal) 2016-08-03 22:38:33 -04:00
parent 60f2d14caa
commit 66fec40169

View File

@ -370,18 +370,15 @@ bool Mob::AvoidDamage(Mob *other, int32 &damage, int hand)
counter_dodge = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 4);
}
//////////////////////////////////////////////////////////
// make enrage same as riposte
/////////////////////////////////////////////////////////
if (IsEnraged() && InFront) {
damage = -3;
Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
}
// riposte -- it may seem crazy, but if the attacker has SPA 173 on them, they are immune to Ripo
bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance;
// Need to check if we have something in MainHand to actually attack with (or fists)
if (hand != EQEmu::legacy::SlotRange && CanThisClassRiposte() && InFront && !ImmuneRipo) {
if (IsEnraged()) {
damage = -3;
Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
return true;
}
if (IsClient())
CastToClient()->CheckIncreaseSkill(EQEmu::skills::SkillRiposte, other, -10);
// check auto discs ... I guess aa/items too :P