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[Bugfix] Negative Aggro Fix (#3866)
If aggro goes negative, it resets the counter from the max value, so having a negative aggro will give massive aggro. This was happening with bane attacks from monk special abilities being set to -5 damage so they don't hit, and since aggro was set to the same, instant aggro from monks on bane mobs. Set all monk special attacks to generate 0 aggro if it is less than 0.
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@ -653,8 +653,14 @@ int Mob::MonkSpecialAttack(Mob *other, uint8 unchecked_type)
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int32 ht = 0;
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if (max_dmg > 0)
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if (max_dmg > 0) {
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ht = max_dmg;
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}
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// aggro should never be negative else it does massive aggro
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if (ht < 0) {
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ht = 0;
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}
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DoSpecialAttackDamage(other, skill_type, max_dmg, min_dmg, ht, reuse);
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