haecz
04-11-2008, 06:31 AM
Taunt does not have a distance check.
You can pull NPCs over long distances utilising either "ghosted npcs" or MQ2.
Change:
void Mob::Taunt(NPC* who, bool always_succeed) {
if (who == NULL)
return;
if(DivineAura())
return;
if (!always_succeed && IsClient())
CastToClient()->CheckIncreaseSkill(TAUNT);
To:
void Mob::Taunt(NPC* who, bool always_succeed) {
if (who == NULL)
return;
if(DivineAura())
return;
// Range check to Taunts (depends on race. range 10-25)
if(!CombatRange(who))
return;
if (!always_succeed && IsClient())
CastToClient()->CheckIncreaseSkill(TAUNT);
You can pull NPCs over long distances utilising either "ghosted npcs" or MQ2.
Change:
void Mob::Taunt(NPC* who, bool always_succeed) {
if (who == NULL)
return;
if(DivineAura())
return;
if (!always_succeed && IsClient())
CastToClient()->CheckIncreaseSkill(TAUNT);
To:
void Mob::Taunt(NPC* who, bool always_succeed) {
if (who == NULL)
return;
if(DivineAura())
return;
// Range check to Taunts (depends on race. range 10-25)
if(!CombatRange(who))
return;
if (!always_succeed && IsClient())
CastToClient()->CheckIncreaseSkill(TAUNT);