combat formula and steal
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@@ -1472,15 +1472,17 @@ public enum CombatManager {
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public static boolean LandHit(int C5, int D5){
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float chance = (C5-((C5+D5)*.315f)) / ((D5-((C5+D5)*.315f)) + (C5-((C5+D5)*.315f)));
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int convertedChance = Math.round(chance * 100);
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//convertedChance = Math.max(5, Math.min(95, convertedChance));
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float chance = (C5-((C5+D5) * 0.315f)) / ((D5-((C5+D5) * 0.315f)) + (C5-((C5+D5) * 0.315f)));
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float convertedChance = chance * 100;
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int roll = ThreadLocalRandom.current().nextInt(101);
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if(roll < 5)//always 5% chance ot miss
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if(roll <= 5)//always 5% chance to miss
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return false;
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if(roll >= 95)//always 5% chance to hit
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return true;
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return roll <= convertedChance;
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}
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@@ -187,8 +187,10 @@ public class StealPowerAction extends AbstractPowerAction {
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DispatchMessage.dispatchMsgDispatch(dispatch, engine.Enum.DispatchChannel.SECONDARY);
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//update thief's inventory
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if (sourcePlayer.getCharItemManager() != null)
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if (sourcePlayer.getCharItemManager() != null) {
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sourcePlayer.getCharItemManager().updateInventory();
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sourcePlayer.cancelOnAttackSwing();
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}
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//update victims inventory
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if (owner.getObjectType().equals(Enum.GameObjectType.PlayerCharacter)) {
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