Quick preemptive bugfix
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@@ -158,7 +158,7 @@ open class MeleeSwingHandler
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effectiveAttackLevel += 6
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effectiveAttackLevel += 6
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}
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}
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if(entity is Player && (entity.properties.combatPulse.getVictim()?.id ?: 0) in entity.slayer.task.ids)
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if(entity is Player && entity.slayer.task?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
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effectiveAttackLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
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effectiveAttackLevel *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer Helm/ Black Mask/ Slayer cape
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else if (entity is Player //Salve amulet
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else if (entity is Player //Salve amulet
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@@ -191,7 +191,7 @@ open class MeleeSwingHandler
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cumulativeStr *= getSetMultiplier(entity, Skills.STRENGTH)
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cumulativeStr *= getSetMultiplier(entity, Skills.STRENGTH)
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if(entity is Player && (entity.properties.combatPulse.getVictim()?.id ?: 0) in entity.slayer.task.ids)
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if(entity is Player && entity.slayer.task?.ids?.contains((entity.properties.combatPulse?.getVictim()?.id ?: 0)) == true)
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cumulativeStr *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer helm/black mask/skillcape
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cumulativeStr *= SlayerEquipmentFlags.getDamAccBonus(entity) //Slayer helm/black mask/skillcape
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/*val hit = (16 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier
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/*val hit = (16 + cumulativeStr + bonus / 8 + cumulativeStr * bonus * 0.016865) * modifier
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