From 6f264513874c80b912f47dbad1ec0347c67534e7 Mon Sep 17 00:00:00 2001 From: Michieru Date: Fri, 14 Feb 2014 01:47:39 +0100 Subject: Renewal mechanics rebalance mega-update - More info on the forums, at http://hercules.ws/board/topic/4428-michierus-renewal-update/ Signed-off-by: Haru --- src/map/battle.c | 684 +++++++++++++++++++++++++++++++------------------------ 1 file changed, 388 insertions(+), 296 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index 1a04aeff9..fac8c791c 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -366,8 +366,6 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d } if( tsc->data[SC_THORNS_TRAP]) status_change_end(target, SC_THORNS_TRAP, INVALID_TIMER); - if( tsc->data[SC_FIRE_CLOAK_OPTION]) - damage -= damage * tsc->data[SC_FIRE_CLOAK_OPTION]->val2 / 100; if( tsc->data[SC_COLD] && target->type != BL_MOB) status_change_end(target, SC_COLD, INVALID_TIMER); if( tsc->data[SC_EARTH_INSIGNIA]) damage += damage/2; @@ -377,7 +375,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d if( tsc->data[SC_ORATIO]) ratio += tsc->data[SC_ORATIO]->val1 * 2; break; case ELE_POISON: - if( tsc->data[SC_VENOMIMPRESS]) ratio += tsc->data[SC_VENOMIMPRESS]->val2; + if( tsc->data[SC_VENOMIMPRESS] && atk_elem == ELE_POISON ) ratio += tsc->data[SC_VENOMIMPRESS]->val2; break; case ELE_WIND: if( tsc->data[SC_COLD] && target->type != BL_MOB) damage += damage/2; @@ -446,8 +444,8 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u eatk += 200; #ifdef RENEWAL_EDP if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){ - eatk = eatk * sc->data[SC_EDP]->val4 / 100; - damage += damage * sc->data[SC_EDP]->val3 / 100; + eatk = eatk * (sc->data[SC_EDP]->val4 / 100 - 1); + damage = damage * (sc->data[SC_EDP]->val4 / 100); } #endif } @@ -611,7 +609,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) ) damage += (skill_lv * 10); if( pc_ismadogear(sd) ) - damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE); + damage += 15 * pc->checkskill(sd, NC_MADOLICENCE); #ifdef RENEWAL if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 ) damage += (skill_lv * 2); @@ -788,6 +786,8 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, // general skill masteries #ifdef RENEWAL + if( div < 0 ) // div fix + div = 1; if( skill_id == MO_FINGEROFFENSIVE )//The finger offensive spheres on moment of attack do count. [Skotlex] damage += div * sd->spiritball_old * 3; else @@ -849,6 +849,10 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint damage=battle->attr_fix(src, target, damage, s_ele, tstatus->def_ele, tstatus->ele_lv); if( skill_id == MC_CARTREVOLUTION ) //Cart Revolution applies the element fix once more with neutral element damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); + if( skill_id == NC_ARMSCANNON ) + damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); + if( skill_id == GN_CARTCANNON ) + damage = battle->attr_fix(src,target,damage,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); if( skill_id == GS_GROUNDDRIFT ) //Additional 50*lv Neutral damage. damage += battle->attr_fix(src,target,50*skill_lv,ELE_NEUTRAL,tstatus->def_ele, tstatus->ele_lv); } @@ -1364,6 +1368,22 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_ return damage; } +// Minstrel/Wanderer number check for chorus skills. +int battle_calc_chorusbonus(struct map_session_data *sd) { + int members = 0; + + if (!sd || !sd->status.party_id) + return 0; + + members = party->foreachsamemap(party->sub_count_chorus, sd, 0); + + if (members < 3) + return 0; // Bonus remains 0 unless 3 or more Minstrel's/Wanderer's are in the party. + if (members > 7) + return 5; // Maximum effect possiable from 7 or more Minstrel's/Wanderer's + return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible +} + int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){ int i; struct status_change *sc, *tsc; @@ -1500,25 +1520,24 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block * Arch Bishop **/ case AB_JUDEX: - skillratio += 180 + 20 * skill_lv; - if (skill_lv > 4) skillratio += 20; + skillratio = 300 + 20 * skill_lv; RE_LVL_DMOD(100); break; case AB_ADORAMUS: - skillratio += 400 + 100 * skill_lv; + skillratio = 500 + 100 * skill_lv; RE_LVL_DMOD(100); break; case AB_DUPLELIGHT_MAGIC: - skillratio += 100 + 20 * skill_lv; + skillratio = 200 + 20 * skill_lv; break; /** * Warlock **/ - case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster?s INT )} x ( Caster?s Base Level / 100 )] % - skillratio += 300 + 100 * skill_lv + status_get_int(src); + case WL_SOULEXPANSION: // MATK [{( Skill Level + 4 ) x 100 ) + ( Caster's INT )} x ( Caster's Base Level / 100 )] % + skillratio = 100 * (skill_lv + 4) + st->int_; RE_LVL_DMOD(100); break; - case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster?s Base Level / 100 )] % + case WL_FROSTMISTY: // MATK [{( Skill Level x 100 ) + 200 } x ( Caster's Base Level / 100 )] % skillratio += 100 + 100 * skill_lv; RE_LVL_DMOD(100); break; @@ -1566,7 +1585,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block c = 0; memset (p_sd, 0, sizeof(p_sd)); party->foreachsamemap(skill->check_condition_char_sub, sd, 3, &sd->bl, &c, &p_sd, skill_id); - c = ( c > 1 ? rand()%c : 0 ); + c = ( c > 1 ? rnd()%c : 0 ); if( (psd = map->id2sd(p_sd[c])) && pc->checkskill(psd,WL_COMET) > 0 ){ skillratio = skill_lv * 400; //MATK [{( Skill Level x 400 ) x ( Caster's Base Level / 120 )} + 2500 ] % @@ -1583,7 +1602,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 100 * flag; break; case WL_EARTHSTRAIN: - skillratio += 1900 + 100 * skill_lv; + skillratio = 2000 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WL_TETRAVORTEX_FIRE: @@ -1596,7 +1615,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: - skillratio = skill_lv * (status->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] + skillratio = (1 + skill_lv) / 2 * (status->get_lv(src) + (sd ? sd->status.job_level : 50)); RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: @@ -1607,82 +1626,68 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block bandingBonus = 200 * (sd ? skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0) : 1); skillratio = ((300 * skill_lv) + bandingBonus) * (sd ? sd->status.job_level : 1) / 25; } - break; - case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % - if( sd ) { - skillratio = status->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; - } else - skillratio += 1900; //2000% break; - case WM_METALICSOUND: - skillratio += 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ) - 100; + case LG_SHIELDSPELL: + if ( sd && skill_lv == 2 ) // [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % + skillratio = 4 * status->get_lv(src) + 100 * sd->bonus.shieldmdef + 2 * st->int_; + else + skillratio = 0; break; - /*case WM_SEVERE_RAINSTORM: - skillratio += 50 * skill_lv; + case WM_METALICSOUND: + skillratio = 120 * skill_lv + 60 * ( sd? pc->checkskill(sd, WM_LESSON) : 10 ); + RE_LVL_DMOD(100); break; - - WM_SEVERE_RAINSTORM just set a unit place, - refer to WM_SEVERE_RAINSTORM_MELEE to set the formula. - */ case WM_REVERBERATION_MAGIC: - // MATK [{(Skill Level x 100) + 100} x Casters Base Level / 100] % - skillratio += 100 * (sd ? pc->checkskill(sd, WM_REVERBERATION) : 1); + skillratio = 100 * skill_lv + 100; RE_LVL_DMOD(100); break; case SO_FIREWALK: - skillratio = 300; + skillratio = 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_HEATER_OPTION] ) - skillratio += sc->data[SC_HEATER_OPTION]->val3; + skillratio += sc->data[SC_HEATER_OPTION]->val3 / 2; break; case SO_ELECTRICWALK: - skillratio = 300; + skillratio = 60 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) - skillratio += sd ? sd->status.job_level / 2 : 0; + skillratio += sc->data[SC_BLAST_OPTION]->val2 / 2; break; case SO_EARTHGRAVE: - skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_SEISMICWEAPON) : 10 ) + status_get_int(src) * skill_lv ); + skillratio = st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd,SA_SEISMICWEAPON) : 1); RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) - skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; + skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5; break; case SO_DIAMONDDUST: - skillratio = ( 200 * ( sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 10 ) + status_get_int(src) * skill_lv ); - RE_LVL_DMOD(100); + skillratio = (st->int_ * skill_lv + 200 * (sd ? pc->checkskill(sd, SA_FROSTWEAPON) : 1)) * status->get_lv(src) / 100; if( sc && sc->data[SC_COOLER_OPTION] ) - skillratio += sc->data[SC_COOLER_OPTION]->val3; + skillratio += sc->data[SC_COOLER_OPTION]->val3 * 5; break; case SO_POISON_BUSTER: - skillratio += 1100 + 300 * skill_lv; + skillratio += 900 + 300 * skill_lv; + RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) - skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; + skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3 * 5; break; case SO_PSYCHIC_WAVE: - skillratio += -100 + skill_lv * 70 + (status_get_int(src) * 3); + skillratio = 70 * skill_lv + 3 * st->int_; RE_LVL_DMOD(100); - if( sc ){ - if( sc->data[SC_HEATER_OPTION] ) - skillratio += sc->data[SC_HEATER_OPTION]->val3; - else if(sc->data[SC_COOLER_OPTION] ) - skillratio += sc->data[SC_COOLER_OPTION]->val3; - else if(sc->data[SC_BLAST_OPTION] ) - skillratio += sc->data[SC_BLAST_OPTION]->val2; - else if(sc->data[SC_CURSED_SOIL_OPTION] ) - skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3; - } + if( sc && ( sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] + || sc->data[SC_BLAST_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] ) ) + skillratio += skillratio * 20 / 100; break; - case SO_VARETYR_SPEAR: //MATK [{( Endow Tornado skill level x 50 ) + ( Caster INT x Varetyr Spear Skill level )} x Caster Base Level / 100 ] % + case SO_VARETYR_SPEAR: skillratio = status_get_int(src) * skill_lv + ( sd ? pc->checkskill(sd, SA_LIGHTNINGLOADER) * 50 : 0 ); RE_LVL_DMOD(100); if( sc && sc->data[SC_BLAST_OPTION] ) - skillratio += sd ? sd->status.job_level * 5 : 0; + skillratio += sc->data[SC_BLAST_OPTION]->val2 * 5; break; case SO_CLOUD_KILL: - skillratio += -100 + skill_lv * 40; + skillratio = 40 * skill_lv; RE_LVL_DMOD(100); if( sc && sc->data[SC_CURSED_SOIL_OPTION] ) - skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val2; + skillratio += sc->data[SC_CURSED_SOIL_OPTION]->val3; break; case GN_DEMONIC_FIRE: if( skill_lv > 20) @@ -2073,7 +2078,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += ((skill_lv-1)%5+1) * 100; break; case RK_SONICWAVE: - skillratio += -100 + 100 * (skill_lv + 5); + skillratio = (skill_lv + 5) * 100; skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100; break; case RK_HUNDREDSPEAR: @@ -2087,20 +2092,20 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block } break; case RK_WINDCUTTER: - skillratio += -100 + 50 * (skill_lv + 2); + skillratio = (skill_lv + 2) * 50; RE_LVL_DMOD(100); break; case RK_IGNITIONBREAK: - i = distance_bl(src,target); - if( i < 2 ) - skillratio += 300 * skill_lv; - else if( i < 4 ) - skillratio += 250 * skill_lv; - else - skillratio += 200 * skill_lv; - skillratio = (skillratio - 100) * (100 + (status->get_lv(src)-100)) / 100; - if( st->rhw.ele == ELE_FIRE ) - skillratio += 100 * skill_lv; + i = distance_bl(src,target); + if( i < 2 ) + skillratio = 300 * skill_lv; + else if( i < 4 ) + skillratio = 250 * skill_lv; + else + skillratio = 200 * skill_lv; + skillratio = skillratio * status->get_lv(src) / 100; + if( st->rhw.ele == ELE_FIRE ) + skillratio += 100 * skill_lv; break; case RK_CRUSHSTRIKE: if( sd ) @@ -2112,10 +2117,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block } break; case RK_STORMBLAST: - skillratio += -100 + 100 *(sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8; + skillratio = ((sd ? pc->checkskill(sd,RK_RUNEMASTERY) : 1) + status_get_int(src) / 8) * 100; break; case RK_PHANTOMTHRUST: - skillratio += -100 + 50 * skill_lv + 10 * ( sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10); + skillratio = 50 * skill_lv + 10 * (sd ? pc->checkskill(sd,KN_SPEARMASTERY) : 10); RE_LVL_DMOD(150); break; /** @@ -2134,7 +2139,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(120); break; case GC_ROLLINGCUTTER: - skillratio += -50 + 50 * skill_lv; + skillratio = 50 + 50 * skill_lv; RE_LVL_DMOD(100); break; case GC_CROSSRIPPERSLASHER: @@ -2167,88 +2172,99 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 100 + 100 * skill_lv; break; case RA_WUGDASH:// ATK 300% - skillratio += 200; + skillratio = 300; + if( sc && sc->data[SC_DANCE_WITH_WUG] ) + skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)); break; case RA_WUGSTRIKE: - skillratio += -100 + 200 * skill_lv; + skillratio = 200 * skill_lv; + if( sc && sc->data[SC_DANCE_WITH_WUG] ) + skillratio += 10 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd)); break; case RA_WUGBITE: skillratio += 300 + 200 * skill_lv; if ( skill_lv == 5 ) skillratio += 100; break; case RA_SENSITIVEKEEN: - skillratio += 50 * skill_lv; + skillratio = 150 * skill_lv; break; /** * Mechanic **/ case NC_BOOSTKNUCKLE: - skillratio += 100 + 100 * skill_lv + status_get_dex(src); - RE_LVL_DMOD(100); + skillratio = skill_lv * 100 + 200 + st->dex; + RE_LVL_DMOD(120); break; case NC_PILEBUNKER: - skillratio += 200 + 100 * skill_lv + status_get_str(src); + skillratio = skill_lv*100 + 300 + status_get_str(src); RE_LVL_DMOD(100); break; case NC_VULCANARM: - skillratio += -100 + 70 * skill_lv + status_get_dex(src); + skillratio = 70 * skill_lv + status_get_dex(src); RE_LVL_DMOD(100); break; case NC_FLAMELAUNCHER: case NC_COLDSLOWER: - skillratio += 200 + 300 * skill_lv; + skillratio += 200 + 100 * skill_lv + status_get_str(src); RE_LVL_DMOD(100); break; case NC_ARMSCANNON: switch( tst->size ) { - case SZ_MEDIUM: skillratio += 100 + 500 * skill_lv; break;// Medium - case SZ_SMALL: skillratio += 100 + 400 * skill_lv; break;// Small - case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large + case SZ_MEDIUM: skillratio = 300 + 350 * skill_lv; break; // Medium + case SZ_SMALL: skillratio = 300 + 400 * skill_lv; break; // Small + case SZ_BIG: skillratio = 300 + 300 * skill_lv; break; // Large } - RE_LVL_DMOD(100); - //NOTE: Their's some other factors that affects damage, but not sure how exactly. Will recheck one day. [Rytech] + RE_LVL_DMOD(120); break; case NC_AXEBOOMERANG: - skillratio += 60 + 40 * skill_lv; + skillratio = 250 + 50 * skill_lv; if( sd ) { short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) - skillratio += sd->inventory_data[index]->weight / 10;// Weight is divided by 10 since 10 weight in coding make 1 whole actural weight. [Rytech] + skillratio += sd->inventory_data[index]->weight / 10; } RE_LVL_DMOD(100); break; case NC_POWERSWING: - skillratio += 80 + 20 * skill_lv + status_get_str(src) + status_get_dex(src); - RE_LVL_DMOD(100); + skillratio = 300 + 100*skill_lv + ( status_get_str(src)+status_get_dex(src) ) * status->get_lv(src) / 100; break; case NC_AXETORNADO: - skillratio += 100 + 100 * skill_lv + status_get_vit(src); + skillratio = 200 + 100 * skill_lv + st->vit; RE_LVL_DMOD(100); + if( st->rhw.ele == ELE_WIND ) + skillratio = skillratio * 125 / 100; + if ( distance_bl(src, target) > 2 ) // Will deal 75% damage outside of 5x5 area. + skillratio = skillratio * 75 / 100; break; case SC_FATALMENACE: - skillratio += 100 * skill_lv; + skillratio = 100 * (skill_lv+1) * status->get_lv(src) / 100; break; case SC_TRIANGLESHOT: - skillratio += 270 + 30 * skill_lv; + skillratio = ( 300 + (skill_lv-1) * status_get_agi(src)/2 ) * status->get_lv(src) / 120; break; case SC_FEINTBOMB: - skillratio += 100 + 100 * skill_lv; + skillratio = (skill_lv+1) * (st->dex/2) * (sd?sd->status.job_level:50)/10 * status->get_lv(src) / 120; break; case LG_CANNONSPEAR: - skillratio += -100 + (50 + status_get_str(src)) * skill_lv; + skillratio = (50 + st->str) * skill_lv; RE_LVL_DMOD(100); break; case LG_BANISHINGPOINT: - skillratio += -100 + ((50 * skill_lv) + (30 * ((sd)?pc->checkskill(sd,SM_BASH):1))); + skillratio = 50 * skill_lv + 30 * (sd ? pc->checkskill(sd,SM_BASH) : 10); RE_LVL_DMOD(100); break; case LG_SHIELDPRESS: - skillratio += 60 + 43 * skill_lv; + skillratio = 150 * skill_lv + st->str; + if( sd ) { + short index = sd->equip_index[EQI_HAND_L]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) + skillratio += sd->inventory_data[index]->weight / 10; + } RE_LVL_DMOD(100); break; case LG_PINPOINTATTACK: - skillratio += -100 + ((100 * skill_lv) + (10 * status_get_agi(src)) ); - RE_LVL_DMOD(100); + skillratio = 100 * skill_lv + 5 * st->agi; + RE_LVL_DMOD(120); break; case LG_RAGEBURST: if( sc ){ @@ -2257,17 +2273,17 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block } RE_LVL_DMOD(100); break; - case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % - if( sd ) { + case LG_SHIELDSPELL: + if ( sd && skill_lv == 1 ) { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - skillratio += -100 + status->get_lv(src) * 4 + status_get_vit(src) * 2; if( shield_data ) - skillratio += shield_data->def * 10; - } else - skillratio += 2400; //2500% + skillratio = 4 * status->get_lv(src) + 10 * shield_data->def + 2 * st->vit; + } + else + skillratio = 0; // Prevents ATK damage from being done on LV 2 usage since LV 2 us MATK. [Rytech] break; case LG_MOONSLASHER: - skillratio += -100 + (120 * skill_lv + ((sd) ? pc->checkskill(sd,LG_OVERBRAND) : 5) * 80); + skillratio = 120 * skill_lv + 80 * (sd ? pc->checkskill(sd,LG_OVERBRAND) : 5); RE_LVL_DMOD(100); break; case LG_OVERBRAND: @@ -2283,11 +2299,15 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: - skillratio += 200 + 300 * skill_lv; + skillratio = 300 + 300 * skill_lv; RE_LVL_DMOD(100); break; case LG_EARTHDRIVE: - skillratio = (skillratio + 100) * skill_lv; + if( sd ) { + short index = sd->equip_index[EQI_HAND_L]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) + skillratio = (1 + skill_lv) * sd->inventory_data[index]->weight / 10; + } RE_LVL_DMOD(100); break; case LG_HESPERUSLIT: @@ -2341,8 +2361,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block } break; case SR_KNUCKLEARROW: - if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % - skillratio += -100 + 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ; + if ( flag&4 || map->list[src->m].flag.gvg_castle || tst->mode&MD_BOSS ) { + // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % + skillratio = 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ; if( tsd && tsd->weight ) skillratio += 100 * (tsd->weight / tsd->max_weight); }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % @@ -2350,7 +2371,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % - skillratio += -100 + status->get_lv(src) + status_get_dex(src); + skillratio = status->get_lv(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_GATEOFHELL: @@ -2376,40 +2397,36 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case WM_REVERBERATION_MELEE: - // ATK [{(Skill Level x 100) + 300} x Caster Base Level / 100] - skillratio += 200 + 100 * pc->checkskill(sd, WM_REVERBERATION); + skillratio += 200 + 100 * skill_lv; RE_LVL_DMOD(100); break; case WM_SEVERE_RAINSTORM_MELEE: - //ATK [{(Caster DEX + AGI) x (Skill Level / 5)} x Caster Base Level / 100] % - skillratio += -100 + (status_get_dex(src) + status_get_agi(src)) * (skill_lv * 2); + skillratio = (st->agi + st->dex) * skill_lv / 5; RE_LVL_DMOD(100); - skillratio /= 10; break; case WM_GREAT_ECHO: - skillratio += 800 + 100 * skill_lv; - if( sd ) { // Still need official value [pakpil] - uint16 lv = skill_lv; - skillratio += 100 * skill->check_pc_partner(sd,skill_id,&lv,skill->get_splash(skill_id,skill_lv),0); - } - break; - case WM_SOUND_OF_DESTRUCTION: - skillratio += 400; + { + int chorusbonus = battle->calc_chorusbonus(sd); + skillratio += 300 + 200 * skill_lv; + //Chorus bonus dont count the first 2 Minstrel's/Wanderer's and only increases when their's 3 or more. [Rytech] + if (chorusbonus >= 1 && chorusbonus <= 5) + skillratio += 100<<(chorusbonus-1); // 1->100; 2->200; 3->400; 4->800; 5->1600 + RE_LVL_DMOD(100); + } break; case GN_CART_TORNADO: - // ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % - skillratio += -100 + 50 * skill_lv; - if( sd && sd->cart_weight) - skillratio += sd->cart_weight/10 / max(150-status_get_str(src),1) + pc->checkskill(sd, GN_REMODELING_CART) * 50; + { + int strbonus = st->str; // FIXME Supposed to take only base STR, but current code wont allow that. So well just take STR for now. [Rytech] + if ( strbonus > 130 ) // Max base stat limit on official is 130. So well allow no higher then 125 STR here. This limit prevents + strbonus = 130; // the division from going any lower then 30 so the server wont divide by 0 if someone has 150 STR. + skillratio = 50 * skill_lv + (sd ? sd->cart_weight : battle_config.max_cart_weight) / 10 / (150 - strbonus) + 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5); + } break; case GN_CARTCANNON: - // ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % - skillratio += -100 + 60 * skill_lv; - if( sd ) skillratio += pc->checkskill(sd, GN_REMODELING_CART) * 50 * (status_get_int(src) / 40); + skillratio = 50 * (sd ? pc->checkskill(sd, GN_REMODELING_CART) : 5) * (st->int_ / 40) + 60 * skill_lv; break; case GN_SPORE_EXPLOSION: - skillratio += 200 + 100 * skill_lv; - break; + skillratio = 100 * skill_lv + (200 + st->int_) * status->get_lv(src) / 100; case GN_CRAZYWEED_ATK: skillratio += 400 + 100 * skill_lv; break; @@ -2417,25 +2434,32 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block if( sd ) { switch( sd->itemid ) { case ITEMID_APPLE_BOMB: - case ITEMID_COCONUT_BOMB: + skillratio = st->str + st->dex + 300; + break; case ITEMID_MELON_BOMB: + skillratio = st->str + st->dex + 500; + break; + case ITEMID_COCONUT_BOMB: case ITEMID_PINEAPPLE_BOMB: - skillratio += 400; // Unconfirmed + case ITEMID_BANANA_BOMB: + skillratio = st->str + st->dex + 800; break; - case ITEMID_BANANA_BOMB: // 2000% - skillratio += 1900; + case ITEMID_BLACK_LUMP: + skillratio = (st->str + st->agi + st->dex) / 3; // Black Lump + break; + case ITEMID_BLACK_HARD_LUMP: + skillratio = (st->str + st->agi + st->dex) / 2; // Hard Black Lump + break; + case ITEMID_VERY_HARD_LUMP: + skillratio = st->str + st->agi + st->dex; // Extremely Hard Black Lump break; - case ITEMID_BLACK_LUMP: skillratio -= 75; break; // 25% - case ITEMID_BLACK_HARD_LUMP: skillratio -= 25; break; // 75% - case ITEMID_VERY_HARD_LUMP: skillratio += 100; break; // 200% } - } else - skillratio += 300; // Bombs + } break; case SO_VARETYR_SPEAR://ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster Base Level / 100 ] % skillratio += -100 + 50 * skill_lv + ( sd ? pc->checkskill(sd, SO_STRIKING) * 50 : 0 ); if( sc && sc->data[SC_BLAST_OPTION] ) - skillratio += sd ? sd->status.job_level * 5 : 0; + skillratio += (sd ? sd->status.job_level * 5 : 0); break; // Physical Elemantal Spirits Attack Skills case EL_CIRCLE_OF_FIRE: @@ -2510,7 +2534,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += sc->data[SC_OVERTHRUST]->val3; if(sc->data[SC_OVERTHRUSTMAX]) skillratio += sc->data[SC_OVERTHRUSTMAX]->val2; - if(sc->data[SC_BERSERK] || sc->data[SC_SATURDAY_NIGHT_FEVER]) + if(sc->data[SC_BERSERK]) #ifndef RENEWAL skillratio += 100; #else @@ -2535,7 +2559,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block *------------------------------------------*/ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { struct map_session_data *sd = NULL; - struct status_change *sc; + struct status_change *sc, *tsc; struct status_change_entry *sce; int div_ = d->div_, flag = d->flag; @@ -2545,9 +2569,6 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam return 0; if( battle_config.ksprotection && mob->ksprotected(src, bl) ) return 0; - if( map->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) && skill->get_type(skill_id) != BF_MISC - && skill->get_casttype(skill_id) == CAST_GROUND ) - return 0; if (bl->type == BL_PC) { sd=(struct map_session_data *)bl; //Special no damage states @@ -2564,6 +2585,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } sc = status->get_sc(bl); + tsc = status->get_sc(src); if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; @@ -2608,9 +2630,20 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (group) { d->dmg_lv = ATK_BLOCK; if(src_skill_id == MH_STEINWAND){ - if (--group->val2<=0) - skill->del_unitgroup(group,ALC_MARK); - return 0; + if (--group->val2<=0) + skill->del_unitgroup(group,ALC_MARK); + if( (group->val3 - damage) > 0 ) + group->val3 -= (int)cap_value(damage, INT_MIN, INT_MAX); + else + skill->del_unitgroup(group,ALC_MARK); + return 0; + } + if( skill_id == SO_ELEMENTAL_SHIELD ) { + if ( ( group->val2 - damage) > 0 ) { + group->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); + } else + skill->del_unitgroup(group,ALC_MARK); + return 0; } /** * in RE, SW possesses a lifetime equal to 3 times the caster's health @@ -2633,6 +2666,17 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam d->dmg_lv = ATK_BLOCK; return 0; } + if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG && skill_id != CR_ACIDDEMONSTRATION ) { + d->dmg_lv = ATK_BLOCK; + return 0; + } + if( sc->data[SC__MAELSTROM] && (flag&BF_MAGIC) && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL) ) { + // {(Maelstrom Skill LevelxAbsorbed Skill Level)+(Caster's Job/5)}/2 + int sp = (sc->data[SC__MAELSTROM]->val1 * skill_lv + sd->status.job_level / 5) / 2; + status->heal(bl, 0, sp, 3); + d->dmg_lv = ATK_BLOCK; + return 0; + } if( sc->data[SC_WEAPONBLOCKING] && flag&(BF_SHORT|BF_WEAPON) && rnd()%100 < sc->data[SC_WEAPONBLOCKING]->val2 ) { clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); @@ -2640,6 +2684,10 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } + if( sc->data[SC_HOVERING] && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL || skill_id == SR_WINDMILL) ) { + d->dmg_lv = ATK_BLOCK; + return 0; + } if( (sce=sc->data[SC_AUTOGUARD]) && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK) && rnd()%100 < sce->val2 ) { int delay; @@ -2692,17 +2740,12 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam return 0; } - if(sc->data[SC_HERMODE] && flag&BF_MAGIC) + if((sc->data[SC_HERMODE] || sc->data[SC_HOVERING]) && flag&BF_MAGIC) return 0; if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; - if( sc->data[SC_NEUTRALBARRIER] && (flag&(BF_MAGIC|BF_LONG)) == (BF_MAGIC|BF_LONG) ) { - d->dmg_lv = ATK_MISS; - return 0; - } - if((sce=sc->data[SC_KAUPE]) && rnd()%100 < sce->val2) { //Kaupe blocks damage (skill or otherwise) from players, mobs, homuns, mercenaries. clif->specialeffect(bl, 462, AREA); @@ -2810,7 +2853,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam (flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) damage -= damage * 20 / 100; - if(sc->data[SC_FOGWALL] && skill_id != RK_DRAGONBREATH && skill_id != RK_DRAGONBREATH_WATER) { + if(sc->data[SC_FOGWALL]) { if(flag&BF_SKILL) //25% reduction damage -= damage * 25 / 100; else if ((flag&(BF_LONG|BF_WEAPON)) == (BF_LONG|BF_WEAPON)) @@ -2838,11 +2881,13 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam sce->val3&flag && sce->val4&flag) damage -= damage * sc->data[SC_ARMOR]->val2 / 100; + if( sc->data[SC_ENERGYCOAT] && (skill_id == GN_HELLS_PLANT_ATK || #ifdef RENEWAL - if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) + ((flag&BF_WEAPON || flag&BF_MAGIC) && skill_id != WS_CARTTERMINATION) #else - if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)) + (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION) #endif + ) ) { struct status_data *sstatus = status->get_status_data(bl); int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval @@ -2863,6 +2908,9 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam skill->castend_damage_id(bl,src,MH_MAGMA_FLOW,sce->val1,timer->gettick(),0); } + if( sc->data[SC_DARKCROW] && (flag&(BF_SHORT|BF_MAGIC)) == BF_SHORT ) + damage += damage * sc->data[SC_DARKCROW]->val2 / 100; + if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) { sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); if( src->type == BL_PC ) { @@ -2942,7 +2990,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (hd) homun->addspiritball(hd, 10); //add a sphere } - if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) + if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) ) status->change_spread(bl, src); // Deadly infect attacked side } @@ -2973,10 +3021,19 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam break; } } - if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) - sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1)); - if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) + if( tsc->data[SC_POISONINGWEAPON] ) { + short rate = 100; + struct status_data *tstatus = status->get_status_data(bl); + if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) { + if ( tsc->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,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + } + } + if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) ) status->change_spread(src, bl); + if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 && damage > 0) + skill->break_equip(bl,EQP_ARMOR,10000,BCT_ENEMY ); if (sc->data[SC_STYLE_CHANGE] && rnd()%2) { TBL_HOM *hd = BL_CAST(BL_HOM,bl); if (hd) homun->addspiritball(hd, 10); @@ -3104,6 +3161,7 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 case HW_GRAVITATION: case NJ_ZENYNAGE: case KO_MUCHANAGE: + case NC_SELFDESTRUCTION: break; default: /* Uncomment if you want god-mode Emperiums at 100 defense. [Kisuka] @@ -3264,11 +3322,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list //Skill Range Criteria ad.flag |= battle->range_type(src, target, skill_id, skill_lv); flag.infdef=(tstatus->mode&MD_PLANT?1:0); - if( target->type == BL_SKILL){ - TBL_SKILL *su = (TBL_SKILL*)target; - if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) - flag.infdef = 1; - } + if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION ) + flag.infdef = 1; // Reberberation takes 1 damage switch(skill_id) { case MG_FIREWALL: @@ -3317,11 +3372,13 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case AL_HEAL: case PR_BENEDICTIO: case PR_SANCTUARY: + ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false); + break; /** * Arch Bishop **/ case AB_HIGHNESSHEAL: - ad.damage = skill->calc_heal(src, target, skill_id, skill_lv, false); + ad.damage = skill->calc_heal(src, target, AL_HEAL, 10, false) * ( 17 + 3 * skill_lv ) / 10; break; case PR_ASPERSIO: ad.damage = 40; @@ -3336,7 +3393,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list ad.damage = tstatus->hp; else { #ifdef RENEWAL - MATK_ADD(status->get_matk(src, 2)); + MATK_ADD(status->get_matk(src, 2)); #else ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10; #endif @@ -3350,9 +3407,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list **/ case AB_RENOVATIO: //Damage calculation from iRO wiki. [Jobbie] - ad.damage = (int)((15 * status->get_lv(src)) + (1.5 * sstatus->int_)); + ad.damage = status->get_lv(src) * 10 + sstatus->int_; break; - default: { + default: { MATK_ADD( status->get_matk(src, 2) ); if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill @@ -3364,14 +3421,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if (sc){ if( sc->data[SC_TELEKINESIS_INTENSE] && s_ele == ELE_GHOST ) - skillratio += sc->data[SC_TELEKINESIS_INTENSE]->val3; + ad.damage += sc->data[SC_TELEKINESIS_INTENSE]->val3; } switch(skill_id){ case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { - skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val2 * 100) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] + skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = 0; @@ -3741,7 +3798,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * case RK_DRAGONBREATH_WATER: md.damage = ((status_get_hp(src) / 50) + (status_get_max_sp(src) / 4)) * skill_lv; RE_LVL_MDMOD(150); - if (sd) md.damage = md.damage * (100 + 5 * (pc->checkskill(sd,RK_DRAGONTRAINING) - 1)) / 100; + if (sd) md.damage = md.damage * (95 + 5 * pc->checkskill(sd,RK_DRAGONTRAINING)) / 100; md.flag |= BF_LONG|BF_WEAPON; break; /** @@ -3762,6 +3819,10 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * }else md.damage = md.damage * 200 / (skill_id == RA_CLUSTERBOMB?50:100); + break; + case WM_SOUND_OF_DESTRUCTION: + md.damage = 1000 * skill_lv + sstatus->int_ * (sd ? pc->checkskill(sd,WM_LESSON) : 10); + md.damage += md.damage * 10 * battle->calc_chorusbonus(sd) / 100; break; /** * Mechanic @@ -3785,8 +3846,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.damage = 100 + 200 * skill_lv + sstatus->int_; break; case GN_HELLS_PLANT_ATK: - //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) - md.damage = ( skill_lv * status->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) ); + md.damage = skill_lv * status->get_lv(src) * 10 + sstatus->int_ * 7 / 2 * (18 + (sd ? sd->status.job_level : 0) / 4) * (5 / (10 - (sd ? pc->checkskill(sd, AM_CANNIBALIZE) : 0))); + md.damage = md.damage*(1000 + tstatus->mdef) / (1000 + tstatus->mdef * 10) - tstatus->mdef2; break; case KO_HAPPOKUNAI: { @@ -3906,10 +3967,6 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * default: md.damage = 1; } - }else if( target->type == BL_SKILL ){ - TBL_SKILL *su = (TBL_SKILL*)target; - if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) - md.damage = 1; } if(!(nk&NK_NO_ELEFIX)) @@ -3992,11 +4049,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list && skill_id != HT_FREEZINGTRAP #endif ?1:0); - if( target->type == BL_SKILL){ - TBL_SKILL *su = (TBL_SKILL*)target; - if( su->group && (su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD) ) - flag.infdef = 1; - } + if( !flag.infdef && target->type == BL_SKILL && ((TBL_SKILL*)target)->group->unit_id == UNT_REVERBERATION ) + flag.infdef = 1; // Reberberation takes 1 damage //Initial Values wd.type=0; //Normal attack @@ -4180,7 +4234,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ - int chance = rand()%100; + int chance = rnd()%100; wd.type = 0x08; switch(sc->data[SC_FEARBREEZE]->val1){ case 5: @@ -4364,6 +4418,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case GC_VENOMPRESSURE: hitrate += 10 + 4 * skill_lv; break; + case SC_FATALMENACE: + hitrate -= 35 - 5 * skill_lv; + break; case LG_BANISHINGPOINT: hitrate += 3 * skill_lv; break; @@ -4486,16 +4543,14 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list #endif case CR_SHIELDBOOMERANG: case PA_SHIELDCHAIN: - case LG_SHIELDPRESS: - case LG_EARTHDRIVE: wd.damage = sstatus->batk; if (sd) { + int damagevalue = 0; short index = sd->equip_index[EQI_HAND_L]; - if (index >= 0 && - sd->inventory_data[index] && - sd->inventory_data[index]->type == IT_ARMOR) - ATK_ADD(sd->inventory_data[index]->weight/10); + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) + damagevalue = sd->inventory_data[index]->weight/10; + ATK_ADD(damagevalue); } else ATK_ADD(sstatus->rhw.atk2); //Else use Atk2 break; @@ -4568,14 +4623,15 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } //End default case } //End switch(skill_id) - if( sc && skill_id != PA_SACRIFICE ){ - if( sc->data[SC_UNLIMIT] && wd.flag&BF_LONG ) - ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 ); - } - - if( tsc && skill_id != PA_SACRIFICE ){ - if( tsc->data[SC_DARKCROW] && wd.flag&BF_SHORT ) - ATK_ADD( 30 * tsc->data[SC_DARKCROW]->val1 ); + if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { + switch(skill_id) { + case RA_WUGDASH: + case RA_WUGSTRIKE: + case RA_WUGBITE: + break; + default: + ATK_ADD( 50 * sc->data[SC_UNLIMIT]->val1 ); + } } if ( sc && !skill_id && sc->data[SC_EXEEDBREAK] ) { @@ -4654,12 +4710,40 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case GC_COUNTERSLASH: ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 ); break; - case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) + case RA_WUGDASH: + if( sc && sc->data[SC_DANCE_WITH_WUG] ) + ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd))); + break; + case SR_TIGERCANNON: ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 ); if( sc && sc->data[SC_COMBOATTACK] - && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40) + && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 ); break; + case RA_WUGSTRIKE: + case RA_WUGBITE: + if(sd) + ATK_ADD(30*pc->checkskill(sd, RA_TOOTHOFWUG)); + if( sc && sc->data[SC_DANCE_WITH_WUG] ) + ATK_ADD(2 * sc->data[SC_DANCE_WITH_WUG]->val1 * (2 + battle->calc_chorusbonus(sd))); + break; + case LG_SHIELDPRESS: + if( sd ) { + int damagevalue = 0; + short index = sd->equip_index[EQI_HAND_L]; + if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR ) + damagevalue = sstatus->vit * sd->status.inventory[index].refine; + ATK_ADD(damagevalue); + } + break; + case SR_GATEOFHELL: + ATK_ADD (sstatus->max_hp - status_get_hp(src)); + if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) { + ATK_ADD( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) ); + } else { + ATK_ADD( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) ); + } + break; case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); if( tsd && tsd->weight ){ @@ -4688,12 +4772,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( sc->data[SC_TRUESIGHT] ) ATK_ADDRATE(2*sc->data[SC_TRUESIGHT]->val1); #endif - if( sc->data[SC_GLOOMYDAY_SK] && - ( skill_id == LK_SPIRALPIERCE || skill_id == KN_BRANDISHSPEAR || - skill_id == CR_SHIELDBOOMERANG || skill_id == PA_SHIELDCHAIN || - skill_id == LG_SHIELDPRESS || skill_id == RK_HUNDREDSPEAR || - skill_id == CR_SHIELDCHARGE ) ) - ATK_ADDRATE(sc->data[SC_GLOOMYDAY_SK]->val2); #ifndef RENEWAL_EDP if( sc->data[SC_EDP] ){ @@ -4728,10 +4806,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) ATK_ADDRATE(100); break; - case NC_AXETORNADO: - if( (sstatus->rhw.ele) == ELE_WIND || (sstatus->lhw.ele) == ELE_WIND ) - ATK_ADDRATE(50); - break; } if( skill_id ){ uint16 rskill;/* redirect skill id */ @@ -5033,6 +5107,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if(!flag.lh && wd.damage2) wd.damage2=0; + if( sc && sc->data[SC_GLOOMYDAY] ) { + switch( skill_id ) { + case KN_BRANDISHSPEAR: + case LK_SPIRALPIERCE: + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + case RK_HUNDREDSPEAR: + case LG_SHIELDPRESS: + wd.damage += wd.damage * sc->data[SC_GLOOMYDAY]->val2 / 100; + } + } + if( sc ) { //SG_FUSION hp penalty [Komurka] if (sc->data[SC_FUSION]) { @@ -5055,14 +5142,6 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.damage += md.damage; break; } - case SR_GATEOFHELL: - ATK_ADD (sstatus->max_hp - status_get_hp(src)); - if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){ - ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) ); - }else{ - ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) ); - } - break; } if( wd.damage + wd.damage2 ) { //There is a total damage value @@ -5194,30 +5273,31 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st int64 damage = wd->damage + wd->damage2, rdamage = 0, trdamage = 0; struct map_session_data *sd, *tsd; struct status_change *sc; + struct status_change *ssc; int64 tick = timer->gettick(); int delay = 50, rdelay = 0; #ifdef RENEWAL int max_reflect_damage; - + max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100); #endif - + sd = BL_CAST(BL_PC, src); - + tsd = BL_CAST(BL_PC, target); sc = status->get_sc(target); - + #ifdef RENEWAL - #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) ) +#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) ) #else - #define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) ) +#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) ) #endif - + if( sc && !sc->count ) sc = NULL; - + if( sc ) { - + if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}] int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125; @@ -5225,31 +5305,31 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0); clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage, - 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does + 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0); status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1); status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); /* shouldn't this trigger skill->additional_effect? */ return; // Just put here to minimize redundancy } - + if( wd->flag & BF_SHORT ) { if( !is_boss(src) ) { if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) { uint8 dir = map->calc_dir(target,src->x,src->y), - t_dir = unit->getdir(target); - + t_dir = unit->getdir(target); + if( !map->check_dir(dir,t_dir) ) { int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. - + trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended. rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6); skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0); - + if( tsd ) /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - + delay += 100;/* gradual increase so the numbers don't clip in the client */ } wd->damage = wd->damage + wd->damage2; @@ -5258,85 +5338,103 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st } } } - + if( sc->data[SC_KYOMU] ){ // Nullify reflecting ability of the conditions onwards return; } - + } - + if( wd->flag & BF_SHORT ) { if ( tsd && tsd->bonus.short_weapon_damage_return ) { NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100); rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); - + /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - + delay += 100;/* gradual increase so the numbers don't clip in the client */ } - - if( sc && wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */ - if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) { - NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100); - + + if( wd->dmg_lv >= ATK_BLOCK ) {/* yes block still applies, somehow gravity thinks it makes sense. */ + if( sc ) { + if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ) { + NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100); + #ifndef RENEWAL - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); #else - rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4); + rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4); #endif - /* is this right? rdamage as both left and right? */ - if( tsd ) - battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); - battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - - delay += 100;/* gradual increase so the numbers don't clip in the client */ - } - if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) { - bool change = false; + /* is this right? rdamage as both left and right? */ + if( tsd ) + battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); + battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100); - - trdamage -= rdamage;/* wont count towards total */ - - if( sd && !sd->state.autocast ) { - change = true; - sd->state.autocast = 1; + delay += 100;/* gradual increase so the numbers don't clip in the client */ + } + if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) { + bool change = false; + + NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100); + + trdamage -= rdamage;/* wont count towards total */ + + if( sd && !sd->state.autocast ) { + change = true; + sd->state.autocast = 1; + } + + map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target)); + + if( change ) + sd->state.autocast = 0; + + delay += 150;/* gradual increase so the numbers don't clip in the client */ + + if( (--sc->data[SC_LG_REFLECTDAMAGE]->val3) <= 0 ) + status_change_end(target, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + } + if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){ + NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100); + + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + + /* is this right? rdamage as both left and right? */ + if( tsd ) + battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); + battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); + + delay += 100;/* gradual increase so the numbers don't clip in the client */ } - - map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,target,delay,wd->dmotion,rdamage,status_get_race(target)); - - if( change ) - sd->state.autocast = 0; - - delay += 150;/* gradual increase so the numbers don't clip in the client */ } - if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){ - NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100); - - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + if( ( ssc = status->get_sc(src) ) ) { + if( ssc->data[SC_INSPIRATION] ) { + NORMALIZE_RDAMAGE(damage / 100); + + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); - /* is this right? rdamage as both left and right? */ - if( tsd ) + /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); - battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - - delay += 100;/* gradual increase so the numbers don't clip in the client */ + battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); + + delay += 100;/* gradual increase so the numbers don't clip in the client */ + } } } } else {/* long */ if ( tsd && tsd->bonus.long_weapon_damage_return ) { NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100); - + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); - + /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); battle->delay_damage(tick, wd->amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true); - + delay += 100;/* gradual increase so the numbers don't clip in the client */ } } @@ -5345,12 +5443,12 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st // Tell Clang's static analyzer that we want to += it even the value is currently unused (it'd be used if we added new checks) (void)delay; #endif // __clang_analyzer - + /* something caused reflect */ if( trdamage ) { skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); } - + return; #undef NORMALIZE_RDAMAGE } @@ -5958,12 +6056,9 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f case MS_MAGNUM: case RA_DETONATOR: case RA_SENSITIVEKEEN: - case GN_CRAZYWEED_ATK: case RK_STORMBLAST: - case RK_PHANTOMTHRUST: case SR_RAMPAGEBLASTER: case NC_COLDSLOWER: - case NC_SELFDESTRUCTION: #ifdef RENEWAL case KN_BOWLINGBASH: case KN_SPEARSTAB: @@ -5985,14 +6080,10 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f strip_enemy = 0; break; default: - if(su->group->skill_id == WM_REVERBERATION || su->group->skill_id == WM_POEMOFNETHERWORLD){ - state |= BCT_ENEMY; - strip_enemy = 0; - }else - return 0; + return 0; } } else if (su->group->skill_id==WZ_ICEWALL || - su->group->skill_id == GN_WALLOFTHORN) { + su->group->skill_id == GN_WALLOFTHORN) { state |= BCT_ENEMY; strip_enemy = 0; } else //Excepting traps and icewall, you should not be able to target skills. @@ -6957,6 +7048,7 @@ void battle_defaults(void) { battle->calc_cardfix = battle_calc_cardfix; battle->calc_elefix = battle_calc_elefix; battle->calc_masteryfix = battle_calc_masteryfix; + battle->calc_chorusbonus = battle_calc_chorusbonus; battle->calc_skillratio = battle_calc_skillratio; battle->calc_sizefix = battle_calc_sizefix; battle->calc_weapon_damage = battle_calc_weapon_damage; -- cgit v1.2.3-70-g09d2 From df611eb4055fb8478be277243d0734af66173d99 Mon Sep 17 00:00:00 2001 From: shennetsind Date: Fri, 14 Feb 2014 01:20:42 -0200 Subject: sc sources Signed-off-by: shennetsind --- src/map/atcommand.c | 18 +- src/map/battle.c | 16 +- src/map/chrif.c | 2 +- src/map/clif.c | 10 +- src/map/guild.c | 2 +- src/map/mercenary.c | 2 +- src/map/mob.c | 12 +- src/map/party.c | 4 +- src/map/pc.c | 28 +- src/map/script.c | 18 +- src/map/skill.c | 851 ++++++++++++++++++++++++++-------------------------- src/map/status.c | 108 ++++--- src/map/status.h | 10 +- src/map/unit.c | 4 +- 14 files changed, 542 insertions(+), 543 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/atcommand.c b/src/map/atcommand.c index d39004c74..c5460eb47 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -4416,7 +4416,7 @@ ACMD(jail) { } //Duration of INT_MAX to specify infinity. - sc_start4(&pl_sd->bl,SC_JAILED,100,INT_MAX,m_index,x,y,1000); + sc_start4(NULL,&pl_sd->bl,SC_JAILED,100,INT_MAX,m_index,x,y,1000); clif->message(pl_sd->fd, msg_txt(117)); // GM has send you in jails. clif->message(fd, msg_txt(118)); // Player warped in jails. return true; @@ -4454,7 +4454,7 @@ ACMD(unjail) { } //Reset jail time to 1 sec. - sc_start(&pl_sd->bl,SC_JAILED,100,1,1000); + sc_start(NULL,&pl_sd->bl,SC_JAILED,100,1,1000); clif->message(pl_sd->fd, msg_txt(120)); // A GM has discharged you from jail. clif->message(fd, msg_txt(121)); // Player unjailed. return true; @@ -4565,7 +4565,7 @@ ACMD(jailfor) { break; } - sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in status->change_timer). + sc_start4(NULL,&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in status->change_timer). return true; } @@ -5477,7 +5477,7 @@ ACMD(autotrade) { sd->state.autotrade = 1; if( battle_config.at_timeout ) { int timeout = atoi(message); - status->change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0); + status->change_start(NULL,&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0); } clif->chsys_quit(sd); @@ -6263,7 +6263,7 @@ ACMD(summon) md->deletetimer=timer->add(tick+(duration*60000),mob->timer_delete,md->bl.id,0); clif->specialeffect(&md->bl,344,AREA); mob->spawn(md); - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 60000); + sc_start4(NULL,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 60000); clif->skill_poseffect(&sd->bl,AM_CALLHOMUN,1,md->bl.x,md->bl.y,tick); clif->message(fd, msg_txt(39)); // All monster summoned! @@ -6433,7 +6433,7 @@ ACMD(mute) { if( pl_sd->status.manner < manner ) { pl_sd->status.manner -= manner; - sc_start(&pl_sd->bl,SC_NOCHAT,100,0,0); + sc_start(NULL,&pl_sd->bl,SC_NOCHAT,100,0,0); } else { pl_sd->status.manner = 0; status_change_end(&pl_sd->bl, SC_NOCHAT, INVALID_TIMER); @@ -7228,7 +7228,7 @@ int atcommand_mutearea_sub(struct block_list *bl,va_list ap) if (id != bl->id && !pc_get_group_level(pl_sd)) { pl_sd->status.manner -= time; if (pl_sd->status.manner < 0) - sc_start(&pl_sd->bl,SC_NOCHAT,100,0,0); + sc_start(NULL,&pl_sd->bl,SC_NOCHAT,100,0,0); else status_change_end(&pl_sd->bl, SC_NOCHAT, INVALID_TIMER); } @@ -8366,7 +8366,7 @@ ACMD(mount2) { clif->message(sd->fd,msg_txt(1362)); // NOTICE: If you crash with mount your LUA is outdated. if( !(sd->sc.data[SC_ALL_RIDING]) ) { clif->message(sd->fd,msg_txt(1363)); // You have mounted. - sc_start(&sd->bl,SC_ALL_RIDING,100,0,-1); + sc_start(NULL,&sd->bl,SC_ALL_RIDING,100,0,-1); } else { clif->message(sd->fd,msg_txt(1364)); // You have released your mount. status_change_end(&sd->bl, SC_ALL_RIDING, INVALID_TIMER); @@ -9339,7 +9339,7 @@ ACMD(costume){ return false; } - sc_start(&sd->bl, name2id[k], 100, 0, -1); + sc_start(NULL,&sd->bl, name2id[k], 100, 0, -1); return true; } diff --git a/src/map/battle.c b/src/map/battle.c index fac8c791c..ce861aa7e 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2681,7 +2681,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam { clif->skill_nodamage(bl,src,GC_WEAPONBLOCKING,1,1); d->dmg_lv = ATK_BLOCK; - sc_start2(bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000); + sc_start2(src,bl,SC_COMBOATTACK,100,GC_WEAPONBLOCKING,src->id,2000); return 0; } if( sc->data[SC_HOVERING] && skill_id && (skill->get_inf(skill_id)&INF_GROUND_SKILL || skill_id == SR_WINDMILL) ) { @@ -2711,7 +2711,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam clif->skill_nodamage(bl, bl, RK_MILLENNIUMSHIELD, 1, 1); sce->val3 -= (int)cap_value(damage,INT_MIN,INT_MAX); // absorb damage d->dmg_lv = ATK_BLOCK; - sc_start(bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. + sc_start(src,bl,SC_STUN,15,0,skill->get_time2(RK_MILLENNIUMSHIELD,sce->val1)); // There is a chance to be stuned when one shield is broken. if( sce->val3 <= 0 ) { // Shield Down sce->val2--; if( sce->val2 > 0 ) { @@ -2736,7 +2736,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (sd && pc_issit(sd)) pc->setstand(sd); //Stand it to dodge. clif->skill_nodamage(bl,bl,TK_DODGE,1,1); if (!sc->data[SC_COMBOATTACK]) - sc_start4(bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000); + sc_start4(src, bl, SC_COMBOATTACK, 100, TK_JUMPKICK, src->id, 1, 0, 2000); return 0; } @@ -2921,7 +2921,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); // 30% chance to reduce monster's ATK by 25% for 10 seconds. if( src->type == BL_MOB ) - sc_start(src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1)); + sc_start(bl,src, SC_NOEQUIPWEAPON, 30, 0, skill->get_time2(RK_STONEHARDSKIN, sce->val1)); if( sce->val2 <= 0 ) status_change_end(bl, SC_STONEHARDSKIN, INVALID_TIMER); } @@ -3027,7 +3027,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if ( !(flag&BF_SKILL) && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < tsc->data[SC_POISONINGWEAPON]->val3 ) { if ( tsc->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,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); + sc_start(src,bl,tsc->data[SC_POISONINGWEAPON]->val2,rate,tsc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON,1) - (tstatus->vit + tstatus->luk) / 2 * 1000); } } if( sc->data[SC__DEADLYINFECT] && flag&BF_SHORT && damage > 0 && rnd()%100 < 30 + 10 * sc->data[SC__DEADLYINFECT]->val1 && !is_boss(src) ) @@ -5627,11 +5627,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1; int duration = skill->get_time2(MO_BLADESTOP,skill_lv); status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); - if(sc_start4(src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { + if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. clif->bladestop(target, src->id, 1); - sc_start4(target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); + sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; } } @@ -5694,7 +5694,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if( tsc && tsc->data[SC_MTF_MLEATKED] && rnd()%100 < 20 ) clif->skill_nodamage(target, target, SM_ENDURE, 5, - sc_start(target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5))); + sc_start(target,target, SC_ENDURE, 100, 5, skill->get_time(SM_ENDURE, 5))); } if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) diff --git a/src/map/chrif.c b/src/map/chrif.c index c55b241e6..9f968d35b 100644 --- a/src/map/chrif.c +++ b/src/map/chrif.c @@ -1206,7 +1206,7 @@ bool chrif_load_scdata(int fd) { for (i = 0; i < count; i++) { data = (struct status_change_data*)RFIFOP(fd,14 + i*sizeof(struct status_change_data)); - status->change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15); + status->change_start(NULL, &sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15); } pc->scdata_received(sd); diff --git a/src/map/clif.c b/src/map/clif.c index b00e99f78..e87276d4f 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -9424,14 +9424,14 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) { clif->status_change(&sd->bl, SI_WUGRIDER, 1, 0, 0, 0, 0); if(sd->status.manner < 0) - sc_start(&sd->bl,SC_NOCHAT,100,0,0); + sc_start(NULL,&sd->bl,SC_NOCHAT,100,0,0); //Auron reported that This skill only triggers when you logon on the map o.O [Skotlex] if ((lv = pc->checkskill(sd,SG_KNOWLEDGE)) > 0) { if(sd->bl.m == sd->feel_map[0].m || sd->bl.m == sd->feel_map[1].m || sd->bl.m == sd->feel_map[2].m) - sc_start(&sd->bl, SC_KNOWLEDGE, 100, lv, skill->get_time(SG_KNOWLEDGE, lv)); + sc_start(NULL,&sd->bl, SC_KNOWLEDGE, 100, lv, skill->get_time(SG_KNOWLEDGE, lv)); } if(sd->pd && sd->pd->pet.intimate > 900) @@ -9864,7 +9864,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data* sd) sd->state.snovice_call_flag = 3; break; case 3: - sc_start(&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] + sc_start(NULL,&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions sd->state.snovice_call_flag = 0; break; @@ -13677,7 +13677,7 @@ void clif_parse_GMReqNoChat(int fd,struct map_session_data *sd) { if (dstsd->status.manner < value) { dstsd->status.manner -= value; - sc_start(&dstsd->bl,SC_NOCHAT,100,0,0); + sc_start(NULL,&dstsd->bl,SC_NOCHAT,100,0,0); } else { dstsd->status.manner = 0; @@ -13906,7 +13906,7 @@ void clif_parse_NoviceExplosionSpirits(int fd, struct map_session_data *sd) int percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. ); if( percent && ( percent%100 ) == 0 ) {// 10.0%, 20.0%, ..., 90.0% - sc_start(&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] + sc_start(NULL,&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions } } diff --git a/src/map/guild.c b/src/map/guild.c index d13c681bb..7989fb070 100644 --- a/src/map/guild.c +++ b/src/map/guild.c @@ -1360,7 +1360,7 @@ void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint1 } group = skill->unitsetting(&sd->bl,skill_id,skill_lv,sd->bl.x,sd->bl.y,0); if( group ) { - sc_start4(&sd->bl,type,100,(battle_config.guild_aura&16)?0:skill_lv,0,0,group->group_id,600000);//duration doesn't matter these status never end with val4 + sc_start4(NULL,&sd->bl,type,100,(battle_config.guild_aura&16)?0:skill_lv,0,0,group->group_id,600000);//duration doesn't matter these status never end with val4 } return; } diff --git a/src/map/mercenary.c b/src/map/mercenary.c index 87e7d2f3c..495621014 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -360,7 +360,7 @@ int mercenary_killbonus(struct mercenary_data *md) const enum sc_type scs[] = { SC_MER_FLEE, SC_MER_ATK, SC_MER_HP, SC_MER_SP, SC_MER_HIT }; int index = rnd() % ARRAYLENGTH(scs); - sc_start(&md->bl, scs[index], 100, rnd() % 5, 600000); + sc_start(NULL,&md->bl, scs[index], 100, rnd() % 5, 600000); return 0; } diff --git a/src/map/mob.c b/src/map/mob.c index 7195d3edd..b1fb99859 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -415,7 +415,7 @@ bool mob_ksprotected(struct block_list *src, struct block_list *target) { return true; } while(0); - status->change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0); + status->change_start(NULL, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0); return false; } @@ -506,7 +506,7 @@ int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const if (class_ < 0 && battle_config.dead_branch_active) { //Behold Aegis's masterful decisions yet again... //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3 - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); } } @@ -2928,17 +2928,17 @@ int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id) switch (battle_config.slaves_inherit_mode) { case 1: //Always aggressive if (!(md->status.mode&MD_AGGRESSIVE)) - sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); break; case 2: //Always passive if (md->status.mode&MD_AGGRESSIVE) - sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; default: //Copy master. if (md2->status.mode&MD_AGGRESSIVE) - sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); else - sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; } } diff --git a/src/map/party.c b/src/map/party.c index a299c540e..cf5e7bbe3 100644 --- a/src/map/party.c +++ b/src/map/party.c @@ -841,7 +841,7 @@ int party_skill_check(struct map_session_data *sd, int party_id, uint16 skill_id case TK_COUNTER: //Increase Triple Attack rate of Monks. if((p_sd->class_&MAPID_UPPERMASK) == MAPID_MONK && pc->checkskill(p_sd,MO_TRIPLEATTACK)) { - sc_start4(&p_sd->bl,SC_SKILLRATE_UP,100,MO_TRIPLEATTACK, + sc_start4(&p_sd->bl,&p_sd->bl,SC_SKILLRATE_UP,100,MO_TRIPLEATTACK, 50+50*skill_lv, //+100/150/200% rate 0,0,skill->get_time(SG_FRIEND, 1)); } @@ -850,7 +850,7 @@ int party_skill_check(struct map_session_data *sd, int party_id, uint16 skill_id if((p_sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && sd->sc.data[SC_COUNTERKICK_READY] && pc->checkskill(p_sd,SG_FRIEND)) { - sc_start4(&p_sd->bl,SC_SKILLRATE_UP,100,TK_COUNTER, + sc_start4(&p_sd->bl,&p_sd->bl,SC_SKILLRATE_UP,100,TK_COUNTER, 50+50*pc->checkskill(p_sd,SG_FRIEND), //+100/150/200% rate 0,0,skill->get_time(SG_FRIEND, 1)); } diff --git a/src/map/pc.c b/src/map/pc.c index e3b5a2586..394a08d75 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1719,9 +1719,9 @@ int pc_updateweightstatus(struct map_session_data *sd) // start new status change if( new_overweight == 1 ) - sc_start(&sd->bl, SC_WEIGHTOVER50, 100, 0, 0); + sc_start(NULL,&sd->bl, SC_WEIGHTOVER50, 100, 0, 0); else if( new_overweight == 2 ) - sc_start(&sd->bl, SC_WEIGHTOVER90, 100, 0, 0); + sc_start(NULL,&sd->bl, SC_WEIGHTOVER90, 100, 0, 0); // update overweight status sd->regen.state.overweight = new_overweight; @@ -5868,16 +5868,16 @@ int pc_checkbaselevelup(struct map_session_data *sd) { status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { - sc_start(&sd->bl,status->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); - sc_start(&sd->bl,status->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); - sc_start(&sd->bl,status->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); - sc_start(&sd->bl,status->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); - sc_start(&sd->bl,status->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); + sc_start(NULL,&sd->bl,status->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); + sc_start(NULL,&sd->bl,status->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); + sc_start(NULL,&sd->bl,status->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); + sc_start(NULL,&sd->bl,status->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); + sc_start(NULL,&sd->bl,status->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { - sc_start(&sd->bl,status->skill2sc(AL_INCAGI),100,10,600000); - sc_start(&sd->bl,status->skill2sc(AL_BLESSING),100,10,600000); + sc_start(NULL,&sd->bl,status->skill2sc(AL_INCAGI),100,10,600000); + sc_start(NULL,&sd->bl,status->skill2sc(AL_BLESSING),100,10,600000); } clif->misceffect(&sd->bl,0); npc->script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT @@ -6959,7 +6959,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) { if (battle_config.pk_mode&2) { ssd->status.manner -= 5; if(ssd->status.manner < 0) - sc_start(src,SC_NOCHAT,100,0,0); + sc_start(NULL,src,SC_NOCHAT,100,0,0); #if 0 // PK/Karma system code (not enabled yet) [celest] // originally from Kade Online, so i don't know if any of these is correct ^^; @@ -7011,7 +7011,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) { clif->resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc->setinvincibletimer(sd, battle_config.pc_invincible_time); - sc_start(&sd->bl,status->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); + sc_start(NULL,&sd->bl,status->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); if(map_flag_gvg2(sd->bl.m)) pc->respawn_timer(INVALID_TIMER, timer->gettick(), sd->bl.id, 0); return 0; @@ -8028,7 +8028,7 @@ int pc_setcart(struct map_session_data *sd,int type) { if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */ clif->cartlist(sd); clif->updatestatus(sd, SP_CARTINFO); - sc_start(&sd->bl, SC_PUSH_CART, 100, type, 0); + sc_start(NULL,&sd->bl, SC_PUSH_CART, 100, type, 0); clif->sc_load(&sd->bl, sd->bl.id, AREA, SI_ON_PUSH_CART, type, 0, 0); if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */ sd->sc.data[SC_PUSH_CART]->val1 = type; @@ -9442,9 +9442,9 @@ void pc_overheat(struct map_session_data *sd, int val) { heat = max(0,heat); // Avoid negative HEAT if( heat >= limit[skill_lv] ) - sc_start(&sd->bl,SC_OVERHEAT,100,0,1000); + sc_start(NULL,&sd->bl,SC_OVERHEAT,100,0,1000); else - sc_start(&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000); + sc_start(NULL,&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000); return; } diff --git a/src/map/script.c b/src/map/script.c index be346cb92..3fd200862 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -9868,7 +9868,7 @@ BUILDIN(sc_start) { } if( bl ) - status->change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2); + status->change_start(NULL, bl, type, 10000, val1, 0, 0, val4, tick, 2); return true; } @@ -9906,7 +9906,7 @@ BUILDIN(sc_start2) { } if( bl ) - status->change_start(bl, type, rate, val1, 0, 0, val4, tick, 2); + status->change_start(NULL, bl, type, rate, val1, 0, 0, val4, tick, 2); return true; } @@ -9946,7 +9946,7 @@ BUILDIN(sc_start4) { } if( bl ) - status->change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2); + status->change_start(NULL, bl, type, 10000, val1, val2, val3, val4, tick, 2); return true; } @@ -10013,7 +10013,7 @@ BUILDIN(getscrate) { bl = map->id2bl(st->rid); if (bl) - rate = status->get_sc_def(bl, (sc_type)type, 10000, 10000, 0); + rate = status->get_sc_def(bl, bl, (sc_type)type, 10000, 10000, 0); script_pushint(st,rate); return true; @@ -13259,7 +13259,7 @@ BUILDIN(summon) md->deletetimer = timer->add(tick+(timeout>0?timeout*1000:60000),mob->timer_delete,md->bl.id,0); mob->spawn (md); //Now it is ready for spawning. clif->specialeffect(&md->bl,344,AREA); - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 60000); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 60000); } return true; } @@ -15812,7 +15812,7 @@ BUILDIN(mercenary_sc_start) { tick = script_getnum(st,3); val1 = script_getnum(st,4); - status->change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2); + status->change_start(NULL, &sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2); return true; } @@ -17044,7 +17044,7 @@ BUILDIN(setmounting) { if( sd->sc.data[SC_ALL_RIDING] ) status_change_end(&sd->bl, SC_ALL_RIDING, INVALID_TIMER); else - sc_start(&sd->bl, SC_ALL_RIDING, 100, 0, -1); + sc_start(NULL,&sd->bl, SC_ALL_RIDING, 100, 0, -1); script_pushint(st,1);//in both cases, return 1. } return true; @@ -17595,8 +17595,8 @@ BUILDIN(montransform) { sprintf(msg, msg_txt(1485), monster->name); // Traaaansformation-!! %s form!! clif->ShowScript(&sd->bl, msg); status_change_end(bl, SC_MONSTER_TRANSFORM, INVALID_TIMER); // Clear previous - sc_start2(bl, SC_MONSTER_TRANSFORM, 100, mob_id, type, tick); - sc_start4(bl, type, 100, val1, val2, val3, val4, tick); + sc_start2(NULL, bl, SC_MONSTER_TRANSFORM, 100, mob_id, type, tick); + sc_start4(NULL, bl, type, 100, val1, val2, val3, val4, tick); } return true; } 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; idata[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) { diff --git a/src/map/status.c b/src/map/status.c index 65d982829..12ab870f8 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1236,7 +1236,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && st->hp < st->max_hp>>2) - sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); + sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0); if (sc->data[SC_BERSERK] && st->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 ) @@ -1312,7 +1312,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, status->revive(target, sc->data[SC_KAIZEL]->val2, 0); status->change_clear(target,0); clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1); - sc_start(target,status->skill2sc(PR_KYRIE),100,10,time); + sc_start(target,target,status->skill2sc(PR_KYRIE),100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; @@ -6261,10 +6261,7 @@ void status_change_init(struct block_list *bl) { //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. //the flag values are the same as in status->change_start. -int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { - //Temporary to simulate the source block_list [Playtester] - struct block_list *src = bl; // FIXME: This should be passed to the function as argument - +int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { //Percentual resistance: 10000 = 100% Resist //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms int sc_def = 0, tick_def = -1; //-1 = use sc_def @@ -6277,6 +6274,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti struct map_session_data *sd; nullpo_ret(bl); + if(!src) return tick ? tick : 1; // If no source, it can't be resisted (NPC given) @@ -6728,7 +6726,7 @@ void status_display_remove(struct map_session_data *sd, enum sc_type type) { * &4: sc_data loaded, no value has to be altered. * &8: rate should not be reduced *------------------------------------------*/ -int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { +int status_change_start(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int flag) { struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; @@ -6831,7 +6829,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //Adjust tick according to status resistances if( !(flag&(1|4)) ) { - tick = status->get_sc_def(bl, type, rate, tick, flag); + tick = status->get_sc_def(src, bl, type, rate, tick, flag); if( !tick ) return 0; } @@ -7528,7 +7526,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs switch(type) { case SC_ADORAMUS: - sc_start(bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1)); + sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1)); // Fall through to SC_INC_AGI case SC_DEC_AGI: case SC_INC_AGI: @@ -7542,10 +7540,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if( val4 ) @@ -7554,7 +7552,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_AUTOBERSERK: if (st->hp < st->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; break; case SC_CRUCIS: @@ -7639,10 +7637,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } break; case SC_NOEQUIPWEAPON: @@ -7778,9 +7776,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (st->hp - diff < st->max_hp>>2) diff = st->hp - (st->max_hp>>2); if( val2 && bl->type == BL_MOB ) { - struct block_list* src = map->id2bl(val2); - if( src ) - mob->log_damage((TBL_MOB*)bl,src,diff); + struct block_list* src2 = map->id2bl(val2); + if( src2 ) + mob->log_damage((TBL_MOB*)bl,src2,diff); } status_zap(bl, diff, 0); } @@ -7895,11 +7893,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( sd ) { for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } break; @@ -7916,7 +7914,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i]))) - status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); } } } @@ -7943,14 +7941,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_JOINTBEAT: if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1)); + sc_start2(src,bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1)); break; case SC_BERSERK: if( val3 == SC__BLOODYLUST ) - sc_start(bl,(sc_type)val3,100,val1,tick); + sc_start(src,bl,(sc_type)val3,100,val1,tick); if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) ) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); + sc_start4(src, bl, SC_ENDURE, 100,10,0,0,2, tick); //HP healing is performing after the calc_status call. //Val2 holds HP penalty if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); @@ -8043,7 +8041,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val while( i >= 0 ) { type2 = types[i]; if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1)); + sc_start(bl, bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1)); i--; } } @@ -8052,25 +8050,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp if( val3 && bl->type == BL_MOB ) { - struct block_list* src = map->id2bl(val3); - if( src ) - mob->log_damage((TBL_MOB*)bl,src,st->hp - 1); + struct block_list* src2 = map->id2bl(val3); + if( src2 ) + mob->log_damage((TBL_MOB*)bl,src2,st->hp - 1); } status_zap(bl, st->hp-1, val2 ? 0 : st->sp); return 1; break; case SC_RG_CCONFINE_S: { - struct block_list *src = val2 ? map->id2bl(val2) : NULL; - struct status_change *sc2 = src ? status->get_sc(src) : NULL; + struct block_list *src2 = val2 ? map->id2bl(val2) : NULL; + struct status_change *sc2 = src ? status->get_sc(src2) : NULL; struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL; - if (src && sc2) { + if (src2 && sc2) { if (!sce2) //Start lock on caster. - sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); + sc_start4(src,src2,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; timer->delete(sce2->timer, status->change_timer); - sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M); + sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; @@ -8168,7 +8166,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction - sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect + sc_start(src, bl, SC_ENDURE, 100, 1, tick); //Endure effect break; case SC_ANGELUS: val2 = 5*val1; //def increase @@ -8429,7 +8427,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 4000; // [GodLesZ] tick time break; case SC_PYREXIA: - status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds + status->change_start(src, bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; @@ -8567,8 +8565,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__WEAKNESS: val2 = 10 * val1; // bypasses coating protection and MADO - sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); - sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); + sc_start(src, bl,SC_NOEQUIPWEAPON,100,val1,tick); + sc_start(src, bl,SC_NOEQUIPSHIELD,100,val1,tick); break; case SC_GN_CARTBOOST: if( val1 < 3 ) @@ -8593,10 +8591,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_BLOOD_SUCKER: { - struct block_list *src = map->id2bl(val2); + struct block_list *src2 = map->id2bl(val2); val3 = 1; - if(src) - val3 = 200 + 100 * val1 + status_get_int(src); + if(src2) + val3 = 200 + 100 * val1 + status_get_int(src2); val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time } @@ -8742,20 +8740,20 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_GENTLETOUCH_CHANGE: {// take note there is no def increase as skill desc says. [malufett] - struct block_list * src; + struct block_list * src2; val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = map->id2bl(val2)) ){ - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] + if( (src2 = map->id2bl(val2)) ){ + val4 = ( 200/status_get_int(src2) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] + val2 = ( status_get_dex(src2)/4 + status_get_str(src2)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] } } break; case SC_GENTLETOUCH_REVITALIZE: {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - struct block_list * src; + struct block_list * src2; val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] + if( (src2 = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently + val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] } break; case SC_PYROTECHNIC_OPTION: @@ -8930,7 +8928,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 2*val1; //aspd reduction % val3 = 2*val1; //dmg reduction % if(sc->data[SC_NEEDLE_OF_PARALYZE]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration + sc_start(src, bl, SC_ENDURE, 100, val1, tick); //start endure for same duration break; case SC_STYLE_CHANGE: //[Lighta] need real info tick = -1; @@ -9684,7 +9682,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const && DIFF_TICK(timer->gettick(), starttick) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) - sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); + sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1)); } break; case SC_AUTOBERSERK: @@ -9888,9 +9886,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } - sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); + sc_start4(bl, bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. - sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); + sc_start(bl,bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_GOSPEL: if (sce->val3) { //Clear the group. @@ -9966,7 +9964,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const clif->millenniumshield(bl,0); break; case SC_HALLUCINATIONWALK: - sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); + sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); break; case SC_WHITEIMPRISON: { @@ -10062,7 +10060,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const calc_flag = SCB_ALL;/* required for overlapping */ break; case SC_FULL_THROTTLE: - sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); + sc_start(bl,bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); break; case SC_MONSTER_TRANSFORM: if( sce->val2 ) @@ -10389,7 +10387,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { break; //Not enough SP to continue. if (!sc->data[SC_CHASEWALK2]) { - sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), + sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1), (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration * skill->get_time2(status->sc2skill(type),sce->val1)); } @@ -11502,7 +11500,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { data.val2 = sc->data[i]->val2; data.val3 = sc->data[i]->val3; data.val4 = sc->data[i]->val4; - status->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); + status->change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); flag = 1; } } @@ -11675,7 +11673,7 @@ int status_natural_heal(struct block_list* bl, va_list args) { val*=2; sd->state.doridori = 0; if ((rate = pc->checkskill(sd,TK_SPTIME))) - sc_start(bl,status->skill2sc(TK_SPTIME), + sc_start(bl,bl,status->skill2sc(TK_SPTIME), 100,rate,skill->get_time(TK_SPTIME, rate)); if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&rnd()%10000 < battle_config.sg_angel_skill_ratio diff --git a/src/map/status.h b/src/map/status.h index 87387fe2b..06bea3908 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -1836,9 +1836,9 @@ struct status_change { #define status_get_mode(bl) (status->get_status_data(bl)->mode) //Short version, receives rate in 1->100 range, and does not uses a flag setting. -#define sc_start(bl, type, rate, val1, tick) (status->change_start((bl),(type),100*(rate),(val1),0,0,0,(tick),0)) -#define sc_start2(bl, type, rate, val1, val2, tick) (status->change_start((bl),(type),100*(rate),(val1),(val2),0,0,(tick),0)) -#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) (status->change_start((bl),(type),100*(rate),(val1),(val2),(val3),(val4),(tick),0)) +#define sc_start(src, bl, type, rate, val1, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),0,0,0,(tick),0)) +#define sc_start2(src, bl, type, rate, val1, val2, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),(val2),0,0,(tick),0)) +#define sc_start4(src, bl, type, rate, val1, val2, val3, val4, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),(val2),(val3),(val4),(tick),0)) #define status_change_end(bl,type,tid) (status->change_end_((bl),(type),(tid),__FILE__,__LINE__)) @@ -1936,8 +1936,8 @@ struct status_interface { struct status_change * (*get_sc) (struct block_list *bl); int (*isdead) (struct block_list *bl); int (*isimmune) (struct block_list *bl); - int (*get_sc_def) (struct block_list *bl, enum sc_type type, int rate, int tick, int flag); - int (*change_start) (struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag); + int (*get_sc_def) (struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag); + int (*change_start) (struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int flag); int (*change_end_) (struct block_list* bl, enum sc_type type, int tid, const char* file, int line); int (*kaahi_heal_timer) (int tid, int64 tick, int id, intptr_t data); int (*change_timer) (int tid, int64 tick, int id, intptr_t data); diff --git a/src/map/unit.c b/src/map/unit.c index 1f1469c88..2926661ad 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -1012,10 +1012,10 @@ int unit_resume_running(int tid, int64 tick, int id, intptr_t data) { if(sd && pc_isridingwug(sd)) clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv, - sc_start4(ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1)); + sc_start4(ud->bl,ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1)); else clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv, - sc_start4(ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0)); + sc_start4(ud->bl,ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0)); if (sd) clif->walkok(sd); -- cgit v1.2.3-70-g09d2