diff options
author | shennetsind <ind@henn.et> | 2014-02-14 01:20:42 -0200 |
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committer | shennetsind <ind@henn.et> | 2014-02-14 01:20:42 -0200 |
commit | df611eb4055fb8478be277243d0734af66173d99 (patch) | |
tree | d9679e1e9e174af8c4157e316e77adff5a752952 /src/map/skill.c | |
parent | 6f264513874c80b912f47dbad1ec0347c67534e7 (diff) | |
download | hercules-df611eb4055fb8478be277243d0734af66173d99.tar.gz hercules-df611eb4055fb8478be277243d0734af66173d99.tar.bz2 hercules-df611eb4055fb8478be277243d0734af66173d99.tar.xz hercules-df611eb4055fb8478be277243d0734af66173d99.zip |
sc sources
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 851 |
1 files changed, 426 insertions, 425 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 5491e6268..a95aca7f3 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -706,10 +706,10 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 temp = skill->get_time2(status->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) - status->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) - status->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); } } @@ -724,9 +724,9 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 temp = skill->get_time2(status->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) - status->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) - status->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } @@ -760,15 +760,15 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 // Chance to trigger Taekwon kicks [Dralnu] if(sc && !sc->data[SC_COMBOATTACK]) { if(sc->data[SC_STORMKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_STORMKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_STORMKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_DOWNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_DOWNKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_DOWNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if(sc->data[SC_TURNKICK_READY] && - sc_start(src,SC_COMBOATTACK, 15, TK_TURNKICK, + sc_start(NULL,src,SC_COMBOATTACK, 15, TK_TURNKICK, (2000 - 4*sstatus->agi - 2*sstatus->dex))) ; //Stance triggered else if (sc->data[SC_COUNTERKICK_READY]) { //additional chance from SG_FRIEND [Komurka] @@ -777,7 +777,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100; status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER); } - sc_start2(src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, + sc_start2(NULL, src, SC_COMBOATTACK, rate, TK_COUNTER, bl->id, (2000 - 4*sstatus->agi - 2*sstatus->dex)); } } @@ -789,11 +789,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + status->change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) - sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, + sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(ASC_EDP,sce->val1)); } } @@ -801,12 +801,12 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case SM_BASH: if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) - status->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + status->change_start(src,bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0); break; case MER_CRASH: - sc_start(bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AS_VENOMKNIFE: @@ -814,14 +814,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 skill_lv = pc->checkskill(sd, TF_POISON); case TF_POISON: case AS_SPLASHER: - if(!sc_start2(bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) + if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)) && sd && skill_id==TF_POISON ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; case AS_SONICBLOW: - sc_start(bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_FIREPILLAR: @@ -832,14 +832,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 #ifndef RENEWAL case WZ_FROSTNOVA: #endif - if( !sc_start(bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) + if( !sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill->get_time2(skill_id,skill_lv)) && sd && skill_id == MG_FROSTDIVER ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; #ifdef RENEWAL case WZ_FROSTNOVA: - sc_start(bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill->get_time2(skill_id,skill_lv)); break; #endif @@ -848,11 +848,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 * Storm Gust counter was dropped in renewal **/ #ifdef RENEWAL - sc_start(bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else //Tharis pointed out that this is normal freeze chance with a base of 300% if(tsc->sg_counter >= 3 && - sc_start(bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) + sc_start(src,bl,SC_FREEZE,300,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; /** * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value @@ -863,25 +863,25 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case WZ_METEOR: - sc_start(bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WZ_VERMILION: - sc_start(bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FREEZINGTRAP: case MA_FREEZINGTRAP: - sc_start(bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_FLASHER: - sc_start(bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_LANDMINE: case MA_LANDMINE: - sc_start(bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HT_SHOCKWAVE: @@ -890,32 +890,32 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case HT_SANDMAN: case MA_SANDMAN: - sc_start(bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_SPRINKLESAND: - sc_start(bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,20,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TF_THROWSTONE: - if( !sc_start(bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) - sc_start(bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); + if( !sc_start(src,bl,SC_STUN,3,skill_lv,skill->get_time(skill_id,skill_lv)) ) + sc_start(src,bl,SC_BLIND,3,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_DARKCROSS: case CR_HOLYCROSS: - sc_start(bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: //Chance to cause blind status vs demon and undead element, but not against players if(!dstsd && (battle->check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_ACIDTERROR: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); if (skill->break_equip(bl, EQP_ARMOR, 100*skill->get_time(skill_id,skill_lv), BCT_ENEMY)) clif->emotion(bl,E_OMG); break; @@ -925,7 +925,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case CR_SHIELDCHARGE: - sc_start(bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case PA_PRESSURE: @@ -933,28 +933,28 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case RG_RAID: - sc_start(bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #ifdef RENEWAL - sc_start(bl,SC_RAID,100,7,5000); + sc_start(src,bl,SC_RAID,100,7,5000); break; case RG_BACKSTAP: - sc_start(bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); #endif break; case BA_FROSTJOKER: - sc_start(bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_SCREAM: - sc_start(bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case BD_LULLABY: - sc_start(bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_SLEEP,15,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case DC_UGLYDANCE: @@ -965,11 +965,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case SL_STUN: if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs. - sc_start(bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill->get_time(skill_id,skill_lv)); break; case NPC_PETRIFYATTACK: - sc_start4(bl,status->skill2sc(skill_id),50+10*skill_lv, + sc_start4(src,bl,status->skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill->get_time(skill_id,skill_lv), skill->get_time2(skill_id,skill_lv)); break; @@ -980,14 +980,14 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: - sc_start(bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: - sc_start(bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: - sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { @@ -1013,32 +1013,32 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case CH_TIGERFIST: - sc_start(bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill->get_time2(skill_id,skill_lv)); break; case LK_SPIRALPIERCE: case ML_SPIRALPIERCE: - sc_start(bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_ANKLESNARE,100,0,skill->get_time2(skill_id,skill_lv)); break; case ST_REJECTSWORD: - sc_start(bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill->get_time(skill_id,skill_lv)); break; case PF_FOGWALL: if (src != bl && !tsc->data[SC_DELUGE]) - sc_start(bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element if (!(battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)) - sc_start2(bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING,50, skill_lv, src->id, skill->get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: if (tsc->jb_flag) { enum sc_type type = status->skill2sc(skill_id); - sc_start4(bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; } break; @@ -1046,22 +1046,22 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance. switch(rnd()%3) { case 0: - sc_start(bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); + sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,1)); break; case 1: - sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); + sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill->get_time2(skill_id,2)); break; default: - sc_start2(bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); + sc_start2(src,bl,SC_BLOODING,(5+skill_lv*5),skill_lv,src->id,skill->get_time2(skill_id,3)); } break; case HW_NAPALMVULCAN: - sc_start(bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case WS_CARTTERMINATION: // Cart termination - sc_start(bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case CR_ACIDDEMONSTRATION: @@ -1069,7 +1069,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; case TK_DOWNKICK: - sc_start(bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case TK_JUMPKICK: @@ -1086,20 +1086,20 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case TK_TURNKICK: case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs. if(attack_type&BF_MISC) //70% base stun chance... - sc_start(bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN,70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + status->change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: - sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; case NJ_HYOUSYOURAKU: - sc_start(bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FLING: - sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill->get_time(skill_id,skill_lv)); break; case GS_DISARM: rate = 3*skill_lv; @@ -1109,32 +1109,32 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case NPC_EVILLAND: - sc_start(bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_HELLJUDGEMENT: - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_CRITICALWOUND: - sc_start(bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case RK_WINDCUTTER: - sc_start(bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH: - sc_start4(bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case RK_DRAGONBREATH_WATER: - sc_start4(bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_FROSTMISTY,15,skill_lv,1000,src->id,0,skill->get_time(skill_id,skill_lv)); break; case AB_ADORAMUS: if( tsc && !tsc->data[SC_DEC_AGI] ) //Prevent duplicate agi-down effect. - sc_start(bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_ADORAMUS, skill_lv * 4 + (sd? sd->status.job_level:50)/2, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_CRIMSONROCK: - sc_start(bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 40, skill_lv, skill->get_time(skill_id, skill_lv)); break; case WL_COMET: - sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: { @@ -1147,16 +1147,16 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 } break; case WL_JACKFROST: - sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case WL_FROSTMISTY: - sc_start(bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_FROSTMISTY,25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case RA_WUGBITE: rate = 50 + 10 * skill_lv + 2 * (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) : 0) - tstatus->agi / 4; if ( rate < 50 ) rate = 50; - sc_start(bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); + sc_start(src,bl,SC_WUGBITE, rate, skill_lv, skill->get_time(skill_id, skill_lv) + (sd ? pc->checkskill(sd,RA_TOOTHOFWUG) * 500 : 0)); break; case RA_SENSITIVEKEEN: if( rnd()%100 < 8 * skill_lv ) @@ -1167,11 +1167,11 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 case RA_MAIZETRAP: case RA_VERDURETRAP: if( dstmd && !(dstmd->status.mode&MD_BOSS) ) - sc_start2(bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,SC_ARMOR_PROPERTY,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time2(skill_id,skill_lv)); break; case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - sc_start4(bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FROSTMISTY, 50 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_PILEBUNKER: if( rnd()%100 < 25 + 15 *skill_lv ) { @@ -1191,38 +1191,38 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 } break; case NC_FLAMELAUNCHER: - sc_start4(bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); break; case NC_COLDSLOWER: - sc_start(bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); if ( tsc && !tsc->data[SC_FREEZE] ) - sc_start(bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_FROSTMISTY, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case NC_POWERSWING: // Use flag=2, the stun duration is not vit-reduced. - status->change_start(bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2); + status->change_start(src, bl, SC_STUN, 5*skill_lv*100, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 2); if( rnd()%100 < 5*skill_lv ) skill->castend_damage_id(src, bl, NC_AXEBOOMERANG, pc->checkskill(sd, NC_AXEBOOMERANG), tick, 1); break; case NC_MAGMA_ERUPTION: - sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GC_WEAPONCRUSH: skill->castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY); break; case GC_DARKCROW: - sc_start(bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case LG_SHIELDPRESS: rate = 30 + 8 * skill_lv + sstatus->dex / 10 + (sd? sd->status.job_level:0) / 4; - sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: rate = 30 + 5 * (sd ? pc->checkskill(sd,LG_PINPOINTATTACK) : 1) + (sstatus->agi + status->get_lv(src)) / 10; switch( skill_lv ) { case 1: - sc_start(bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_BLOODING,rate,skill_lv,skill->get_time(skill_id,skill_lv)); break; case 2: skill->break_equip(bl, EQP_HELM, rate*100, BCT_ENEMY); @@ -1243,103 +1243,103 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if( rnd()%100 < rate && dstsd ) // Uses skill->addtimerskill to avoid damage and setsit packet overlaping. Officially clif->setsit is received about 500 ms after damage packet. skill->addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) - sc_start(bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_STOP,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters. if ( battle->check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON ) - sc_start(bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_BLIND,50, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_EARTHDRIVE: skill->break_equip(src, EQP_SHIELD, 100 * skill_lv, BCT_SELF); - sc_start(bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_EARTHDRIVE, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_DRAGONCOMBO: - sc_start(bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 1 + skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_FALLENEMPIRE: - sc_start(bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_WINDMILL: if( dstsd ) skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0); else if( dstmd && !is_boss(bl) ) - sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); + sc_start(src, bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: - sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SR_HOWLINGOFLION: - sc_start(bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SO_EARTHGRAVE: - sc_start2(bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + sc_start2(src, bl, SC_BLOODING, 5 * skill_lv, skill_lv, src->id, skill->get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] break; case SO_DIAMONDDUST: rate = 5 + 5 * skill_lv; if( sc && sc->data[SC_COOLER_OPTION] ) rate += sc->data[SC_COOLER_OPTION]->val3 / 5; - sc_start(bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_COLD, rate, skill_lv, skill->get_time2(skill_id, skill_lv)); break; case SO_VARETYR_SPEAR: - sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_SLINGITEM_RANGEMELEEATK: if( sd ) { switch( sd->itemid ) { // Starting SCs here instead of do it in skill->additional_effect to simplify the code. case ITEMID_COCONUT_BOMB: - sc_start(bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official - sc_start(bl, SC_BLOODING, 100, skill_lv, 10000); + sc_start(src, bl, SC_STUN, 100, skill_lv, 5000); // 5 seconds until I get official + sc_start(src, bl, SC_BLOODING, 100, skill_lv, 10000); break; case ITEMID_MELON_BOMB: - sc_start(bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and moviment speed + sc_start(src, bl, SC_MELON_BOMB, 100, skill_lv, 60000); // Reduces ASPD and moviment speed break; case ITEMID_BANANA_BOMB: - sc_start(bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? - sc_start(bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sitdown for 3 seconds. + sc_start(src, bl, SC_BANANA_BOMB, 100, skill_lv, 60000); // Reduces LUK? Needed confirm it, may be it's bugged in kRORE? + sc_start(src, bl, SC_BANANA_BOMB_SITDOWN_POSTDELAY, (sd? sd->status.job_level:0) + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status->get_lv(bl) + status->get_lv(src), skill_lv, 1000); // Sitdown for 3 seconds. break; } sd->itemid = -1; } break; case GN_HELLS_PLANT_ATK: - sc_start(bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); - sc_start2(bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill->get_time2(skill_id, skill_lv)); + sc_start2(src, bl, SC_BLOODING, 5 + 5 * skill_lv, skill_lv, src->id,skill->get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. - sc_start2(bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + sc_start2(src, bl, SC_BLOODING, 25, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; - sc_start(bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); + sc_start(src, bl, SC_STUN, rate, skill_lv, skill->get_time(skill_id,skill_lv)); break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + sc_start(src, bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: - sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_JYUMONJIKIRI: - sc_start(bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,SC_KO_JYUMONJIKIRI,90,skill_lv,skill->get_time(skill_id,skill_lv)); break; case KO_MAKIBISHI: - sc_start(bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); + sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, 1000 * (skill_lv / 2 + 2)); break; case MH_LAVA_SLIDE: - if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); + if (tsc && !tsc->data[SC_BURNING]) sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 0, src->id, 0, skill->get_time(skill_id, skill_lv)); break; case MH_STAHL_HORN: - sc_start(bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill->get_time(skill_id, skill_lv)); break; case MH_NEEDLE_OF_PARALYZE: - sc_start(bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_NEEDLE_OF_PARALYZE, 40 + (5*skill_lv), skill_lv, skill->get_time(skill_id, skill_lv)); break; case GN_ILLUSIONDOPING: - if( sc_start(bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. - sc_start(bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if( sc_start(src, bl, SC_ILLUSIONDOPING, 10 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)) ) //custom rate. + sc_start(src, bl, SC_ILLUSION, 100, skill_lv, skill->get_time(skill_id, skill_lv)); break; } @@ -1356,7 +1356,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) - status->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + status->change_start(src, bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking @@ -1693,19 +1693,19 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b time = skill->get_time2(status->sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) - status->change_start(src,type,rate,7,0,0,0,time,0); + status->change_start(bl,src,type,rate,7,0,0,0,time,0); if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) - status->change_start(bl,type,rate,7,0,0,0,time,0); + status->change_start(bl,bl,type,rate,7,0,0,0,time,0); } } switch(skill_id){ case MO_EXTREMITYFIST: - sc_start(src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case GS_FULLBUSTER: - sc_start(src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case HFLI_SBR44: //[orn] case HVAN_EXPLOSION: @@ -1724,7 +1724,7 @@ int skill_counter_additional_effect(struct block_list* src, struct block_list *b if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] - sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + sc_start(src,src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl) && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) @@ -1929,7 +1929,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in else if (rnd()%10000 >= rate) where&=~where_list[i]; else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); + sc_start(bl,bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. @@ -1994,7 +1994,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (!where) return 0; for (i = 0; i < ARRAYLENGTH(pos); i++) { - if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time)) + if (where&pos[i] && !sc_start(bl, bl, sc_atk[i], 100, lv, time)) where&=~pos[i]; } return where?1:0; @@ -2317,7 +2317,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc->checkskill(sd, HT_POWER)) { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] - sc_start2(src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); + sc_start2(NULL,src,SC_COMBOATTACK,100,HT_POWER,bl->id,2000); clif->combo_delay(src,2000); } break; @@ -2331,7 +2331,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr case SL_STIN: case SL_STUN: if (skill_lv >= 7 && !sd->sc.data[SC_SMA_READY]) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); + sc_start(src, src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA, skill_lv)); break; case GS_FULLBUSTER: //Can't attack nor use items until skill's delay expires. [Skotlex] @@ -2352,7 +2352,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } //Switch End if (combo) { //Possible to chain if ( (combo = DIFF_TICK32(sd->ud.canact_tick, tick)) < 50 ) combo = 50;/* less is a waste. */ - sc_start2(src,SC_COMBOATTACK,100,skill_id,bl->id,combo); + sc_start2(NULL,src,SC_COMBOATTACK,100,skill_id,bl->id,combo); clif->combo_delay(src, combo); } } @@ -2594,7 +2594,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr } // Hell Inferno burning status only starts if Fire part hits. if( skill_id == WL_HELLINFERNO && dmg.damage > 0 && !(flag&ELE_DARK) ) - sc_start4(bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,0,src->id,0,skill->get_time(skill_id,skill_lv)); // Apply knock back chance in SC_TRIANGLESHOT skill. else if( skill_id == SC_TRIANGLESHOT && rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0; @@ -2727,7 +2727,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr short rate = 100; if ( ssc->data[SC_POISONINGWEAPON]->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] rate = 100 - tstatus->int_ * 4 / 5; - sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + sc_start(src, bl,ssc->data[SC_POISONINGWEAPON]->val2,rate,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); status_change_end(src,SC_POISONINGWEAPON,-1); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } @@ -3164,7 +3164,7 @@ int skill_timerskill(int tid, int64 tick, int id, intptr_t data) { if( skl->type == 4 ){ const enum sc_type scs[] = { SC_BURNING, SC_BLOODING, SC_FROSTMISTY, SC_STUN }; // status inflicts are depend on what summoned element is used. int rate = skl->y, index = skl->x-1; - sc_start2(target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); + sc_start2(src,target, scs[index], rate, skl->skill_lv, src->id, skill->get_time(WL_TETRAVORTEX,index+1)); } break; case WM_REVERBERATION_MELEE: @@ -3681,7 +3681,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL - sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); #endif // RENEWAL } else { status_change_end(src, SC_NJ_NEN, INVALID_TIMER); @@ -3934,7 +3934,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NPC_MAGICALATTACK: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] @@ -3996,7 +3996,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -4075,7 +4075,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NJ_KASUMIKIRI: if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0) - sc_start(src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,src,SC_HIDING,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case NJ_KIRIKAGE: if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground ) { @@ -4335,7 +4335,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NC_INFRAREDSCAN: if( flag&1 ) { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie] - sc_start(bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_INFRAREDSCAN, 10000, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. @@ -4347,7 +4347,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 break; case NC_MAGNETICFIELD: - sc_start2(bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); break; case SC_FATALMENACE: if( flag&1 ) @@ -4435,7 +4435,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYOND_OF_WARCRY] || tsc->data[SC_UNLIMITED_HUMMING_VOICE] ) && rnd()%100 < 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 10) + 10 * battle->calc_chorusbonus(sd)) { skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); - status->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8); + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),8); status_change_end(bl, SC_SWING, INVALID_TIMER); status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); @@ -4543,8 +4543,8 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 if( rnd()%100 < 50 ) skill->attack(skill->get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag); else { - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, battle->get_master(src),type,100,ele->bl.id,skill->get_time(skill_id,skill_lv)); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); } @@ -4574,7 +4574,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 #endif } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,SC_RG_CCONFINE_S,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag); break; @@ -4859,7 +4859,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) break; } - sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start2(src,src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); break; } } @@ -4922,7 +4922,7 @@ int skill_castend_id(int tid, int64 tick, int id, intptr_t data) { status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL - sc_start(src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); + sc_start(src, src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill->get_time(ud->skill_id, ud->skill_lv)); #endif } if (target && target->m == src->m) { @@ -5102,7 +5102,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case RK_FIGHTINGSPIRIT: case RK_ABUNDANCE: if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ - if( status->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + if( status->change_start(src,&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); map->freeblock_unlock(); return 0; @@ -5256,7 +5256,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case AL_DECAGI: clif->skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, /* monsters using lvl 48 get the rate benefit but the duration of lvl 10 */ ( src->type == BL_MOB && skill_lv == 48 ) ? skill->get_time(skill_id,10) : skill->get_time(skill_id,skill_lv))); break; @@ -5264,12 +5264,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MER_DECAGI: if( tsc && !tsc->data[SC_ADORAMUS] ) //Prevent duplicate agi-down effect. clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + sc_start(src, bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) - sc_start(bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -5282,7 +5282,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsce ) status_change_end(bl,type, INVALID_TIMER); else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage (src, bl, skill_id, skill_lv, 1); break; @@ -5339,7 +5339,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SA_COMA: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case SA_FULLRECOVERY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5413,7 +5413,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SA_REVERSEORCISH: case ALL_REVERSEORCISH: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SA_FORTUNE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5438,7 +5438,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case CG_MARIONETTE: @@ -5454,8 +5454,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sc && tsc ) { if( !sc->data[SC_MARIONETTE_MASTER] && !tsc->data[SC_MARIONETTE] ) { - sc_start(src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,src,SC_MARIONETTE_MASTER,100,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_MARIONETTE,100,src->id,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } else if( sc->data[SC_MARIONETTE_MASTER ] && sc->data[SC_MARIONETTE_MASTER ]->val1 == bl->id && tsc->data[SC_MARIONETTE] && tsc->data[SC_MARIONETTE]->val1 == src->id @@ -5474,7 +5474,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case RG_CLOSECONFINE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill->get_time(skill_id,skill_lv))); break; case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] case SA_FROSTWEAPON: @@ -5499,7 +5499,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } // 100% success rate at lv4 & 5, but lasts longer at lv5 - if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { + if(!clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill->get_time(skill_id,skill_lv)))) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); if (skill->break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd) @@ -5513,12 +5513,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case ITEM_ENCHANTARMS: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv, + sc_start2(src,bl,type,100,skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5533,16 +5533,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case ELE_HOLY : type = SC_ASPERSIO; break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - sc_start2(bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,SC_TK_SEVENWIND,100,skill_lv,skill->get_ele(skill_id,skill_lv),skill->get_time(skill_id,skill_lv)); break; case PR_KYRIE: case MER_KYRIE: clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; //Passive Magnum, should had been casted on yourself. case SM_MAGNUM: @@ -5552,7 +5552,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); clif->skill_nodamage (src,src,skill_id,skill_lv,1); // Initiate 10% of your damage becomes fire element. - sc_start4(src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); + sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,0,0,skill->get_time2(skill_id, skill_lv)); if( sd ) skill->blockpc_start(sd, skill_id, skill->get_time(skill_id, skill_lv)); else if( bl->type == BL_MER ) @@ -5659,7 +5659,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case RK_CRUSHSTRIKE: case ALL_ODINS_POWER: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SO_STRIKING: @@ -5668,7 +5668,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin bonus += (pc->checkskill(sd, SA_FLAMELAUNCHER)+pc->checkskill(sd, SA_FROSTWEAPON)+pc->checkskill(sd, SA_LIGHTNINGLOADER)+pc->checkskill(sd, SA_SEISMICWEAPON))*5; clif->skill_nodamage( src, bl, skill_id, skill_lv, battle->check_target(src,bl,BCT_PARTY) > 0 ? - sc_start2(bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : + sc_start2(src, bl, type, 100, skill_lv, bonus, skill->get_time(skill_id,skill_lv)) : 0 ); } @@ -5676,15 +5676,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NPC_STOP: if( clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) - sc_start2(src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)) ) ) + sc_start2(src,src,type,100,skill_lv,bl->id,skill->get_time(skill_id,skill_lv)); break; case HP_ASSUMPTIO: if( sd && dstmd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); else clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case MG_SIGHT: case MER_SIGHT: @@ -5694,25 +5694,25 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NPC_STONESKIN: case NPC_ANTIMAGIC: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,skill_id,skill->get_time(skill_id,skill_lv))); break; case HLIF_AVOID: case HAMI_DEFENCE: { int duration = skill->get_time(skill_id,skill_lv); - clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,duration)); // Master - clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,type,100,skill_lv,duration)); // Homunc + clif->skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,duration)); // Master + clif->skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,duration)); // Homunc } break; case NJ_BUNSINJYUTSU: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status_change_end(bl, SC_NJ_NEN, INVALID_TIMER); break; #if 0 /* Was modified to only affect targetted char. [Skotlex] */ case HP_ASSUMPTIO: if (flag&1) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_PC, @@ -5724,7 +5724,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin #endif // 0 case SM_ENDURE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (sd) skill->blockpc_start (sd, skill_id, skill->get_time2(skill_id,skill_lv)); break; @@ -5732,7 +5732,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case ALL_ANGEL_PROTECT: if( dstsd ) clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; @@ -5752,12 +5752,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case LK_TENSIONRELAX: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), + sc_start4(src,bl,type,100,skill_lv,0,0,skill->get_time2(skill_id,skill_lv), skill->get_time(skill_id,skill_lv))); break; @@ -5789,7 +5789,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case AC_CONCENTRATION: { clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); map->foreachinrange(status->change_timer_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src,NULL,type,tick); @@ -5807,7 +5807,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (failure = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + (failure = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); if( !failure ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -5880,7 +5880,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin mer->devotion_flag = 1; // Mercenary Devoting Owner clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); + sc_start4(src, bl, type, 100, src->id, i, skill->get_range2(src,skill_id,skill_lv),0, skill->get_time2(skill_id, skill_lv))); clif->devotion(src, NULL); } break; @@ -5960,7 +5960,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case BS_HAMMERFALL: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case RG_RAID: skill->area_temp[1] = 0; @@ -6062,18 +6062,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; case MER_MAGNIFICAT: if( mer != NULL ) { - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if( mer->master && mer->master->status.party_id != 0 && !(flag&1) ) party->foreachsamemap(skill->area_sub, mer->master, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); else if( mer->master && !(flag&1) ) - clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; @@ -6083,7 +6083,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case BS_OVERTHRUST: if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { clif->skill_nodamage(bl,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill->get_time(skill_id,skill_lv))); } else if (sd) { party->foreachsamemap(skill->area_sub, sd,skill->get_splash(skill_id, skill_lv), @@ -6112,7 +6112,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case SL_KAITE: case SL_KAAHI: @@ -6127,13 +6127,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin || dstsd->status.char_id == sd->status.child ) ) { - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv))); break; case SM_AUTOBERSERK: case MER_AUTOBERSERK: @@ -6142,7 +6142,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsce ) failure = status_change_end(bl, type, INVALID_TIMER); else - failure = sc_start(bl,type,100,skill_lv,60000); + failure = sc_start(src,bl,type,100,skill_lv,60000); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); } break; @@ -6159,7 +6159,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,-1,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case TK_RUN: if (tsce) { @@ -6167,7 +6167,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,0)); if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex] clif->walkok(sd); // So aegis has to resend the walk ok. break; @@ -6188,7 +6188,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } case RA_CAMOUFLAGE: { - int failure = sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + int failure = sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); if( failure ) clif->skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,failure); else if( sd ) @@ -6218,18 +6218,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case BA_PANGVOICE: - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill->get_time(skill_id,skill_lv))); break; case DC_WINKCHARM: if( dstsd ) - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); else if( dstmd ) { if( status->get_lv(src) > status->get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) && !(tstatus->mode&MD_BOSS) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); } else { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -6277,7 +6277,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (sc_start4(bl,SC_STONE,(skill_lv*4+20)+brate, + if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate, skill_lv, 0, 0, skill->get_time(skill_id, skill_lv), skill->get_time2(skill_id,skill_lv))) clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -6329,7 +6329,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } //Is this equation really right? It looks so... special. if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status->change_start(bl, SC_BLIND, + status->change_start(src, bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); } @@ -6695,7 +6695,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; case AM_TWILIGHT1: @@ -6834,7 +6834,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if(sd) { int sp = skill->get_sp(sd->skill_id_old,sd->skill_lv_old); if( skill_id == SO_SPELLFIST ){ - sc_start4(src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill->get_time(skill_id,skill_lv)); sd->skill_id_old = sd->skill_lv_old = 0; break; } @@ -6889,7 +6889,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case SA_MAGICROD: clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case SA_AUTOSPELL: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -6924,7 +6924,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin maxlv = 3; } if(spellid > 0) - sc_start4(src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, + sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); } break; @@ -6955,7 +6955,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NPC_CHANGEDARKNESS: case NPC_CHANGETELEKINESIS: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; case NPC_CHANGEUNDEAD: @@ -6963,7 +6963,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //TO-DO This is ugly, fix it if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), + sc_start2(src, bl, type, 100, skill_lv, skill->get_ele(skill_id,skill_lv), skill->get_time(skill_id, skill_lv))); break; @@ -6978,7 +6978,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int skill_time = skill->get_time(skill_id,skill_lv); struct unit_data *ud = unit->bl2ud(bl); if (clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill_time)) + sc_start(src,bl,type,100,skill_lv,skill_time)) && ud) { //Disable attacking/acting/moving for skill's duration. ud->attackabletime = ud->canact_tick = @@ -6990,18 +6990,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NPC_REBIRTH: if( md && md->state.rebirth ) break; // only works once - sc_start(bl,type,100,skill_lv,-1); + sc_start(src,bl,type,100,skill_lv,-1); break; case NPC_DARKBLESSING: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_LICK: status_zap(bl, 0, 100); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); + sc_start(src,bl,type,(skill_lv*5),skill_lv,skill->get_time2(skill_id,skill_lv))); break; case NPC_SUICIDE: @@ -7033,7 +7033,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (i > SC_ATTHASTE_INFINITY) i = SC_ATTHASTE_INFINITY; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); + sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000)); } break; @@ -7088,7 +7088,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin mob->unlocktarget(md,tick); if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2]) - sc_start4(src, type, 100, skill_lv, + sc_start4(src, src, type, 100, skill_lv, md->db->skill[md->skill_idx].val[1], md->db->skill[md->skill_idx].val[2], md->db->skill[md->skill_idx].val[3], @@ -7097,21 +7097,21 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case NPC_POWERUP: - sc_start(bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_AGIUP: - sc_start(bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,SC_MOVHASTE_INFINITY,100,skill_lv,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,100,skill->get_time(skill_id, skill_lv))); + sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break; case NPC_INVISIBLE: //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use). clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); + sc_start4(src,bl,type,100,skill_lv,0,0,6,skill->get_time(skill_id,skill_lv))); break; case NPC_SIEGEMODE: @@ -7141,12 +7141,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct map_session_data *m_sd = pc->get_mother(sd); bool we_baby_parents = false; if(m_sd && check_distance_bl(bl,&m_sd->bl,AREA_SIZE)) { - sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&m_sd->bl,408,AREA); we_baby_parents = true; } if(f_sd && check_distance_bl(bl,&f_sd->bl,AREA_SIZE)) { - sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->specialeffect(&f_sd->bl,408,AREA); we_baby_parents = true; } @@ -7155,7 +7155,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin map->freeblock_unlock(); return 0; } - else status->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); + else + status->change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); } break; @@ -7268,7 +7269,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return 1; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); + sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill->get_time(skill_id,skill_lv),1000)); #ifndef RENEWAL if (sd) skill->blockpc_start (sd, skill_id, skill->get_time(skill_id, skill_lv)+3000); #endif @@ -7290,7 +7291,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //Has a 55% + skill_lv*5% success chance. if (!clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) + sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))) ) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); map->freeblock_unlock(); @@ -7384,7 +7385,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin for (i=0 ; i<4; i++) { if( bl->type != BL_PC || ( dstsd && pc->checkequip(dstsd,equip[i]) < 0 ) ) continue; - sc_start(bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); + sc_start(src,bl,(sc_type)(SC_PROTECTWEAPON + i),100,skill_lv,skilltime); s++; } if( sd && !s ){ @@ -7406,7 +7407,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex] { clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } } break; @@ -7438,7 +7439,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed status->change_clear_buffs(bl,1); @@ -7454,7 +7455,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } break; case 4: // atk halved - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported status->heal(src, 2000, 0, 0); @@ -7470,38 +7471,38 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison - sc_start(bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_COMA,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_POISON,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 9: // confusion - sc_start(bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case 10: // 6666 damage, atk matk halved, cursed status_fix_damage(src, bl, 6666, 0); clif->damage(src,bl,0,0,6666,0,0,0); - sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_CURSE,skill_lv,100,skill->get_time2(skill_id,skill_lv)); break; case 11: // 4444 damage status_fix_damage(src, bl, 4444, 0); clif->damage(src,bl,0,0,4444,0,0,0); break; case 12: // stun - sc_start(bl,SC_STUN,100,skill_lv,5000); + sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; case 13: // atk,matk,hit,flee,def reduced - sc_start(bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCMATKRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCHITRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCFLEERATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_INCDEFRATE,100,-20,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; default: break; @@ -7539,8 +7540,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //SC_SOULLINK invokes status_calc_pc for us. } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,SC_SOULLINK,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_HIGH: if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) { @@ -7548,15 +7549,15 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start4(bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill->get_time(skill_id,skill_lv))); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; case SL_SWOO: if (tsce) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } @@ -7564,19 +7565,19 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10); break; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (skill_id == SL_SKE) - sc_start(src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); + sc_start(src,src,SC_SMA_READY,100,skill_lv,skill->get_time(SL_SMA,skill_lv)); break; // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, @@ -7590,7 +7591,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case GD_REGENERATION: if(flag&1) { if (status->get_guild_id(src) == status->get_guild_id(bl)) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); } else if (status->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, src, @@ -7676,7 +7677,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int rate = 65 -5*distance_bl(src,bl); //Base rate if (rate < 30) rate = 30; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - sc_start(bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,SC_STUN, rate,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; @@ -7756,7 +7757,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MH_ANGRIFFS_MODUS: case MH_GOLDENE_FERSE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_time2(skill_id,skill_lv)); break; @@ -7766,7 +7767,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLOODING }; int i, j; j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { + while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill->get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; @@ -7794,13 +7795,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (flag&1){ switch( type ){ case SC_BURNING: - sc_start4(bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case SC_SIREN: - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); break; default: - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); } } else { skill->area_temp[2] = 0; //For SD_PREAMBLE @@ -7834,7 +7835,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); } else - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; case NPC_TALK: case ALL_WEWISH: @@ -7850,11 +7851,11 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) - sc_start(bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); else { skill->area_temp[2] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -7882,7 +7883,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { int heal = sstatus->hp / 5; // 20% HP if( status->charge(bl,heal,0) ) - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } @@ -7891,7 +7892,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { int heal = status_get_max_hp(bl) * 25 / 100; clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); status->heal(bl,heal,0,1); status->change_clear_buffs(bl,4); } @@ -7908,7 +7909,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin num_shields = 3; else if ( chance >= 51 && chance <= 100 )//50% chance for 2 shields. num_shields = 2; - sc_start4(bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,type,100,skill_lv,num_shields,1000,0,skill->get_time(skill_id,skill_lv)); clif->millenniumshield(src,num_shields); clif->skill_nodamage(src,bl,skill_id,1,1); } @@ -7918,14 +7919,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( flag&1 ) { int atkbonus = 7 * party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill->area_sub_count); if( src == bl ) - sc_start2(bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,atkbonus,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); else - sc_start(bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,atkbonus / 4,skill->get_time(skill_id,skill_lv)); } else if( sd && pc->checkskill(sd,RK_RUNEMASTERY) >= 5 ) { if( sd->status.party_id ) party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); else - sc_start2(bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,7,10*(sd?pc->checkskill(sd,RK_RUNEMASTERY):10),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,1,1); } break; @@ -7967,7 +7968,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( type > SC_NONE ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); + sc_start4(src,bl, type, 100, skill_lv, value, 0, 1, skill->get_time(skill_id, skill_lv))); } }else if( sd ){ if( tsc && tsc->count ){ @@ -8003,7 +8004,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin count = 10; // Max coounter status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); } - sc_start(bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,src,skill_id,skill_lv,1); } break; @@ -8012,7 +8013,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && tsc->data[SC_WEAPONBLOCKING] ) status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER); else - sc_start(bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; @@ -8069,7 +8070,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); } break; /** @@ -8089,7 +8090,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) level = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) - clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, level + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); else if( sd ) { if( !level ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); @@ -8113,7 +8114,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (count > 0) clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start4(bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); + sc_start4(src, bl, type, 100, skill_lv, 0, 0, count, skill->get_time(skill_id, skill_lv))); } else party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); break; @@ -8141,7 +8142,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; case AB_ORATIO: if( flag&1 ) - sc_start(bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 40 + 5 * skill_lv, skill_lv, skill->get_time(skill_id, skill_lv)); else { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -8163,7 +8164,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_change_end(bl, SC_COLD, INVALID_TIMER); }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); @@ -8181,7 +8182,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets clif->skill_nodamage(bl, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); } else if( sd ) party->foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); @@ -8241,7 +8242,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin **/ case WL_STASIS: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill->castend_nodamage_id); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); @@ -8261,7 +8262,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin skill->blockpc_start(sd,skill_id,4000); if( !(tsc && tsc->data[type]) ){ - int failure = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); + int failure = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,failure); if( sd && !failure ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -8287,7 +8288,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case WL_MARSHOFABYSS: clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case WL_SIENNAEXECRATE: @@ -8297,7 +8298,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else - status->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); + status->change_start(src,bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); } else { int rate = 45 + 5 * skill_lv; if( rnd()%100 < rate ){ @@ -8318,7 +8319,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && !tsc->data[i] ){ // officially it doesn't work like a stack int ele = WLS_FIRE + (skill_id - WL_SUMMONFB) - (skill_id == WL_SUMMONSTONE ? 4 : 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, (sc_type)i, 100, ele, skill->get_time(skill_id, skill_lv))); break; } } @@ -8338,7 +8339,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } - sc_start(bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. + sc_start(src, bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook. clif->spellbook_list(sd); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); } @@ -8348,7 +8349,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin **/ case RA_FEARBREEZE: clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case RA_WUGMASTERY: @@ -8381,7 +8382,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin return 0; } if( sd && pc_isridingwug(sd) ) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit->getdir(bl),0,0,1)); clif->walkok(sd); } break; @@ -8417,14 +8418,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case NC_ANALYZE: clif->skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv))); if( sd ) pc->overheat(sd,1); break; case NC_MAGNETICFIELD: { int failure; - if( (failure = sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) + if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); @@ -8467,7 +8468,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { int idx1 = skill->get_index(sd->reproduceskill_id), idx2 = skill->get_index(sd->cloneskill_id); if( sd->status.skill[idx1].id || sd->status.skill[idx2].id ) { - sc_start(src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] + sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax] clif->autoshadowspell_list(sd); clif->skill_nodamage(src,bl,skill_id,1,1); } @@ -8478,7 +8479,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SC_SHADOWFORM: if( sd && dstsd && src != bl && !dstsd->shadowform_id ) { - if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) + if( clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill->get_time(skill_id, skill_lv))) ) dstsd->shadowform_id = src->id; } else if( sd ) @@ -8494,8 +8495,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - sc_start(bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,20 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); } } else { clif->skill_nodamage(src, bl, skill_id, 0, 1); @@ -8521,7 +8522,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin rate -= rnd_value( tstatus->agi / 6, tstatus->agi / 3 ) - tstatus->luk / 10 - ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0 ) - status->get_lv(bl) / 10; //Finally we set the minimum success chance cap based on the caster's skill level and DEX. rate = cap_value( rate, skill_lv + sstatus->dex / 20, 100); - clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); if ( tsc && tsc->data[SC__IGNORANCE] && skill_id == SC_IGNORANCE) { //If the target was successfully inflected with the Ignorance status, drain some of the targets SP. int sp = 100 * skill_lv; @@ -8533,13 +8534,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //If the target was successfully inflected with the Unlucky status, give 1 of 3 random status's. switch(rnd()%3) {//Targets in the Unlucky status will be affected by one of the 3 random status's reguardless of resistance. case 0: - status->change_start(bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + status->change_start(src,bl,SC_POISON,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); break; case 1: - status->change_start(bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + status->change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); break; case 2: - status->change_start(bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); + status->change_start(src,bl,SC_BLIND,10000,skill_lv,0,0,0,skill->get_time(skill_id,skill_lv),10); } } } else if( sd ) @@ -8555,13 +8556,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( tsc && tsc->data[type] ) status_change_end(bl,type,INVALID_TIMER); else - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; case LG_SHIELDSPELL: if( flag&1 ) { - sc_start(bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); + sc_start(src,bl,SC_SILENCE,100,skill_lv,sd->bonus.shieldmdef * 30000); } else if( sd ) { int opt = 0, val = 0, splashrange = 0; struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; @@ -8582,19 +8583,19 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin splashrange = 3; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK + sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER); //Splash AoE ATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER); break; case 2: val = shield_data->def/10; //Damage Reflecting Increase. - sc_start2(bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000); break; case 3: //Weapon Attack Increase. val = shield_data->def; - sc_start2(bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); + sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000); break; } break; @@ -8607,20 +8608,20 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin splashrange = 3; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER); //Splash AoE MATK clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER); break; case 2: - sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina + sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 2000); //Splash AoE Lex Divina clif->skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6); map->foreachinrange(skill->area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_nodamage_id); break; case 3: - if( sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat + if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,sd->bonus.shieldmdef * 30000) ) //Magnificat clif->skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv, - sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); + sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000)); break; } break; @@ -8630,17 +8631,17 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int rate = 0; switch( opt ) { case 1: - sc_start(bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield->refine * 30000); //Now breaks Armor at 100% rate break; case 2: val = shield->refine * 10 * status->get_lv(src) / 100; //DEF Increase rate = (shield->refine * 2) + (status_get_luk(src) / 10); //Status Resistance Rate - if( sc_start2(bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) + if( sc_start2(src,bl,SC_SHIELDSPELL_REF,100,opt,val,shield->refine * 20000)) clif->skill_nodamage(src,bl,SC_SCRESIST,skill_lv, - sc_start(bl,SC_SCRESIST,100,rate,shield->refine * 30000)); + sc_start(src,bl,SC_SCRESIST,100,rate,shield->refine * 30000)); break; case 3: - sc_start(bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery + sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery val = sstatus->max_hp * ((status->get_lv(src) / 10) + (shield->refine + 1)) / 100; status->heal(bl, val, 0, 2); status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER); @@ -8655,7 +8656,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case LG_PIETY: if( flag&1 ) - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); else { skill->area_temp[2] = 0; map->foreachinrange(skill->area_sub,bl,skill->get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill->castend_nodamage_id); @@ -8665,7 +8666,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case LG_KINGS_GRACE: if( flag&1 ){ int i; - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); for(i=0; i<SC_MAX; i++) { if (!tsc->data[i]) @@ -8699,12 +8700,12 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->updatestatus(sd,SP_JOBEXP); } clif->skill_nodamage(bl,src,skill_id,skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src,bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); break; case SR_CURSEDCIRCLE: if( flag&1 ) { if( is_boss(bl) ) break; - if( sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { + if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id, skill_lv))) { if( bl->type == BL_MOB ) mob->unlocktarget((TBL_MOB*)bl,timer->gettick()); unit->stop_attack(bl); @@ -8719,7 +8720,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); if( sd ) pc->delspiritball(sd, count, 0); clif->skill_nodamage(src, src, skill_id, skill_lv, - sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); + sc_start2(src, src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill->get_time(skill_id,skill_lv))); } break; @@ -8727,10 +8728,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( sd ) { short max = 5 + skill_lv; int i; - sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill->get_time(skill_id, skill_lv)); for( i = 0; i < max; i++ ) // Don't call more than max available spheres. pc->addspiritball(sd, skill->get_time(skill_id, skill_lv), max); - clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); + clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv))); } break; @@ -8793,7 +8794,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SR_GENTLETOUCH_CHANGE: case SR_GENTLETOUCH_REVITALIZE: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); break; case SR_FLASHCOMBO: { @@ -8809,16 +8810,16 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case MI_RUSH_WINDMILL: case MI_ECHOSONG: if( flag&1 ) - sc_start2(bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):0),skill->get_time(skill_id,skill_lv)); else if( sd ) { party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,pc->checkskill(sd,WM_LESSON),skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; case MI_HARMONIZE: - clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); + clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,(sd?pc->checkskill(sd,WM_LESSON):1),skill->get_time(skill_id,skill_lv))); break; case WM_DEADHILLHERE: @@ -8841,7 +8842,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case WM_LULLABY_DEEPSLEEP: if ( flag&1 ) - sc_start2(bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); else if ( sd ) { int rate = 4 * skill_lv + 2 * (sd ? pc->checkskill(sd,WM_LESSON) : 1) + status->get_lv(src) / 15 + (sd? sd->status.job_level:0) / 5; if ( rnd()%100 < rate ) { @@ -8858,7 +8859,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if( skill_id != WM_SIRCLEOFNATURE ) flag &= ~BCT_SELF; if( flag&1 ) { - sc_start2(bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill->get_time(skill_id,skill_lv)); } else if( sd ) { int rate = 6 * skill_lv + (sd ? pc->checkskill(sd,WM_LESSON) : 1) + (sd? sd->status.job_level:0) / 2; if ( rnd()%100 < rate ) { @@ -8876,7 +8877,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin break; } // val4 indicates caster's voice lesson level - sc_start4(bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); + sc_start4(src,bl,type,100,skill_lv, 0, 0, sd?pc->checkskill(sd,WM_LESSON):10, skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; @@ -8887,10 +8888,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { int chorusbonus = battle->calc_chorusbonus(sd); if( flag&1 ) - sc_start2(bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); else if( sd ) { party->foreachsamemap(skill->area_sub,sd,skill->get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill->castend_nodamage_id); - sc_start2(bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } } @@ -8901,7 +8902,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int madnesscheck = 0; if ( sd )//Required to check if the lord of madness effect will be applied. madnesscheck = map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count); - sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv)); if ( madnesscheck >= 8 )//The god of madness deals 9999 fixed unreduceable damage when 8 or more enemy players are affected. status_fix_damage(src, bl, 9999, clif->damage(src, bl, 0, 0, 9999, 0, 0, 0)); //skill->attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);//To renable when I can confirm it deals damage like this. Data shows its dealed as reflected damage which I dont have it coded like that yet. [Rytech] @@ -8920,7 +8921,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin { int chorusbonus = battle->calc_chorusbonus(sd); if( flag&1 ) - sc_start2(bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill->get_time(skill_id,skill_lv)); else if( sd ) { if ( rnd()%100 < 15 + 5 * skill_lv + 5 * chorusbonus ) { map->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -9019,7 +9020,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd? sd->status.job_level:0)/5; rate -= status_get_int(bl)/6 - status_get_luk(bl)/10; clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); + sc_start2(src,bl, type, rate, skill_lv, 1, skill->get_time(skill_id, skill_lv)); } break; @@ -9122,7 +9123,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - sc_start2(bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); + sc_start2(src,bl, type, 100, skill_lv, src->id, skill->get_time(skill_id,skill_lv)); (sc->bs_counter)++; } else if( sd ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); @@ -9137,7 +9138,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if ( chance < 10 ) chance = 10;//Minimal chance is 10%. if ( rnd()%100 < chance ) {//Coded to both inflect the status and drain the target's SP only when successful. [Rytech] - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100); } } else if ( sd ) { @@ -9223,8 +9224,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rnd()%8,0); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } } } @@ -9252,8 +9253,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } else { // This not heals at the end. clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); + sc_start(src, src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src, bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); } } } @@ -9302,7 +9303,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( dstsd && tsc && !tsc->data[type] && rand()%100 < rate ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); }else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); } @@ -9313,10 +9314,10 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ) { clif->skill_nodamage(src, bl, skill_id, skill_lv, - status->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); + status->change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); if( status->get_lv(bl) <= status->get_lv(src) ) - status->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); + status->change_start(src, bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; @@ -9332,13 +9333,13 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (unit->movepos(src, bl->x, bl->y, 0, 0)) { clif->skill_nodamage(src, src, skill_id, skill_lv, 1); clif->slide(src, bl->x, bl->y) ; - sc_start(src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, SC_CONFUSION, 25, skill_lv, skill->get_time(skill_id, skill_lv)); if ( !is_boss(bl) && unit->stop_walking(&sd->bl, 1) && unit->movepos(bl, x, y, 0, 0) ) { if( dstsd && pc_issit(dstsd) ) pc->setstand(dstsd); clif->slide(bl, x, y) ; - sc_start(bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, SC_CONFUSION, 75, skill_lv, skill->get_time(skill_id, skill_lv)); } } } @@ -9356,7 +9357,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case KG_KYOMU: case KG_KAGEMUSYA: clif->skill_nodamage(src,bl,skill_id,skill_lv, - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); + sc_start(src, bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); break; @@ -9365,8 +9366,8 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE_MASTER] || tsc->data[SC_HARMONIZE])){ - sc_start(src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -9377,7 +9378,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( skill->area_temp[2] == 1 ){ clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, src, SC_STOP, 100, skill_lv, skill->get_time(skill_id, skill_lv)); } } else { skill->area_temp[2] = 0; @@ -9399,18 +9400,18 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target - status->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + status->change_start(src, bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } heal = status_get_matk_min(src)*4; status->heal(bl, heal, 0, 7); //now inflict silence on everyone if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun - status->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + status->change_start(src, src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); if(m_bl){ struct status_change *msc = status->get_sc(m_bl); if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master - status->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + status->change_start(src, m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); @@ -9426,9 +9427,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin if(s_bl && s_bl->type==BL_PC) { status->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info - sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus + sc_start(src, s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus } - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } break; @@ -9438,9 +9439,9 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin struct block_list *s_bl = battle->get_master(src); if(s_bl) - sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); } @@ -9454,7 +9455,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin //don't break need to start status and start block timer case MH_MAGMA_FLOW: case MH_PAIN_KILLER: - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); break; @@ -9477,7 +9478,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin timer->delete(summon_md->deletetimer, mob->timer_delete); summon_md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, summon_md->bl.id, 0); mob->spawn(summon_md); //Now it is ready for spawning. - sc_start4(&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); + sc_start4(src,&summon_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); } } if (hd) @@ -10058,14 +10059,14 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui skill->clear_unitgroup(src); if( skill->unitsetting(src,skill_id,skill_lv,x,y,0) ) - sc_start4(src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill->get_time(skill_id,skill_lv)); flag|=1; } break; case CG_HERMODE: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,SC_DANCING,100, + sc_start4(src,src,SC_DANCING,100, skill_id,0,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10227,7 +10228,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case HW_GRAVITATION: if ((sg = skill->unitsetting(src,skill_id,skill_lv,x,y,0))) - sc_start4(src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10261,7 +10262,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case SG_STAR_WARM: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) - sc_start4(src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); flag|=1; break; @@ -10275,13 +10276,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] status->change_clear_buffs(src,3); - sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } break; case NJ_TATAMIGAESHI: if (skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) - sc_start(src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,src,type,100,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case AM_RESURRECTHOMUN: //[orn] @@ -10379,7 +10380,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case NC_STEALTHFIELD: skill->clear_unitgroup(src); // To remove previous skills - cannot used combined if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start2(src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->overheat(sd,1); } break; @@ -10410,7 +10411,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui clif->skill_nodamage(src,src,skill_id,skill_lv,1); skill->blown(src,src,3*skill_lv,unit->getdir(src),0); //After back sliding, the player goes into hiding. Hiding level used is throught to be the learned level. - sc_start(src,SC_HIDING,100,(sd?pc->checkskill(sd,TF_HIDING):10),skill->get_time(TF_HIDING,(sd?pc->checkskill(sd,TF_HIDING):10))); + sc_start(src,src,SC_HIDING,100,(sd?pc->checkskill(sd,TF_HIDING):10),skill->get_time(TF_HIDING,(sd?pc->checkskill(sd,TF_HIDING):10))); break; case SC_ESCAPE: @@ -10438,7 +10439,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( sc && sc->data[SC_BANDING] ) status_change_end(src,SC_BANDING,INVALID_TIMER); else if( (sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) { - sc_start4(src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); + sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); if( sd ) pc->banding(sd,skill_lv); } clif->skill_nodamage(src,src,skill_id,skill_lv,1); @@ -10528,7 +10529,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( sc && sc->data[type] ) status_change_end(src,type,INVALID_TIMER); clif->skill_nodamage(src, src ,skill_id, skill_lv, - sc_start2(src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); + sc_start2(src,src, type, 100, skill_id, skill_lv, skill->get_time(skill_id, skill_lv))); break; case KO_MAKIBISHI: @@ -11060,7 +11061,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ sd->skill_lv_dance = skill_lv; } if ( - sc_start4(src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, + sc_start4(src,src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) && sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp! ) @@ -11218,7 +11219,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick break; } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { + if( status->change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11233,21 +11234,21 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick break; case UNT_SAFETYWALL: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit); break; case UNT_BLOODYLUST: if (sg->src_id == bl->id) break; //Does not affect the caster. if (bl->type == BL_MOB) break; //Does not affect the caster. - if( !sce && sc_start4(bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) - sc_start(bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); + if( !sce && sc_start4(ss,bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) ) + sc_start(ss,bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit); break; case UNT_PNEUMA: case UNT_CHAOSPANIC: case UNT_MAELSTROM: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_WARP_WAITING: { @@ -11283,19 +11284,19 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_QUAGMIRE: if( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit); break; case UNT_VOLCANO: case UNT_DELUGE: case UNT_VIOLENTGALE: if(!sce) - sc_start(bl,type,100,sg->skill_lv,sg->limit); + sc_start(ss,bl,type,100,sg->skill_lv,sg->limit); break; case UNT_SUITON: if(!sce) - sc_start4(bl,type,100,sg->skill_lv, + sc_start4(ss,bl,type,100,sg->skill_lv, map_flag_vs(bl->m) || battle->check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi. 0,0,sg->limit); break; @@ -11314,7 +11315,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick if (sg->src_id==bl->id && !(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) return skill_id; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); break; case UNT_WHISTLE: case UNT_ASSASSINCROSS: @@ -11329,7 +11330,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick if (!sc) return 0; if (!sce) - sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit); else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; @@ -11341,7 +11342,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_FOGWALL: if (!sce) { - sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); + sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit); if (battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick); } @@ -11349,7 +11350,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_GRAVITATION: if (!sce) - sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); + sc_start4(ss,bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; // officially, icewall has no problems existing on occupied cells [ultramage] @@ -11384,7 +11385,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_VOLCANIC_ASH: if (!sce) - sc_start(bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); + sc_start(ss, bl, SC_VOLCANIC_ASH, 100, sg->skill_lv, skill->get_time(MH_VOLCANIC_ASH, sg->skill_lv)); break; case UNT_GD_LEADERSHIP: @@ -11392,7 +11393,7 @@ int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, int64 tick case UNT_GD_SOULCOLD: case UNT_GD_HAWKEYES: if ( !sce && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) - sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000); + sc_start4(ss,bl,type,100,sg->skill_lv,0,0,0,1000); break; } return skill_id; @@ -11595,7 +11596,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_MANHOLE: if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11625,7 +11626,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( bl->id != ss->id ) { if( status_get_mode(bl)&MD_BOSS ) break; - if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { + if( status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { map->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); @@ -11638,7 +11639,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_VENOMDUST: if(tsc && !tsc->data[type]) - status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; @@ -11741,46 +11742,46 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status - sc_start(bl,SC_SCRESIST,100,100,time); + sc_start(ss,bl,SC_SCRESIST,100,100,time); if (tsd) clif->gospel_info(tsd, 0x16); break; case 3: // MaxHP +100% - sc_start(bl,SC_INCMHPRATE,100,100,time); + sc_start(ss,bl,SC_INCMHPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x17); break; case 4: // MaxSP +100% - sc_start(bl,SC_INCMSPRATE,100,100,time); + sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break; case 5: // All stats +20 - sc_start(bl,SC_INCALLSTATUS,100,20,time); + sc_start(ss,bl,SC_INCALLSTATUS,100,20,time); if (tsd) clif->gospel_info(tsd, 0x19); break; case 6: // Level 10 Blessing - sc_start(bl,SC_BLESSING,100,10,time); + sc_start(ss,bl,SC_BLESSING,100,10,time); break; case 7: // Level 10 Increase AGI - sc_start(bl,SC_INC_AGI,100,10,time); + sc_start(ss,bl,SC_INC_AGI,100,10,time); break; case 8: // Enchant weapon with Holy element - sc_start(bl,SC_ASPERSIO,100,1,time); + sc_start(ss,bl,SC_ASPERSIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1c); break; case 9: // Enchant armor with Holy element - sc_start(bl,SC_BENEDICTIO,100,1,time); + sc_start(ss,bl,SC_BENEDICTIO,100,1,time); if (tsd) clif->gospel_info(tsd, 0x1d); break; case 10: // DEF +25% - sc_start(bl,SC_INCDEFRATE,100,25,time); + sc_start(ss,bl,SC_INCDEFRATE,100,25,time); if (tsd) clif->gospel_info(tsd, 0x1e); break; case 11: // ATK +100% - sc_start(bl,SC_INCATKRATE,100,100,time); + sc_start(ss,bl,SC_INCATKRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x1f); break; case 12: // HIT/Flee +50 - sc_start(bl,SC_INCHIT,100,50,time); - sc_start(bl,SC_INCFLEE,100,50,time); + sc_start(ss,bl,SC_INCHIT,100,50,time); + sc_start(ss,bl,SC_INCFLEE,100,50,time); if (tsd) clif->gospel_info(tsd, 0x20); break; } @@ -11795,28 +11796,28 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 skill->attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case 1: // Curse - sc_start(bl,SC_CURSE,100,1,time); + sc_start(ss,bl,SC_CURSE,100,1,time); break; case 2: // Blind - sc_start(bl,SC_BLIND,100,1,time); + sc_start(ss,bl,SC_BLIND,100,1,time); break; case 3: // Poison - sc_start(bl,SC_POISON,100,1,time); + sc_start(ss,bl,SC_POISON,100,1,time); break; case 4: // Level 10 Provoke - sc_start(bl,SC_PROVOKE,100,10,time); + sc_start(ss,bl,SC_PROVOKE,100,10,time); break; case 5: // DEF -100% - sc_start(bl,SC_INCDEFRATE,100,-100,time); + sc_start(ss,bl,SC_INCDEFRATE,100,-100,time); break; case 6: // ATK -100% - sc_start(bl,SC_INCATKRATE,100,-100,time); + sc_start(ss,bl,SC_INCATKRATE,100,-100,time); break; case 7: // Flee -100% - sc_start(bl,SC_INCFLEERATE,100,-100,time); + sc_start(ss,bl,SC_INCFLEERATE,100,-100,time); break; case 8: // Speed/ASPD -25% - sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); + sc_start4(ss,bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time); break; } } @@ -11832,7 +11833,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 } if( sg->src_id != bl->id && i <= 0 ) - sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); + sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100); } break; @@ -11866,7 +11867,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 short rate = 100; if ( sg->val1 == 9 )//Oblivion Curse gives a 2nd success chance after the 1st one passes which is reduceable. [Rytech] rate = 100 - tstatus->int_ * 4 / 5 ; - sc_start(bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + sc_start(ss,bl,sg->val2,rate,sg->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } break; @@ -11882,7 +11883,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 hp = tstatus->max_hp * hp / 100; sp = tstatus->max_sp * sp / 100; status->heal(bl, hp, sp, 2); - sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); + sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. if( sg->val2 % 5 == 0 ) { @@ -11901,7 +11902,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( bl->id == sg->src_id ) break; // Dont work on Self (video shows that) case UNT_NEUTRALBARRIER: - sc_start(bl,type,100,sg->skill_lv,sg->interval + 100); + sc_start(ss,bl,type,100,sg->skill_lv,sg->interval + 100); break; case UNT_DIMENSIONDOOR: @@ -11925,7 +11926,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_NETHERWORLD: if( !(status_get_mode(bl)&MD_BOSS)) { if( !(tsc && tsc->data[type]) ){ - sc_start(bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start(ss, bl, type, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } } break; @@ -11933,7 +11934,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( tsc ) { if( !sg->val2 ) { int sec = skill->get_time2(sg->skill_id, sg->skill_lv); - if( sc_start(bl, type, 100, sg->skill_lv, sec) ) { + if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK32(td->tick, tick); @@ -11954,7 +11955,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case 1: case 2: default: - sc_start4(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, + sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); skill->attack(skill->get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0); @@ -11969,11 +11970,11 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + sc_start(ss, bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: @@ -11985,7 +11986,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) - status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); + status->change_start(ss,bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; @@ -12002,7 +12003,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; status->heal(bl, hp, 0, 0); - sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -12011,7 +12012,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_WIND_INSIGNIA: case UNT_EARTH_INSIGNIA: case UNT_ZEPHYR: - sc_start(bl,type, 100, sg->skill_lv, sg->interval); + sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval); if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s @@ -12035,7 +12036,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 return 0; } else { sg->limit -= 100 * tstatus->str/20; - sc_start(bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); + sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit); } break; @@ -12051,25 +12052,25 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ switch( sg->unit_id ){ case UNT_ZENKAI_WATER: - sc_start(bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: - sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: - sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: - sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); - sc_start(bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(ss, bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; } }else - sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_LAVA_SLIDE: @@ -12080,7 +12081,7 @@ int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, int6 case UNT_POISON_MIST: skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - status->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); + status->change_start(ss, bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); break; } @@ -12444,7 +12445,7 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 break;//Chorus skills are not to be parsed as ensambles if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map->id2sd(p_sd[0])) != NULL) { sd->sc.data[SC_DANCING]->val4 = tsd->bl.id; - sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); + sc_start4(&tsd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill->get_time(skill_id,*skill_lv)+1000); clif->skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1); tsd->skill_id_dance = skill_id; tsd->skill_lv_dance = *skill_lv; @@ -14672,7 +14673,7 @@ int skill_autospell (struct map_session_data *sd, uint16 skill_id) if(maxlv > lv) maxlv = lv; - sc_start4(&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, + sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0, skill->get_time(SA_AUTOSPELL,skill_lv)); return 0; } @@ -15141,19 +15142,19 @@ int skill_trap_splash(struct block_list *bl, va_list ap) { break; case UNT_GROUNDDRIFT_WIND: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_STUN,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_DARK: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_BLIND,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_POISON: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_POISON,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_WATER: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) - sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); + sc_start(src,bl,SC_FREEZE,5,sg->skill_lv,skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_GROUNDDRIFT_FIRE: if(skill->attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1)) @@ -15167,7 +15168,7 @@ int skill_trap_splash(struct block_list *bl, va_list ap) { case UNT_MAIZETRAP: case UNT_VERDURETRAP: if( bl->type != BL_PC && !is_boss(bl) ) - sc_start2(bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); + sc_start2(ss,bl,SC_ARMOR_PROPERTY,100,sg->skill_lv,skill->get_ele(sg->skill_id,sg->skill_lv),skill->get_time2(sg->skill_id,sg->skill_lv)); break; case UNT_REVERBERATION: if( battle->check_target(src,bl,BCT_ENEMY) > 0 ) { @@ -16907,7 +16908,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { status_change_end(&sd->bl, SC_POISONINGWEAPON, -1);//Status must be forced to end so that a new poison will be applied if a player decides to change poisons. [Rytech] chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv - sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 + sc_start4(&sd->bl, &sd->bl, SC_POISONINGWEAPON, 100, pc->checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1 type, chance, 0, skill->get_time(GC_POISONINGWEAPON, sd->menuskill_val)); return 0; @@ -16995,7 +16996,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { if( !pc->checkskill(sd, (skill_id = skill->spellbook_db[i].skill_id)) ) { // User don't know the skill - sc_start(&sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); + sc_start(&sd->bl, &sd->bl, SC_SLEEP, 100, 1, skill->get_time(WL_READING_SB, pc->checkskill(sd,WL_READING_SB))); clif->skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0); return 0; } @@ -17011,13 +17012,13 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { for(i = SC_SPELLBOOK7; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett] if( !sc->data[i] ){ sc->data[SC_READING_SB]->val2 += point; // increase points - sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); break; } } }else{ - sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); - sc_start4(&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); + sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER); + sc_start4(&sd->bl,&sd->bl, SC_SPELLBOOK7, 100, skill_id, pc->checkskill(sd,skill_id), point, 0, INVALID_TIMER); } return 1; @@ -17042,7 +17043,7 @@ int skill_select_menu(struct map_session_data *sd,uint16 skill_id) { lv = (aslvl + 1) / 2; // The level the skill will be autocasted lv = min(lv,sd->status.skill[idx].lv); prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15. - sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); + sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill->get_time(SC_AUTOSHADOWSPELL,aslvl)); return 0; } int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) { |