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  1. I have this problem in my script which is the tarot script in skill.c, the issue is when i use the tarot skill to a player when the yellow sun which is the card will appear it will stop i need to hit the player so that na tarot will start again, this is my script see picture attached also. case CG_TAROTCARD: { int count = -1; if (tsc && tsc->data[type]) { map->freeblock_unlock(); return 0; } if (rnd() % 100 > skill_lv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPELIUM) || mob_is_battleground(dstmd)))) { if (sd != NULL) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); map->freeblock_unlock(); return 0; } status_zap(src,0,skill->dbs->db[skill->get_index(skill_id)].sp[skill_lv]); // consume sp only if succeeded [inkfish] do { int eff = rnd() % 14; if( eff == 5 ) clif->specialeffect(src, 528, AREA); else clif->specialeffect(bl, 523 + eff, AREA); switch (eff) { case 0: // heals SP to 0 status_percent_damage(src, bl, 0, 100, false); break; case 1: // matk halved 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); break; case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0); clif->damage(src,bl,0,0,1000,0,BDT_NORMAL,0); if( !status->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } } break; case 4: // atk halved 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); if( !map_flag_vs(bl->m) ) unit->warp(bl, -1,-1,-1, CLR_TELEPORT); break; case 6: // random 2 other effects if (count == -1) count = 3; else count++; //Should not re-trigger this one. break; case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; 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(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(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,BDT_NORMAL,0); 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,BDT_NORMAL,0); break; case 12: // stun sc_start(src,bl,SC_STUN,100,skill_lv,5000); break; case 13: // atk,matk,hit,flee,def reduced 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; } } while ((--count) > 0); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); }
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