When using the skill fails
The skill will go into the Skill cool down
How to bypass this function
when using the skill failure does not enter the skill cool down
Ex:
WL_WHITEIMPRISON
I try to increase return false after clif_skill_fail
but it doesn't work
case WL_WHITEIMPRISON:
if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
{
int rate = ( sd? sd->status.job_level : 50 ) / 4;
if( src == bl ) rate = 100; // Success Chance: On self, 100%
else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
if( sd )
skill_blockpc_start(sd,skill_id,4000);
if( !(tsc && tsc->data[type]) ){
i = 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,i);
if (!i)
clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return false;
}
}else
if( sd )
clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
return false;
break;