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Question

Posted (edited)

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;

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Edited by awayne910

1 answer to this question

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