Пример #1
0
/**
 * 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);
		}
	}
}
Пример #2
0
void merc_hom_skillup(struct homun_data *hd,int skillnum)
{
	int i = 0 ;
	nullpo_retv(hd);

	if(hd->homunculus.vaporize)
		return;
	
	i = skillnum - HM_SKILLBASE;
	if(hd->homunculus.skillpts > 0 &&
		hd->homunculus.hskill[i].id &&
		hd->homunculus.hskill[i].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
		hd->homunculus.hskill[i].lv < merc_skill_tree_get_max(skillnum, hd->homunculus.class_)
		)
	{
		hd->homunculus.hskill[i].lv++;
		hd->homunculus.skillpts-- ;
		status_calc_homunculus(hd,0);
		if (hd->master) {
			clif_homskillup(hd->master, skillnum);
			clif_hominfo(hd->master,hd,0);
			clif_homskillinfoblock(hd->master);
		}
	}
}