diff --git a/src/map/status.cpp b/src/map/status.cpp index 8e82c7c9dc..3c3361d21b 100644 --- a/src/map/status.cpp +++ b/src/map/status.cpp @@ -4644,20 +4644,20 @@ int status_calc_pc_sub(map_session_data* sd, uint8 opt) sd->indexed_bonus.subele[ELE_HOLY] += sc->getSCE(SC_PROVIDENCE)->val2; sd->indexed_bonus.subrace[RC_DEMON] += sc->getSCE(SC_PROVIDENCE)->val2; } - if (sc->getSCE(SC_GEFFEN_MAGIC1)) { - sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; - sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; - sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; - sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; - } - if (sc->getSCE(SC_GEFFEN_MAGIC2)) { - sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1; - sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1; - } - if(sc->getSCE(SC_GEFFEN_MAGIC3)) { - sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1; - sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1; - } + if (sc->getSCE(SC_GEFFEN_MAGIC1)) { + sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; + sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; + sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; + sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC1)->val1; + } + if (sc->getSCE(SC_GEFFEN_MAGIC2)) { + sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1; + sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC2)->val1; + } + if(sc->getSCE(SC_GEFFEN_MAGIC3)) { + sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1; + sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->getSCE(SC_GEFFEN_MAGIC3)->val1; + } if(sc->getSCE(SC_ARMOR_ELEMENT_WATER)) { // This status change should grant card-type elemental resist. sd->indexed_bonus.subele[ELE_WATER] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val1; sd->indexed_bonus.subele[ELE_EARTH] += sc->getSCE(SC_ARMOR_ELEMENT_WATER)->val2;