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@@ -4910,14 +4910,16 @@ int pc_skillup(struct map_session_data *sd,int skill_num)
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{
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nullpo_retr(0, sd);
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- if( skill_num>=10000 ){
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+ if( skill_num>=GD_SKILLBASE){
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guild_skillup(sd,skill_num,0);
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return 0;
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}
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-
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- if( sd->status.skill_point>0 &&
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- sd->status.skill[skill_num].id!=0 &&
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- //sd->status.skill[skill_num].lv < skill_get_max(skill_num) ) - celest
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+ if (skill_num < 0 || skill_num >= MAX_SKILL)
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+ return 0;
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+
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+ if(sd->status.skill_point>0 &&
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+ sd->status.skill[skill_num].id &&
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+ sd->status.skill[skill_num].flag==0 && //Don't allow raising while you have granted skills. [Skotlex]
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sd->status.skill[skill_num].lv < skill_tree_get_max(skill_num, sd->status.class_) )
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{
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sd->status.skill[skill_num].lv++;
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@@ -5197,6 +5199,7 @@ static int pc_respawn(int tid,unsigned int tick,int id,int data)
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/*==========================================
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* Damages a player's SP, returns remaining SP. [Skotlex]
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* damage is absolute damage, rate is % damage (100 = 100%)
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+ * if rate is positive, it is % of current sp, if negative, it is % of max
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* Returns remaining SP, or -1 if the player did not have enough SP to substract from.
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*------------------------------------------
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*/
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@@ -5205,20 +5208,20 @@ int pc_damage_sp(struct map_session_data *sd, int damage, int rate)
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if (!sd->status.sp)
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return 0;
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- if (rate)
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- damage += (rate*(sd->status.sp-damage)/sd->status.max_sp)/100;
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+ if (rate > 0)
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+ damage += (rate*sd->status.sp)/100;
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+ else if (rate < 0)
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+ damage -= (rate*sd->status.max_sp)/100;
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+
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if (sd->status.sp >= damage){
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sd->status.sp -= damage;
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clif_updatestatus(sd,SP_SP);
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return sd->status.sp;
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}
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- if (sd->status.sp) {
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- sd->status.sp = 0;
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- clif_updatestatus(sd,SP_SP);
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- return -1;
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- }
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- return 0;
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+ sd->status.sp = 0;
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+ clif_updatestatus(sd,SP_SP);
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+ return -1;
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}
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/*==========================================
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* pc‚Ƀ_ƒ�?ƒW‚ð?‚¦‚é
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