Added missing Elemental Resist Potion icon
* Fixes #1898. * Separated the SC_ARMOR_ELEMENT to each element (Water, Earth, Fire, Wind). * Added the status icon for the respective element. Thanks to @zackdreaver!
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@@ -4681,10 +4681,10 @@
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12115,Elemental_Water,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",2; },{},{}
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12116,Elemental_Earth,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",3; },{},{}
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12117,Elemental_Wind,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",5; },{},{}
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12118,Resist_Fire,Fireproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,-15,0,20,0; },{},{}
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12119,Resist_Water,Coldproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,20,0,0,-15; },{},{}
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12120,Resist_Earth,Earthproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,0,20,-15,0; },{},{}
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12121,Resist_Wind,Thunderproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,0,-15,0,20; },{},{}
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12118,Resist_Fire,Fireproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_FIRE,1200000,-15,0,20,0; },{},{}
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12119,Resist_Water,Coldproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_WATER,1200000,20,0,0,-15; },{},{}
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12120,Resist_Earth,Earthproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_EARTH,1200000,0,20,-15,0; },{},{}
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12121,Resist_Wind,Thunderproof Potion,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_WIND,1200000,0,-15,0,20; },{},{}
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12122,Sesame_Pastry,Sesame Pastry,2,2,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_HITFOOD,1200000,30; },{},{}
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12123,Honey_Pastry,Honey Pastry,2,2,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_FLEEFOOD,1200000,30; },{},{}
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12124,Rainbow_Cake,Rainbow Cake,2,2,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_BATKFOOD,1200000,10; sc_start SC_MATKFOOD,120000,10; },{},{}
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@@ -6252,10 +6252,10 @@
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12115,Elemental_Water,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",2; },{},{}
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12116,Elemental_Earth,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",3; },{},{}
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12117,Elemental_Wind,Elemental Converter,11,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ itemskill "ITEM_ENCHANTARMS",5; },{},{}
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12118,Resist_Fire,Fireproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,-15,0,20,0; },{},{}
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12119,Resist_Water,Coldproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,20,0,0,-15; },{},{}
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12120,Resist_Earth,Earthproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,0,20,-15,0; },{},{}
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12121,Resist_Wind,Thunderproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT,1200000,0,-15,0,20; },{},{}
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12118,Resist_Fire,Fireproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_FIRE,1200000,-15,0,20,0; },{},{}
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12119,Resist_Water,Coldproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_WATER,1200000,20,0,0,-15; },{},{}
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12120,Resist_Earth,Earthproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_EARTH,1200000,0,20,-15,0; },{},{}
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12121,Resist_Wind,Thunderproof Potion,2,2,,10,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start4 SC_ARMOR_ELEMENT_WIND,1200000,0,-15,0,20; },{},{}
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12122,Sesame_Pastry,Sesame Pastry,2,2,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_HITFOOD,180000,30; },{},{}
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12123,Honey_Pastry,Honey Pastry,2,2,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_FLEEFOOD,180000,30; },{},{}
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12124,Rainbow_Cake,Rainbow Cake,2,2,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ sc_start SC_BATKFOOD,60000,10; sc_start SC_MATKFOOD,60000,10; },{},{}
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@@ -876,7 +876,7 @@
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export_constant(SC_VIOLENTGALE);
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export_constant(SC_WATK_ELEMENT);
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export_constant(SC_ARMOR);
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export_constant(SC_ARMOR_ELEMENT);
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export_constant(SC_ARMOR_ELEMENT_WATER);
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export_constant(SC_NOCHAT);
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export_constant(SC_BABY);
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export_constant(SC_AURABLADE);
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@@ -1439,6 +1439,9 @@
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export_constant(SC_GEFFEN_MAGIC2);
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export_constant(SC_GEFFEN_MAGIC3);
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export_constant(SC_MAXPAIN);
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export_constant(SC_ARMOR_ELEMENT_EARTH);
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export_constant(SC_ARMOR_ELEMENT_FIRE);
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export_constant(SC_ARMOR_ELEMENT_WIND);
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#ifdef RENEWAL
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export_constant(SC_EXTREMITYFIST2);
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#endif
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@@ -7891,7 +7891,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
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case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
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case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
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case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT: case SC_REUSE_REFRESH:
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case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
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case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
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case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
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case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
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@@ -7899,6 +7899,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
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case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
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case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
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case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
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// Clans
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case SC_CLAN_INFO:
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case SC_SWORDCLAN:
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@@ -1061,6 +1061,10 @@ void initChangeTables(void)
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StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE;
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StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE;
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StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND;
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StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = SI_RESIST_PROPERTY_WATER;
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StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = SI_RESIST_PROPERTY_EARTH;
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StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = SI_RESIST_PROPERTY_FIRE;
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StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = SI_RESIST_PROPERTY_WIND;
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// Costumes
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StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
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@@ -1154,7 +1158,10 @@ 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_ALL;
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StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
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StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
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StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
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StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= 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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@@ -4051,11 +4058,29 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
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sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
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sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
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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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if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
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sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
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sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
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sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
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sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
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}
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if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
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sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
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sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
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sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
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sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
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}
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if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
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sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
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sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
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sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
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sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
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}
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if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
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sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
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sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
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sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
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sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->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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@@ -9070,7 +9095,10 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_ATKPOTION:
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case SC_MATKPOTION:
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case SC_ENCHANTARMS:
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case SC_ARMOR_ELEMENT:
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case SC_ARMOR_ELEMENT_WATER:
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case SC_ARMOR_ELEMENT_EARTH:
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case SC_ARMOR_ELEMENT_FIRE:
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case SC_ARMOR_ELEMENT_WIND:
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case SC_ARMOR_RESIST:
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case SC_ATTHASTE_CASH:
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break;
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@@ -9953,7 +9981,10 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_KAIZEL:
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val2 = 10*val1; // % of life to be revived with
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break;
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// case SC_ARMOR_ELEMENT:
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// case SC_ARMOR_ELEMENT_WATER:
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// case SC_ARMOR_ELEMENT_EARTH:
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// case SC_ARMOR_ELEMENT_FIRE:
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// case SC_ARMOR_ELEMENT_WIND:
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// case SC_ARMOR_RESIST:
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// Mod your resistance against elements:
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// val1 = water | val2 = earth | val3 = fire | val4 = wind
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@@ -141,7 +141,7 @@ typedef enum sc_type {
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SC_VIOLENTGALE,
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SC_WATK_ELEMENT,
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SC_ARMOR,
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SC_ARMOR_ELEMENT,
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SC_ARMOR_ELEMENT_WATER,
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SC_NOCHAT,
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SC_BABY,
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SC_AURABLADE,
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@@ -794,6 +794,9 @@ typedef enum sc_type {
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SC_GEFFEN_MAGIC3,
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SC_MAXPAIN,
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SC_ARMOR_ELEMENT_EARTH,
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SC_ARMOR_ELEMENT_FIRE,
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SC_ARMOR_ELEMENT_WIND,
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#ifdef RENEWAL
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SC_EXTREMITYFIST2, //! NOTE: This SC should be right before SC_MAX, so it doesn't disturb if RENEWAL is disabled
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