When funkslinging two items of which the first ends the combat, the second one isn't consumed, but is registered as such. This is due to the fact that in FightRequest.Java, payItemCost is called for both items, regardless of whether or not the first has ended the combat.
This is problematic when funkslinging a (cheaper) chance-based runaway item with a 100% success rate one.
This is problematic when funkslinging a (cheaper) chance-based runaway item with a 100% success rate one.