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					@ -12,7 +12,6 @@ import engine.job.JobContainer;
				@@ -12,7 +12,6 @@ import engine.job.JobContainer;
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					import engine.job.JobScheduler; | 
				
			
			
		
	
		
			
				
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					import engine.jobs.AttackJob; | 
				
			
			
		
	
		
			
				
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					import engine.jobs.DeferredPowerJob; | 
				
			
			
		
	
		
			
				
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					import engine.math.Vector3f; | 
				
			
			
		
	
		
			
				
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					import engine.mbEnums; | 
				
			
			
		
	
		
			
				
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					import engine.net.client.ClientConnection; | 
				
			
			
		
	
		
			
				
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					import engine.net.client.msg.TargetedActionMsg; | 
				
			
			
		
	
	
		
			
				
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					@ -119,361 +118,360 @@ public enum CombatManager {
				@@ -119,361 +118,360 @@ public enum CombatManager {
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					    public static void processAttack(AbstractCharacter attacker, AbstractWorldObject target, mbEnums.EquipSlotType slot) { | 
				
			
			
		
	
		
			
				
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					        if(slot == null || target == null || attacker == null) | 
				
			
			
		
	
		
			
				
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					        if (slot == null || target == null || attacker == null) | 
				
			
			
		
	
		
			
				
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					            return; | 
				
			
			
		
	
		
			
				
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					        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
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					            if (!attacker.isCombat()) | 
				
			
			
		
	
		
			
				
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					                return; | 
				
			
			
		
	
		
			
				
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					            //check if this slot is on attack timer, if timer has passed clear it, else early exit
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					            if(attacker.getTimers() != null && attacker.getTimers().containsKey("Attack"+slot.name())) | 
				
			
			
		
	
		
			
				
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					                if(attacker.getTimers().get("Attack"+slot.name()).timeToExecutionLeft() <= 0) | 
				
			
			
		
	
		
			
				
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					                    attacker.getTimers().remove("Attack"+slot.name()); | 
				
			
			
		
	
		
			
				
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					                else | 
				
			
			
		
	
		
			
				
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					                    return; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					        target.combatLock.writeLock().lock(); | 
				
			
			
		
	
		
			
				
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					        // check if character is in range to attack target
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					        try { | 
				
			
			
		
	
		
			
				
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					            PlayerBonuses bonus = attacker.getBonuses(); | 
				
			
			
		
	
		
			
				
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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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					            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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					            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(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None); | 
				
			
			
		
	
		
			
				
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					            if (weapon != null) { | 
				
			
			
		
	
		
			
				
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					                if (bonus != null) | 
				
			
			
		
	
		
			
				
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					                    rangeMod += bonus.getFloatPercentAll(mbEnums.ModType.WeaponRange, mbEnums.SourceType.None); | 
				
			
			
		
	
		
			
				
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					            attackRange += weapon.template.item_weapon_max_range * rangeMod; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					                attackRange += weapon.template.item_weapon_max_range * rangeMod; | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
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					            if (((Mob) attacker).isSiege()) | 
				
			
			
		
	
		
			
				
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					                attackRange = 300; | 
				
			
			
		
	
		
			
				
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					            if (attacker.getObjectType().equals(mbEnums.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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					            float distanceSquared = attacker.loc.distanceSquared(target.loc); | 
				
			
			
		
	
		
			
				
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					        boolean inRange = false; | 
				
			
			
		
	
		
			
				
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					        if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
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					            attackRange += ((AbstractCharacter)target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					        } else { | 
				
			
			
		
	
		
			
				
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					            boolean inRange = false; | 
				
			
			
		
	
		
			
				
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					            if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
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					                attackRange += ((AbstractCharacter) target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					            } else { | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        if(attackRange > 15 && attacker.isMoving()){ | 
				
			
			
		
	
		
			
				
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					            //cannot shoot bow while moving;
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					            return; | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					            if (attackRange > 15 && attacker.isMoving()) { | 
				
			
			
		
	
		
			
				
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					                //cannot shoot bow while moving;
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					                return; | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        switch (target.getObjectType()) { | 
				
			
			
		
	
		
			
				
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					            case PlayerCharacter: | 
				
			
			
		
	
		
			
				
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					                attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f; | 
				
			
			
		
	
		
			
				
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					                if (distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					                    inRange = true; | 
				
			
			
		
	
		
			
				
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					                break; | 
				
			
			
		
	
		
			
				
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					            case Mob: | 
				
			
			
		
	
		
			
				
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					                attackRange += ((AbstractCharacter) target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					                if (distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					                    inRange = true; | 
				
			
			
		
	
		
			
				
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					                break; | 
				
			
			
		
	
		
			
				
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					            case Building: | 
				
			
			
		
	
		
			
				
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					                if(attackRange > 15){ | 
				
			
			
		
	
		
			
				
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					                    float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x); | 
				
			
			
		
	
		
			
				
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					                    //float distanceSquared = attacker.loc.distanceSquared(target.loc);
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					                    if(distanceSquared < rangeSquared) { | 
				
			
			
		
	
		
			
				
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					            switch (target.getObjectType()) { | 
				
			
			
		
	
		
			
				
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					                case PlayerCharacter: | 
				
			
			
		
	
		
			
				
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					                    attackRange += ((PlayerCharacter) target).getCharacterHeight() * 0.5f; | 
				
			
			
		
	
		
			
				
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					                    if (distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					                        inRange = true; | 
				
			
			
		
	
		
			
				
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					                        break; | 
				
			
			
		
	
		
			
				
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					                    } | 
				
			
			
		
	
		
			
				
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					                }else { | 
				
			
			
		
	
		
			
				
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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) * 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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					                    break; | 
				
			
			
		
	
		
			
				
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					                case Mob: | 
				
			
			
		
	
		
			
				
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					                    attackRange += ((AbstractCharacter) target).calcHitBox(); | 
				
			
			
		
	
		
			
				
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					                    if (distanceSquared < attackRange * attackRange) | 
				
			
			
		
	
		
			
				
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					                        inRange = true; | 
				
			
			
		
	
		
			
				
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					                    break; | 
				
			
			
		
	
		
			
				
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					                } | 
				
			
			
		
	
		
			
				
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					        } | 
				
			
			
		
	
		
			
				
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					                case Building: | 
				
			
			
		
	
		
			
				
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					                    if (attackRange > 15) { | 
				
			
			
		
	
		
			
				
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					                        float rangeSquared = (attackRange + target.getBounds().getHalfExtents().x) * (attackRange + target.getBounds().getHalfExtents().x); | 
				
			
			
		
	
		
			
				
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					                        //float distanceSquared = attacker.loc.distanceSquared(target.loc);
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					                        if (distanceSquared < rangeSquared) { | 
				
			
			
		
	
		
			
				
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					                            inRange = true; | 
				
			
			
		
	
		
			
				
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					                            break; | 
				
			
			
		
	
		
			
				
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					                        } | 
				
			
			
		
	
		
			
				
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					                    } else { | 
				
			
			
		
	
		
			
				
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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) * 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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					                        break; | 
				
			
			
		
	
		
			
				
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					                    } | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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					        //get delay for the auto attack job
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					        long delay = 5000; | 
				
			
			
		
	
		
			
				
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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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					            } | 
				
			
			
		
	
		
			
				
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					        if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
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					            ((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay; | 
				
			
			
		
	
		
			
				
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					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) | 
				
			
			
		
	
		
			
				
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					                ((Mob) attacker).nextAttackTime = System.currentTimeMillis() + delay; | 
				
			
			
		
	
		
			
				
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					        if (inRange) { | 
				
			
			
		
	
		
			
				
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					            if (inRange) { | 
				
			
			
		
	
		
			
				
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					            //handle retaliate
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    ((AbstractCharacter) target).combatTarget = attacker; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        combatCycle((AbstractCharacter) target, attacker); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //handle retaliate
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (AbstractCharacter.IsAbstractCharacter(target)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (((AbstractCharacter) target).combatTarget == null || !((AbstractCharacter) target).combatTarget.isAlive()) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        ((AbstractCharacter) target).combatTarget = attacker; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (target.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter) && ((AbstractCharacter) target).isCombat()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            combatCycle((AbstractCharacter) target, attacker); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            // take stamina away from attacker if its not a mob
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //check if Out of Stamina
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (attacker.getStamina() < (weapon.template.item_wt / 3f)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                // take stamina away from attacker if its not a mob
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (weapon != null && !attacker.getObjectType().equals(mbEnums.GameObjectType.Mob)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //check if Out of Stamina
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (attacker.getStamina() < (weapon.template.item_wt / 3f)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                float stam = weapon.template.item_wt / 3f; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                stam = (stam < 1) ? 1 : stam; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                attacker.modifyStamina(-(stam), attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                attacker.modifyStamina(1, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    float stam = weapon.template.item_wt / 3f; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    stam = (stam < 1) ? 1 : stam; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    attacker.modifyStamina(-(stam), attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    attacker.modifyStamina(1, attacker, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //cancel things that are cancelled by an attack
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //cancel things that are cancelled by an attack
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            attacker.cancelOnAttackSwing(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                attacker.cancelOnAttackSwing(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //declare relevant variables
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //declare relevant variables
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int min = attacker.minDamageHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int max = attacker.maxDamageHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int atr = attacker.atrHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int min = attacker.minDamageHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int max = attacker.maxDamageHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int atr = attacker.atrHandOne; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //get the proper stats based on which slot is attacking
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //get the proper stats based on which slot is attacking
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (slot == mbEnums.EquipSlotType.LHELD) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                min = attacker.minDamageHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                max = attacker.maxDamageHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                atr = attacker.atrHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (slot == mbEnums.EquipSlotType.LHELD) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    min = attacker.minDamageHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    max = attacker.maxDamageHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    atr = attacker.atrHandTwo; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //apply weapon powers before early exit for miss or passives
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            DeferredPowerJob dpj = null; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //apply weapon powers before early exit for miss or passives
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                DeferredPowerJob dpj = null; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    dpj = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (dpj != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    dpj.attack(target, attackRange); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (dpj != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        dpj.attack(target, attackRange); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (dpj.getPower() != null && (dpj.getPowerToken() == -1851459567 || dpj.getPowerToken() == -1851489518)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            ((PlayerCharacter) attacker).setWeaponPower(dpj); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int def = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int def = 0; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                def = ((AbstractCharacter) target).defenseRating; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    def = ((AbstractCharacter) target).defenseRating; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //calculate hit chance based off ATR and DEF
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //calculate hit chance based off ATR and DEF
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int hitChance; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (def == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                def = 1; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            float dif = atr * 1f / def; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int hitChance; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (def == 0) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    def = 1; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                float dif = atr * 1f / def; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (dif <= 0.8f) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                hitChance = 4; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (dif <= 0.8f) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    hitChance = 4; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    hitChance = ((int) (450 * (dif - 0.8f)) + 4); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (target.getObjectType() == mbEnums.GameObjectType.Building) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                hitChance = 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (target.getObjectType() == mbEnums.GameObjectType.Building) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    hitChance = 100; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int passiveAnim = getPassiveAnimation(mbEnums.PassiveType.None); // checking for a miss due to ATR vs Def
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (ThreadLocalRandom.current().nextInt(100) > hitChance) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg msg = new TargetedActionMsg(attacker, target, 0f, passiveAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchManager.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchManager.sendToAllInRange(attacker, msg); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //calculate passive chances only if target is AbstractCharacter
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //calculate passive chances only if target is AbstractCharacter
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (EnumSet.of(mbEnums.GameObjectType.PlayerCharacter, mbEnums.GameObjectType.NPC, mbEnums.GameObjectType.Mob).contains(target.getObjectType())) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    mbEnums.PassiveType passiveType = mbEnums.PassiveType.None; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    int hitRoll = ThreadLocalRandom.current().nextInt(100); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                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); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    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); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                // Passive chance clamped at 75
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    // Passive chance clamped at 75
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                blockChance = Math.max(0, Math.min(75, blockChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                parryChance = Math.max(0, Math.min(75, parryChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    dodgeChance = Math.max(0, Math.min(75, dodgeChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    blockChance = Math.max(0, Math.min(75, blockChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    parryChance = Math.max(0, Math.min(75, parryChance)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (hitRoll < dodgeChance) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    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)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    passiveAnim = getPassiveAnimation(passiveType); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (!passiveType.equals(mbEnums.PassiveType.None)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        passiveAnim = getPassiveAnimation(passiveType); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        TargetedActionMsg msg = new TargetedActionMsg(attacker, passiveAnim, target, passiveType.value); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (target.getObjectType() == mbEnums.GameObjectType.PlayerCharacter) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            DispatchManager.dispatchMsgToInterestArea(target, msg, mbEnums.DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //calculate the base damage
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (damage == 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob) attacker).isPet()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    calculatePetDamage(attacker); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //calculate the base damage
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            int damage = ThreadLocalRandom.current().nextInt(min, max + 1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (damage == 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if(attacker.getObjectType().equals(mbEnums.GameObjectType.Mob) && ((Mob)attacker).isPet()) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                calculatePetDamage(attacker); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                //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)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    resists = ((Building) target).getResists();            //this is a building
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    resists = ((AbstractCharacter) target).getResists();   //this is a character
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            if (!AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                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); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (total > 0) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //apply Damage back
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        attacker.modifyHealth(-total, absTarget, true); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, attacker, total, 0); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (resists != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (resists != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //check for damage type immunities
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    //check for damage type immunities
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (resists.immuneTo(damageType)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template, null, slot)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            return; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //calculate resisted damage including fortitude
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (resists.immuneTo(damageType)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
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					                        //we need to send the animation even if the attacker misses
 | 
				
			
			
		
	
		
			
				
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					                        TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) 0, getSwingAnimation(weapon.template,null,slot)); | 
				
			
			
		
	
		
			
				
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					                        DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
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					                        setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
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					                        return; | 
				
			
			
		
	
		
			
				
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					                        damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); | 
				
			
			
		
	
		
			
				
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					                    } | 
				
			
			
		
	
		
			
				
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					                    //calculate resisted damage including fortitude
 | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					                    damage = (int) resists.getResistedDamage(attacker, (AbstractCharacter) target, damageType, damage, 0); | 
				
			
			
		
	
		
			
				
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					                } | 
				
			
			
		
	
		
			
				
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					            } | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					            //remove damage from target health
 | 
				
			
			
		
	
		
			
				
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					                //remove damage from target health
 | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					            if (damage > 0) { | 
				
			
			
		
	
		
			
				
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					 | 
				
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				 | 
				
					                if (damage > 0) { | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					                if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
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				 | 
				
					                    ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
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					                else | 
				
			
			
		
	
		
			
				
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				 | 
				
					                    ((Building) target).modifyHealth(-damage, attacker); | 
				
			
			
		
	
		
			
				
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					 | 
				
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				 | 
				
					                    if (AbstractCharacter.IsAbstractCharacter(target)) | 
				
			
			
		
	
		
			
				
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				 | 
				
					                        ((AbstractCharacter) target).modifyHealth(-damage, attacker, true); | 
				
			
			
		
	
		
			
				
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				 | 
				
					                    else | 
				
			
			
		
	
		
			
				
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				 | 
				
					                        ((Building) target).modifyHealth(-damage, attacker); | 
				
			
			
		
	
		
			
				
					 | 
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 | 
				
			
			
		
	
		
			
				
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					                int attackAnim = getSwingAnimation(null, null, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        attackAnim = getSwingAnimation(weapon.template, weaponPower, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        attackAnim = getSwingAnimation(weapon.template, null, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    int attackAnim = getSwingAnimation(null, null, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    if (attacker.charItemManager.getEquipped().get(slot) != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        if (attacker.getObjectType().equals(mbEnums.GameObjectType.PlayerCharacter)) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            DeferredPowerJob weaponPower = ((PlayerCharacter) attacker).getWeaponPower(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            attackAnim = getSwingAnimation(weapon.template, weaponPower, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        } else { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                            attackAnim = getSwingAnimation(weapon.template, null, slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                    DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                TargetedActionMsg cmm = new TargetedActionMsg(attacker, target, (float) damage, attackAnim); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					                DispatchManager.sendToAllInRange(target, cmm); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //set auto attack job
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            setAutoAttackJob(attacker, slot, delay); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } catch (Exception ex) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            cancelAutoAttackJob(attacker,slot); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            //Logger.error("COMBAT CAUGHT ERROR: " + ex.getMessage());
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } finally { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            target.combatLock.writeLock().unlock(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static void toggleCombat(boolean toggle, ClientConnection origin) { | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
					 | 
				
				 | 
				 | 
				
					@ -624,7 +622,20 @@ public enum CombatManager {
				@@ -624,7 +622,20 @@ public enum CombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static int calculatePetDamage(AbstractCharacter agent) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static void cancelAutoAttackJob(AbstractCharacter attacker, mbEnums.EquipSlotType slot) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        attacker.getTimestamps().put("Attack" + slot.name(), System.currentTimeMillis()); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //handle auto attack job creation
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        ConcurrentHashMap<String, JobContainer> timers = attacker.getTimers(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        if (timers != null) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            timers.get("Attack" + slot.name()).cancelJob(); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        } else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					            Logger.error("Unable to find Timers for Character " + attacker.getObjectUUID()); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static void calculatePetDamage(AbstractCharacter agent) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        //damage calc for pet
 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        float range; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        float damage; | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
					 | 
				
				 | 
				 | 
				
					@ -636,7 +647,6 @@ public enum CombatManager {
				@@ -636,7 +647,6 @@ public enum CombatManager {
					 | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        dmgMultiplier += agent.getLevel() * 0.1f; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        range = (float) (maxDmg - minDmg); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        damage = min + ((ThreadLocalRandom.current().nextFloat() * range) + (ThreadLocalRandom.current().nextFloat() * range)) / 2; | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        return (int) (damage * dmgMultiplier); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    } | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					    public static double getMinDmg(double min, AbstractCharacter agent) { | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					        int primary = agent.getStatStrCurrent(); | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
						
					 | 
				
				 | 
				 | 
				
					
 
				 
					 |