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Move Enrage check to after the immune ripo check
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@ -370,18 +370,15 @@ bool Mob::AvoidDamage(Mob *other, int32 &damage, int hand)
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counter_dodge = attacker->GetSpecialAbilityParam(COUNTER_AVOID_DAMAGE, 4);
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}
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//////////////////////////////////////////////////////////
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// make enrage same as riposte
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/////////////////////////////////////////////////////////
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if (IsEnraged() && InFront) {
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damage = -3;
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Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
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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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// Need to check if we have something in MainHand to actually attack with (or fists)
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if (hand != EQEmu::legacy::SlotRange && CanThisClassRiposte() && InFront && !ImmuneRipo) {
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if (IsEnraged()) {
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damage = -3;
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Log.Out(Logs::Detail, Logs::Combat, "I am enraged, riposting frontal attack.");
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return true;
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}
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if (IsClient())
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CastToClient()->CheckIncreaseSkill(EQEmu::skills::SkillRiposte, other, -10);
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// check auto discs ... I guess aa/items too :P
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