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3 changes: 3 additions & 0 deletions Changelog.txt
Original file line number Diff line number Diff line change
Expand Up @@ -4156,3 +4156,6 @@ When setting a property like MORE to the a spell or skill defname, trying to rea
- Changed: Equipped armor / weapon will also drop on ground when moving it while overweight, like other items (unless OF_OWNoDropCarriedItem is enabled).
WARNING! POTENTIALLY BREAKING CHANGE!
- Changed: `serv.map(location)` 3rd parameter is now always `z` position (was `map` when received 3 arguments or `z` when received 4 arguments).

09-10-2026
- Fixed: NPCs can now attack or cast while paralyzed when Magic / Combat flags (MAGICF_CASTPARALYZED / COMBAT_PARALYZE_CANSWING) are enabled.
4 changes: 2 additions & 2 deletions src/game/chars/CCharAct.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6046,11 +6046,11 @@ bool CChar::_OnTick()
{
const ProfileTask aiTask(PROFILE_NPC_AI);
EXC_SET_BLOCK("NPC action");
if (!IsStatFlag(STATF_FREEZE|STATF_STONE) && !Can(CAN_C_STATUE))
if (!IsStatFlag(STATF_STONE) && !Can(CAN_C_STATUE))
{
NPC_OnTickAction();

if (!IsStatFlag(STATF_DEAD))
if (!IsStatFlag(STATF_FREEZE|STATF_DEAD))
{
const int iFlags = NPC_GetAiFlags();
if ((iFlags & NPC_AI_FOOD) && !(iFlags & NPC_AI_INTFOOD))
Expand Down
6 changes: 3 additions & 3 deletions src/game/chars/CCharNPCAct.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2259,18 +2259,18 @@ void CChar::NPC_OnTickAction()
{
// SCRIPTED SKILL OnTickAction
}
else if (g_Cfg.IsSkillFlag(iSkillActive, SKF_FIGHT))
else if (g_Cfg.IsSkillFlag(iSkillActive, SKF_FIGHT) && (!IsStatFlag(STATF_FREEZE) || IsSetCombatFlags(COMBAT_PARALYZE_CANSWING)))
{
EXC_SET_BLOCK("fighting");
fSkillFight = true;
NPC_Act_Fight();
}
else if (g_Cfg.IsSkillFlag(iSkillActive, SKF_MAGIC))
else if (g_Cfg.IsSkillFlag(iSkillActive, SKF_MAGIC) && (!IsStatFlag(STATF_FREEZE) || IsSetMagicFlags(MAGICF_CASTPARALYZED)))
{
EXC_SET_BLOCK("fighting-magic");
NPC_Act_Fight();
}
else
else if (!IsStatFlag(STATF_FREEZE))
{
switch ( iSkillActive )
{
Expand Down
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