rendered paste body public int calculateMeleeAttack() {
int attackLevel = c.playerLevel[0];
//2, 5, 11, 18, 19
if (c.prayerActive[2]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.05;
} else if (c.prayerActive[7]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.10;
} else if (c.prayerActive[15]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.15;
} else if (c.prayerActive[24]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.15;
} else if (c.prayerActive[25]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.20;
} else if (c.prayerActive[45]) {
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.25;
}
if (c.fullVoidMelee())
attackLevel += c.getLevelForXP(c.playerXP[c.playerAttack]) * 0.1;
attackLevel *= c.specAccuracy;
//c.sendMessage("Attack: " + (attackLevel + (c.playerBonus[bestMeleeAtk()] * 2)));
int i = c.playerBonus[bestMeleeAtk()];
i += c.bonusAttack;
if (c.playerEquipment[c.playerAmulet] == 11128 && c.playerEquipment[c.playerWeapon] == 6528) {
i *= 1.30;
}
return (int)(attackLevel + (attackLevel * 0.15) + (i + i * 0.05));
}
public int bestMeleeAtk()
{
if(c.playerBonus[0] > c.playerBonus[1] && c.playerBonus[0] > c.playerBonus[2])
return 0;
if(c.playerBonus[1] > c.playerBonus[0] && c.playerBonus[1] > c.playerBonus[2])
return 1;
return c.playerBonus[2] <= c.playerBonus[1] || c.playerBonus[2] <= c.playerBonus[0] ? 0 : 2;
}