Small cleanup.
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@ -81,7 +81,7 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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#if DEBUG
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string monster = "monster";
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if (this is Boss) monster = "boss";
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Logger.MethodTrace($"Player {player.Name} targeted {monster} {GetType().Name}.");
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Logger.MethodTrace($"Player {player.Name} targeted $[underline]${monster}$[/]$ {GetType().Name}.");
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#endif
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}
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@ -188,14 +188,12 @@ namespace DiIiS_NA.GameServer.GSSystem.ActorSystem
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lock (_adjustLock)
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{
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int count = player.World.Game.Players.Count;
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if (count > 0 && _adjustedPlayers != count)
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{
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Attributes[GameAttributes.Damage_Weapon_Min, 0] = _nativeDmg * (1f + (0.05f * (count - 1) * player.World.Game.Difficulty));
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Attributes[GameAttributes.Hitpoints_Max] = _nativeHp * (1f + ((0.75f + (0.1f * player.World.Game.Difficulty)) * (count - 1)));
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Attributes[GameAttributes.Hitpoints_Cur] = Attributes[GameAttributes.Hitpoints_Max_Total];
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Attributes.BroadcastChangedIfRevealed();
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_adjustedPlayers = count;
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}
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if (count <= 0 || _adjustedPlayers == count) return true;
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Attributes[GameAttributes.Damage_Weapon_Min, 0] = _nativeDmg * (1f + (0.05f * (count - 1) * player.World.Game.Difficulty));
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Attributes[GameAttributes.Hitpoints_Max] = _nativeHp * (1f + ((0.75f + (0.1f * player.World.Game.Difficulty)) * (count - 1)));
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Attributes[GameAttributes.Hitpoints_Cur] = Attributes[GameAttributes.Hitpoints_Max_Total];
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Attributes.BroadcastChangedIfRevealed();
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_adjustedPlayers = count;
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}
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return true;
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