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@@ -2034,37 +2034,13 @@ void pc_calc_skilltree(struct map_session_data *sd)
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}
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for (const auto &skill : skill_db) {
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- uint16 skill_id = skill.second->nameid;
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- uint16 idx = skill_get_index(skill_id);
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+ uint16 idx = skill_get_index(skill.second->nameid);
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// Restore original level of skills after deleting earned skills.
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if( sd->status.skill[idx].flag != SKILL_FLAG_PERMANENT && sd->status.skill[idx].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED ) {
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sd->status.skill[idx].lv = (sd->status.skill[idx].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[idx].flag - SKILL_FLAG_REPLACED_LV_0;
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sd->status.skill[idx].flag = SKILL_FLAG_PERMANENT;
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}
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-
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- //Enable Bard/Dancer spirit linked skills.
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- if (skill_id < DC_HUMMING || skill_id > DC_SERVICEFORYOU)
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- continue;
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-
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- if( sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER ) {
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- //Link Dancer skills to bard.
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- if( sd->status.sex ) {
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- if( sd->status.skill[idx - 8].lv < 10 )
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- continue;
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- sd->status.skill[idx].id = skill_id;
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- sd->status.skill[idx].lv = sd->status.skill[idx - 8].lv; // Set the level to the same as the linking skill
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- sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
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- }
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- //Link Bard skills to dancer.
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- else {
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- if( sd->status.skill[idx].lv < 10 )
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- continue;
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- sd->status.skill[idx - 8].id = skill_id - 8;
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- sd->status.skill[idx - 8].lv = sd->status.skill[idx].lv; // Set the level to the same as the linking skill
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- sd->status.skill[idx - 8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
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- }
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- }
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}
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// Removes Taekwon Ranker skill bonus
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@@ -2187,6 +2163,22 @@ void pc_calc_skilltree(struct map_session_data *sd)
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sd->status.skill[sk_idx].lv = skill_tree_get_max(skid, sd->status.class_);
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}
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}
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+
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+ // Enable Bard/Dancer spirit linked skills.
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+ if (sd->sc.count && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_BARDDANCER) {
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+ std::vector<std::vector<uint16>> linked_skills = { { BA_WHISTLE, DC_HUMMING },
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+ { BA_ASSASSINCROSS, DC_DONTFORGETME },
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+ { BA_POEMBRAGI, DC_FORTUNEKISS },
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+ { BA_APPLEIDUN, DC_SERVICEFORYOU } };
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+
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+ for (const auto &skill : linked_skills) {
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+ if (pc_checkskill(sd, skill[!sd->status.sex]) < 10)
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+ continue;
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+
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+ // Tag it as a non-savable, non-uppable, bonus skill
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+ pc_skill(sd, skill[sd->status.sex], 10, ADDSKILL_TEMP);
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+ }
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+ }
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}
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//Checks if you can learn a new skill after having leveled up a skill.
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