if (sd) {
int i = skill_lv%11 - 1;
int j = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[i]);
int needed = sd,skill->dbs->db[skill_id].itemid[i];
int id;
if(needed == ITEMID_WHITE_POTION)
{
if (map->list[sd->bl.m].flag.gvg)
id = pc->search_inventory(sd, ITEMID_WOEWHITEPOT);
else if(map->list[sd->bl.m].flag.battleground)
id = pc->search_inventory(sd, ITEMID_BGWHITEPOT);
else id = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[x]);
if(id != INDEX_NOT_FOUND)
j = id;
}
else if(needed == ITEMID_BLUE_POTION)
{
if (map->list[sd->bl.m].flag.gvg)
id = pc->search_inventory(sd, ITEMID_WOEBLUEPOT);
else if(map->list[sd->bl.m].flag.battleground)
id = pc->search_inventory(sd, ITEMID_BGBLUEPOT);
else id = pc->search_inventory(sd,skill->dbs->db[skill_id].itemid[x]);
if(id != INDEX_NOT_FOUND)
j = id;
}
if (j == INDEX_NOT_FOUND || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill->dbs->db[skill_id].amount[i])
{
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 1;
}