public void setSkillArmorEnchant(L1PcInstance pc, int skillId, int skillTime) { int type = getItem().getType(); int type2 = getItem().getType2(); if (_isRunning) { _timer.cancel(); int itemId = getItem().getItemId(); if ((pc != null) && pc.getInventory().checkItem(itemId)) { if ((type == 2) && (type2 == 2) && isEquipped()) { pc.addAc(3); pc.sendPackets(new S_OwnCharStatus(pc)); } } setAcByMagic(0); _isRunning = false; _timer = null; } if ((type == 2) && (type2 == 2) && isEquipped()) { pc.addAc(-3); pc.sendPackets(new S_OwnCharStatus(pc)); } setAcByMagic(3); _pc = pc; _timer = new EnchantTimer(); (new Timer()).schedule(_timer, skillTime); _isRunning = true; }
public void setSkillWeaponEnchant(L1PcInstance pc, int skillId, int skillTime) { if (getItem().getType2() != 1) { return; } if (_isRunning) { _timer.cancel(); setDmgByMagic(0); setHolyDmgByMagic(0); setHitByMagic(0); _isRunning = false; _timer = null; } switch (skillId) { case HOLY_WEAPON: setHolyDmgByMagic(1); setHitByMagic(1); break; case ENCHANT_WEAPON: setDmgByMagic(2); break; case BLESS_WEAPON: setDmgByMagic(2); setHitByMagic(2); break; case SHADOW_FANG: setDmgByMagic(5); break; default: break; } _pc = pc; _timer = new EnchantTimer(); (new Timer()).schedule(_timer, skillTime); _isRunning = true; }