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					@ -196,20 +196,28 @@ public enum CombatManager {
				@@ -196,20 +196,28 @@ public enum CombatManager {
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					            //get delay for the auto attack job
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					            long delay = 5000; | 
				
			
			
		
	
		
			
				
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					            if (weapon != null) { | 
				
			
			
		
	
		
			
				
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					            //if (weapon != null) {
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					            //    int wepSpeed = (int) (weapon.template.item_weapon_wepspeed);
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					                int wepSpeed = (int) (weapon.template.item_weapon_wepspeed); | 
				
			
			
		
	
		
			
				
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					            //    if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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					            //        wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None));
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					                if (weapon.getBonusPercent(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None) != 0f) //add weapon speed bonus
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					                    wepSpeed *= (1 + weapon.getBonus(mbEnums.ModType.WeaponSpeed, mbEnums.SourceType.None)); | 
				
			
			
		
	
		
			
				
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					            //    if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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					            //        wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None));
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					                if (attacker.getBonuses() != null && attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None) != 0f) //add effects speed bonus
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					                    wepSpeed *= (1 + attacker.getBonuses().getFloatPercentAll(mbEnums.ModType.AttackDelay, mbEnums.SourceType.None)); | 
				
			
			
		
	
		
			
				
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					            //    if (wepSpeed < 10)
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					             //       wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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					                if (wepSpeed < 10) | 
				
			
			
		
	
		
			
				
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					                    wepSpeed = 10; //Old was 10, but it can be reached lower with legit buffs,effects.
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					             //   delay = wepSpeed * 100L;
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					            //}
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					                delay = wepSpeed * 100L; | 
				
			
			
		
	
		
			
				
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					            if(attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)){ | 
				
			
			
		
	
		
			
				
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					                if(slot.equals(mbEnums.EquipSlotType.RHELD)){ | 
				
			
			
		
	
		
			
				
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					                    delay = (long)(attacker.speedHandOne * 100L); | 
				
			
			
		
	
		
			
				
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					                }else{ | 
				
			
			
		
	
		
			
				
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					                    delay = (long)(attacker.speedHandTwo * 100L); | 
				
			
			
		
	
		
			
				
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					                } | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
	
		
			
				
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