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Updated Sorcerer Insignia Skills (#2645)

* Updated Sorcerer Insignia Skills
* Fixes #2630.
* Added missing Elemental 20% damage bonus for level 1 Insignia.
* Adjusted the recovery bonus to only apply to Elementals.
* Adjusted 25% magic damage bonus calculation.
* Added the missing ASPD bonus for Wind Insignia.
* Insignias should not affect status immune.
* Removed the BATK addition.
* Miscellaneous cleanups.
Thanks to @admkakaroto and @exneval!
Aleos před 7 roky
rodič
revize
0f33de9b4d
5 změnil soubory, kde provedl 160 přidání a 66 odebrání
  1. 4 4
      db/pre-re/skill_unit_db.txt
  2. 4 4
      db/re/skill_unit_db.txt
  3. 55 10
      src/map/battle.cpp
  4. 4 23
      src/map/skill.cpp
  5. 93 25
      src/map/status.cpp

+ 4 - 4
db/pre-re/skill_unit_db.txt

@@ -150,10 +150,10 @@
 2450,0xe0,    ,  3, 0,  -1,enemy, 0xA010	//SO_CLOUD_KILL
 2452,0xe4,    ,  3, 0,  -1,all,   0xA010	//SO_WARMER
 2453,0xeb,    ,  0, 1:1:2:2:3,500,enemy,0x8010	//SO_VACUUM_EXTREME
-2465,0xf1,    ,  0, 1,1000,all,   0x010	//SO_FIRE_INSIGNIA
-2466,0xf2,    ,  0, 1,1000,all,   0x010	//SO_WATER_INSIGNIA
-2467,0xf3,    ,  0, 1,1000,all,   0x010	//SO_WIND_INSIGNIA
-2468,0xf4,    ,  0, 1,1000,all,   0x010	//SO_EARTH_INSIGNIA
+2465,0xf1,    ,  1, 0,  -1,all,   0x2010	//SO_FIRE_INSIGNIA
+2466,0xf2,    ,  1, 0,  -1,all,   0x2010	//SO_WATER_INSIGNIA
+2467,0xf3,    ,  1, 0,  -1,all,   0x2010	//SO_WIND_INSIGNIA
+2468,0xf4,    ,  1, 0,  -1,all,   0x2010	//SO_EARTH_INSIGNIA
 
 2479,0xe5,    ,  0, 1,1000,enemy, 0x8006	//GN_THORNS_TRAP
 2482,0xe6,0x7f, -1, 1, 300,enemy, 0x8000	//GN_WALLOFTHORN

+ 4 - 4
db/re/skill_unit_db.txt

@@ -151,10 +151,10 @@
 2450,0xe0,    ,  3, 0,  -1,enemy, 0xA010	//SO_CLOUD_KILL
 2452,0xe4,    ,  3, 0,  -1,all,   0xA010	//SO_WARMER
 2453,0xeb,    ,  0, 1:1:2:2:3,500,enemy,0x8010	//SO_VACUUM_EXTREME
-2465,0xf1,    ,  0, 1,1000,all,   0x010	//SO_FIRE_INSIGNIA
-2466,0xf2,    ,  0, 1,1000,all,   0x010	//SO_WATER_INSIGNIA
-2467,0xf3,    ,  0, 1,1000,all,   0x010	//SO_WIND_INSIGNIA
-2468,0xf4,    ,  0, 1,1000,all,   0x010	//SO_EARTH_INSIGNIA
+2465,0xf1,    ,  1, 0,  -1,all,   0x2010	//SO_FIRE_INSIGNIA
+2466,0xf2,    ,  1, 0,  -1,all,   0x2010	//SO_WATER_INSIGNIA
+2467,0xf3,    ,  1, 0,  -1,all,   0x2010	//SO_WIND_INSIGNIA
+2468,0xf4,    ,  1, 0,  -1,all,   0x2010	//SO_EARTH_INSIGNIA
 
 2479,0xe5,    ,  0, 1,1000,enemy, 0x8006	//GN_THORNS_TRAP
 2482,0xe6,0x7f, -1, 1, 300,enemy, 0x8000	//GN_WALLOFTHORN

+ 55 - 10
src/map/battle.cpp

@@ -1908,11 +1908,16 @@ static int battle_calc_base_weapon_attack(struct block_list *src, struct status_
  *	Initial refactoring by Baalberith
  *	Refined and optimized by helvetica
  */
-static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag)
+static int64 battle_calc_base_damage(struct block_list *src, struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, int flag)
 {
 	unsigned int atkmin = 0, atkmax = 0;
 	short type = 0;
 	int64 damage = 0;
+	struct map_session_data *sd = NULL;
+
+	nullpo_retr(damage, src);
+
+	sd = BL_CAST(BL_PC, src);
 
 	if (!sd) { //Mobs/Pets
 		if(flag&4) {
@@ -1962,6 +1967,38 @@ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_a
 		// Size fix only for players
 		if (!(sd->special_state.no_sizefix || (flag&8)))
 			damage = damage * (type == EQI_HAND_L ? sd->left_weapon.atkmods[t_size] : sd->right_weapon.atkmods[t_size]) / 100;
+	} else if (src->type == BL_ELEM) {
+		struct status_change *ele_sc = status_get_sc(src);
+		int ele_class = status_get_class(src);
+
+		if (ele_sc) {
+			switch (ele_class) {
+			case ELEMENTALID_AGNI_S:
+			case ELEMENTALID_AGNI_M:
+			case ELEMENTALID_AGNI_L:
+				if (ele_sc->data[SC_FIRE_INSIGNIA] && ele_sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
+					damage += damage * 20 / 100;
+				break;
+			case ELEMENTALID_AQUA_S:
+			case ELEMENTALID_AQUA_M:
+			case ELEMENTALID_AQUA_L:
+				if (ele_sc->data[SC_WATER_INSIGNIA] && ele_sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+					damage += damage * 20 / 100;
+				break;
+			case ELEMENTALID_VENTUS_S:
+			case ELEMENTALID_VENTUS_M:
+			case ELEMENTALID_VENTUS_L:
+				if (ele_sc->data[SC_WIND_INSIGNIA] && ele_sc->data[SC_WIND_INSIGNIA]->val1 == 1)
+					damage += damage * 20 / 100;
+				break;
+			case ELEMENTALID_TERA_S:
+			case ELEMENTALID_TERA_M:
+			case ELEMENTALID_TERA_L:
+				if (ele_sc->data[SC_EARTH_INSIGNIA] && ele_sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
+					damage += damage * 20 / 100;
+				break;
+			}
+		}
 	}
 
 	//Finally, add baseatk
@@ -2833,11 +2870,11 @@ static struct Damage battle_calc_element_damage(struct Damage wd, struct block_l
 			wd.damage2 = battle_attr_fix(src, target, wd.damage2, left_element ,tstatus->def_ele, tstatus->ele_lv);
 		if (sc && sc->data[SC_WATK_ELEMENT] && (wd.damage || wd.damage2)) {
 			// Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
-			int64 damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
+			int64 damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
 
 			wd.damage += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
 			if (is_attack_left_handed(src, skill_id)) {
-				damage = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
+				damage = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, (is_skill_using_arrow(src, skill_id)?2:0)) * sc->data[SC_WATK_ELEMENT]->val2 / 100;
 				wd.damage2 += battle_attr_fix(src, target, damage, sc->data[SC_WATK_ELEMENT]->val1, tstatus->def_ele, tstatus->ele_lv);
 			}
 		}
@@ -3077,7 +3114,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
 				wd = battle_calc_damage_parts(wd, src, target, skill_id, skill_lv);
 				wd.masteryAtk = 0; // weapon mastery is ignored for spiral
 			} else {
-				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
+				wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
 			}
 
 			switch (tstatus->size) { //Size-fix. Is this modified by weapon perfection?
@@ -3108,7 +3145,7 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
 
 				ATK_ADDRATE(wd.damage, wd.damage2, 50*skill_lv); //Skill modifier applies to weight only.
 			} else {
-				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, 0); //Monsters have no weight and use ATK instead
+				wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, 0); //Monsters have no weight and use ATK instead
 			}
 
 			i = sstatus->str/10;
@@ -3197,9 +3234,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
 				i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
 					(!skill_id && sc && sc->data[SC_CHANGE]?4:0);
 
-				wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
+				wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
 				if (is_attack_left_handed(src, skill_id))
-					wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
+					wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
 			}
 #else
 			i = (is_attack_critical(wd, src, target, skill_id, skill_lv, false)?1:0)|
@@ -3221,9 +3258,9 @@ struct Damage battle_calc_skill_base_damage(struct Damage wd, struct block_list
 						break;
 				}
 			}
-			wd.damage = battle_calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, sd, i);
+			wd.damage = battle_calc_base_damage(src, sstatus, &sstatus->rhw, sc, tstatus->size, i);
 			if (is_attack_left_handed(src, skill_id))
-				wd.damage2 = battle_calc_base_damage(sstatus, &sstatus->lhw, sc, tstatus->size, sd, i);
+				wd.damage2 = battle_calc_base_damage(src, sstatus, &sstatus->lhw, sc, tstatus->size, i);
 #endif
 			if (nk&NK_SPLASHSPLIT){ // Divide ATK among targets
 				if(wd.miscflag > 0) {
@@ -5064,7 +5101,7 @@ struct Damage battle_calc_weapon_final_atk_modifiers(struct Damage wd, struct bl
 		int64 rdamage = 0;
 		int ratio = (int64)(status_get_hp(src) / 100) * tsc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(target) / 125;
 		if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
-		rdamage = battle_calc_base_damage(tstatus,&tstatus->rhw,tsc,sstatus->size,tsd,0);
+		rdamage = battle_calc_base_damage(target,tstatus,&tstatus->rhw,tsc,sstatus->size,0);
 		rdamage = (int64)rdamage * ratio / 100 + wd.damage * (10 + tsc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
 		skill_blown(target, src, skill_get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, tsc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), BLOWN_NONE);
 		clif_skill_damage(target, src, gettick(), status_get_amotion(src), 0, rdamage,
@@ -6177,6 +6214,14 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
 						break;
 				}
 
+				if (sc) {// Insignia's increases the damage of offensive magic by a fixed percentage depending on the element.
+					if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 && s_ele == ELE_FIRE) ||
+						(sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && s_ele == ELE_WATER) ||
+						(sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && s_ele == ELE_WIND) ||
+						(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 && s_ele == ELE_EARTH))
+						skillratio += 25;
+				}
+
 				MATK_RATE(skillratio);
 
 				//Constant/misc additions from skills

+ 4 - 23
src/map/skill.cpp

@@ -13344,6 +13344,10 @@ static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, un
 		case UNT_VOLCANO:
 		case UNT_DELUGE:
 		case UNT_VIOLENTGALE:
+		case UNT_FIRE_INSIGNIA:
+		case UNT_WATER_INSIGNIA:
+		case UNT_WIND_INSIGNIA:
+		case UNT_EARTH_INSIGNIA:
 			if(!sce)
 				sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
 			break;
@@ -14140,29 +14144,6 @@ int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, uns
 			sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
 			break;
 
-		case UNT_FIRE_INSIGNIA:
-		case UNT_WATER_INSIGNIA:
-		case UNT_WIND_INSIGNIA:
-		case UNT_EARTH_INSIGNIA:
-			sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
-			if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
-				int hp = tstatus->max_hp / 100; //+1% each 5s
-				if ((sg->val3) % 5) { //each 5s
-					if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
-						status_heal(bl, hp, 0, 2);
-					} else if((sg->unit_id ==  UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
-						||(sg->unit_id ==  UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
-						||(sg->unit_id ==  UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
-						||(sg->unit_id ==  UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
-					){
-						status_heal(bl, -hp, 0, 0);
-					}
-				}
-				sg->val3++; //timer
-				if (sg->val3 > 5) sg->val3 = 0;
-			}
-			break;
-
 		case UNT_VACUUM_EXTREME:
 			if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
 				(tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)

+ 93 - 25
src/map/status.cpp

@@ -780,9 +780,9 @@ void initChangeTables(void)
 	set_sc( SO_WARMER		, SC_WARMER		, SI_WARMER		, SCB_NONE );
 	set_sc( SO_VACUUM_EXTREME	, SC_VACUUM_EXTREME	, SI_VACUUM_EXTREME	, SCB_NONE );
 	set_sc( SO_ARRULLO		, SC_DEEPSLEEP		, SI_DEEPSLEEP		, SCB_NONE );
-	set_sc( SO_FIRE_INSIGNIA	, SC_FIRE_INSIGNIA	, SI_FIRE_INSIGNIA	, SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
+	set_sc( SO_FIRE_INSIGNIA	, SC_FIRE_INSIGNIA	, SI_FIRE_INSIGNIA	, SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
 	set_sc( SO_WATER_INSIGNIA	, SC_WATER_INSIGNIA	, SI_WATER_INSIGNIA	, SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
-	set_sc( SO_WIND_INSIGNIA	, SC_WIND_INSIGNIA	, SI_WIND_INSIGNIA	, SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
+	set_sc( SO_WIND_INSIGNIA	, SC_WIND_INSIGNIA	, SI_WIND_INSIGNIA	, SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
 	set_sc( SO_EARTH_INSIGNIA	, SC_EARTH_INSIGNIA	, SI_EARTH_INSIGNIA	, SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
 
 	/* Genetic */
@@ -4165,14 +4165,6 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
 			sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
 		if (sc->data[SC_MTF_CRIDAMAGE])
 			sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
-		if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
-			sd->magic_addele[ELE_FIRE] += 25;
-		if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
-			sd->magic_addele[ELE_WATER] += 25;
-		if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
-			sd->magic_addele[ELE_WIND] += 25;
-		if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
-			sd->magic_addele[ELE_EARTH] += 25;
 	}
 	status_cpy(&sd->battle_status, base_status);
 
@@ -4605,11 +4597,36 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
 		regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
 		regen->state.walk = 1;
 	}
-	if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
-		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
-		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
-		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
-		regen->rate.hp *= 2;
+	if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
+		int ele_class = status_get_class(bl);
+
+		switch (ele_class) {
+		case ELEMENTALID_AGNI_S:
+		case ELEMENTALID_AGNI_M:
+		case ELEMENTALID_AGNI_L:
+			if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
+				regen->rate.hp += 100;
+			break;
+		case ELEMENTALID_AQUA_S:
+		case ELEMENTALID_AQUA_M:
+		case ELEMENTALID_AQUA_L:
+			if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+				regen->rate.hp += 100;
+			break;
+		case ELEMENTALID_VENTUS_S:
+		case ELEMENTALID_VENTUS_M:
+		case ELEMENTALID_VENTUS_L:
+			if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
+				regen->rate.hp += 100;
+			break;
+		case ELEMENTALID_TERA_S:
+		case ELEMENTALID_TERA_M:
+		case ELEMENTALID_TERA_L:
+			if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
+				regen->rate.hp += 100;
+			break;
+		}
+	}
 	if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
 		regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
 	if (sc->data[SC_VITATA_500])
@@ -5812,15 +5829,6 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan
 	if(sc->data[SC_MADNESSCANCEL])
 		batk += 100;
 #endif
-	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
-		batk += 50;
-	if(bl->type == BL_ELEM
-	   && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
-		   || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
-		   || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
-		   || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
-	   )
-		batk += batk / 5;
 	if(sc->data[SC_FULL_SWING_K])
 		batk += sc->data[SC_FULL_SWING_K]->val1;
 	if(sc->data[SC_ASH])
@@ -5939,11 +5947,13 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
 		watk += sc->data[SC_STRIKING]->val2;
 	if(sc->data[SC_RUSHWINDMILL])
 		watk += sc->data[SC_RUSHWINDMILL]->val3;
+	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+		watk += 50;
 	if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
 	   || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
 	   || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
 	   || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
-		watk += watk / 10;
+		watk += watk * 10 / 100;
 	if(sc->data[SC_PYROTECHNIC_OPTION])
 		watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
 	if(sc->data[SC_HEATER_OPTION])
@@ -6877,6 +6887,8 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, b
 			bonus += sc->data[SC_GATLINGFEVER]->val1;
 		if (sc->data[SC_STAR_COMFORT])
 			bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
+		if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
+			bonus += 10;
 	}
 
 	return bonus;
@@ -7051,6 +7063,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
 		aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
 	if( sc->data[SC_GOLDENE_FERSE])
 		aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
+	if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
+		aspd_rate -= 100;
 
 	return (short)cap_value(aspd_rate,0,SHRT_MAX);
 }
@@ -7889,6 +7903,10 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ
 			case SC_QUAGMIRE:
 			case SC_SUITON:
 			case SC_SWINGDANCE:
+			case SC_FIRE_INSIGNIA:
+			case SC_WATER_INSIGNIA:
+			case SC_WIND_INSIGNIA:
+			case SC_EARTH_INSIGNIA:
 				return 0;
 		}
 	}
@@ -10894,6 +10912,13 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
 			else
 				val4 = 0;
 			break;
+		case SC_FIRE_INSIGNIA:
+		case SC_WATER_INSIGNIA:
+		case SC_WIND_INSIGNIA:
+		case SC_EARTH_INSIGNIA:
+			tick_time = 5000;
+			val4 = tick / tick_time;
+			break;
 		case SC_NEUTRALBARRIER:
 			val2 = 10 + val1 * 5; // Def/Mdef
 			tick = -1;
@@ -13457,6 +13482,49 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
 			sce->val4 = 0;
 		}
 		break;
+	case SC_FIRE_INSIGNIA:
+		if (--(sce->val4) >= 0) {
+			if (status->def_ele == ELE_FIRE)
+				status_heal(bl, status->max_hp / 100, 0, 1);
+			else if (status->def_ele == ELE_EARTH)
+				status_zap(bl, status->max_hp / 100, 0);
+			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+			return 0;
+		}
+		break;
+
+	case SC_WATER_INSIGNIA:
+		if (--(sce->val4) >= 0) {
+			if (status->def_ele == ELE_WATER)
+				status_heal(bl, status->max_hp / 100, 0, 1);
+			else if (status->def_ele == ELE_FIRE)
+				status_zap(bl, status->max_hp / 100, 0);
+			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+			return 0;
+		}
+		break;
+
+	case SC_WIND_INSIGNIA:
+		if (--(sce->val4) >= 0) {
+			if (status->def_ele == ELE_WIND)
+				status_heal(bl, status->max_hp / 100, 0, 1);
+			else if (status->def_ele == ELE_WATER)
+				status_zap(bl, status->max_hp / 100, 0);
+			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+			return 0;
+		}
+		break;
+
+	case SC_EARTH_INSIGNIA:
+		if (--(sce->val4) >= 0) {
+			if (status->def_ele == ELE_EARTH)
+				status_heal(bl, status->max_hp / 100, 0, 1);
+			else if (status->def_ele == ELE_WIND)
+				status_zap(bl, status->max_hp / 100, 0);
+			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+			return 0;
+		}
+		break;
 	case SC_BITESCAR:
 		if (--(sce->val4) >= 0) {
 			status_percent_damage(bl, bl, -(sce->val2), 0, 0);