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@@ -6802,7 +6802,8 @@ void battle_vanish(struct map_session_data *sd, struct block_list *target, struc
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{
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struct status_data *tstatus;
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int hp = 0, sp = 0, race = status_get_race(target);
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- short vrate_hp = 0, vrate_sp = 0, v_hp = 0, v_sp = 0;
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+ short vrate_hp = 0, vrate_sp = 0, v_hp = 0, v_sp = 0,
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+ vellum_rate_hp = 0, vellum_rate_sp = 0, vellum_hp = 0, vellum_sp = 0;
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uint8 i = 0;
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nullpo_retv(sd);
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@@ -6811,29 +6812,43 @@ void battle_vanish(struct map_session_data *sd, struct block_list *target, struc
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tstatus = status_get_status_data(target);
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wd->isspdamage = false;
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- hp = (sd->bonus.hp_vanish_rate * 10) + sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate;
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+ // bHPVanishRate
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+ hp = (sd->bonus.hp_vanish_rate * 10);
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vrate_hp = cap_value(hp, 0, SHRT_MAX);
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- hp = sd->bonus.hp_vanish_per + sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per;
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+ hp = sd->bonus.hp_vanish_per;
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v_hp = cap_value(hp, SHRT_MIN, SHRT_MAX);
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- sp = (sd->bonus.sp_vanish_rate * 10) + sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate;
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+ // bHPVanishRaceRate
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+ hp = sd->hp_vanish_race[race].rate + sd->hp_vanish_race[RC_ALL].rate;
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+ vellum_rate_hp = cap_value(hp, 0, SHRT_MAX);
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+ hp = sd->hp_vanish_race[race].per + sd->hp_vanish_race[RC_ALL].per;
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+ vellum_hp = cap_value(hp, SHRT_MIN, SHRT_MAX);
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+
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+ // bSPVanishRate
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+ sp = (sd->bonus.sp_vanish_rate * 10);
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vrate_sp = cap_value(sp, 0, SHRT_MAX);
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sp = sd->bonus.sp_vanish_per + sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per;
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v_sp = cap_value(sp, SHRT_MIN, SHRT_MAX);
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+ // bSPVanishRaceRate
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+ sp = sd->sp_vanish_race[race].rate + sd->sp_vanish_race[RC_ALL].rate;
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+ vellum_rate_sp = cap_value(sp, 0, SHRT_MAX);
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+ sp = sd->sp_vanish_race[race].per + sd->sp_vanish_race[RC_ALL].per;
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+ vellum_sp = cap_value(sp, SHRT_MIN, SHRT_MAX);
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+
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if (wd->flag) {
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// The HP and SP vanish bonus from these items can't stack because of the special damage display.
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- if (v_hp && vrate_hp && (vrate_hp >= 10000 || rnd()%10000 < vrate_hp))
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+ if (vellum_hp && vellum_rate_hp && (vellum_rate_hp >= 10000 || rnd()%10000 < vellum_rate_hp))
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i = 1;
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- if (v_sp && vrate_sp && (vrate_sp >= 10000 || rnd()%10000 < vrate_sp))
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+ if (vellum_sp && vellum_rate_sp && (vellum_rate_sp >= 10000 || rnd()%10000 < vellum_rate_sp))
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i = 2;
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if (i == 1) {
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- wd->damage = apply_rate(tstatus->max_hp, v_hp);
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+ wd->damage = apply_rate(tstatus->max_hp, vellum_hp);
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wd->damage2 = 0;
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}
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if (i == 2) {
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- wd->damage = apply_rate(tstatus->max_sp, v_sp);
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+ wd->damage = apply_rate(tstatus->max_sp, vellum_sp);
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wd->damage2 = 0;
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wd->isspdamage = true;
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}
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@@ -7145,6 +7160,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
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}
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wd = battle_calc_attack(BF_WEAPON, src, target, 0, 0, flag);
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+ wd.isspdamage = false; // Default normal attacks to non-SP Damage attack until battle_vanish is determined
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if (sd && wd.damage + wd.damage2 > 0)
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battle_vanish(sd, target, &wd);
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