Skill Tree cleanup
* Added an optional base level requirement for skills. * Refactored some variable types and names.
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@@ -5687,8 +5687,8 @@ ACMD_FUNC(skilltree)
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c = pc_class2idx(c);
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ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[c][j].id == 0 || skill_tree[c][j].id == skill_id );
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if( j == MAX_SKILL_TREE || skill_tree[c][j].id == 0 )
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ARR_FIND( 0, MAX_SKILL_TREE, j, skill_tree[c][j].skill_id == 0 || skill_tree[c][j].skill_id == skill_id );
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if( j == MAX_SKILL_TREE || skill_tree[c][j].skill_id == 0 )
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{
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clif_displaymessage(fd, msg_txt(sd,1169)); // The player cannot use that skill.
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return 0;
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@@ -5699,9 +5699,9 @@ ACMD_FUNC(skilltree)
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meets = 1;
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for(j=0;j<MAX_PC_SKILL_REQUIRE;j++)
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{
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if( ent->need[j].id && pc_checkskill(sd,ent->need[j].id) < ent->need[j].lv)
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if( ent->need[j].skill_id && pc_checkskill(sd,ent->need[j].skill_id) < ent->need[j].skill_lv)
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{
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sprintf(atcmd_output, msg_txt(sd,1170), ent->need[j].lv, skill_db[skill_get_index(ent->need[j].id)]->desc); // Player requires level %d of skill %s.
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sprintf(atcmd_output, msg_txt(sd,1170), ent->need[j].skill_lv, skill_db[skill_get_index(ent->need[j].skill_id)]->desc); // Player requires level %d of skill %s.
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clif_displaymessage(fd, atcmd_output);
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meets = 0;
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}
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