Check if summon skill is enabled not related with access level.
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@ -628,7 +628,7 @@ public abstract class Summon extends Playable
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}
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}
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// Check if this skill is enabled (ex : reuse time)
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// Check if this skill is enabled (ex : reuse time)
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if (isSkillDisabled(skill) && (_owner != null) && _owner.getAccessLevel().allowPeaceAttack())
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if (isSkillDisabled(skill))
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{
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{
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final SystemMessage sm = new SystemMessage(SystemMessageId.S1_IS_NOT_AVAILABLE_AT_THIS_TIME_BEING_PREPARED_FOR_REUSE);
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final SystemMessage sm = new SystemMessage(SystemMessageId.S1_IS_NOT_AVAILABLE_AT_THIS_TIME_BEING_PREPARED_FOR_REUSE);
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sm.addString(skill.getName());
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sm.addString(skill.getName());
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@ -628,7 +628,7 @@ public abstract class Summon extends Playable
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}
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}
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// Check if this skill is enabled (ex : reuse time)
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// Check if this skill is enabled (ex : reuse time)
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if (isSkillDisabled(skill) && (_owner != null) && _owner.getAccessLevel().allowPeaceAttack())
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if (isSkillDisabled(skill))
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{
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{
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final SystemMessage sm = new SystemMessage(SystemMessageId.S1_IS_NOT_AVAILABLE_AT_THIS_TIME_BEING_PREPARED_FOR_REUSE);
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final SystemMessage sm = new SystemMessage(SystemMessageId.S1_IS_NOT_AVAILABLE_AT_THIS_TIME_BEING_PREPARED_FOR_REUSE);
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sm.addString(skill.getName());
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sm.addString(skill.getName());
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