always allow parry on saetor

This commit is contained in:
2025-02-02 09:59:54 -06:00
parent 61088d0b59
commit 992d52a389
+2 -2
View File
@@ -4432,7 +4432,7 @@ public class PlayerCharacter extends AbstractCharacter {
//set parry if fighter or thief and no invalid weapon found
this.bonuses.setBool(ModType.Parry, SourceType.None, false);
if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500)
|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520))
|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520) || this.getRaceID() == 1999)
if (wbMain == null || wbMain.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
if (wbOff == null || wbOff.getRange() < MBServerStatics.RANGED_WEAPON_RANGE)
this.bonuses.setBool(ModType.Parry, SourceType.None, true);
@@ -4704,7 +4704,7 @@ public class PlayerCharacter extends AbstractCharacter {
ModType modType = ModType.GetModType(type);
// must be allowed to use this passive
if (!this.bonuses.getBool(modType, SourceType.None) && (this.getRaceID() != 1999 && !modType.equals(ModType.Parry)))
if (!this.bonuses.getBool(modType, SourceType.None))
return 0f;
// must not be stunned