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@@ -2140,8 +2140,6 @@ int status_calc_watk(struct block_list *bl, int watk)
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watk += watk * 3;
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if(sc->data[SC_NIBELUNGEN].timer!=-1 && bl->type != BL_PC && (status_get_element(bl)/10)>=8)
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watk += sc->data[SC_NIBELUNGEN].val2;
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- if(sc->data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
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- watk += (1000*sc->data[SC_EXPLOSIONSPIRITS].val1);
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if(sc->data[SC_CURSE].timer!=-1)
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watk -= watk * 25/100;
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if(sc->data[SC_STRIPWEAPON].timer!=-1 && bl->type != BL_PC)
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@@ -4536,7 +4534,9 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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val4 = gettick(); //Store time at which you started running.
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calc_flag = 1;
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break;
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-
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+ case SC_INCATKRATE: /* ATK%上昇 */
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+ if (bl->type == BL_MOB)
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+ sc->opt3 |= 8; //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
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case SC_CONCENTRATE: /* 集中力向上 */
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case SC_BLESSING: /* ブレッシング */
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case SC_ANGELUS: /* アンゼルス */
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@@ -4558,7 +4558,6 @@ int status_change_start(struct block_list *bl,int type,int val1,int val2,int val
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case SC_INCFLEERATE: /* FLEE%上昇 */
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case SC_INCMHPRATE: /* MHP%上昇 */
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case SC_INCMSPRATE: /* MSP%上昇 */
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- case SC_INCATKRATE: /* ATK%上昇 */
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case SC_INCMATKRATE:
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case SC_INCDEFRATE:
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case SC_INCSTR:
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@@ -5196,6 +5195,9 @@ int status_change_end( struct block_list* bl , int type,int tid )
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case SC_ENERGYCOAT: /* エナジ?コ?ト */
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sc->opt3 &= ~4;
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break;
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+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
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+ if (bl->type != BL_MOB)
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+ break;
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case SC_EXPLOSIONSPIRITS: // 爆裂波動
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sc->opt3 &= ~8;
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break;
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