diff --git a/common/ruletypes.h b/common/ruletypes.h index 94d669386..f1898a559 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -384,6 +384,7 @@ RULE_BOOL(Spells, AlwaysSendTargetsBuffs, false) // ignore LAA level if true RULE_BOOL(Spells, FlatItemExtraSpellAmt, false) // allow SpellDmg stat to affect all spells, regardless of cast time/cooldown/etc RULE_BOOL(Spells, IgnoreSpellDmgLvlRestriction, false) // ignore the 5 level spread on applying SpellDmg RULE_BOOL(Spells, AllowItemTGB, false) // TGB doesn't work with items on live, custom servers want it though +RULE_BOOL(Spells, NPCInnateProcOverride, true) // NPC innate procs override the target type to single target. RULE_CATEGORY_END() RULE_CATEGORY(Combat) diff --git a/zone/mob_ai.cpp b/zone/mob_ai.cpp index eb14865ce..f09df1e7f 100644 --- a/zone/mob_ai.cpp +++ b/zone/mob_ai.cpp @@ -2364,7 +2364,9 @@ bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) { if (IsValidSpell(attack_proc_spell)) { AddProcToWeapon(attack_proc_spell, true, proc_chance); - innate_proc_spell_id = attack_proc_spell; + + if(RuleB(Spells, NPCInnateProcOverride)) + innate_proc_spell_id = attack_proc_spell; } if (IsValidSpell(range_proc_spell))