Follow up to 4871dab
* Expanded the array for Comet's SP cost to MAX_PARTY to avoid overflow. * Refined the count check for skill_check_condition_char_sub: -- Included Adoramus in the check. -- Added a fail safe check. Thanks to @theultramage.
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@ -5848,7 +5848,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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if (sd && sd->status.party_id) {
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if (sd && sd->status.party_id) {
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struct map_session_data* psd;
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struct map_session_data* psd;
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int p_sd[5] = {0, 0, 0, 0, 0}, c; // just limit it to 5
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int p_sd[MAX_PARTY], c;
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c = 0;
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c = 0;
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memset(p_sd, 0, sizeof(p_sd));
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memset(p_sd, 0, sizeof(p_sd));
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@ -14133,14 +14133,16 @@ int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
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skill_id = va_arg(ap,int);
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skill_id = va_arg(ap,int);
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inf2 = skill_get_inf2(skill_id);
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inf2 = skill_get_inf2(skill_id);
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if (skill_id == PR_BENEDICTIO && *c >= 2)
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if (skill_id == PR_BENEDICTIO && *c >= 2) // Check for two companions for Benedictio. [Skotlex]
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return 0; // Two companions found for Benedictio. [Skotlex]
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return 0;
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else if (skill_id == AB_ADORAMUS && *c >= 1) // Check for a partner for Adoramus.
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if (inf2&INF2_ENSEMBLE_SKILL && *c >= 1)
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return 0;
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return 0; // Partner found for ensembles.
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else if (inf2&INF2_ENSEMBLE_SKILL && *c >= 1) // Check for a partner for ensembles.
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return 0;
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if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET) && *c == MAX_PARTY)
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else if ((inf2&INF2_CHORUS_SKILL || skill_id == WL_COMET) && *c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
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return 0; // Entire party accounted for.
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return 0;
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else if (*c >= 1) // Check for all other cases.
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return 0;
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if (bl == src)
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if (bl == src)
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return 0;
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return 0;
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