Code improvements.
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@@ -19,7 +19,6 @@ package handlers.effecthandlers;
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import com.l2jmobius.gameserver.enums.ShotType;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.conditions.Condition;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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@@ -75,8 +74,7 @@ public final class SoulBlow extends AbstractEffect
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if ((info.getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
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{
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// Souls Formula (each soul increase +4%)
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final int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount();
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damage *= 1 + (chargedSouls * 0.04);
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damage *= 1 + (((activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount()) * 0.04);
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}
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target.reduceCurrentHp(damage, activeChar, info.getSkill());
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@@ -91,8 +89,7 @@ public final class SoulBlow extends AbstractEffect
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if (activeChar.isPlayer())
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{
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final L2PcInstance activePlayer = activeChar.getActingPlayer();
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activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
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activeChar.getActingPlayer().sendDamageMessage(target, (int) damage, false, true, false);
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}
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// Check if damage should be reflected
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Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
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