Originally Posted by
natsu
what does this do?
is this it
look at case 5
Code:
switch(c.specEffect) {
case 1: // dragon scimmy special
if(damage > 0) {
if(o.prayerActive[16] || o.prayerActive[17] || o.prayerActive[18]) {
o.headIcon = -1;
o.getPA().sendFrame36(c.PRAYER_GLOW[16], 0);
o.getPA().sendFrame36(c.PRAYER_GLOW[17], 0);
o.getPA().sendFrame36(c.PRAYER_GLOW[18], 0);
}
o.sendMessage("You have been injured!");
o.stopPrayerDelay = System.currentTimeMillis();
o.prayerActive[16] = false;
o.prayerActive[17] = false;
o.prayerActive[18] = false;
o.getPA().requestUpdates();
}
break;
case 2:
if (damage > 0) {
if (o.freezeTimer <= 0)
o.freezeTimer = 30;
o.gfx0(369);
o.sendMessage("You have been frozen.");
o.frozenBy = c.playerId;
o.stopMovement();
c.sendMessage("You freeze your enemy.");
}
break;
case 3:
if (damage > 0) {
o.playerLevel[1] -= damage;
o.sendMessage("You feel weak.");
if (o.playerLevel[1] < 1)
o.playerLevel[1] = 1;
o.getPA().refreshSkill(1);
}
break;
case 4:
if (damage > 0) {
if (c.playerLevel[3] + damage > c.getLevelForXP(c.playerXP[3]))
if (c.playerLevel[3] > c.getLevelForXP(c.playerXP[3]));
else
c.playerLevel[3] = c.getLevelForXP(c.playerXP[3]);
else
c.playerLevel[3] += damage;
c.getPA().refreshSkill(3);
}
break;
case 5:
c.clawDelay = 2;
break;