diff --git a/src/game/boe.combat.cpp b/src/game/boe.combat.cpp index 6982d348..cafb5721 100644 --- a/src/game/boe.combat.cpp +++ b/src/game/boe.combat.cpp @@ -2801,9 +2801,11 @@ void monster_attack(short who_att,iLiving* target) { cCreature* m_target = dynamic_cast(target); cPlayer* pc_target = dynamic_cast(target); - // Check sanctuary + // Check sanctuary for melee if(target->status[eStatus::INVISIBLE] > 0 || (m_target != nullptr && m_target->invisible)) { r1 = get_ran(1,1,100); + // Usually hit_chance would be indexed by the weapon skill, not monster level. + // Indexing by monster level is usually a debuff, and half-level moreso. if(r1 > hit_chance[attacker->level / 2]) { add_string_to_buf(" Can't find target!"); return; @@ -3077,7 +3079,10 @@ void monst_fire_missile(short m_num,short bless,std::pair a snd = 12; if(abil.second.missile.pic < 0) play_sound(snd); else run_a_missile(source, targ_space, abil.second.missile.pic, 1, snd, 0, 0, 100); + // Check sanctuary for missile attack if(target->status[eStatus::INVISIBLE] > 0 || (m_target != nullptr && m_target->invisible)) { + // Usually hit_chance would be indexed by the weapon skill, not monster level. + // Indexing by monster level is usually a debuff. if(get_ran(1,1,100) > hit_chance[univ.town.monst[m_num].level]) { add_string_to_buf(" Can't find target!"); return;