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	Rupture will now check your rank before activating
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		@@ -32,8 +32,8 @@ public class SwordsManager extends SkillManager {
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        return mcMMOPlayer.getToolPreparationMode(ToolType.SWORD) && Permissions.serratedStrikes(getPlayer());
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    }
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    public boolean canUseBleed() {
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        return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.SWORDS_RUPTURE);
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    public boolean canUseRupture() {
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        return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.SWORDS_RUPTURE) && RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.SWORDS_RUPTURE);
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    }
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    public boolean canUseCounterAttack(Entity target) {
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@@ -49,7 +49,7 @@ public class SwordsManager extends SkillManager {
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     *
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     * @param target The defending entity
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     */
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    public void bleedCheck(LivingEntity target) {
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    public void ruptureCheck(LivingEntity target) {
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        if (SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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            if (getSkillLevel() >= AdvancedConfig.getInstance().getMaxBonusLevel(SubSkillType.SWORDS_RUPTURE)) {
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@@ -54,8 +54,8 @@ public final class CombatUtils {
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            mcMMOPlayer.checkAbilityActivation(PrimarySkillType.SWORDS);
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        }
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        if (swordsManager.canUseBleed()) {
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            swordsManager.bleedCheck(target);
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        if (swordsManager.canUseRupture()) {
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            swordsManager.ruptureCheck(target);
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        }
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        if (swordsManager.canUseSerratedStrike()) {
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