runs an accuracy check for an attack against this fighter . returns true the % of time the attack should hit . concode_field_sep int randY concode_elem_sep int lastMana concode_elem_sep double shake concode_elem_sep String color concode_elem_sep int randX concode_elem_sep ArrayList<StatEffect> statEffects concode_elem_sep int doubleFlashDelay concode_elem_sep float flashDecay concode_elem_sep int timeout concode_elem_sep int lastHealth concode_elem_sep int lastStamina concode_elem_sep int TOAST_DELAY concode_elem_sep ArrayList<BattleAnimation> battleAnimations concode_elem_sep int delay concode_elem_sep FighterStats stats concode_elem_sep float[] flash concode_elem_sep ArrayList<Toast> toast concode_elem_sep Mesh mesh concode_elem_sep double shakeVel concode_elem_sep float centerOffset concode_field_sep void damage concode_elem_sep int initAct concode_elem_sep int lastMana concode_elem_sep int calculateDamage concode_elem_sep float[] updateFlash concode_elem_sep void cureStatus concode_elem_sep boolean isDead concode_elem_sep int lastStamina concode_elem_sep int shakeValue concode_elem_sep boolean hasStatus concode_elem_sep boolean restoreMana concode_elem_sep int act concode_elem_sep void addAnim concode_elem_sep void actionStartFlash concode_elem_sep boolean render concode_elem_sep boolean restoreHealth concode_elem_sep String getStatusEffectString concode_elem_sep void updateAnim concode_elem_sep boolean restoreStamina concode_elem_sep void renderToast concode_elem_sep int lastHealth concode_elem_sep void cutHealth concode_elem_sep void poisonDamage concode_elem_sep void inflictStatus concode_elem_sep void flash concode_elem_sep void addToast concode_elem_sep void addToast concode_elem_sep void addToast concode_elem_sep void addToast
boolean function ( int arg0 ) { double loc0 = Math . random ( ) ; return ( loc0 < arg0 * .01 - stats . evasion ( ) ) ; }