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					@ -1046,7 +1046,8 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { | 
				
			
			
		
	
		
		
			
				
					
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					        } else { | 
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					        } else { | 
				
			
			
		
	
		
		
			
				
					
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					            try { | 
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					            try { | 
				
			
			
		
	
		
		
			
				
					
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					                calculateAtrDefenseDamage(); | 
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					                AbstractCharacter.calculateAtrDamageForWeapon(this,this.charItemManager.equipped.get(EquipSlotType.RHELD),true,this.charItemManager.equipped.get(EquipSlotType.LHELD)); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					                AbstractCharacter.calculateAtrDefenseDamage(this); | 
				
			
			
		
	
		
		
			
				
					
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					            } catch (Exception e) { | 
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					            } catch (Exception e) { | 
				
			
			
		
	
		
		
			
				
					
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					                Logger.error(this.getMobBaseID() + " /" + e.getMessage()); | 
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					                Logger.error(this.getMobBaseID() + " /" + e.getMessage()); | 
				
			
			
		
	
		
		
			
				
					
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					            } | 
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					            } | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -1122,384 +1123,6 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed { | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
		
		
			
				
					
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					    public void calculateAtrDefenseDamage() { | 
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					        if (this.charItemManager == null || this.charItemManager.equipped == null) { | 
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					            Logger.error("Player " + currentID + " missing skills or equipment"); | 
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					            defaultAtrAndDamage(true); | 
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					            defaultAtrAndDamage(false); | 
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					            this.defenseRating = 0; | 
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					            return; | 
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					        } | 
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					        this.atrHandOne = (short) this.mobBase.getAttackRating(); | 
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					        this.minDamageHandOne = (short) this.mobBase.getDamageMin(); | 
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					        this.maxDamageHandOne = (short) this.mobBase.getDamageMax(); | 
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					        this.rangeHandOne = 6.5f; | 
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					        this.speedHandOne = 20; | 
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					        this.atrHandTwo = (short) this.mobBase.getAttackRating(); | 
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					        this.minDamageHandTwo = (short) this.mobBase.getDamageMin(); | 
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					        this.maxDamageHandTwo = (short) this.mobBase.getDamageMax(); | 
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					        this.rangeHandTwo = 6.5f; | 
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					        this.speedHandTwo = 20; | 
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					        if (this.charItemManager.equipped.get(EquipSlotType.RHELD) != null) | 
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					            calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), true); //has mainhand weapon to calculate
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					        if (this.charItemManager.equipped.get(EquipSlotType.LHELD) != null && !ItemTemplate.isShield(this.charItemManager.equipped.get(EquipSlotType.LHELD).template)) | 
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					            calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), false);  //has offhand weapon to calculate
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					        try { | 
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					            calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.RHELD), true); | 
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					        } catch (Exception e) { | 
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					            this.atrHandOne = (short) this.mobBase.getAttackRating(); | 
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					            this.minDamageHandOne = (short) this.mobBase.getDamageMin(); | 
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					            this.maxDamageHandOne = (short) this.mobBase.getDamageMax(); | 
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					            this.rangeHandOne = 6.5f; | 
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					            this.speedHandOne = 20; | 
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					            Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. setting to default ATR and Damage." + e.getMessage()); | 
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					        } | 
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					        try { | 
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					            calculateAtrDamageForWeapon(this.charItemManager.equipped.get(EquipSlotType.LHELD), false); | 
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					        } catch (Exception e) { | 
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					            this.atrHandTwo = (short) this.mobBase.getAttackRating(); | 
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					            this.minDamageHandTwo = (short) this.mobBase.getDamageMin(); | 
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					            this.maxDamageHandTwo = (short) this.mobBase.getDamageMax(); | 
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					            this.rangeHandTwo = 6.5f; | 
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					            this.speedHandTwo = 20; | 
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					            Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. setting to default ATR and Damage." + e.getMessage()); | 
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					        } | 
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					        try { | 
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					            float defense = this.mobBase.getDefenseRating(); | 
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					            defense += getShieldDefense(charItemManager.equipped.get(EquipSlotType.LHELD)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.HELM)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.CHEST)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.UPARM)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.HANDS)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.LEGS)); | 
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					            defense += getArmorDefense(charItemManager.equipped.get(EquipSlotType.FEET)); | 
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					            defense += getWeaponDefense(charItemManager.equipped); | 
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					            // TODO add error log here
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					            if (this.bonuses != null) { | 
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					                // add any bonuses
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					                defense += (short) this.bonuses.getFloat(ModType.DCV, SourceType.NONE); | 
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					                // Finally, multiply any percent modifiers. DO THIS LAST!
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					                float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.DCV, SourceType.NONE); | 
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					                defense = (short) (defense * pos_Bonus); | 
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					                //Lucky rune applies next
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					                float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.DCV, SourceType.NONE); | 
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					                defense = (short) (defense * (1 + neg_Bonus)); | 
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					            } else | 
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					                Logger.error("Error: missing bonuses"); | 
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					            defense = (defense < 1) ? 1 : defense; | 
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					            this.defenseRating = (short) (defense + 0.5f); | 
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					        } catch (Exception e) { | 
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					            Logger.info("Mobbase ID " + this.getMobBaseID() + " returned an error. Setting to Default Defense." + e.getMessage()); | 
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					            this.defenseRating = (short) this.mobBase.getDefenseRating(); | 
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					        } | 
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					        // calculate defense for equipment
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					    } | 
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					    private float getWeaponDefense(ConcurrentHashMap<Enum.EquipSlotType, Item> equipped) { | 
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					        Item weapon = equipped.get(EquipSlotType.RHELD); | 
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					        ItemBase wb = null; | 
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					        CharacterSkill skill, mastery; | 
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					        float val = 0; | 
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					        boolean unarmed = false; | 
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					        if (weapon == null) { | 
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					            weapon = equipped.get(EquipSlotType.LHELD); | 
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					            if (weapon == null) | 
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					                unarmed = true; | 
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					            else | 
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					                wb = weapon.getItemBase(); | 
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					        } else | 
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					            wb = weapon.getItemBase(); | 
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					        if (wb == null) | 
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					            unarmed = true; | 
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					        if (unarmed) { | 
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					            skill = null; | 
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					            mastery = null; | 
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					        } else { | 
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					            skill = this.skills.get(weapon.template.item_skill_used); | 
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					            mastery = this.skills.get(wb.getMastery()); | 
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					        } | 
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					        if (skill != null) | 
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					            val += (int) skill.getModifiedAmount() / 2f; | 
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					        if (mastery != null) | 
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					            val += (int) mastery.getModifiedAmount() / 2f; | 
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					        return val; | 
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					    } | 
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					    private float getShieldDefense(Item shield) { | 
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					        if (shield == null) | 
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					            return 0; | 
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					        ItemBase ab = shield.getItemBase(); | 
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					        if (!ItemTemplate.isShield(shield.template)) | 
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					            return 0; | 
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					        CharacterSkill blockSkill = this.skills.get("Block"); | 
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					        float skillMod; | 
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					        if (blockSkill == null) { | 
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					            skillMod = CharacterSkill.getQuickMastery(this, "Block"); | 
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					            if (skillMod == 0f) | 
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					                return 0; | 
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					        } else | 
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					            skillMod = blockSkill.getModifiedAmount(); | 
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					        float def = ab.getDefense(); | 
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					        //apply item defense bonuses
 | 
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					        return (def * (1 + ((int) skillMod / 100f))); | 
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					    } | 
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					    private float getArmorDefense(Item armor) { | 
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					        if (armor == null) | 
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					            return 0; | 
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					        ItemBase ib = armor.getItemBase(); | 
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					        if (ib == null) | 
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					            return 0; | 
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					        if (!armor.template.item_type.equals(ItemType.ARMOR)) | 
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					            return 0; | 
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					        if (armor.template.item_skill_used.isEmpty()) | 
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					            return ib.getDefense(); | 
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					        CharacterSkill armorSkill = this.skills.get(armor.template.item_skill_used); | 
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					        if (armorSkill == null) | 
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					            return ib.getDefense(); | 
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					        float def = ib.getDefense(); | 
					 | 
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 | 
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					 | 
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					 | 
					        //apply item defense bonuses
 | 
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					        return (def * (1 + ((int) armorSkill.getModifiedAmount() / 50f))); | 
					 | 
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					    } | 
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					    private void calculateAtrDamageForWeapon(Item weapon, boolean mainHand) { | 
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					        int baseStrength = 0; | 
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					        float skillPercentage, masteryPercentage; | 
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					 | 
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					        float mastDam; | 
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					 | 
					        // make sure weapon exists
 | 
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					 | 
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					 | 
					        boolean noWeapon = false; | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        ItemBase wb = null; | 
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					 | 
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					 | 
					        if (weapon == null) | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					 | 
					            noWeapon = true; | 
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					        else { | 
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					 | 
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					 | 
					            ItemBase ib = weapon.getItemBase(); | 
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					 | 
					 | 
					            if (ib == null) | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                noWeapon = true; | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else if (weapon.template.item_type.equals(ItemType.WEAPON) == false) { | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                defaultAtrAndDamage(mainHand); | 
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					 | 
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					                return; | 
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					 | 
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					 | 
					            } else | 
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					 | 
					 | 
					 | 
					                wb = ib; | 
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					 | 
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					 | 
					 | 
					        } | 
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					        float min, max; | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        float speed; | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        boolean strBased = false; | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
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					 | 
					 | 
					 | 
					        // get skill percentages and min and max damage for weapons
 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
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 | 
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					 | 
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					 | 
					        if (noWeapon) { | 
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 | 
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					 | 
					            if (mainHand) | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                this.rangeHandOne = this.mobBase.getAttackRange(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
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					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                this.rangeHandTwo = -1; // set to do not attack
 | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
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					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            skillPercentage = getModifiedAmount(this.skills.get("Unarmed Combat")); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            masteryPercentage = getModifiedAmount(this.skills.get("Unarmed Combat Mastery")); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (masteryPercentage == 0f) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                mastDam = CharacterSkill.getQuickMastery(this, "Unarmed Combat Mastery"); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                mastDam = masteryPercentage; | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            // TODO Correct these
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            min = this.mobBase.getDamageMin(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            max = this.mobBase.getDamageMax(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } else { | 
					 | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (mainHand) | 
					 | 
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					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                this.rangeHandOne = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                this.rangeHandTwo = weapon.getItemBase().getRange() * (1 + (baseStrength / 600.0f)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            skillPercentage = getModifiedAmount(this.skills.get(weapon.template.item_skill_used)); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            masteryPercentage = getModifiedAmount(this.skills.get(wb.getMastery())); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            if (masteryPercentage == 0f) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                mastDam = 0f; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					                mastDam = masteryPercentage; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            min = wb.getMinDamage(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            max = wb.getMaxDamage(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            strBased = wb.isStrBased(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        // calculate atr
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        float atr = this.mobBase.getAttackRating(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (this.statStrCurrent > this.statDexCurrent) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            atr += statStrCurrent * .5; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            atr += statDexCurrent * .5; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        // add in any bonuses to atr
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (this.bonuses != null) { | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            atr += this.bonuses.getFloat(ModType.OCV, SourceType.NONE); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            // Finally use any multipliers. DO THIS LAST!
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            float pos_Bonus = 1 + this.bonuses.getFloatPercentPositive(ModType.OCV, SourceType.NONE); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            atr *= pos_Bonus; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            //and negative percent modifiers
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            //TODO DO DEBUFFS AFTER?? wILL TEst when finished
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            float neg_Bonus = this.bonuses.getFloatPercentNegative(ModType.OCV, SourceType.NONE); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            atr *= (1 + neg_Bonus); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        } | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        atr = (atr < 1) ? 1 : atr; | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        // set atr
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (mainHand) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            this.atrHandOne = (short) (atr + 0.5f); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        else | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            this.atrHandTwo = (short) (atr + 0.5f); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        //calculate speed
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					
 | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					        if (wb != null) | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
					 | 
					 | 
					            speed = wb.getSpeed(); | 
					 | 
					 | 
					 | 
					 | 
				
			
			
		
	
		
		
			
				
					
					 | 
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					            speed = 20f; //unarmed attack speed
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					        if (this.bonuses != null && this.bonuses.getFloat(ModType.AttackDelay, SourceType.NONE) != 0f) //add effects speed bonus
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					            speed *= (1 + this.bonuses.getFloatPercentAll(ModType.AttackDelay, SourceType.NONE)); | 
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					        if (speed < 10) | 
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					            speed = 10; | 
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					        //add min/max damage bonuses for weapon  **REMOVED
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					        //if duel wielding, cut damage by 30%
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					        // calculate damage
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					        float minDamage; | 
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					        float maxDamage; | 
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					        float pri = (strBased) ? (float) this.statStrCurrent : (float) this.statDexCurrent; | 
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					        float sec = (strBased) ? (float) this.statDexCurrent : (float) this.statStrCurrent; | 
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					        minDamage = (float) (min * ((0.0315f * Math.pow(pri, 0.75f)) + (0.042f * Math.pow(sec, 0.75f)) + (0.01f * ((int) skillPercentage + (int) mastDam)))); | 
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					        maxDamage = (float) (max * ((0.0785f * Math.pow(pri, 0.75f)) + (0.016f * Math.pow(sec, 0.75f)) + (0.0075f * ((int) skillPercentage + (int) mastDam)))); | 
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					        minDamage = (float) ((int) (minDamage + 0.5f)); //round to nearest decimal
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					        maxDamage = (float) ((int) (maxDamage + 0.5f)); //round to nearest decimal
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					        //add Base damage last.
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					        float minDamageMod = this.mobBase.getDamageMin(); | 
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					        float maxDamageMod = this.mobBase.getDamageMax(); | 
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					        minDamage += minDamageMod; | 
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					        maxDamage += maxDamageMod; | 
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					        // add in any bonuses to damage
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					        if (this.bonuses != null) { | 
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					            // Add any base bonuses
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					            minDamage += this.bonuses.getFloat(ModType.MinDamage, SourceType.NONE); | 
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					            maxDamage += this.bonuses.getFloat(ModType.MaxDamage, SourceType.NONE); | 
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					            // Finally use any multipliers. DO THIS LAST!
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					            minDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MinDamage, SourceType.NONE)); | 
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					            maxDamage *= (1 + this.bonuses.getFloatPercentAll(ModType.MaxDamage, SourceType.NONE)); | 
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					        } | 
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					        // set damages
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					        if (mainHand) { | 
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					            this.minDamageHandOne = (short) minDamage; | 
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					            this.maxDamageHandOne = (short) maxDamage; | 
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					            this.speedHandOne = 30; | 
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					        } else { | 
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					            this.minDamageHandTwo = (short) minDamage; | 
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					            this.maxDamageHandTwo = (short) maxDamage; | 
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					            this.speedHandTwo = 30; | 
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					        } | 
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					    } | 
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					    private void defaultAtrAndDamage(boolean mainHand) { | 
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					        if (mainHand) { | 
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					            this.atrHandOne = 0; | 
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					            this.minDamageHandOne = 0; | 
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					            this.maxDamageHandOne = 0; | 
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					            this.rangeHandOne = -1; | 
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					            this.speedHandOne = 20; | 
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					        } else { | 
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					            this.atrHandTwo = 0; | 
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					            this.minDamageHandTwo = 0; | 
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					            this.maxDamageHandTwo = 0; | 
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					            this.rangeHandTwo = -1; | 
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					            this.speedHandTwo = 20; | 
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					        } | 
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					    } | 
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					    @Override | 
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					    @Override | 
				
			
			
		
	
		
		
			
				
					
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					    public void runAfterLoad() { | 
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					    public void runAfterLoad() { | 
				
			
			
		
	
		
		
			
				
					
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