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@@ -370,7 +370,7 @@ void initChangeTables(void)
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#endif
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set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
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set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
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- set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_DEF_ELE );
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+ set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
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add_sc( BA_FROSTJOKER , SC_FREEZE );
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set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
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set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
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@@ -772,15 +772,15 @@ void initChangeTables(void)
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/* Elemental spirits' status changes */
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set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
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- set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_DEF_ELE );
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+ set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
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set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
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- set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_DEF_ELE );
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+ set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
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set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
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set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
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- set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_DEF_ELE );
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+ set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
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set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
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set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
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- set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_DEF_ELE );
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+ set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
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set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
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set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
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set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
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@@ -1087,8 +1087,8 @@ void initChangeTables(void)
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StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
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StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
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StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
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- StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
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- StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
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+ StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
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+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
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StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
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StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
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StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
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@@ -3692,6 +3692,12 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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sd->sprecov_rate = 0;
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// Anti-element and anti-race
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+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
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+ sd->subele[ELE_HOLY] += skill*5;
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+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
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+ sd->subele[ELE_NEUTRAL] += skill;
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+ sd->subele[ELE_FIRE] += skill*4;
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+ }
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if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
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#ifdef RENEWAL
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skill = skill * 2;
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@@ -3705,9 +3711,13 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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}
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if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
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sd->right_weapon.addrace[RC_DEMON] += skill;
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+ sd->right_weapon.addele[ELE_DARK] += skill;
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sd->left_weapon.addrace[RC_DEMON] += skill;
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+ sd->left_weapon.addele[ELE_DARK] += skill;
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sd->magic_addrace[RC_DEMON] += skill;
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+ sd->magic_addele[ELE_DARK] += skill;
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sd->subrace[RC_DEMON] += skill;
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+ sd->subele[ELE_DARK] += skill;
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}
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if(sc->count) {
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@@ -3715,11 +3725,66 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
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sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
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}
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+ if(sc->data[SC_SIEGFRIED]) {
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+ i = sc->data[SC_SIEGFRIED]->val2;
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+ sd->subele[ELE_WATER] += i;
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+ sd->subele[ELE_EARTH] += i;
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+ sd->subele[ELE_FIRE] += i;
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+ sd->subele[ELE_WIND] += i;
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+ sd->subele[ELE_POISON] += i;
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+ sd->subele[ELE_HOLY] += i;
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+ sd->subele[ELE_DARK] += i;
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+ sd->subele[ELE_GHOST] += i;
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+ sd->subele[ELE_UNDEAD] += i;
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+ }
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if(sc->data[SC_PROVIDENCE]) {
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+ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
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sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
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}
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+ if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
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+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
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+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
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+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
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+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
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+ }
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+ if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
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+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
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+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
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+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
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+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
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+ }
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+ if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
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+ i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
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+ sd->subele[ELE_FIRE] += i;
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+ sd->subele[ELE_WATER] -= i;
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+ }
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+ if( sc->data[SC_WATER_DROP_OPTION] ) {
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+ i = sc->data[SC_WATER_DROP_OPTION]->val2;
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+ sd->subele[ELE_WATER] += i;
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+ sd->subele[ELE_WIND] -= i;
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+ }
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+ if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
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+ i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
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+ sd->subele[ELE_WIND] += i;
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+ sd->subele[ELE_EARTH] -= i;
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+ }
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+ if( sc->data[SC_STONE_SHIELD_OPTION] ) {
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+ i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
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+ sd->subele[ELE_EARTH] += i;
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+ sd->subele[ELE_FIRE] -= i;
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+ }
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+ if (sc->data[SC_MTF_MLEATKED] )
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+ sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
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if (sc->data[SC_MTF_CRIDAMAGE])
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sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
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+ if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
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+ sd->magic_addele[ELE_FIRE] += 25;
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+ if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
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+ sd->magic_addele[ELE_WATER] += 25;
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+ if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
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+ sd->magic_addele[ELE_WIND] += 25;
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+ if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
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+ sd->magic_addele[ELE_EARTH] += 25;
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}
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status_cpy(&sd->battle_status, base_status);
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@@ -3746,125 +3811,6 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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return 0;
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}
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-/**
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- * Calculate attack bonus of element attack for BL_PC.
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- * Any SC that listed here, has minimal SCB_ATK_ELE flag.
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- * @param sd
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- * @param sc
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- **/
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-void status_calc_atk_ele_pc(struct map_session_data *sd, struct status_change *sc) {
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- int i = 0;
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-
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- nullpo_retv(sd);
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-
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- memset(sd->magic_addele, 0, sizeof(sd->magic_addele));
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- memset(sd->right_weapon.addele, 0, sizeof(sd->right_weapon.addele));
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- memset(sd->left_weapon.addele, 0, sizeof(sd->left_weapon.addele));
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-
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- if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
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- sd->right_weapon.addele[ELE_DARK] += i;
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- sd->left_weapon.addele[ELE_DARK] += i;
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- sd->magic_addele[ELE_DARK] += i;
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- }
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-
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- if (!sc || !sc->count)
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- return;
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-
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- if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
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- sd->magic_addele[ELE_FIRE] += 25;
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- if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3)
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- sd->magic_addele[ELE_WATER] += 25;
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- if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3)
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- sd->magic_addele[ELE_WIND] += 25;
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- if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
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- sd->magic_addele[ELE_EARTH] += 25;
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-}
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-
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-/**
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- * Calculate defense bonus againts element attack for BL_PC.
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- * Any SC that listed here, has minimal SCB_DEF_ELE flag.
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- * @param sd
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- * @param sc
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- **/
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-void status_calc_def_ele_pc(struct map_session_data *sd, struct status_change *sc) {
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- int i = 0;
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-
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- nullpo_retv(sd);
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-
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- memset(sd->subele, 0, sizeof(sd->subele));
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-
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- if ((i = pc_checkskill(sd,CR_TRUST))>0)
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- sd->subele[ELE_HOLY] += i * 5;
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-
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- if ((i = pc_checkskill(sd,BS_SKINTEMPER))>0) {
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- sd->subele[ELE_NEUTRAL] += i;
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- sd->subele[ELE_FIRE] += i * 4;
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- }
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-
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- if ((i = pc_checkskill(sd, AB_EUCHARISTICA)) > 0)
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- sd->subele[ELE_DARK] += i;
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-
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- if (!sc || !sc->count)
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- return;
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-
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- if (sc->data[SC_SIEGFRIED]) {
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- i = sc->data[SC_SIEGFRIED]->val2;
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- sd->subele[ELE_WATER] += i;
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- sd->subele[ELE_EARTH] += i;
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- sd->subele[ELE_FIRE] += i;
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- sd->subele[ELE_WIND] += i;
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- sd->subele[ELE_POISON] += i;
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- sd->subele[ELE_HOLY] += i;
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- sd->subele[ELE_DARK] += i;
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- sd->subele[ELE_GHOST] += i;
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- sd->subele[ELE_UNDEAD] += i;
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- }
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-
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- if (sc->data[SC_PROVIDENCE])
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- sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
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-
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- if (sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
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- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
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- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
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- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
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- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
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- }
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-
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- if (sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
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- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
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- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
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- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
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- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
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- }
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-
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- if (sc->data[SC_FIRE_CLOAK_OPTION]) {
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- i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
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- sd->subele[ELE_FIRE] += i;
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- sd->subele[ELE_WATER] -= i;
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- }
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-
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- if (sc->data[SC_WATER_DROP_OPTION]) {
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- i = sc->data[SC_WATER_DROP_OPTION]->val2;
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- sd->subele[ELE_WATER] += i;
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- sd->subele[ELE_WIND] -= i;
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- }
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-
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- if (sc->data[SC_WIND_CURTAIN_OPTION]) {
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- i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
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- sd->subele[ELE_WIND] += i;
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- sd->subele[ELE_EARTH] -= i;
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- }
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-
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- if (sc->data[SC_STONE_SHIELD_OPTION]) {
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- i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
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- sd->subele[ELE_EARTH] += i;
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- sd->subele[ELE_FIRE] -= i;
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- }
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-
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- if (sc->data[SC_MTF_MLEATKED])
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- sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
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-}
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-
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/**
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* Calculates Mercenary data
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* @param md: Mercenary object
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@@ -4591,20 +4537,14 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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if(flag&SCB_ATK_ELE) {
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status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
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- if (sd)
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- sd->state.lr_flag = 1;
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+ if (sd) sd->state.lr_flag = 1;
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status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
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- if (sd) {
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- sd->state.lr_flag = 0;
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- status_calc_atk_ele_pc(sd, sc);
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- }
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+ if (sd) sd->state.lr_flag = 0;
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}
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if(flag&SCB_DEF_ELE) {
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status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
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status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
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- if (sd)
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- status_calc_def_ele_pc(sd, sc);
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}
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if(flag&SCB_MODE) {
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