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					@ -15,24 +15,27 @@ import engine.powers.effectmodifiers.AbstractEffectModifier;
				@@ -15,24 +15,27 @@ import engine.powers.effectmodifiers.AbstractEffectModifier;
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					import engine.server.MBServerStatics; | 
				
			
			
		
	
		
			
				
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					import org.pmw.tinylog.Logger; | 
				
			
			
		
	
		
			
				
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					import java.util.EnumSet; | 
				
			
			
		
	
		
			
				
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					import java.util.concurrent.ConcurrentHashMap; | 
				
			
			
		
	
		
			
				
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					import java.util.concurrent.ThreadLocalRandom; | 
				
			
			
		
	
		
			
				
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					public class FinalCombatManager { | 
				
			
			
		
	
		
			
				
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					    public static void combatCycle(AbstractCharacter attacker, AbstractWorldObject target) { | 
				
			
			
		
	
		
			
				
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					        //early exit checks
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					        if(attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) | 
				
			
			
		
	
		
			
				
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					        if (attacker == null || target == null || !attacker.isAlive() || !target.isAlive()) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        switch(target.getObjectType()){ | 
				
			
			
		
	
		
			
				
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					        switch (target.getObjectType()) { | 
				
			
			
		
	
		
			
				
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					            case Building: | 
				
			
			
		
	
		
			
				
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					                if(((Building)target).isVulnerable() == false) | 
				
			
			
		
	
		
			
				
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					                if (((Building) target).isVulnerable() == false) | 
				
			
			
		
	
		
			
				
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					                    return; | 
				
			
			
		
	
		
			
				
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					                break; | 
				
			
			
		
	
		
			
				
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					            case PlayerCharacter: | 
				
			
			
		
	
		
			
				
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					            case Mob: | 
				
			
			
		
	
		
			
				
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					                PlayerBonuses bonuses = ((AbstractCharacter)target).getBonuses(); | 
				
			
			
		
	
		
			
				
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					                if(bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE)) | 
				
			
			
		
	
		
			
				
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					                PlayerBonuses bonuses = ((AbstractCharacter) target).getBonuses(); | 
				
			
			
		
	
		
			
				
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					                if (bonuses != null && bonuses.getBool(Enum.ModType.ImmuneToAttack, Enum.SourceType.NONE)) | 
				
			
			
		
	
		
			
				
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					                    return; | 
				
			
			
		
	
		
			
				
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					                break; | 
				
			
			
		
	
		
			
				
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					            case NPC: | 
				
			
			
		
	
	
		
			
				
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					@ -41,91 +44,108 @@ public class FinalCombatManager {
				@@ -41,91 +44,108 @@ public class FinalCombatManager {
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					        Item mainWeapon = attacker.charItemManager.getEquipped().get(Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					        Item offWeapon = attacker.charItemManager.getEquipped().get(Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        if(mainWeapon == null && offWeapon == null){ | 
				
			
			
		
	
		
			
				
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					        if (mainWeapon == null && offWeapon == null) { | 
				
			
			
		
	
		
			
				
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					            //no weapons equipped, punch with both fists
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					            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        }else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        } else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) { | 
				
			
			
		
	
		
			
				
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					            //no weapon equipped with a shield, punch with one hand
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					            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					        }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")){ | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					        } else if (mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block")) { | 
				
			
			
		
	
		
			
				
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					            //one weapon equipped with a shield, swing with one hand
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					            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					        }else if(mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					        } else if (mainWeapon != null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false) { | 
				
			
			
		
	
		
			
				
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					            //two weapons equipped, swing both hands
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					            processAttack(attacker,target,Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        } else if(mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false){ | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.RHELD); | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        } else if (mainWeapon == null && offWeapon != null && offWeapon.template.item_skill_required.containsKey("Block") == false) { | 
				
			
			
		
	
		
			
				
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					            //swing left hand only
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					            processAttack(attacker,target,Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					            processAttack(attacker, target, Enum.EquipSlotType.LHELD); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, Enum.EquipSlotType slot){ | 
				
			
			
		
	
		
			
				
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					        //check if character can even attack yet
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					        if(attacker.getTimestamps().containsKey("Attack" + slot.name())) | 
				
			
			
		
	
		
			
				
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					            if(System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) | 
				
			
			
		
	
		
			
				
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					    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, Enum.EquipSlotType slot) { | 
				
			
			
		
	
		
			
				
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					        // heck if character can even attack yet
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					        if (attacker.getTimestamps().containsKey("Attack" + slot.name())) | 
				
			
			
		
	
		
			
				
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					            if (System.currentTimeMillis() < attacker.getTimestamps().get("Attack" + slot.name())) | 
				
			
			
		
	
		
			
				
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					                return; | 
				
			
			
		
	
		
			
				
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					        //check if character is in range to attack target
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					        // check if character is in range to attack target
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					        PlayerBonuses bonus = attacker.getBonuses(); | 
				
			
			
		
	
		
			
				
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					        float rangeMod = 1.0f; | 
				
			
			
		
	
		
			
				
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					        float attackRange = MBServerStatics.NO_WEAPON_RANGE; | 
				
			
			
		
	
		
			
				
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					        Item weapon = attacker.charItemManager.getEquipped(slot); | 
				
			
			
		
	
		
			
				
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					        if (weapon != null) { | 
				
			
			
		
	
		
			
				
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					            if (bonus != null) | 
				
			
			
		
	
		
			
				
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					                rangeMod += bonus.getFloatPercentAll(Enum.ModType.WeaponRange, Enum.SourceType.NONE); | 
				
			
			
		
	
		
			
				
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					            attackRange = weapon.template.item_weapon_max_range * rangeMod; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
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					            if(((Mob)attacker).isSiege()) | 
				
			
			
		
	
		
			
				
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					        if (attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
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					            if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
			
				
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					                attackRange = 300; | 
				
			
			
		
	
		
			
				
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					        float distanceSquared = attacker.loc.distanceSquared(target.loc); | 
				
			
			
		
	
		
			
				
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					        if(distanceSquared > attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					        if (distanceSquared > attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        //take stamina away from attacker
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					        if (weapon == null) | 
				
			
			
		
	
		
			
				
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					            attacker.modifyStamina(-0.5f, attacker, true); | 
				
			
			
		
	
		
			
				
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					        else { | 
				
			
			
		
	
		
			
				
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					        // take stamina away from attacker
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					        if (weapon != null) { | 
				
			
			
		
	
		
			
				
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					            float stam = weapon.template.item_wt / 3f; | 
				
			
			
		
	
		
			
				
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					            stam = (stam < 1) ? 1 : stam; | 
				
			
			
		
	
		
			
				
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					            attacker.modifyStamina(-(stam), attacker, true); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        } else | 
				
			
			
		
	
		
			
				
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					            attacker.modifyStamina(-0.5f, attacker, true); | 
				
			
			
		
	
		
			
				
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					        //cancel things that are cancelled by an attack
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					        attacker.cancelOnAttackSwing(); | 
				
			
			
		
	
		
			
				
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					        //declare relevant variables
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					        int min = attacker.minDamageHandOne; | 
				
			
			
		
	
		
			
				
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					        int max = attacker.maxDamageHandOne; | 
				
			
			
		
	
		
			
				
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					        int atr = attacker.atrHandOne; | 
				
			
			
		
	
		
			
				
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					        //get the proper stats based on which slot is attacking
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					        if(slot == Enum.EquipSlotType.LHELD){ | 
				
			
			
		
	
		
			
				
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					        if (slot == Enum.EquipSlotType.LHELD) { | 
				
			
			
		
	
		
			
				
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					            min = attacker.minDamageHandTwo; | 
				
			
			
		
	
		
			
				
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					            max = attacker.maxDamageHandTwo; | 
				
			
			
		
	
		
			
				
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					            atr = attacker.atrHandTwo; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        int def = 0; | 
				
			
			
		
	
		
			
				
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					        if(AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
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					            def = ((AbstractCharacter)target).defenseRating; | 
				
			
			
		
	
		
			
				
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					        if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
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					            def = ((AbstractCharacter) target).defenseRating; | 
				
			
			
		
	
		
			
				
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					        //calculate hit chance based off ATR and DEF
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					        int hitChance; | 
				
			
			
		
	
		
			
				
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					        float dif = atr / def; | 
				
			
			
		
	
		
			
				
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					        if (dif <= 0.8f) | 
				
			
			
		
	
		
			
				
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					            hitChance = 4; | 
				
			
			
		
	
		
			
				
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					        else | 
				
			
			
		
	
		
			
				
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					            hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			
			
		
	
		
			
				
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					        if (target.getObjectType() == Enum.GameObjectType.Building) | 
				
			
			
		
	
		
			
				
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					            hitChance = 100; | 
				
			
			
		
	
		
			
				
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					        int passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); | 
				
			
			
		
	
		
			
				
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					        if(ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
			
				
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					        if (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
			
				
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					            TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			
			
		
	
		
			
				
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					            if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
	
		
			
				
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					@ -137,13 +157,25 @@ public class FinalCombatManager {
				@@ -137,13 +157,25 @@ public class FinalCombatManager {
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					        } | 
				
			
			
		
	
		
			
				
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					        //calculate passive chances only if target is AbstractCharacter
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					        if(AbstractCharacter.IsAbstractCharacter(target)){ | 
				
			
			
		
	
		
			
				
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					        if (EnumSet.of(Enum.GameObjectType.PlayerCharacter, Enum.GameObjectType.NPC, Enum.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
		
	
		
			
				
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					            Enum.PassiveType passiveType = Enum.PassiveType.None; | 
				
			
			
		
	
		
			
				
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					            int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			
			
		
	
		
			
				
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					            float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if(hitRoll > dodgeChance || hitRoll > parryChance || hitRoll > blockChance){ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, MBServerStatics.COMBAT_SEND_BLOCK); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (hitRoll < dodgeChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                passiveType = Enum.PassiveType.Dodge; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else if (hitRoll < blockChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                passiveType = Enum.PassiveType.Block; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else if (hitRoll < parryChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                passiveType = Enum.PassiveType.Parry; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (passiveType.equals(Enum.PassiveType.None) == false) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (target.getObjectType() == Enum.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchMessage.dispatchMsgToInterestArea(target, msg, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -155,34 +187,37 @@ public class FinalCombatManager {
				@@ -155,34 +187,37 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //calculate the base damage
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        int damage = ThreadLocalRandom.current().nextInt(min,max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if(damage == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (damage == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //get the damage type
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        Enum.SourceType damageType; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if(attacker.charItemManager.getEquipped().get(slot) == null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (attacker.charItemManager.getEquipped().get(slot) == null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            damageType = Enum.SourceType.CRUSHING; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if(attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if(((Mob)attacker).isSiege()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (attacker.getObjectType().equals(Enum.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    damageType = Enum.SourceType.SIEGE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        }else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            damageType = (Enum.SourceType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //get resists
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        Resists resists; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if(AbstractCharacter.IsAbstractCharacter(target) == false){ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //this is a building
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            resists = ((Building) target).getResists(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        }else{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //this is a character
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            resists = ((AbstractCharacter) target).getResists(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if(AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (AbstractCharacter.IsAbstractCharacter(target) == false) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            resists = ((Building) target).getResists();            //this is a building
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            resists = ((AbstractCharacter) target).getResists();   //this is a character
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            AbstractCharacter absTarget = (AbstractCharacter) target; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //check damage shields
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            PlayerBonuses bonuses = absTarget.getBonuses(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (bonuses != null) { | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -193,13 +228,16 @@ public class FinalCombatManager {
				@@ -193,13 +228,16 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                for (DamageShield ds : damageShields.values()) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //get amount to damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    float amount; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (ds.usePercent()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = damage * ds.getAmount() / 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = ds.getAmount(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //get resisted damage for damagetype
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (resists != null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    total += amount; | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -212,29 +250,39 @@ public class FinalCombatManager {
				@@ -212,29 +250,39 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (resists != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //check for damage type immunities
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (resists.immuneTo(damageType)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //calculate resisted damage including fortitude
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                damage = (int) resists.getResistedDamage(attacker,(AbstractCharacter)target,damageType,damage,0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //remove damage from target health
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if(damage > 0){ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if(AbstractCharacter.IsAbstractCharacter(target)){ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((AbstractCharacter)target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            }else{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((Building)target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            TargetedActionMsg cmm = new TargetedActionMsg(attacker,target, (float) damage,0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (damage > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //calculate next allowed attack and update the timestamp
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        long delay = 20 * 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (weapon != null){ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (weapon != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (weapon.getBonusPercent(Enum.ModType.WeaponSpeed, Enum.SourceType.NONE) != 0f) //add weapon speed bonus
 | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -248,9 +296,11 @@ public class FinalCombatManager {
				@@ -248,9 +296,11 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            delay = wepSpeed * 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        attacker.getTimestamps().put("Attack" + slot.name(),System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis() + delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //handle auto attack job creation
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (timers != null) { | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -258,41 +308,46 @@ public class FinalCombatManager {
				@@ -258,41 +308,46 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            JobContainer job; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            job = JobScheduler.getInstance().scheduleJob(aj, (delay + 1)); // offset 1 millisecond so no overlap issue
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            timers.put("Attack" + slot, job); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static void toggleCombat(boolean toggle, ClientConnection origin) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (pc == null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (playerCharacter == null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        pc.setCombat(toggle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        playerCharacter.setCombat(toggle); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (!toggle) // toggle is move it to false so clear combat target
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            pc.setCombatTarget(null); //clear last combat target
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            playerCharacter.setCombatTarget(null); //clear last combat target
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        UpdateStateMsg rwss = new UpdateStateMsg(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        rwss.setPlayer(pc); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        rwss.setPlayer(playerCharacter); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        DispatchMessage.dispatchMsgToInterestArea(playerCharacter, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, false, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static void toggleSit(boolean toggle, ClientConnection origin) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        PlayerCharacter pc = SessionManager.getPlayerCharacter(origin); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (pc == null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
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					        if (playerCharacter == null) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        pc.setSit(toggle); | 
				
			
			
		
	
		
			
				
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					        playerCharacter.setSit(toggle); | 
				
			
			
		
	
		
			
				
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					        UpdateStateMsg rwss = new UpdateStateMsg(); | 
				
			
			
		
	
		
			
				
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					        rwss.setPlayer(pc); | 
				
			
			
		
	
		
			
				
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					        DispatchMessage.dispatchMsgToInterestArea(pc, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
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					        rwss.setPlayer(playerCharacter); | 
				
			
			
		
	
		
			
				
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					        DispatchMessage.dispatchMsgToInterestArea(playerCharacter, rwss, Enum.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    //Called when character takes damage.
 | 
				
			
			
		
	
		
			
				
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					    public static void handleRetaliate(AbstractCharacter target, AbstractCharacter attacker) { | 
				
			
			
		
	
		
			
				
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					        //Called when character takes damage.
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					        if (attacker == null || target == null) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					| 
						
						
						
							
								
							
						
					 | 
				
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					@ -308,11 +363,13 @@ public class FinalCombatManager {
				@@ -308,11 +363,13 @@ public class FinalCombatManager {
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					        boolean isCombat = target.isCombat(); | 
				
			
			
		
	
		
			
				
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					        //If target in combat and has no target, then attack back
 | 
				
			
			
		
	
		
			
				
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					        if(isCombat && target.combatTarget == null) | 
				
			
			
		
	
		
			
				
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					        if (isCombat && target.combatTarget == null) | 
				
			
			
		
	
		
			
				
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				 | 
				
					            target.setCombatTarget(attacker); | 
				
			
			
		
	
		
			
				
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					    } | 
				
			
			
		
	
		
			
				
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					    public static int getSwingAnimation(ItemTemplate wb, DeferredPowerJob dpj, boolean mainHand) { | 
				
			
			
		
	
		
			
				
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					        int token = 0; | 
				
			
			
		
	
		
			
				
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					        if (dpj != null) | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
				
				 | 
				 | 
				
					@ -356,6 +413,7 @@ public class FinalCombatManager {
				@@ -356,6 +413,7 @@ public class FinalCombatManager {
					 | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        } else { | 
				
			
			
		
	
		
			
				
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					 | 
				
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				 | 
				
					            if (template.weapon_attack_anim_left.size() > 0) { | 
				
			
			
		
	
		
			
				
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				 | 
				
					                int animation; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int random = ThreadLocalRandom.current().nextInt(template.weapon_attack_anim_left.size()); | 
				
			
			
		
	
		
			
				
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					| 
						
							
								
							
						
						
						
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