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@@ -1231,7 +1231,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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// SC Types that must be first because they may or may not block damage
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// SC Types that must be first because they may or may not block damage
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if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
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if ((sce = sc->getSCE(SC_KYRIE)) && damage > 0) {
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- sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
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if (flag & BF_WEAPON || skill_id == TF_THROWSTONE) {
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if (sce->val2 >= 0)
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if (sce->val2 >= 0)
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damage = 0;
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damage = 0;
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@@ -1319,7 +1319,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
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if ((sce = sc->getSCE(SC_P_ALTER)) && damage > 0) {
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clif_specialeffect(target, EF_GUARD, AREA);
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clif_specialeffect(target, EF_GUARD, AREA);
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- sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (sce->val3 >= 0)
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if (sce->val3 >= 0)
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damage = 0;
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damage = 0;
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else
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else
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@@ -1329,7 +1329,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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}
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}
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if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
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if ((sce = sc->getSCE(SC_TUNAPARTY)) && damage > 0) {
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- sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (sce->val2 >= 0)
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if (sce->val2 >= 0)
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damage = 0;
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damage = 0;
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else
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else
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@@ -1339,14 +1339,14 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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}
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}
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if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
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if ((sce = sc->getSCE(SC_DIMENSION1)) && damage > 0) {
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- sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (sce->val2 <= 0)
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if (sce->val2 <= 0)
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status_change_end(target, SC_DIMENSION1);
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status_change_end(target, SC_DIMENSION1);
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return false;
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return false;
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}
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}
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if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
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if ((sce = sc->getSCE(SC_DIMENSION2)) && damage > 0) {
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- sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (sce->val2 <= 0)
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if (sce->val2 <= 0)
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status_change_end(target, SC_DIMENSION2);
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status_change_end(target, SC_DIMENSION2);
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return false;
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return false;
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@@ -1354,7 +1354,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
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if ((sce = sc->getSCE(SC_GUARDIAN_S)) && damage > 0) {
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clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
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clif_specialeffect(target, EF_GUARD3, AREA);// Not official but we gotta show some way the barrier is working. [Rytech]
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- sce->val2 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ sce->val2 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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if (flag & BF_WEAPON) {
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if (flag & BF_WEAPON) {
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if (sce->val2 >= 0)
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if (sce->val2 >= 0)
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damage = 0;
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damage = 0;
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@@ -1391,7 +1391,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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}
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}
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#ifdef RENEWAL
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#ifdef RENEWAL
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if (group->val3 - damage > 0)
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if (group->val3 - damage > 0)
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- group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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else
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else
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skill_delunitgroup(group);
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skill_delunitgroup(group);
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#endif
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#endif
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@@ -1402,7 +1402,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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break;
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break;
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}
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}
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if (group->val3 - damage > 0)
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if (group->val3 - damage > 0)
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- group->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX));
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+ group->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX));
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else
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else
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skill_delunitgroup(group);
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skill_delunitgroup(group);
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break;
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break;
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@@ -1446,7 +1446,7 @@ bool battle_status_block_damage(struct block_list *src, struct block_list *targe
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}
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}
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if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
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if ((sce = sc->getSCE(SC_MILLENNIUMSHIELD)) && sce->val2 > 0 && damage > 0) {
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- sce->val3 -= static_cast<int>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
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+ sce->val3 -= static_cast<int32>(cap_value(damage, INT_MIN, INT_MAX)); // absorb damage
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d->dmg_lv = ATK_BLOCK;
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d->dmg_lv = ATK_BLOCK;
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if (sce->val3 <= 0) { // Shield Down
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if (sce->val3 <= 0) { // Shield Down
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sce->val2--;
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sce->val2--;
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