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; }