PlayerCombatStats use in combat
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@@ -483,16 +483,24 @@ public enum CombatManager {
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createTimer(abstractCharacter, slot, 20, true); //2 second for no weapon
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else {
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int wepSpeed = (int) (wb.getSpeed());
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if(abstractCharacter.getObjectType().equals(GameObjectType.PlayerCharacter)){
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PlayerCharacter pc = (PlayerCharacter)abstractCharacter;
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if(slot == 1){
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wepSpeed = (int) pc.combatStats.attackSpeedHandOne;
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}else{
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wepSpeed = (int) pc.combatStats.attackSpeedHandTwo;
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}
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}else {
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if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None));
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if (weapon != null && weapon.getBonusPercent(ModType.WeaponSpeed, SourceType.None) != 0f) //add weapon speed bonus
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wepSpeed *= (1 + weapon.getBonus(ModType.WeaponSpeed, SourceType.None));
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if (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, 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 (abstractCharacter.getBonuses() != null && abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, SourceType.None) != 0f) //add effects speed bonus
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wepSpeed *= (1 + abstractCharacter.getBonuses().getFloatPercentAll(ModType.AttackDelay, 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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}
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createTimer(abstractCharacter, slot, wepSpeed, true);
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}
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@@ -536,15 +544,27 @@ public enum CombatManager {
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if (target == null)
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return;
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if (mainHand) {
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atr = ac.getAtrHandOne();
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minDamage = ac.getMinDamageHandOne();
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maxDamage = ac.getMaxDamageHandOne();
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} else {
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atr = ac.getAtrHandTwo();
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minDamage = ac.getMinDamageHandTwo();
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maxDamage = ac.getMaxDamageHandTwo();
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if(ac.getObjectType().equals(GameObjectType.PlayerCharacter)){
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PlayerCharacter pc = (PlayerCharacter) ac;
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if (mainHand) {
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atr = pc.combatStats.atrHandOne;
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minDamage = pc.combatStats.minDamageHandOne;
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maxDamage = pc.combatStats.maxDamageHandOne;
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} else {
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atr = pc.combatStats.atrHandTwo;
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minDamage = pc.combatStats.minDamageHandTwo;
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maxDamage = pc.combatStats.maxDamageHandTwo;
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}
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}else {
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if (mainHand) {
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atr = ac.getAtrHandOne();
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minDamage = ac.getMinDamageHandOne();
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maxDamage = ac.getMaxDamageHandOne();
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} else {
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atr = ac.getAtrHandTwo();
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minDamage = ac.getMinDamageHandTwo();
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maxDamage = ac.getMaxDamageHandTwo();
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}
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}
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boolean tarIsRat = false;
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@@ -638,7 +658,11 @@ public enum CombatManager {
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}
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} else {
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AbstractCharacter tar = (AbstractCharacter) target;
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defense = tar.getDefenseRating();
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if(tar.getObjectType().equals(GameObjectType.PlayerCharacter)){
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defense = ((PlayerCharacter)tar).combatStats.defense;
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}else {
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defense = tar.getDefenseRating();
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}
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handleRetaliate(tar, ac); //Handle target attacking back if in combat and has no other target
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}
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