/** * Level up an homunculus skill * @param hd * @param skill_id */ void hom_skillup(struct homun_data *hd, uint16 skill_id) { short idx = 0; nullpo_retv(hd); if (hd->homunculus.vaporize) return; if ((idx = hom_skill_get_index(skill_id)) < 0) return; if (hd->homunculus.skillpts > 0 && hd->homunculus.hskill[idx].id && hd->homunculus.hskill[idx].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex] hd->homunculus.hskill[idx].lv < hom_skill_tree_get_max(skill_id, hd->homunculus.class_) ) { hd->homunculus.hskill[idx].lv++; hd->homunculus.skillpts-- ; status_calc_homunculus(hd, SCO_NONE); if (hd->master) { clif_homskillup(hd->master, skill_id); clif_hominfo(hd->master,hd,0); clif_homskillinfoblock(hd->master); } } }
/** * Get max level for homunculus skill * @param id Skill ID * @param b_class * @return Skill Level */ int hom_skill_tree_get_max(int skill_id, int b_class){ int i, skid; if ((b_class = hom_class2index(b_class)) < 0) return 0; for (i = 0; (skid = hskill_tree[b_class][i].id) > 0; i++) { if (hom_skill_get_index(skid) < 0) return 0; if (skill_id == skid) return hskill_tree[b_class][i].max; } return skill_get_max(skill_id); }
/** * Get required minimum level to learn the skill * @param class_ Homunculus class * @param skill_id Homunculus skill ID * @return Level required or 0 if invalid **/ uint8 hom_skill_get_min_level(int class_, uint16 skill_id) { short class_idx = hom_class2index(class_), skill_idx = -1; uint8 i; if (class_idx == -1 || (skill_idx = hom_skill_get_index(skill_id)) == -1) return 0; ARR_FIND(0, MAX_HOM_SKILL_REQUIRE, i, hskill_tree[class_idx][i].id == skill_id); if (i == MAX_HOM_SKILL_REQUIRE) return 0; return hskill_tree[class_idx][i].need_level; }
/** * Check skill from homunculus * @param hd * @param skill_id * @return Skill Level or 0 if invalid or unlearned skill */ short hom_checkskill(struct homun_data *hd,uint16 skill_id) { int idx = hom_skill_get_index(skill_id); if (idx < 0) // Invalid skill return 0; if (!hd || !&hd->homunculus) return 0; if (hd->homunculus.hskill[idx].id == skill_id) return (hd->homunculus.hskill[idx].lv); return 0; }
/** * Calculates homunculus skill tree * @param hd * @param flag_envolve */ void hom_calc_skilltree(struct homun_data *hd, int flag_evolve) { int i, skill_id = 0; int f = 1; short c = 0; nullpo_retv(hd); /* load previous homunculus form skills first. */ if (hd->homunculus.prev_class != 0 && (c = hom_class2index(hd->homunculus.prev_class)) >= 0) { for (i = 0; i < MAX_SKILL_TREE && (skill_id = hskill_tree[c][i].id) > 0; i++) { int idx = hom_skill_get_index(skill_id); if (idx < 0) continue; if (hd->homunculus.hskill[idx].id) continue; //Skill already known. if (!battle_config.skillfree) { int j; for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) { if (hskill_tree[c][i].need[j].id && hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv) { f = 0; break; } } } if (f) hd->homunculus.hskill[idx].id = skill_id; } f = 1; } if ((c = hom_class2index(hd->homunculus.class_)) < 0) return; for (i = 0; i < MAX_SKILL_TREE && (skill_id = hskill_tree[c][i].id) > 0; i++) { int intimacy; int idx = hom_skill_get_index(skill_id); if (idx < 0) continue; if (hd->homunculus.hskill[idx].id) continue; //Skill already known. intimacy = (flag_evolve) ? 10 : hd->homunculus.intimacy; if (intimacy < hskill_tree[c][i].intimacylv) continue; if (!battle_config.skillfree) { int j; for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) { if (hskill_tree[c][i].need[j].id && hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv) { f = 0; break; } } } if (f) hd->homunculus.hskill[idx].id = skill_id; } if (hd->master) clif_homskillinfoblock(hd->master); }
/** * Calculates homunculus skill tree * @param hd * @param flag_envolve */ void hom_calc_skilltree(struct homun_data *hd, bool flag_evolve) { uint8 i; short c = 0; nullpo_retv(hd); /* load previous homunculus form skills first. */ if (hd->homunculus.prev_class != 0 && (c = hom_class2index(hd->homunculus.prev_class)) >= 0) { for (i = 0; i < MAX_HOM_SKILL_TREE; i++) { uint16 skill_id; short idx = -1; bool fail = false; if (!(skill_id = hskill_tree[c][i].id) || (idx = hom_skill_get_index(skill_id)) == -1) continue; if (hd->homunculus.hskill[idx].id) continue; //Skill already known. if (!battle_config.skillfree) { uint8 j; if (hskill_tree[c][i].need_level > hd->homunculus.level) continue; for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) { if (hskill_tree[c][i].need[j].id && hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv) { fail = true; break; } } } if (!fail) hd->homunculus.hskill[idx].id = skill_id; } } if ((c = hom_class2index(hd->homunculus.class_)) < 0) return; for (i = 0; i < MAX_HOM_SKILL_TREE; i++) { unsigned int intimacy = 0; uint16 skill_id; short idx = -1; bool fail = false; if (!(skill_id = hskill_tree[c][i].id) || (idx = hom_skill_get_index(skill_id)) == -1) continue; if (hd->homunculus.hskill[idx].id) continue; //Skill already known. intimacy = (flag_evolve) ? 10 : hd->homunculus.intimacy; if (intimacy < hskill_tree[c][i].intimacy * 100) continue; if (!battle_config.skillfree) { uint8 j; if (hskill_tree[c][i].need_level > hd->homunculus.level) continue; for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) { if (hskill_tree[c][i].need[j].id && hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv) { fail = true; break; } } } if (!fail) hd->homunculus.hskill[idx].id = skill_id; } if (hd->master) clif_homskillinfoblock(hd->master); }