Adjust the Hell Inferno dark element check (#5316)
* Adjusts the dark element attack check for Hell Inferno to be a bit more accurate. Thanks to @attackjom and @Lemongrass3110!
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@ -6123,7 +6123,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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s_ele = ELE_HOLY;
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break;
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case WL_HELLINFERNO:
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if (mflag == ELE_DARK) {
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if (mflag & 2) { // ELE_DARK
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s_ele = ELE_DARK;
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ad.div_ = 3;
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}
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@ -6494,7 +6494,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
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break;
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case WL_HELLINFERNO:
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skillratio += -100 + 400 * skill_lv;
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if (mflag == ELE_DARK)
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if (mflag & 2) // ELE_DARK
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skillratio += 200;
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RE_LVL_DMOD(100);
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break;
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@ -5845,7 +5845,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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case WL_HELLINFERNO:
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if (flag & 1) {
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skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
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skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | ELE_DARK);
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skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
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} else {
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clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
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map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
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