diff options
Diffstat (limited to 'src/map/pc.c')
-rw-r--r-- | src/map/pc.c | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index e88bdb2f1..338459d16 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1334,7 +1334,7 @@ int pc_calc_skillpoint(struct map_session_data* sd) { for(i=1;i<MAX_SKILL;i++){ if( (skill_lv = pc->checkskill2(sd,i)) > 0) { - inf2 = skill_db[i].inf2; + inf2 = skill->db[i].inf2; if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) && !(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL|INF2_GUILD_SKILL)) //Do not count wedding/link skills. [Skotlex] ) { @@ -1373,7 +1373,7 @@ int pc_calc_skilltree(struct map_session_data *sd) sd->status.skill[i].id = 0; //First clear skills. /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) { - switch( skill_db[i].nameid ) { + switch( skill->db[i].nameid ) { case NV_TRICKDEAD: if( (sd->class_&MAPID_BASEMASK) != MAPID_NOVICE ) { sd->status.skill[i].id = 0; @@ -1392,19 +1392,19 @@ int pc_calc_skilltree(struct map_session_data *sd) sd->status.skill[i].flag = SKILL_FLAG_PERMANENT; } - if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill_db[i].nameid >= DC_HUMMING && skill_db[i].nameid <= DC_SERVICEFORYOU ) + if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill->db[i].nameid >= DC_HUMMING && skill->db[i].nameid <= DC_SERVICEFORYOU ) { //Enable Bard/Dancer spirit linked skills. if( sd->status.sex ) { //Link dancer skills to bard. if( sd->status.skill[i-8].lv < 10 ) continue; - sd->status.skill[i].id = skill_db[i].nameid; + sd->status.skill[i].id = skill->db[i].nameid; sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } else { //Link bard skills to dancer. if( sd->status.skill[i].lv < 10 ) continue; - sd->status.skill[i-8].id = skill_db[i-8].nameid; + sd->status.skill[i-8].id = skill->db[i-8].nameid; sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill } @@ -1413,7 +1413,7 @@ int pc_calc_skilltree(struct map_session_data *sd) if( pc->has_permission(sd, PC_PERM_ALL_SKILL) ) { for( i = 0; i < MAX_SKILL; i++ ) { - switch(skill_db[i].nameid) { + switch(skill->db[i].nameid) { /** * Dummy skills must be added here otherwise they'll be displayed in the, * skill tree and since they have no icons they'll give resource errors @@ -1437,10 +1437,10 @@ int pc_calc_skilltree(struct map_session_data *sd) default: break; } - if( skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) + if( skill->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) ) continue; //Only skills you can't have are npc/guild ones - if( skill_db[i].max > 0 ) - sd->status.skill[i].id = skill_db[i].nameid; + if( skill->db[i].max > 0 ) + sd->status.skill[i].id = skill->db[i].nameid; } return 0; } @@ -1476,7 +1476,7 @@ int pc_calc_skilltree(struct map_session_data *sd) } if( f ) { int inf2; - inf2 = skill_db[idx].inf2; + inf2 = skill->db[idx].inf2; if(!sd->status.skill[idx].lv && ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || @@ -1507,7 +1507,7 @@ int pc_calc_skilltree(struct map_session_data *sd) for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) { int idx = skill_tree[c][i].idx; - if( (skill_db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) + if( (skill->db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) continue; //Do not include Quest/Wedding skills. if( sd->status.skill[idx].id == 0 ) { @@ -1568,7 +1568,7 @@ static void pc_check_skilltree(struct map_session_data *sd, int skill_id) if( sd->status.job_level < skill_tree[c][i].joblv ) continue; - j = skill_db[idx].inf2; + j = skill->db[idx].inf2; if( !sd->status.skill[idx].lv && ( (j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || j&INF2_WEDDING_SKILL || @@ -3502,7 +3502,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) { uint16 index = 0; nullpo_ret(sd); - if( !(index = skill->get_index(id)) || skill_db[index].name == NULL) { + if( !(index = skill->get_index(id)) || skill->db[index].name == NULL) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id); return 0; } @@ -3525,7 +3525,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) { clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill_db[index].inf ) //Only recalculate for passive skills. + if( !skill->db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; case 1: //Item bonus skill. @@ -3559,7 +3559,7 @@ int pc_skill(TBL_PC* sd, int id, int level, int flag) { clif->deleteskill(sd,id); } else clif->addskill(sd,id); - if( !skill_db[index].inf ) //Only recalculate for passive skills. + if( !skill->db[index].inf ) //Only recalculate for passive skills. status_calc_pc(sd, 0); break; default: //Unknown flag? @@ -5083,14 +5083,14 @@ int pc_checkskill2(struct map_session_data *sd,uint16 index) { ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id); return 0; } - if( skill_db[index].nameid >= GD_SKILLBASE && skill_db[index].nameid < GD_MAX ) { + if( skill->db[index].nameid >= GD_SKILLBASE && skill->db[index].nameid < GD_MAX ) { struct guild *g; if( sd->status.guild_id>0 && (g=sd->guild)!=NULL) - return guild->checkskill(g,skill_db[index].nameid); + return guild->checkskill(g,skill->db[index].nameid); return 0; } - if(sd->status.skill[index].id == skill_db[index].nameid) + if(sd->status.skill[index].id == skill->db[index].nameid) return (sd->status.skill[index].lv); return 0; @@ -6191,7 +6191,7 @@ int pc_skillup(struct map_session_data *sd,uint16 skill_id) { { sd->status.skill[index].lv++; sd->status.skill_point--; - if( !skill_db[index].inf ) + if( !skill->db[index].inf ) status_calc_pc(sd,0); // Only recalculate for passive skills. else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) pc->calc_skilltree(sd); // Required to grant all TK Ranger skills. @@ -6238,22 +6238,22 @@ int pc_allskillup(struct map_session_data *sd) if (pc->has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex] //and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage] for(i=0;i<MAX_SKILL;i++){ - switch( skill_db[i].nameid ) { + switch( skill->db[i].nameid ) { case SG_DEVIL: case MO_TRIPLEATTACK: case RG_SNATCHER: continue; default: - if( !(skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) - if ( ( sd->status.skill[i].lv = skill_db[i].max ) )//Nonexistant skills should return a max of 0 anyway. - sd->status.skill[i].id = skill_db[i].nameid; + if( !(skill->db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) ) + if ( ( sd->status.skill[i].lv = skill->db[i].max ) )//Nonexistant skills should return a max of 0 anyway. + sd->status.skill[i].id = skill->db[i].nameid; } } } else { int inf2; for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc->class2idx(sd->status.class_)][i].id)>0;i++){ int idx = skill_tree[pc->class2idx(sd->status.class_)][i].idx; - inf2 = skill_db[idx].inf2; + inf2 = skill->db[idx].inf2; if ( (inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) || (inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) || @@ -6481,12 +6481,12 @@ int pc_resetskill(struct map_session_data* sd, int flag) lv = sd->status.skill[i].lv; if (lv < 1) continue; - inf2 = skill_db[i].inf2; + inf2 = skill->db[i].inf2; if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. continue; - skill_id = skill_db[i].nameid; + skill_id = skill->db[i].nameid; // Don't reset trick dead if not a novice/baby if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_BASEMASK) != MAPID_NOVICE ) { |