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Sync Tactical Chance with Stubborn Combat Policy
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@@ -535,7 +535,7 @@ public abstract class EntityNPCInterface extends EntityCreature implements IEnti
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}
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break;
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case Stubborn:
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if (closerTargetFound && combatHandler.shouldChangeTarget(5.0)) {
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if (closerTargetFound && combatHandler.shouldChangeTarget((double) ai.tacticalChance / 100)) {
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setAttackTarget(attackingEntity);
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}
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break;
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@@ -719,6 +719,7 @@ public abstract class EntityNPCInterface extends EntityCreature implements IEnti
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case HitNRun : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIAvoidTarget(this)); break;
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case Ambush : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIAmbushTarget(this, 1.2D, this.ai.tacticalRadius, false)); break;
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case Stalk : this.tasks.addTask(this.taskCount++, aiResponse = new EntityAIStalkTarget(this, this.ai.tacticalRadius)); break;
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// case Twist: this.tasks.addTask(this.taskCount++, aiResponse = new EntityAITwistTarget(this, 1.3D, this.ai.tacticalRadius)); break;
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default :
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}
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}
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