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Fix for mindrop on drop tables sometimes not being fully respected
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@ -137,6 +137,7 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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}
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float roll_t = 0.0f;
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float roll_t_min = 0.0f;
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bool active_item_list = false;
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for(uint32 i = 0; i < lds->NumEntries; ++i) {
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const Item_Struct* db_item = GetItem(lds->Entries[i].item_id);
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@ -146,15 +147,45 @@ void ZoneDatabase::AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* iteml
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}
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}
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roll_t_min = roll_t;
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roll_t = EQEmu::ClampLower(roll_t, 100.0f);
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if(!active_item_list) {
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return;
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}
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mindrop = EQEmu::ClampLower(mindrop, (uint8)1);
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for(int i = 0; i < mindrop; ++i) {
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float roll = (float)zone->random.Real(0.0, roll_t_min);
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for(uint32 j = 0; j < lds->NumEntries; ++j) {
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const Item_Struct* db_item = GetItem(lds->Entries[j].item_id);
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if(db_item) {
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if(roll < lds->Entries[j].chance) {
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npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
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lds->Entries[j].maxlevel, lds->Entries[j].equip_item > 0 ? true : false, false);
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int charges = (int)lds->Entries[i].multiplier;
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charges = EQEmu::ClampLower(charges, 1);
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for(int k = 1; k < charges; ++k) {
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float c_roll = (float)zone->random.Real(0.0, 100.0);
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if(c_roll <= lds->Entries[i].chance) {
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npc->AddLootDrop(db_item, itemlist, lds->Entries[j].item_charges, lds->Entries[j].minlevel,
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lds->Entries[j].maxlevel, lds->Entries[j].equip_item > 0 ? true : false, false);
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}
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}
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j = lds->NumEntries;
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break;
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}
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else {
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roll -= lds->Entries[j].chance;
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}
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}
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}
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}
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int item_count = zone->random.Int(mindrop, droplimit);
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for(int i = 0; i < item_count; ++i) {
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for(int i = mindrop; i < item_count; ++i) {
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float roll = (float)zone->random.Real(0.0, roll_t);
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for(uint32 j = 0; j < lds->NumEntries; ++j) {
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const Item_Struct* db_item = GetItem(lds->Entries[j].item_id);
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