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Commit 12e26c7a authored by Zoey76's avatar Zoey76
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Removing custom attribute dmgDirectlyToHp from Backstab

https://trello.com/c/Yj4JzrmW/90-remove-custom-attribute-dmgdirectlytohp-from-skill
parent 44835e0c
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......@@ -20,13 +20,10 @@ package com.l2jserver.datapack.handlers.effecthandlers.instant;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.stats.Formulas;
/**
......@@ -67,11 +64,11 @@ public final class Backstab extends AbstractEffect {
return;
}
final L2Character target = info.getEffected();
final L2Character activeChar = info.getEffector();
final Skill skill = info.getSkill();
boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
byte shld = Formulas.calcShldUse(activeChar, target, skill);
final var target = info.getEffected();
final var activeChar = info.getEffector();
final var skill = info.getSkill();
final boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
double damage = Formulas.calcBackstabDamage(activeChar, target, skill, shld, ss, _power);
// Crit rate base crit rate for skill, modified with STR bonus
......@@ -79,7 +76,11 @@ public final class Backstab extends AbstractEffect {
damage *= 2;
}
target.reduceCurrentHp(damage, activeChar, skill);
if (target.isPlayer()) {
target.getActingPlayer().getStatus().reduceHp(damage, activeChar, true, false, skill.isToggle(), true);
} else {
target.reduceCurrentHp(damage, activeChar, skill);
}
target.notifyDamageReceived(damage, activeChar, skill, true, false, false);
// Manage attack or cast break of the target (calculating rate, sending message...)
......@@ -89,8 +90,7 @@ public final class Backstab extends AbstractEffect {
}
if (activeChar.isPlayer()) {
L2PcInstance activePlayer = activeChar.getActingPlayer();
activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
activeChar.sendDamageMessage(target, (int) damage, false, true, false);
}
// Check if damage should be reflected
......
......@@ -1166,7 +1166,6 @@
<set name="affectScope" val="SINGLE" />
<set name="castRange" val="40" />
<set name="coolTime" val="720" />
<set name="dmgDirectlyToHp" val="true" />
<set name="effectPoint" val="#effectPoint" />
<set name="effectRange" val="400" />
<set name="hitCancelTime" val="500" />
......
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