RecoverVitalityInPeaceZone effect improvements.
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260fe5ddf4
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@ -31,13 +31,13 @@ import com.l2jserver.gameserver.model.zone.ZoneId;
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*/
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*/
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public final class RecoverVitalityInPeaceZone extends AbstractEffect
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public final class RecoverVitalityInPeaceZone extends AbstractEffect
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{
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{
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private final double _power;
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private final double _amount;
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public RecoverVitalityInPeaceZone(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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public RecoverVitalityInPeaceZone(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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{
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super(attachCond, applyCond, set, params);
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super(attachCond, applyCond, set, params);
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_power = params.getDouble("power", 0);
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_amount = params.getDouble("amount", 0);
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}
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}
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@Override
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@Override
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@ -49,7 +49,7 @@ public final class RecoverVitalityInPeaceZone extends AbstractEffect
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}
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}
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long vitality = info.getEffected().getActingPlayer().getVitalityPoints();
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long vitality = info.getEffected().getActingPlayer().getVitalityPoints();
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vitality += _power;
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vitality += _amount;
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if (vitality >= PcStat.MAX_VITALITY_POINTS)
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if (vitality >= PcStat.MAX_VITALITY_POINTS)
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{
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{
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vitality = PcStat.MAX_VITALITY_POINTS;
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vitality = PcStat.MAX_VITALITY_POINTS;
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@ -65,7 +65,7 @@ public final class RecoverVitalityInPeaceZone extends AbstractEffect
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if (info.getEffected().isPlayer() && !info.isRemoved())
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if (info.getEffected().isPlayer() && !info.isRemoved())
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{
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{
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long vitality = info.getEffected().getActingPlayer().getVitalityPoints();
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long vitality = info.getEffected().getActingPlayer().getVitalityPoints();
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vitality += 10000;
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vitality += _amount * 100;
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if (vitality >= PcStat.MAX_VITALITY_POINTS)
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if (vitality >= PcStat.MAX_VITALITY_POINTS)
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{
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{
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vitality = PcStat.MAX_VITALITY_POINTS;
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vitality = PcStat.MAX_VITALITY_POINTS;
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@ -271,7 +271,7 @@
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<set name="isMagic" val="4" />
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<set name="isMagic" val="4" />
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<for>
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<for>
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<effect name="RecoverVitalityInPeaceZone" ticks="10">
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<effect name="RecoverVitalityInPeaceZone" ticks="10">
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<param power="10" />
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<param amount="100" />
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</effect>
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</effect>
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</for>
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</for>
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</skill>
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</skill>
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