From d043c38f71eef1436a8fc11b85e09b5a1480f7f4 Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Tue, 14 Feb 2017 16:39:31 -0500 Subject: [PATCH] Make it so enraged NPCs can't be riposted This should prevent infinite loops --- zone/attack.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/zone/attack.cpp b/zone/attack.cpp index 801242d45..826ae713b 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -358,7 +358,7 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit) } // 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; + bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance || attacker->IsEnraged(); // Need to check if we have something in MainHand to actually attack with (or fists) if (hit.hand != EQEmu::inventory::slotRange && (CanThisClassRiposte() || IsEnraged()) && InFront && !ImmuneRipo) { if (IsEnraged()) {