Lineage Justice
Spells & Skills
Lookup and validate skills and spells.
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EnchantArmor
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MP:
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20
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HP:
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0
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Item:
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None
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Amount:
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N/A
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Duration:
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1800
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Skill Type:
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Change
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Delay:
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10
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Cast Invis:
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Yes
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Ignores CM:
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Yes
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Element:
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None
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Range:
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N/A
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Area:
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N/A
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Dmg Value:
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0.0
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Dmg Dice:
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0
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Dice Count:
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0
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Prob Value:
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0
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Prob Dice:
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0
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Prob Max:
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N/A
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L1SkillUse Execution:
if (_skillId == BLESSED_ARMOR) {
L1PcInstance pc = (L1PcInstance) cha;
L1ItemInstance item = pc.getInventory().getItem(
_itemobjid);
if (item != null && item.getItem().getType2() == 2
&& item.getItem().getType() == 2) {
pc.sendPackets(new S_ServerMessage(161, item
.getLogName(), "$245", "$247")); // your 'item' glows 'blue' for a 'moment'.
item.setSkillArmorEnchant(pc, _skillId,
_skill.getBuffDuration() * 1000);
} else {
pc.sendPackets(new S_ServerMessage(79)); // Nothing happened.
}
}
L1ItemInstance Effect:
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("EnchantTimer-"+_pc.getName())).schedule(_timer, skillTime);
_isRunning = true;
}