diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index f63975023..8718c3b58 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -988,7 +988,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case AM_ACIDTERROR: - sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start2(bl,SC_BLEEDING,(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; @@ -1060,7 +1060,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: - sc_start(bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start2(bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); break; case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage @@ -1106,13 +1106,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint 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_start(bl, SC_BLEEDING,50, skill_lv, skill_get_time2(skill_id,skill_lv)); + sc_start2(bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv)); break; case LK_JOINTBEAT: status = status_skill2sc(skill_id); if (tsc->jb_flag) { - sc_start2(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skill_id,skill_lv)); + sc_start4(bl,status,(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; @@ -1126,7 +1126,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sc_start(bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2)); break; default: - sc_start(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,3)); + sc_start2(bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3)); } break; @@ -1167,7 +1167,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: - sc_start(bl,SC_BLEEDING,(skill_lv*3),skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start2(bl,SC_BLEEDING,(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)); @@ -1271,7 +1271,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); switch( skill_lv ) { case 1: - sc_start(bl,SC_BLEEDING,rate,skill_lv,skill_get_time(skill_id,skill_lv)); + sc_start2(bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv)); break; case 2: if( dstsd && dstsd->spiritball && rnd()%100 < rate ) @@ -1351,7 +1351,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } break; case SO_EARTHGRAVE: - sc_start(bl, SC_BLEEDING, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine] + sc_start2(bl, SC_BLEEDING, 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; @@ -1367,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code. case 13261: sc_start(bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv)); - sc_start(bl, SC_BLEEDING, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv)); + sc_start2(bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv)); break; case 13262: sc_start(bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv)); // Reduces ASPD and moviment speed @@ -1382,10 +1382,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case GN_HELLS_PLANT_ATK: sc_start(bl, SC_STUN, 5 + 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); - sc_start(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv)); + sc_start2(bl, SC_BLEEDING, 20 + 10 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv)); break; case EL_WIND_SLASH: // Non confirmed rate. - sc_start(bl, SC_BLEEDING, 25, skill_lv, skill_get_time(skill_id,skill_lv)); + sc_start2(bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv)); break; case EL_STONE_HAMMER: rate = 10 * skill_lv; @@ -3239,7 +3239,7 @@ static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { i = applyeffects[rnd()%j]; status_change_start(target, i, 10000, skl->skill_lv, - (i == SC_BURNING ? 1000 : 0), + (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)), (i == SC_BURNING ? src->id : 0), 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0); } @@ -7388,7 +7388,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING }; int j; j = i = rnd()%ARRAYLENGTH(sc); - while ( !sc_start(bl,sc[i],100,skill_lv,skill_get_time2(skill_id,i+1)) ) { + while ( !sc_start2(bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) { i++; if ( i == ARRAYLENGTH(sc) ) i = 0; @@ -7408,7 +7408,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NPC_SLOWCAST: case NPC_WIDEHELLDIGNITY: if (flag&1) - sc_start(bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)); + sc_start2(bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv)); else { skill_area_temp[2] = 0; //For SD_PREAMBLE clif_skill_nodamage(src,bl,skill_id,skill_lv,1); |