hello guys can anyone fix me this code to make the overload does not hit also drinks anytime you click no need to wait 5min also if u drink saradomin brew the stats will reduce right but if you overload again stats normally boost without using super restore


OVERLOAD() {

@Override
public boolean canDrink(Player player) {
if (!player.isExtremeDonator()) {
if (player.getControlerManager().getControler() instanceof Wilderness
|| player.getControlerManager().getControler() instanceof CrucibleControler
|| FfaZone.isOverloadChanged(player)) {
player.getPackets().sendGameMessage(
"You cannot drink this potion here.");
return false;
}
}
/*if (player.getOverloadDelay() > 0) {
player.getPackets().sendGameMessage(
"You may only use this potion every five minutes.");
return false;
}
/*if (player.getHitpoints() <= 500
|| player.getOverloadDelay() > 480) {
player.getPackets()
.sendGameMessage(
"You need more than 500 life points to survive the power of overload.");
return false;
}*/
return true;
}

@Override
public void extra(final Player player) {
player.setOverloadDelay(501);
WorldTasksManager.schedule(new WorldTask() {
int count = 4;

@Override
public void run() {
if (count == 0)
stop();
player.setNextAnimation(new Animation(3170));
player.setNextGraphics(new Graphics(560));
player.applyHit(new Hit(player, 100,
HitLook.REGULAR_DAMAGE, 0));
count--;
}
}, 0, 2);
}
},
took this method from matrix source

public static void applyOverLoadEffect(Player player) {
if (player.getControlerManager().getControler() instanceof Wilderness
|| player.getControlerManager().getControler() instanceof CrucibleControler
|| FfaZone.isOverloadChanged(player)) {
int actualLevel = player.getSkills().getLevel(Skills.ATTACK);
int realLevel = player.getSkills().getLevelForXp(Skills.ATTACK);
int level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.ATTACK,
(int) (level + 5 + (realLevel * 0.15)));

actualLevel = player.getSkills().getLevel(Skills.STRENGTH);
realLevel = player.getSkills().getLevelForXp(Skills.STRENGTH);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.STRENGTH,
(int) (level + 5 + (realLevel * 0.15)));

actualLevel = player.getSkills().getLevel(Skills.DEFENCE);
realLevel = player.getSkills().getLevelForXp(Skills.DEFENCE);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.DEFENCE,
(int) (level + 5 + (realLevel * 0.15)));

actualLevel = player.getSkills().getLevel(Skills.MAGIC);
realLevel = player.getSkills().getLevelForXp(Skills.MAGIC);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.MAGIC, level + 5);

actualLevel = player.getSkills().getLevel(Skills.RANGE);
realLevel = player.getSkills().getLevelForXp(Skills.RANGE);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.RANGE,
(int) (level + 5 + (realLevel * 0.1)));
} else {
int actualLevel = player.getSkills().getLevel(Skills.ATTACK);
int realLevel = player.getSkills().getLevelForXp(Skills.ATTACK);
int level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.ATTACK,
(int) (level + 5 + (realLevel * 0.22)));

actualLevel = player.getSkills().getLevel(Skills.STRENGTH);
realLevel = player.getSkills().getLevelForXp(Skills.STRENGTH);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.STRENGTH,
(int) (level + 5 + (realLevel * 0.22)));

actualLevel = player.getSkills().getLevel(Skills.DEFENCE);
realLevel = player.getSkills().getLevelForXp(Skills.DEFENCE);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.DEFENCE,
(int) (level + 5 + (realLevel * 0.22)));

actualLevel = player.getSkills().getLevel(Skills.MAGIC);
realLevel = player.getSkills().getLevelForXp(Skills.MAGIC);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.MAGIC, level + 7);

actualLevel = player.getSkills().getLevel(Skills.RANGE);
realLevel = player.getSkills().getLevelForXp(Skills.RANGE);
level = actualLevel > realLevel ? realLevel : actualLevel;
player.getSkills().set(Skills.RANGE,
(int) (level + 4 + (Math.floor(realLevel / 5.2))));
}
}
overload follows