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-rw-r--r--src/map/skill.c221
1 files changed, 141 insertions, 80 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index e01e01727..a9fa326de 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -945,13 +945,13 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
dstsd=(struct map_session_data *)bl;
else if(bl->type==BL_MOB){
dstmd=(struct mob_data *)bl; //未使用?
- if(sc_def_mdef>50)
+ if(sc_def_mdef<50)
sc_def_mdef=50;
- if(sc_def_vit>50)
+ if(sc_def_vit<50)
sc_def_vit=50;
- if(sc_def_int>50)
+ if(sc_def_int<50)
sc_def_int=50;
- if(sc_def_luk>50)
+ if(sc_def_luk<50)
sc_def_luk=50;
}
if(sc_def_mdef<0)
@@ -977,6 +977,30 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
//else
// clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
}
+ // エンチャントデットリーポイズン(猛毒効果)
+ if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
+ int mhp = battle_get_max_hp(bl);
+ int hp = battle_get_hp(bl);
+ int lvl = sd->sc_data[SC_EDP].val1;
+ int diff;
+ // MHPの1/4以下にはならない
+ if(hp > mhp>>2) {
+ if(bl->type == BL_PC) {
+ diff = mhp*10/100;
+ if (hp - diff < mhp>>2)
+ diff = hp - (mhp>>2);
+ pc_heal((struct map_session_data *)bl, -hp, 0);
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ hp -= mhp*15/100;
+ if (hp > mhp>>2)
+ md->hp = hp;
+ else
+ md->hp = mhp>>2;
+ }
+ }
+ skill_status_change_start(bl,SC_DPOISON,lvl,0,0,0,skill_get_time2(ASC_EDP,lvl),0);
+ }
break;
case SM_BASH: /* バッシュ(急所攻?) */
@@ -1184,6 +1208,11 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
//阿修羅を使うと5分間自然回復しないようになる
skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
break;
+ case HW_NAPALMVULCAN: /* ナパームバルカン */
+ // skilllv*5%の確率で呪い
+ if (rand()%10000 < 5*skilllv*sc_def_luk)
+ skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
+ break;
}
if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カ?ドによる追加?果 */
@@ -2358,6 +2387,11 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s
ar=1;
else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範?7*7 */
ar=3;
+
+ // meteor assault cast effect (not sure how else to properly add it =p) [Celest]
+ if (skillid == ASC_METEORASSAULT)
+ clif_specialeffect(&sd->bl,409, 1);
+
skill_area_temp[1]=bl->id;
skill_area_temp[2]=x;
skill_area_temp[3]=y;
@@ -3130,6 +3164,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case CR_DEVOTION: /* ディボ?ション */
if(sd && dstsd){
//?生や養子の場合の元の職業を算出する
+ struct pc_base_job dst_s_class = pc_calc_base_job(dstsd->status.class);
int lv = sd->status.base_level-dstsd->status.base_level;
lv = (lv<0)?-lv:lv;
@@ -3139,8 +3174,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所?無しはだめ
||((sd->status.party_id != dstsd->status.party_id) // 同じパ?ティ?か、
&&(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
- ||(dstsd->status.class==14||dstsd->status.class==21
- ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ
+ ||(dst_s_class.job==14||dst_s_class.job==21)){ // クルセだめ
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
@@ -3233,6 +3267,13 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
+ case ASC_CDP: // [DracoRPG]
+ // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
+ if(sd) {
+ clif_skill_produce_mix_list(sd,256);
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
+ }
+ break;
case BS_HAMMERFALL: /* ハンマ?フォ?ル */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage )
@@ -3466,7 +3507,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
else
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_fail(sd,skillid,0x0a,0);
}
break;
@@ -3480,7 +3521,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
mob_target((struct mob_data *)bl,src,range);
}
else
- clif_skill_nodamage(src,bl,skillid,skilllv,0);
+ clif_skill_fail(sd,skillid,0,0);
}
break;
@@ -3518,6 +3559,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
case TF_DETOXIFY: /* 解毒 */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_end(bl, SC_POISON , -1 );
+ skill_status_change_end(bl, SC_DPOISON , -1 );
break;
case PR_STRECOVERY: /* リカバリ? */
@@ -4196,25 +4238,6 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 );
break;
- case ASC_CDP: // Temporary skill for Create Deadly Poison[Celest]
- // notes: success rate (from emperium.org) = 20 + [(20*Dex)/50] + [(20*Luk)/100]
- if(sd) {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- memset(&item_tmp,0,sizeof(item_tmp));
- memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
- item_tmp.nameid = 678;
- item_tmp.identify = 1;
- tbl.id = 0;
- eflag = pc_additem(sd,&item_tmp,1);
- if(eflag) {
- clif_additem(sd,0,0,eflag);
- map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
- }
- }
- break;
case PF_MINDBREAKER: /* プロボック */
{
struct status_change *sc_data = battle_get_sc_data(bl);
@@ -6086,13 +6109,11 @@ static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
return 0;
}
- ;
ss_class = pc_calc_base_job(ssd->status.class);
switch(ssd->skillid){
case PR_BENEDICTIO: /* 聖?降福 */
- if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
- sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
+ if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10)
(*c)++;
break;
@@ -6107,12 +6128,8 @@ static int skill_check_condition_char_sub(struct block_list *bl,va_list ap)
case BD_RAGNAROK: /* 神?の?昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
if(sd != ssd &&
- ((ssd->status.class==19 && sd->status.class==20) ||
- (ssd->status.class==20 && sd->status.class==19) ||
- (ssd->status.class==4020 && sd->status.class==4021) ||
- (ssd->status.class==4021 && sd->status.class==4020) ||
- (ssd->status.class==20 && sd->status.class==4020) ||
- (ssd->status.class==19 && sd->status.class==4021)) &&
+ ((ss_class.job==19 && s_class.job==20) ||
+ (ss_class.job==20 && s_class.job==19)) &&
pc_checkskill(sd,ssd->skillid) > 0 &&
(*c)==0 &&
sd->status.party_id == ssd->status.party_id &&
@@ -6160,8 +6177,7 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
if(skilllv <= 0) return 0;
switch(skillid){
case PR_BENEDICTIO: /* 聖?降福 */
- if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 ||
- sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) &&
+ if(sd != ssd && (s_class.job == 4 || s_class.job == 8 || s_class.job == 15) &&
(sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){
sd->status.sp -= 10;
pc_calcstatus(sd,0);
@@ -6179,12 +6195,8 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
case BD_RAGNAROK: /* 神?の?昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
if(sd != ssd && //本人以外で
- ((ssd->status.class==19 && sd->status.class==20) ||
- (ssd->status.class==20 && sd->status.class==19) ||
- (ssd->status.class==4020 && sd->status.class==4021) ||
- (ssd->status.class==4021 && sd->status.class==4020) ||
- (ssd->status.class==20 && sd->status.class==4020) ||
- (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサ?ならバ?ドで
+ ((ss_class.job==19 && s_class.job==20) || //自分がバードならダンサーで
+ (ss_class.job==20 && s_class.job==19)) && //自分がダンサーならバードで
pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
(*c)==0 && //最初の一人で
sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
@@ -6255,7 +6267,8 @@ int skill_check_condition(struct map_session_data *sd,int type)
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
- if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) {
+ if((sd->skillid == AM_PHARMACY || sd->skillid == ASC_CDP)
+ && sd->state.produce_flag == 1) {
sd->skillitem = sd->skillitemlv = -1;
return 0;
}
@@ -7516,7 +7529,7 @@ int skill_gangsterparadise(struct map_session_data *sd ,int type)
map_foreachinarea(skill_gangster_count,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- if(c > 0) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
+ if(c > 1) {/*ギャングスター成功したら自分にもギャングスター属性付与*/
map_foreachinarea(skill_gangster_in,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC);
@@ -7528,7 +7541,7 @@ int skill_gangsterparadise(struct map_session_data *sd ,int type)
map_foreachinarea(skill_gangster_count,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
- if(c < 1)
+ if(c < 2)
map_foreachinarea(skill_gangster_out,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC);
@@ -8001,13 +8014,23 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
break;
case SC_POISON:
+ if (sc_data[SC_DPOISON].timer != -1) //
+ break; // DPOISON用のオプション
+ *opt2 &= ~1; // が専用に用意された場合には
+ opt_flag = 1; // ここは削除する
+ break; //
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
*opt2 &= ~(1<<(type-SC_POISON));
opt_flag = 1;
break;
-
+ case SC_DPOISON:
+ if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
+ break; // 用意されたら削除
+ *opt2 &= ~1; // 毒状態解除
+ opt_flag = 1;
+ break;
case SC_SIGNUMCRUCIS:
*opt2 &= ~0x40;
opt_flag = 1;
@@ -8308,6 +8331,26 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
else
sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
break;
+ case SC_DPOISON:
+ if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
+ int hp = battle_get_max_hp(bl);
+ if (battle_get_hp(bl) > hp>>2) {
+ if(bl->type == BL_PC) {
+ hp = 3 + hp/50;
+ pc_heal((struct map_session_data *)bl, -hp, 0);
+ } else if (bl->type == BL_MOB) {
+ struct mob_data *md;
+ if ((md=((struct mob_data *)bl)) == NULL)
+ break;
+ hp = 3 + hp/100;
+ md->hp -= hp;
+ }
+ }
+ }
+ if (sc_data[type].val3 > 0)
+ sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data );
+ break;
+
case SC_TENSIONRELAX: /* テンションリラックス */
if(sd){ /* SPがあって、HPが?タンでなければ?? */
if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
@@ -8326,7 +8369,6 @@ int skill_status_change_timer(int tid, unsigned int tick, int id, int data)
break;
case SC_HEADCRUSH: // temporary damage [celest]
// case SC_BLEEDING:
- case SC_POISON2:
if((--sc_data[type].val3) > 0) {
int hp = battle_get_max_hp(bl);
if(bl->type == BL_PC) {
@@ -8526,6 +8568,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
case SC_STAN:
case SC_SILENCE:
case SC_POISON:
+ case SC_DPOISON:
scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3;
break;
case SC_SLEEP:
@@ -8650,7 +8693,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
clif_emotion(bl,4);
break;
case SC_SLOWPOISON:
- if(sc_data[SC_POISON].timer == -1 )
+ if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
return 0;
break;
case SC_TWOHANDQUICKEN: /* 2HQ */
@@ -8683,6 +8726,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
skill_encchant_eremental_end(bl,SC_ENCPOISON);
break;
case SC_EDP: // [Celest]
+ val2 = val1 + 2; /* 猛毒付与確率(%) */
calc_flag = 1;
break;
case SC_POISONREACT: /* ポイズンリアクト */
@@ -8981,6 +9025,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
/* option2 */
case SC_POISON: /* 毒 */
+ case SC_DPOISON: /* 猛毒 */
calc_flag = 1;
if(!(flag&2)) {
int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5);
@@ -9229,6 +9274,10 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
*opt2 |= 1<<(type-SC_POISON);
opt_flag = 1;
break;
+ case SC_DPOISON: // 暫定で毒のエフェクトを使用
+ *opt2 |= 1;
+ opt_flag = 1;
+ break;
case SC_SIGNUMCRUCIS:
*opt2 |= 0x40;
opt_flag = 1;
@@ -10225,7 +10274,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger
return 0;
if(trigger>=0){
- if(trigger==32 || trigger==16 || trigger==64){
+ if(trigger == 32 || trigger == 16 || trigger==64 || trigger == 256) {
if(skill_produce_db[i].itemlv!=trigger) /* ファ?マシ?*ポ?ション類と溶??*?石以外はだめ */
return 0;
}else{
@@ -10238,7 +10287,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger
if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
return 0; /* スキルが足りない */
- for(j=0;j<5;j++){
+ for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */
continue;
@@ -10250,7 +10299,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
- if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
+ if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */
return 0;
}
}
@@ -10296,7 +10345,7 @@ int skill_produce_mix( struct map_session_data *sd,
}
/* 材料消費 */
- for(i=0;i<5;i++){
+ for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
@@ -10339,8 +10388,10 @@ int skill_produce_mix( struct map_session_data *sd,
pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100;
else
make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300;
- }
- else {
+ } else if (skill_produce_db[idx].req_skill == ASC_CDP) {
+ make_per = 2000 + 40*sd->paramc[4] + 20*sd->paramc[5];
+ //make_per = 20 + (20*sd->paramc[4])/50 + (20*sd->paramc[5])/100;
+ } else {
if(nameid == 998)
make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600;
else if(nameid == 985)
@@ -10365,7 +10416,8 @@ int skill_produce_mix( struct map_session_data *sd,
if(make_per < 1) make_per = 1;
- if(skill_produce_db[idx].req_skill==AM_PHARMACY) {
+ if(skill_produce_db[idx].req_skill==AM_PHARMACY ||
+ skill_produce_db[idx].req_skill==ASC_CDP) {
if( battle_config.pp_rate!=100 )
make_per=make_per*battle_config.pp_rate/100;
}
@@ -10401,16 +10453,19 @@ int skill_produce_mix( struct map_session_data *sd,
log_produce(sd,nameid,slot1,slot2,slot3,1);
#endif //USE_SQL
- if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) { //武器製造の場合
- clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */
- clif_misceffect(&sd->bl,3); /* 他人にも成功を通知(精?成功エフェクトと同じでいいの?) */
- }
- else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファ?マシ?の場合
- clif_produceeffect(sd,2,nameid);/* 製?エフェクトパケット */
- clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/
- }else{
- clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */
- clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/
+ switch (skill_produce_db[idx].req_skill) {
+ case AM_PHARMACY:
+ clif_produceeffect(sd,2,nameid);/* 製薬エフェクト */
+ clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
+ break;
+ case ASC_CDP:
+ clif_produceeffect(sd,2,nameid);/* 暫定で製薬エフェクト */
+ clif_misceffect(&sd->bl,5);
+ break;
+ default: /* 武器製造、コイン製造 */
+ clif_produceeffect(sd,0,nameid); /* 武器製造エフェクト */
+ clif_misceffect(&sd->bl,3);
+ break;
}
if((flag = pc_additem(sd,&tmp_item,1))) {
@@ -10424,16 +10479,22 @@ int skill_produce_mix( struct map_session_data *sd,
log_produce(sd,nameid,slot1,slot2,slot3,0);
#endif //USE_SQL
- if(skill_produce_db[idx].req_skill!=AM_PHARMACY) { //武器製造の場合
- clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */
- clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
- }
- else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファ?マシ?の場合
- clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクトパケット */
- clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/
- }else{
- clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */
- clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/
+ switch (skill_produce_db[idx].req_skill) {
+ case AM_PHARMACY:
+ clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクト */
+ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
+ break;
+ case ASC_CDP:
+ {
+ clif_produceeffect(sd,3,nameid); /* 暫定で製薬エフェクト */
+ clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
+ pc_heal(sd, -(sd->status.max_hp>>2), 0);
+ }
+ break;
+ default:
+ clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクト */
+ clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */
+ break;
}
}
return 0;
@@ -10785,12 +10846,12 @@ int skill_readdb(void)
}
k=0;
while(fgets(line,1020,fp)){
- char *split[16];
+ char *split[6 + MAX_PRODUCE_RESOURCE * 2];
int x,y;
if(line[0]=='/' && line[1]=='/')
continue;
memset(split,0,sizeof(split));
- for(j=0,p=line;j<13 && p;j++){
+ for(j=0,p=line;j<3 + MAX_PRODUCE_RESOURCE * 2 && p;j++){
split[j]=p;
p=strchr(p,',');
if(p) *p++=0;
@@ -10805,7 +10866,7 @@ int skill_readdb(void)
skill_produce_db[k].itemlv=atoi(split[1]);
skill_produce_db[k].req_skill=atoi(split[2]);
- for(x=3,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
+ for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
skill_produce_db[k].mat_id[y]=atoi(split[x]);
skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
}