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Rampage, Area Rampage, Flurry got new customizable effects. Part of that was adding a new set of stuff to attack.
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+2
-3
@@ -136,7 +136,8 @@ public:
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill);
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false);
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false);
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = false, bool IsFromSpell = false,
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ExtraAttackOptions *opts = nullptr);
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virtual bool HasRaid() { return (GetRaid() ? true : false); }
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virtual bool HasGroup() { return (GetGroup() ? true : false); }
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virtual Raid* GetRaid() { return entity_list.GetRaidByMob(this); }
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@@ -168,7 +169,6 @@ public:
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virtual float GetProcChances(float &ProcBonus, float &ProcChance, uint16 weapon_speed, uint16 hand);
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virtual bool AvoidDamage(Mob* other, int32 &damage, bool CanRiposte);
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virtual int GetMonkHandToHandDamage(void);
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virtual void TryCriticalHit(Mob *defender, uint16 skill, int32 &damage);
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virtual bool TryFinishingBlow(Mob *defender, SkillType skillinuse);
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virtual void DoRiposte(Mob* defender);
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inline virtual int16 GetATK() const { return ATK + itembonuses.ATK + spellbonuses.ATK + ((GetSTR() + GetSkill(OFFENSE)) * 9 / 10); }
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@@ -178,7 +178,6 @@ public:
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uint16 GetPrimarySkillValue();
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uint16 MaxSkill(SkillType skillid, uint16 class_, uint16 level) const;
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inline uint16 MaxSkill(SkillType skillid) const { return MaxSkill(skillid, GetClass(), GetLevel()); }
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virtual void MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit);
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virtual void DoSpecialAttackDamage(Mob *who, SkillType skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false);
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virtual void TryBackstab(Mob *other,int ReuseTime = 10);
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virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
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