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@@ -97,7 +97,7 @@ bool skill_reproduce_db[MAX_SKILL_DB];
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struct s_skill_spellbook_db {
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struct s_skill_spellbook_db {
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int nameid;
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int nameid;
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int skillid;
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int skillid;
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- int points;
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+ int point;
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};
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};
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struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
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struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
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@@ -482,8 +482,10 @@ int skillnotok (int skillid, struct map_session_data *sd)
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return 1;
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return 1;
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}
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}
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- if (sd->blockskill[i] > 0)
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+ if (sd->blockskill[i] > 0){
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+ clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
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return 1;
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return 1;
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+ }
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/**
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/**
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* It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
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* It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
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* Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
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* Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
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@@ -4104,50 +4106,47 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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{
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{
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int i;
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int i;
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// Priority is to release SpellBook
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// Priority is to release SpellBook
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- ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
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- if( i < MAX_SPELLBOOK )
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+ if( sc && sc->data[SC_READING_SB] )
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{ // SpellBook
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{ // SpellBook
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- int rsb_skillid, rsb_skilllv;
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-
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- if( skilllv > 1 )
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- {
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- ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
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- i--; // At skilllvl 2, Release uses the last learned skill in spellbook
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- }
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-
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- rsb_skillid = sd->rsb[i].skillid;
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- rsb_skilllv = sd->rsb[i].level;
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-
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- if( sc && sc->data[SC_READING_SB] && sc->data[SC_READING_SB]->val2 > 0 )
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- sc->data[SC_READING_SB]->val2 -= sd->rsb[i].points;
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-
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- if( skilllv > 1 )
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- sd->rsb[i].skillid = 0; // Last position - only remove it from list
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- else
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- memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
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+ int skill_id, skill_lv, point, s = 0;
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+ int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
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+
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+ for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
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+ if( sc->data[i] ) spell[s++] = i;
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+
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+ i = spell[s==1?0:rand()%s];// Random select of spell to be released.
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+ if( s && sc->data[i] ){// Now extract the data from the preserved spell
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+ skill_id = sc->data[i]->val1;
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+ skill_lv = sc->data[i]->val2;
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+ point = sc->data[i]->val3;
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+ status_change_end(src, (sc_type)i, INVALID_TIMER);
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+ }else //something went wrong :(
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+ break;
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- if( sd->rsb[0].skillid == 0 )
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+ if( sc->data[SC_READING_SB]->val2 > point )
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+ sc->data[SC_READING_SB]->val2 -= point;
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+ else // Last spell to be released
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status_change_end(src, SC_READING_SB, INVALID_TIMER);
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status_change_end(src, SC_READING_SB, INVALID_TIMER);
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- clif_skill_nodamage(src,bl,skillid,skilllv,1);
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- if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
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+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
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+ if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
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break;
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break;
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- switch( skill_get_casttype(rsb_skillid) )
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+ switch( skill_get_casttype(skill_id) )
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{
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{
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case CAST_GROUND:
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case CAST_GROUND:
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- skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
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+ skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
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break;
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break;
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case CAST_NODAMAGE:
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case CAST_NODAMAGE:
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- skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
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+ skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
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break;
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break;
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case CAST_DAMAGE:
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case CAST_DAMAGE:
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- skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
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+ skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
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break;
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break;
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}
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}
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- sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
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- clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
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+ sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
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+ clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
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}
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}
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else
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else
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{ // Summon Balls
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{ // Summon Balls
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@@ -4166,7 +4165,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
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if( j == 0 )
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if( j == 0 )
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{ // No Spheres
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{ // No Spheres
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- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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+ clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
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break;
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break;
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}
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}
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@@ -7600,16 +7599,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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break;
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break;
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case WL_WHITEIMPRISON:
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case WL_WHITEIMPRISON:
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- if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
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+ if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
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{
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{
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- int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
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- i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
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- clif_skill_nodamage(src,bl,skillid,skilllv,i);
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+ int rate = ( sd? sd->status.job_level : 50 ) / 4;
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+
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+ if(src == bl ) rate = 100; // Success Chance: On self, 100%
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+ else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
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+ else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
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+
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+ if( !(tsc && tsc->data[type]) ){
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+ i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
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+ clif_skill_nodamage(src,bl,skillid,skilllv,i);
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+ }
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+
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if( sd && i )
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if( sd && i )
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skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
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skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
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- }
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- else if( sd )
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- clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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+ else if(sd)
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+ clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
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+ }else if( sd )
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+ clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
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break;
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break;
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case WL_FROSTMISTY:
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case WL_FROSTMISTY:
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@@ -7711,25 +7719,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
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case WL_READING_SB:
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case WL_READING_SB:
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if( sd )
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if( sd )
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{
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{
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- int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
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- ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
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- if( i == MAX_SPELLBOOK )
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- {
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- clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0);
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- break;
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- }
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- for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
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- preserved += sd->rsb[i].points;
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+ struct status_change *sc = status_get_sc(bl);
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+ int i, max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
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- if( preserved >= max_preserve )
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- {
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- clif_skill_fail(sd,skillid,USESKILL_FAIL_SKILLINTERVAL,0);
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+ for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
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+ if( i == SC_MAXSPELLBOOK )
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+ {
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+ clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
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break;
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break;
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}
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}
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- sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
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+ sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
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clif_spellbook_list(sd);
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clif_spellbook_list(sd);
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- clif_skill_nodamage(src,bl,skillid,skilllv,1);
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+ clif_skill_nodamage(src, bl, skillid, skilllv, 1);
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}
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}
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break;
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break;
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/**
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/**
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@@ -9590,20 +9592,19 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
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case WL_EARTHSTRAIN:
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case WL_EARTHSTRAIN:
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{
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{
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int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
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int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
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- int sx = x, sy = y;
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+ int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
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- for( i = 0; i < wave; i++ )
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+ for( i = 1; i <= wave; i++ )
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{
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{
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- switch( dir )
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- {
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- case 0: case 1: case 7: sy = src->y + i; break;
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- case 3: case 4: case 5: sy = src->y - i; break;
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- case 2: sx = src->x - i; break;
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- case 6: sx = src->x + i; break;
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+ switch( dir ){
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+ case 0: case 1: case 7: sy = y + i; break;
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+ case 3: case 4: case 5: sy = y - i; break;
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+ case 2: sx = x - i; break;
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+ case 6: sx = x + i; break;
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}
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}
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- skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
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- //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
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+ skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
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}
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}
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+ if(sd) skill_blockpc_start(sd, skillid, skill_get_cooldown(skillid, skilllv));
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}
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}
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break;
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break;
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/**
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/**
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@@ -15738,57 +15739,52 @@ int skill_magicdecoy(struct map_session_data *sd, int nameid) {
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// Warlock Spellbooks. [LimitLine/3CeAM]
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// Warlock Spellbooks. [LimitLine/3CeAM]
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int skill_spellbook (struct map_session_data *sd, int nameid) {
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int skill_spellbook (struct map_session_data *sd, int nameid) {
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- int i, j, points, skillid, preserved = 0, max_preserve;
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- nullpo_ret(sd);
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+ int i, max_preserve, skill_id, point;
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+ struct status_change *sc;
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- if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
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- if( nameid <= 0 ) return 0;
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+ nullpo_ret(sd);
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- if( pc_search_inventory(sd,nameid) < 0 )
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- { // User with no item on inventory
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- clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
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- return 0;
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- }
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+ sc = status_get_sc(&sd->bl);
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+ status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
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- ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
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- if( j == MAX_SPELLBOOK )
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- { // No more free slots
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- clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT,0);
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+ for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
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+ if( i > SC_MAXSPELLBOOK )
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+ {
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+ clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
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return 0;
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return 0;
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}
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}
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ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
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ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
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- if( i == MAX_SKILL_SPELLBOOK_DB )
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- { // Fake nameid
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- clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
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- return 0;
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- }
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+ if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
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- skillid = skill_spellbook_db[i].skillid;
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- points = skill_spellbook_db[i].points;
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-
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- if( !pc_checkskill(sd,skillid) )
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+ if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
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{ // User don't know the skill
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{ // User don't know the skill
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- sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
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- clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP,0);
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+ sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
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+ clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
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return 0;
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return 0;
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}
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}
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- max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
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- for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
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- preserved += sd->rsb[i].points;
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|
|
|
+ max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
|
|
|
|
+ point = skill_spellbook_db[i].point;
|
|
|
|
|
|
- if( preserved + points >= max_preserve )
|
|
|
|
- { // No more free points
|
|
|
|
- clif_skill_fail(sd,WL_READING_SB,USESKILL_FAIL_SKILLINTERVAL,0);
|
|
|
|
- return 0;
|
|
|
|
|
|
+ if( sc && sc->data[SC_READING_SB] ){
|
|
|
|
+ if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
|
|
|
|
+ {
|
|
|
|
+ clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
|
|
|
|
+ return 0;
|
|
|
|
+ }
|
|
|
|
+ for(i = SC_MAXSPELLBOOK; 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);
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }else{
|
|
|
|
+ sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
|
|
|
|
+ sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
|
|
}
|
|
}
|
|
|
|
|
|
- sd->rsb[j].skillid = skillid;
|
|
|
|
- sd->rsb[j].level = pc_checkskill(sd,skillid);
|
|
|
|
- sd->rsb[j].points = points;
|
|
|
|
- sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
|
|
|
|
-
|
|
|
|
return 1;
|
|
return 1;
|
|
}
|
|
}
|
|
int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) {
|
|
int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) {
|
|
@@ -16435,16 +16431,13 @@ void skill_init_unit_layout (void)
|
|
earthstrain_unit_pos = pos;
|
|
earthstrain_unit_pos = pos;
|
|
for( i = 0; i < 8; i++ )
|
|
for( i = 0; i < 8; i++ )
|
|
{ // For each Direction
|
|
{ // For each Direction
|
|
- skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
|
|
|
|
- //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
|
|
|
|
|
|
+ skill_unit_layout[pos].count = 15;
|
|
switch( i )
|
|
switch( i )
|
|
{
|
|
{
|
|
case 0: case 1: case 3: case 4: case 5: case 7:
|
|
case 0: case 1: case 3: case 4: case 5: case 7:
|
|
{
|
|
{
|
|
- int dx[] = {-5, 0, 5};
|
|
|
|
- int dy[] = { 0, 0, 0};
|
|
|
|
- //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
|
|
|
|
- //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
|
|
|
|
|
|
+ int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
|
|
|
|
+ int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
|
|
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
|
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
|
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
|
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
|
}
|
|
}
|
|
@@ -16452,10 +16445,8 @@ void skill_init_unit_layout (void)
|
|
case 2:
|
|
case 2:
|
|
case 6:
|
|
case 6:
|
|
{
|
|
{
|
|
- int dx[] = { 0, 0, 0};
|
|
|
|
- int dy[] = {-5, 0, 5};
|
|
|
|
- //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
|
|
|
|
- //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
|
|
|
|
|
|
+ int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
|
|
|
|
+ int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
|
|
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
|
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
|
|
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
|
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
|
|
}
|
|
}
|
|
@@ -16847,7 +16838,7 @@ static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
|
|
else
|
|
else
|
|
{
|
|
{
|
|
skill_spellbook_db[current].skillid = skillid;
|
|
skill_spellbook_db[current].skillid = skillid;
|
|
- skill_spellbook_db[current].points = points;
|
|
|
|
|
|
+ skill_spellbook_db[current].point = points;
|
|
skill_spellbook_db[current].nameid = nameid;
|
|
skill_spellbook_db[current].nameid = nameid;
|
|
|
|
|
|
return true;
|
|
return true;
|