From 66fec40169ea4236ce007dfd64cf8af7147ecfd4 Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Wed, 3 Aug 2016 22:38:33 -0400 Subject: [PATCH] Move Enrage check to after the immune ripo check --- zone/attack.cpp | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/zone/attack.cpp b/zone/attack.cpp index d4d8f141c..2b37be197 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -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