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-rw-r--r--src/map/skill.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 698252d18..45d06c97a 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -2380,7 +2380,7 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
case NPC_CRITICALSLASH:
case TF_DOUBLE:
case GS_CHAINACTION:
- dmg.dmotion = clif->damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
+ dmg.dmotion = clif->damage(src,bl,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
case AS_SPLASHER:
@@ -2680,12 +2680,12 @@ int skill_attack(int attack_type, struct block_list* src, struct block_list *dsr
) && check_distance_bl(bl, d_bl, sce->val3) )
{
if(!rmdamage){
- clif->damage(d_bl,d_bl, timer->gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(d_bl,d_bl, 0, 0, damage, 0, 0, 0);
status_fix_damage(NULL,d_bl, damage, 0);
} else{ //Reflected magics are done directly on the target not on paladin
//This check is only for magical skill.
//For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
- clif->damage(bl,bl, timer->gettick(), 0, 0, damage, 0, 0, 0);
+ clif->damage(bl,bl, 0, 0, damage, 0, 0, 0);
status_fix_damage(bl,bl, damage, 0);
}
}
@@ -3866,7 +3866,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
break;
case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
// clif->skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
- clif->damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
+ clif->damage(src,bl,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
skill->addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
break;
@@ -7307,7 +7307,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
- clif->damage(src,bl,tick,0,0,1000,0,0,0);
+ clif->damage(src,bl,0,0,1000,0,0,0);
if( !status->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
@@ -7344,14 +7344,14 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
break;
case 10: // 6666 damage, atk matk halved, cursed
status_fix_damage(src, bl, 6666, 0);
- clif->damage(src,bl,tick,0,0,6666,0,0,0);
+ 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));
break;
case 11: // 4444 damage
status_fix_damage(src, bl, 4444, 0);
- clif->damage(src,bl,tick,0,0,4444,0,0,0);
+ clif->damage(src,bl,0,0,4444,0,0,0);
break;
case 12: // stun
sc_start(bl,SC_STUN,100,skill_lv,5000);
@@ -8690,7 +8690,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin
sc_start(bl, type, 100, skill_lv,skill->get_time(skill_id, skill_lv));
} else if( flag&2 ) {
if( src->id != bl->id && battle->check_target(src,bl,BCT_ENEMY) > 0 )
- status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
+ status_fix_damage(src,bl,9999,clif->damage(src,bl,0,0,9999,0,0,0));
} else if( sd ) {
short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
if( !sd->status.party_id || (rnd()%100 > chance)) {
@@ -8706,7 +8706,7 @@ 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(src,SC_STOP,100,skill_lv,skill->get_time2(skill_id,skill_lv)));
if( flag&2 ) // Dealed here to prevent conflicts
- status_fix_damage(src,bl,9999,clif->damage(src,bl,tick,0,0,9999,0,0,0));
+ status_fix_damage(src,bl,9999,clif->damage(src,bl,0,0,9999,0,0,0));
}
break;
@@ -12930,7 +12930,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
if (map->foreachinrange(mob->count_sub, &sd->bl, skill->get_splash(skill_id, skill_lv), BL_MOB,
MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
char output[128];
- sprintf(output, "You're too close to a stone or emperium to do this skill");
+ sprintf(output, "You're too close to a stone or emperium to do this skill"); /* TODO official response? or message.conf it */
clif->colormes(sd->fd, COLOR_RED, output);
return 0;
}
@@ -15114,7 +15114,7 @@ bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit){
return false;
}
- status->damage(bl, src, damage, 0, clif->damage(src, src, timer->gettick(), 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
+ status->damage(bl, src, damage, 0, clif->damage(src, src, 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
if( (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( src->type == BL_PC )