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@@ -1617,8 +1617,6 @@ void pc_calc_skilltree(struct map_session_data *sd)
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if (sk_id == NV_BASIC || sk_id == NV_FIRSTAID || sk_id == WE_CALLBABY)
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continue;
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sd->status.skill[sk_idx].id = 0;
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- sd->status.skill[sk_idx].lv = 0;
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- sd->status.skill[sk_idx].flag = SKILL_FLAG_PERMANENT;
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}
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}
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}
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@@ -1705,7 +1703,7 @@ void pc_calc_skilltree(struct map_session_data *sd)
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continue;
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if( (skill_get_inf2(skid)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
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continue; //Do not include Quest/Wedding skills.
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- if( sd->status.skill[sk_idx].id == 0 ) { //do we really want skid as index ? //Lighta
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+ if( sd->status.skill[sk_idx].id == 0 ) {
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sd->status.skill[sk_idx].id = skid;
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sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
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} else if( skid != NV_BASIC )
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@@ -4809,7 +4807,7 @@ int pc_useitem(struct map_session_data *sd,int n)
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if( sd->item_delay[i].nameid ) {// found
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if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
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int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
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- char e_msg[100];
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+ char e_msg[CHAT_SIZE_MAX];
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if( e_tick > 99 )
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sprintf(e_msg,msg_txt(sd,379), // Item Failed. [%s] is cooling down. Wait %.1f minutes.
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itemdb_jname(sd->item_delay[i].nameid), (double)e_tick / 60);
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@@ -6757,8 +6755,8 @@ void pc_skillup(struct map_session_data *sd,uint16 skill_id)
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if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
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clif_skillinfoblock(sd);
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}
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- else
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- ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id);
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+ //else
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+ // ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id);
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}
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}
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@@ -7017,7 +7015,7 @@ int pc_resetskill(struct map_session_data* sd, int flag)
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if (lv == 0 || skill_id == 0)
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continue;
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- inf2 = skill_get_inf2(i);
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+ inf2 = skill_get_inf2(skill_id);
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if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
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continue;
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