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authorshennetsind <ind@henn.et>2014-02-14 01:20:42 -0200
committershennetsind <ind@henn.et>2014-02-14 01:20:42 -0200
commitdf611eb4055fb8478be277243d0734af66173d99 (patch)
treed9679e1e9e174af8c4157e316e77adff5a752952 /src/map/skill.c
parent6f264513874c80b912f47dbad1ec0347c67534e7 (diff)
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sc sources
Signed-off-by: shennetsind <ind@henn.et>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c851
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) {