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Merge branch 'master' of https://github.com/EQEmu/Server
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+1
-1
@@ -358,7 +358,7 @@ bool Mob::AvoidDamage(Mob *other, DamageHitInfo &hit)
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}
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// riposte -- it may seem crazy, but if the attacker has SPA 173 on them, they are immune to Ripo
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bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance;
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bool ImmuneRipo = attacker->aabonuses.RiposteChance || attacker->spellbonuses.RiposteChance || attacker->itembonuses.RiposteChance || attacker->IsEnraged();
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// Need to check if we have something in MainHand to actually attack with (or fists)
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if (hit.hand != EQEmu::inventory::slotRange && (CanThisClassRiposte() || IsEnraged()) && InFront && !ImmuneRipo) {
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if (IsEnraged()) {
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+2
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@@ -80,10 +80,11 @@ void ZoneDatabase::AddLootTableToNPC(NPC* npc,uint32 loottable_id, ItemList* ite
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*copper = cash;
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}
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uint32 global_loot_multiplier = RuleI(Zone, GlobalLootMultiplier);
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// Do items
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for (uint32 i=0; i<lts->NumEntries; i++) {
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for (uint32 k = 1; k <= lts->Entries[i].multiplier; k++) {
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for (uint32 k = 1; k <= (lts->Entries[i].multiplier * global_loot_multiplier); k++) {
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uint8 droplimit = lts->Entries[i].droplimit;
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uint8 mindrop = lts->Entries[i].mindrop;
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