just adding it to skilleffectinfo doc will override stuff,
or you can do this
case SM_PROVOKE:
case SM_SELFPROVOKE:
case MER_PROVOKE:
{
int failure;
if( (tstatus->mode&MD_BOSS) || battle->check_undead(tstatus->race,tstatus->def_ele) ) {
map->freeblock_unlock();
return 1;
}
//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(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, 0);
map->freeblock_unlock();
return 0;
}
unit->skillcastcancel(bl, 2);
if( tsc && tsc->count )
{
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_SLEEP, INVALID_TIMER);
status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
}
if( dstmd )
{
dstmd->state.provoke_flag = src->id;
mob->target(dstmd, src, skill->get_range2(src,skill_id,skill_lv));
}
}
break;
youd have to rip this line apart
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
and change the last constant to this
case BD_ADAPTATION:
clif->skill_nodamage(src,bl,skill_id,skill_lv,-1);
break;
-1 makes it not display effect, skill still works.. havnt really tested it tho
thst means you would have to seperate the sc_start from it.. pretty simple