In that case the horse should still be tabbed in to whatever it was fighting (on OSI). The player who is attacking the horse must be invised or leave the screen - 100% sure of that.Faust wrote:When you invis your pet the combatant status is lost from the attacker since he can no longer acquire the pet. However, you have introduced a concept that wasn't previously examined I don't think... For example, say you have a horse and it's attacked by a player. You cast invisibility on the horse and the player loses his combatant status with the horse. I'm wondering what validation checks come into play for a horse in this situation. Does the validation only check to see if the horse has a combatant or does it check to see if the horse combatant and the horse's combatant is the horse? This is something that should be looked into in the original code.
The player (who is attacking the horse) combatant status shouldn't matter, only what the horse is doing. - Not 100% on that but 95%.
IE: if the horse currently has a target, it can't be mounted.
If a player is currently in combat with the horse but the horse has no target, it can be mounted. (The only way this is possible is by the aggressor being made invisible).
Not sure what the current case is here, everything I checked matched my memory though.