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Fixed merchantlist probability.
NPCs were setting a singular chance value and each item was checking based on this value, making the probability field not a random chance per item. This removes the probability field from NPCs, SetMerchantProbability() and GetMerchantProbability() and makes the probability field truly random chance. Special thanks to ChaosSlayerZ for noticing the issue here: http://www.eqemulator.org/forums/showthread.php?t=41731
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@@ -403,8 +403,6 @@ public:
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uint32 GetSpawnKillCount();
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int GetScore();
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void SetMerchantProbability(uint8 amt) { probability = amt; }
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uint8 GetMerchantProbability() { return probability; }
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void mod_prespawn(Spawn2 *sp);
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int mod_npc_damage(int damage, EQEmu::skills::SkillType skillinuse, int hand, const EQEmu::ItemData* weapon, Mob* other);
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void mod_npc_killed_merit(Mob* c);
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@@ -537,7 +535,6 @@ protected:
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std::list<MercData> mercDataList;
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bool raid_target;
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uint8 probability;
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bool ignore_despawn; //NPCs with this set to 1 will ignore the despawn value in spawngroup
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private:
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