Here you go, change the int to a boolean though
Code:
public void combatProcess()
{
if (duelStartDelay == 6)
{
displayText("3");
}
else if (duelStartDelay == 4)
{
displayText("2");
}
else if (duelStartDelay == 2)
{
displayText("1");
}
else if (duelStartDelay == 0)
{
displayText("FIGHT!");
}
if (axeSpecDelay == 0)
{
calcAxe();
}
applyFollowing();
for (int i = 0; i < delayedDmgSlot.length; i++)
{
delayedDmgTime[i]--;
if (delayedDmgTime[i] == 0)
{
int slotToHit = delayedDmgSlot[i];
int slotSelected = i;
int whatToHit = delayedDmgTarget[i];
int hitType = delayedDmgType[i];
int spellType = delayedSpellId[i];
if (whatToHit == 0)
{
if (hitType == 2)
applyMagicDamageNpc(slotToHit, slotSelected);
else if (hitType == 1)
applyRangeDamageNpc(slotToHit, slotSelected);
else if (hitType == 0)
applyMeleeDamageNpc(slotToHit, slotSelected);
}
else if (whatToHit == 1)
{
if (hitType == 2)
applyMagicDamagePlayer(slotToHit, slotSelected);
else if (hitType == 1)
applyRangeDamagePlayer(slotToHit, slotSelected);
else if (hitType == 0)
applyMeleeDamagePlayer(slotToHit, slotSelected);
if (spellType != -10)
applyAfterEffects(slotToHit, i);
}
damageDone += delayedDmgHit[slotSelected];
if (hitType == 2 && spellType != -10 && player.isMember)
{
addSkillXP((4 * magicXpInc) * damageHit, 6);
addSkillXP((2 * magicXpInc) * damageHit, 3);
} else
if (hitType == 2 && spellType != -10 && !player.isMember)
{
addSkillXP((4 * magicXpInc) * damageHit, 6);
addSkillXP((2 * magicXpInc) * damageHit, 3);
}
else if (hitType == 1 && spellType != -10)
{
if (skillId != 3 && player.isMember)
{
addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
}
else
if (skillId != 3 && !player.isMember)
{
addSkillXP((4 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
}
else
{
if (player.isMember && skillId == 3)
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerRanged);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
}
else
{
if (!player.isMember && skillId == 3)
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerRanged);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerDefence);
addSkillXP((2 * rangedXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
}
}
else if (hitType == 0 && spellType != -10)
{
if (skillId != 3 && player.isMember)
{
addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected] *.10, skillId);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
}
else
if (skillId != 3 && !player.isMember)
{
addSkillXP((4 * combatXpInc) * delayedDmgHit[slotSelected], skillId);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
}
else
{
if (player.isMember && skillId == 3)
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerAttack);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerDefence);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerStrength);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected] *.10, playerHitpoints);
}
else
{
if (!player.isMember && skillId == 3)
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerAttack);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerDefence);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerStrength);
addSkillXP((2 * combatXpInc) * delayedDmgHit[slotSelected], playerHitpoints);
}
}
boltEffect = -1;
delayedDmgSlot[slotSelected] = 0;
delayedDmgTarget[slotSelected] = 0;
delayedDmgType[slotSelected] = 0;
delayedDmgHit[slotSelected] = 0;
delayedSpellId[slotSelected] = 0;
}
}
}
Not sure that this will compile without errors because I didnt test it, It should at least point you in the Right direction, although I still advise to do it in the addskillxp void.