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					@ -86,9 +86,9 @@ public enum CombatManager {
				@@ -86,9 +86,9 @@ public enum CombatManager {
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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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					        //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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					@ -114,19 +114,19 @@ public enum CombatManager {
				@@ -114,19 +114,19 @@ public enum CombatManager {
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					        boolean inRange = false; | 
				
			
			
		
	
		
			
				
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					        float attackerHitbox = attacker.calcHitBox(); | 
				
			
			
		
	
		
			
				
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					        attackRange += attacker.calcHitBox(); | 
				
			
			
		
	
		
			
				
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					        switch(target.getObjectType()){ | 
				
			
			
		
	
		
			
				
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					            case PlayerCharacter: | 
				
			
			
		
	
		
			
				
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					            case Mob: | 
				
			
			
		
	
		
			
				
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					                float targetHitbox = ((AbstractCharacter)target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					                if(distanceSquared < ((attackRange + attackerHitbox + targetHitbox) * 2)) | 
				
			
			
		
	
		
			
				
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					                attackRange += ((AbstractCharacter)target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					                if(distanceSquared < attackRange * 2) | 
				
			
			
		
	
		
			
				
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					                    inRange = true; | 
				
			
			
		
	
		
			
				
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					                break; | 
				
			
			
		
	
		
			
				
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					            case Building: | 
				
			
			
		
	
		
			
				
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					                float locX = target.loc.x - target.getBounds().getHalfExtents().x; | 
				
			
			
		
	
		
			
				
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					                float locZ = target.loc.z - target.getBounds().getHalfExtents().y; | 
				
			
			
		
	
		
			
				
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					                float sizeX = (target.getBounds().getHalfExtents().x + attackRange + attackerHitbox) * 2; | 
				
			
			
		
	
		
			
				
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					                float sizeZ = (target.getBounds().getHalfExtents().y + attackRange + attackerHitbox) * 2; | 
				
			
			
		
	
		
			
				
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					                float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2; | 
				
			
			
		
	
		
			
				
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					                float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2; | 
				
			
			
		
	
		
			
				
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					                Rectangle2D.Float rect = new Rectangle2D.Float(locX,locZ,sizeX,sizeZ); | 
				
			
			
		
	
		
			
				
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					                if(rect.contains(new Point2D.Float(attacker.loc.x,attacker.loc.z))) | 
				
			
			
		
	
		
			
				
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					                    inRange = true; | 
				
			
			
		
	
	
		
			
				
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					@ -134,213 +134,213 @@ public enum CombatManager {
				@@ -134,213 +134,213 @@ public enum CombatManager {
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					        } | 
				
			
			
		
	
		
			
				
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					        if (!inRange) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        if (inRange) { | 
				
			
			
		
	
		
			
				
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					        // take stamina away from attacker
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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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					        } else | 
				
			
			
		
	
		
			
				
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					            attacker.modifyStamina(-0.5f, attacker, true); | 
				
			
			
		
	
		
			
				
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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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					            } 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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					            //cancel things that are cancelled by an attack
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					        attacker.cancelOnAttackSwing(); | 
				
			
			
		
	
		
			
				
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					            attacker.cancelOnAttackSwing(); | 
				
			
			
		
	
		
			
				
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					        //declare relevant variables
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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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					            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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					            //get the proper stats based on which slot is attacking
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					        if (slot == mbEnums.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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					            if (slot == mbEnums.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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					            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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					            //calculate hit chance based off ATR and DEF
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					        int hitChance; | 
				
			
			
		
	
		
			
				
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					        if (def == 0) | 
				
			
			
		
	
		
			
				
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					            def = 1; | 
				
			
			
		
	
		
			
				
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					        float dif = atr / def; | 
				
			
			
		
	
		
			
				
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					            int hitChance; | 
				
			
			
		
	
		
			
				
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					            if (def == 0) | 
				
			
			
		
	
		
			
				
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					                def = 1; | 
				
			
			
		
	
		
			
				
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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 (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() == mbEnums.GameObjectType.Building) | 
				
			
			
		
	
		
			
				
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					            hitChance = 100; | 
				
			
			
		
	
		
			
				
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					            if (target.getObjectType() == mbEnums.GameObjectType.Building) | 
				
			
			
		
	
		
			
				
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					                hitChance = 100; | 
				
			
			
		
	
		
			
				
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					        int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
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					        if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
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					            passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					            int passiveAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
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					            if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
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					                passiveAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, true); | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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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 (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
			
				
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					                TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			
			
		
	
		
			
				
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					            if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
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					                DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
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					            else | 
				
			
			
		
	
		
			
				
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					                DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
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					                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
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					                    DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
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					                else | 
				
			
			
		
	
		
			
				
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					                    DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					                return; | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        //calculate passive chances only if target is AbstractCharacter
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					            //calculate passive chances only if target is AbstractCharacter
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					        if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
		
	
		
			
				
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					            mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; | 
				
			
			
		
	
		
			
				
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					            int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			
			
		
	
		
			
				
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					            if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
		
	
		
			
				
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					                mbEnums.PassiveType passiveType = mbEnums.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); | 
				
			
			
		
	
		
			
				
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					            float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
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					            float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
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					                float dodgeChance = ((AbstractCharacter) target).getPassiveChance("Dodge", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
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					                float blockChance = ((AbstractCharacter) target).getPassiveChance("Block", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
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					                float parryChance = ((AbstractCharacter) target).getPassiveChance("Parry", attacker.getLevel(), true); | 
				
			
			
		
	
		
			
				
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					            // Passive chance clamped at 75
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					                // Passive chance clamped at 75
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					            dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
				
			
			
		
	
		
			
				
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					            blockChance = Math.max(0, Math.min(75, blockChance)); | 
				
			
			
		
	
		
			
				
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					            parryChance = Math.max(0, Math.min(75, parryChance)); | 
				
			
			
		
	
		
			
				
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					                dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
				
			
			
		
	
		
			
				
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					                blockChance = Math.max(0, Math.min(75, blockChance)); | 
				
			
			
		
	
		
			
				
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					                parryChance = Math.max(0, Math.min(75, parryChance)); | 
				
			
			
		
	
		
			
				
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					            if (hitRoll < dodgeChance) | 
				
			
			
		
	
		
			
				
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				 | 
				 | 
				
					                passiveType = mbEnums.PassiveType.Dodge; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else if (hitRoll < blockChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                passiveType = mbEnums.PassiveType.Block; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else if (hitRoll < parryChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                passiveType = mbEnums.PassiveType.Parry; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (hitRoll < dodgeChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    passiveType = mbEnums.PassiveType.Dodge; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else if (hitRoll < blockChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    passiveType = mbEnums.PassiveType.Block; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else if (hitRoll < parryChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    passiveType = mbEnums.PassiveType.Parry; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (passiveType.equals(mbEnums.PassiveType.None) == false) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (passiveType.equals(mbEnums.PassiveType.None) == false) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchMessage.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchMessage.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //calculate the base damage
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (damage == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //calculate the base damage
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (damage == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //get the damage type
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //get the damage type
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        mbEnums.DamageType damageType; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            mbEnums.DamageType damageType; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (attacker.charItemManager.getEquipped().get(slot) == null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            damageType = mbEnums.DamageType.CRUSHING; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    damageType = mbEnums.DamageType.SIEGE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (attacker.charItemManager.getEquipped().get(slot) == null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                damageType = mbEnums.DamageType.CRUSHING; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        damageType = mbEnums.DamageType.SIEGE; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                damageType = (mbEnums.DamageType) attacker.charItemManager.getEquipped().get(slot).template.item_weapon_damage.keySet().toArray()[0]; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //get resists
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //get resists
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        Resists resists; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            Resists resists; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        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) == 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; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                AbstractCharacter absTarget = (AbstractCharacter) target; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //check damage shields
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //check damage shields
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            PlayerBonuses bonuses = absTarget.getBonuses(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                PlayerBonuses bonuses = absTarget.getBonuses(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (bonuses != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (bonuses != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                float total = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    ConcurrentHashMap<AbstractEffectModifier, DamageShield> damageShields = bonuses.getDamageShields(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    float total = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                for (DamageShield ds : damageShields.values()) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    for (DamageShield ds : damageShields.values()) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //get amount to damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //get amount to damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    float amount; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        float amount; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (ds.usePercent()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = damage * ds.getAmount() / 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = ds.getAmount(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (ds.usePercent()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            amount = damage * ds.getAmount() / 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            amount = ds.getAmount(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //get resisted damage for damagetype
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //get resisted damage for damagetype
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (resists != null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    total += amount; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (resists != null) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            amount = resists.getResistedDamage(absTarget, attacker, ds.getDamageType(), amount, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        total += amount; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (total > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //apply Damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    attacker.modifyHealth(-total, absTarget, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (total > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //apply Damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        attacker.modifyHealth(-total, absTarget, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (resists != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (resists != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //check for damage type immunities
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //check for damage type immunities
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (resists.immuneTo(damageType)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (resists.immuneTo(damageType)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //calculate resisted damage including fortitude
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //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
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //remove damage from target health
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (damage > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (damage > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                ((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    ((Building) target).setCurrentHitPoints(target.getCurrentHitpoints() - damage); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int attackAnim = getSwingAnimation(null, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    attackAnim = getSwingAnimation(attacker.charItemManager.getEquipped().get(slot).template, null, slot.equals(mbEnums.EquipSlotType.RHELD)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            DispatchMessage.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
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					        } | 
				
			
			
		
	
		
			
				
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					        DeferredPowerJob dpj = null; | 
				
			
			
		
	
		
			
				
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					            DeferredPowerJob dpj = null; | 
				
			
			
		
	
		
			
				
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					        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
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					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
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					            dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
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					                dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
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					            if (dpj != null) { | 
				
			
			
		
	
		
			
				
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					                dpj.attack(target, attackRange); | 
				
			
			
		
	
		
			
				
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					                if (dpj != null) { | 
				
			
			
		
	
		
			
				
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					                    dpj.attack(target, attackRange); | 
				
			
			
		
	
		
			
				
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					                if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
				
			
			
		
	
		
			
				
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					                    ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
				
			
			
		
	
		
			
				
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					                    if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
				
			
			
		
	
		
			
				
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					                        ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
				
			
			
		
	
		
			
				
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					                } | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        //calculate next allowed attack and update the timestamp
 | 
				
			
			
		
	
	
		
			
				
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