Quick preemptive bugfix

This commit is contained in:
ceikry
2021-07-31 20:35:29 -05:00
parent 428502dde5
commit 386b65799a
@@ -158,7 +158,7 @@ open class MeleeSwingHandler
effectiveAttackLevel += 6
}
if(entity is Player && (entity.properties.combatPulse.getVictim()?.id ?: 0) in entity.slayer.task.ids)
if(entity is Player && entity.slayer.task?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
effectiveAttackLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
else if (entity is Player //Salve amulet
@@ -191,7 +191,7 @@ open class MeleeSwingHandler
cumulativeStr *= getSetMultiplier(entity, Skills.STRENGTH)
if(entity is Player && (entity.properties.combatPulse.getVictim()?.id ?: 0) in entity.slayer.task.ids)
if(entity is Player && entity.slayer.task?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
cumulativeStr *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer helm/black mask/skillcape
/*val hit = (16 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier