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Diffstat (limited to 'src/map/pc.c')
-rw-r--r--src/map/pc.c246
1 files changed, 133 insertions, 113 deletions
diff --git a/src/map/pc.c b/src/map/pc.c
index f332feea8..609a4ec56 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -765,9 +765,9 @@ int pc_equippoint(struct map_session_data *sd,int n)
return 0; //Not equippable by players.
ep = sd->inventory_data[n]->equip;
- if (sd->inventory_data[n]->look == W_DAGGER
- || sd->inventory_data[n]->look == W_1HSWORD
- || sd->inventory_data[n]->look == W_1HAXE
+ if (sd->inventory_data[n]->subtype == W_DAGGER
+ || sd->inventory_data[n]->subtype == W_1HSWORD
+ || sd->inventory_data[n]->subtype == W_1HAXE
) {
if (pc->checkskill(sd,AS_LEFT) > 0
|| (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN
@@ -794,9 +794,9 @@ int pc_item_equippoint(struct map_session_data *sd, struct item_data* id)
return 0; //Not equippable by players.
ep = id->equip;
- if (id->look == W_DAGGER ||
- id->look == W_1HSWORD ||
- id->look == W_1HAXE) {
+ if (id->subtype == W_DAGGER ||
+ id->subtype == W_1HSWORD ||
+ id->subtype == W_1HAXE) {
if (pc->checkskill(sd, AS_LEFT) > 0 ||
(sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN ||
(sd->job & MAPID_UPPERMASK) == MAPID_KAGEROUOBORO) {
@@ -829,40 +829,40 @@ int pc_calcweapontype(struct map_session_data *sd)
// single-hand
if(sd->weapontype2 == W_FIST) {
- sd->status.weapon = sd->weapontype1;
+ sd->weapontype = sd->weapontype1;
return 1;
}
if(sd->weapontype1 == W_FIST) {
- sd->status.weapon = sd->weapontype2;
+ sd->weapontype = sd->weapontype2;
return 1;
}
// dual-wield
- sd->status.weapon = 0;
+ sd->weapontype = W_FIST;
switch (sd->weapontype1){
case W_DAGGER:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DD; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_DS; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_DA; break;
}
break;
case W_1HSWORD:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DS; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_SS; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_SA; break;
}
break;
case W_1HAXE:
switch (sd->weapontype2) {
- case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
- case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
- case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
+ case W_DAGGER: sd->weapontype = W_DOUBLE_DA; break;
+ case W_1HSWORD: sd->weapontype = W_DOUBLE_SA; break;
+ case W_1HAXE: sd->weapontype = W_DOUBLE_AA; break;
}
}
// unknown, default to right hand type
- if (!sd->status.weapon)
- sd->status.weapon = sd->weapontype1;
+ if (sd->weapontype == W_FIST)
+ sd->weapontype = sd->weapontype1;
return 2;
}
@@ -884,20 +884,30 @@ int pc_setequipindex(struct map_session_data *sd)
if(sd->status.inventory[i].equip & pc->equip_pos[j])
sd->equip_index[j] = i;
- if(sd->status.inventory[i].equip & EQP_HAND_R)
- {
- if(sd->inventory_data[i])
- sd->weapontype1 = sd->inventory_data[i]->look;
- else
- sd->weapontype1 = 0;
+ if (sd->status.inventory[i].equip & EQP_HAND_R) {
+ if (sd->inventory_data[i]) {
+ sd->weapontype1 = sd->inventory_data[i]->subtype;
+ sd->status.look.weapon = sd->inventory_data[i]->view_sprite;
+ } else {
+ sd->weapontype1 = W_FIST;
+ sd->status.look.weapon = 0;
+ }
}
- if( sd->status.inventory[i].equip & EQP_HAND_L )
- {
- if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
- sd->weapontype2 = sd->inventory_data[i]->look;
- else
- sd->weapontype2 = 0;
+ if (sd->status.inventory[i].equip & EQP_HAND_L) {
+ if (sd->inventory_data[i] != NULL) {
+ if (sd->inventory_data[i]->type == IT_WEAPON)
+ sd->weapontype2 = sd->inventory_data[i]->subtype;
+ else
+ sd->weapontype2 = W_FIST;
+ if (sd->inventory_data[i]->type == IT_ARMOR)
+ sd->has_shield = true;
+ else
+ sd->has_shield = false;
+ } else {
+ sd->weapontype2 = W_FIST;
+ sd->has_shield = false;
+ }
}
}
}
@@ -1088,13 +1098,13 @@ int pc_isequip(struct map_session_data *sd,int n)
return 1; //Can equip all helms
if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
- switch(item->look) { //In weapons, the look determines type of weapon.
- case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
- case W_1HSWORD: //All 1H swords
- case W_1HAXE: //All 1H Axes
- case W_MACE: //All 1H Maces
- case W_STAFF: //All 1H Staves
- return 1;
+ switch (item->subtype) { //In weapons, the look determines type of weapon.
+ case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
+ case W_1HSWORD: //All 1H swords
+ case W_1HAXE: //All 1H Axes
+ case W_MACE: //All 1H Maces
+ case W_STAFF: //All 1H Staves
+ return 1;
}
}
}
@@ -2488,7 +2498,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) {
}
switch (sd->state.lr_flag) {
case 2:
- switch (sd->status.weapon) {
+ switch (sd->weapontype) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
@@ -2555,7 +2565,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) {
case SP_ATTACKRANGE:
switch (sd->state.lr_flag) {
case 2:
- switch (sd->status.weapon) {
+ switch (sd->weapontype) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
@@ -5022,7 +5032,7 @@ int pc_isUseitem(struct map_session_data *sd,int n)
break;
}
// Upper third classes
- if ((item->class_upper & ITEMUPPER_THURDUPPER) != 0) {
+ if ((item->class_upper & ITEMUPPER_THIRDUPPER) != 0) {
if ((sd->job & JOBL_THIRD) != 0 && (sd->job & JOBL_UPPER) != 0)
break;
}
@@ -5942,11 +5952,11 @@ int pc_checkallowskill(struct map_session_data *sd)
status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
}
- if(sd->sc.data[SC_STRUP] && sd->status.weapon)
+ if(sd->sc.data[SC_STRUP] && sd->weapontype != W_FIST)
// Spurt requires bare hands (feet, in fact xD)
status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER);
- if(sd->status.shield <= 0) { // Skills requiring a shield
+ if (!sd->has_shield) { // Skills requiring a shield
for (i = 0; i < ARRAYLENGTH(scs_list); i++)
if(sd->sc.data[scs_list[i]])
status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
@@ -8825,10 +8835,10 @@ int pc_equiplookall(struct map_session_data *sd)
clif->changelook(&sd->bl,LOOK_WEAPON,0);
clif->changelook(&sd->bl,LOOK_SHOES,0);
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
- clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe);
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
return 0;
}
@@ -8844,7 +8854,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
case LOOK_BASE:
status->set_viewdata(&sd->bl, val);
clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
if (sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
if (sd->vd.body_style)
@@ -8863,16 +8873,16 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
}
break;
case LOOK_WEAPON:
- sd->status.weapon=val;
+ sd->status.look.weapon = val;
break;
case LOOK_HEAD_BOTTOM:
- sd->status.head_bottom=val;
+ sd->status.look.head_bottom = val;
break;
case LOOK_HEAD_TOP:
- sd->status.head_top=val;
+ sd->status.look.head_top = val;
break;
case LOOK_HEAD_MID:
- sd->status.head_mid=val;
+ sd->status.look.head_mid = val;
break;
case LOOK_HAIR_COLOR: //Use the battle_config limits! [Skotlex]
val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
@@ -8890,12 +8900,12 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
sd->status.clothes_color=val;
break;
case LOOK_SHIELD:
- sd->status.shield=val;
+ sd->status.look.shield = val;
break;
case LOOK_SHOES:
break;
case LOOK_ROBE:
- sd->status.robe = val;
+ sd->status.look.robe = val;
break;
case LOOK_BODY2:
val = cap_value(val, MIN_BODY_STYLE, MAX_BODY_STYLE);
@@ -9757,83 +9767,91 @@ void pc_equipitem_pos(struct map_session_data *sd, struct item_data *id, int n,
nullpo_retv(sd);
if ((!map_no_view(sd->bl.m,EQP_SHADOW_WEAPON) && pos & EQP_SHADOW_WEAPON) ||
(pos & EQP_HAND_R)) {
- if(id)
- sd->weapontype1 = id->look;
- else
- sd->weapontype1 = 0;
+ if (id != NULL) {
+ sd->weapontype1 = id->subtype;
+ sd->status.look.weapon = id->view_sprite;
+ } else {
+ sd->weapontype1 = W_FIST;
+ sd->status.look.weapon = 0;
+ }
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
}
if ((!map_no_view(sd->bl.m,EQP_SHADOW_SHIELD) && pos & EQP_SHADOW_SHIELD) ||
(pos & EQP_HAND_L)) {
- if (id) {
- if(id->type == IT_WEAPON) {
- sd->status.shield = 0;
- sd->weapontype2 = id->look;
- } else if(id->type == IT_ARMOR) {
- sd->status.shield = id->look;
- sd->weapontype2 = 0;
+ if (id != NULL) {
+ if (id->type == IT_WEAPON) {
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = id->subtype;
+ } else if (id->type == IT_ARMOR) {
+ sd->has_shield = true;
+ sd->status.look.shield = id->view_sprite;
+ sd->weapontype2 = W_FIST;
}
- } else
- sd->status.shield = sd->weapontype2 = 0;
+ } else {
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = W_FIST;
+ }
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield);
}
//Added check to prevent sending the same look on multiple slots ->
//causes client to redraw item on top of itself. (suggested by Lupus)
if (!map_no_view(sd->bl.m,EQP_HEAD_LOW) && pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
- sd->status.head_bottom = id->look;
+ sd->status.look.head_bottom = id->view_sprite;
else
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_TOP) && pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
if (id)
- sd->status.head_top = id->look;
+ sd->status.look.head_top = id->view_sprite;
else
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (!map_no_view(sd->bl.m,EQP_HEAD_MID) && pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
if (id && !(pos&EQP_HEAD_TOP))
- sd->status.head_mid = id->look;
+ sd->status.look.head_mid = id->view_sprite;
else
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_TOP) && pos & EQP_COSTUME_HEAD_TOP) {
if (id){
- sd->status.head_top = id->look;
+ sd->status.look.head_top = id->view_sprite;
} else
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_MID) && pos & EQP_COSTUME_HEAD_MID) {
if(id && !(pos&EQP_HEAD_TOP)){
- sd->status.head_mid = id->look;
+ sd->status.look.head_mid = id->view_sprite;
} else
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_HEAD_LOW) && pos & EQP_COSTUME_HEAD_LOW) {
if (id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
- sd->status.head_bottom = id->look;
+ sd->status.look.head_bottom = id->view_sprite;
} else
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (!map_no_view(sd->bl.m,EQP_SHOES) && pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (!map_no_view(sd->bl.m,EQP_GARMENT) && pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
- sd->status.robe = id ? id->look : 0;
- clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
+ sd->status.look.robe = id ? id->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
if (!map_no_view(sd->bl.m,EQP_COSTUME_GARMENT) && pos & EQP_COSTUME_GARMENT) {
- sd->status.robe = id ? id->look : 0;
- clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
+ sd->status.look.robe = id ? id->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
}
@@ -9987,57 +10005,59 @@ void pc_unequipitem_pos(struct map_session_data *sd, int n, int pos)
{
nullpo_retv(sd);
if (pos & EQP_HAND_R) {
- sd->weapontype1 = 0;
- sd->status.weapon = sd->weapontype2;
+ sd->weapontype1 = W_FIST;
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
+ sd->status.look.weapon = 0;
+ clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon);
if (!battle_config.dancing_weaponswitch_fix)
status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
}
if (pos & EQP_HAND_L) {
- sd->status.shield = sd->weapontype2 = 0;
+ sd->has_shield = false;
+ sd->status.look.shield = 0;
+ sd->weapontype2 = W_FIST;
pc->calcweapontype(sd);
- clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
+ clif->changelook(&sd->bl, LOOK_SHIELD, sd->status.look.shield);
}
if (pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
- sd->status.head_bottom = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
- sd->status.head_top = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
- sd->status.head_mid = 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (pos & EQP_COSTUME_HEAD_TOP) {
- sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
+ sd->status.look.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top);
}
if (pos & EQP_COSTUME_HEAD_MID) {
- sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
+ sd->status.look.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid);
}
if (pos & EQP_COSTUME_HEAD_LOW) {
- sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0;
- clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
+ sd->status.look.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom);
}
if (pos & EQP_SHOES)
clif->changelook(&sd->bl,LOOK_SHOES,0);
if (pos & EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1) {
- sd->status.robe = 0;
+ sd->status.look.robe = 0;
clif->changelook(&sd->bl, LOOK_ROBE, 0);
}
if (pos & EQP_COSTUME_GARMENT) {
- sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0;
- clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
+ sd->status.look.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->view_sprite : 0;
+ clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe);
}
}
@@ -10091,7 +10111,7 @@ int pc_unequipitem(struct map_session_data *sd,int n,int flag)
clif->unequipitemack(sd, n, pos, UIA_SUCCESS);
if ((pos & EQP_ARMS) &&
- sd->weapontype1 == 0 && sd->weapontype2 == 0 && (sd->sc.data[SC_TK_SEVENWIND] == 0 || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
+ sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST && (sd->sc.data[SC_TK_SEVENWIND] == NULL || sd->sc.data[SC_ASPERSIO] != NULL)) //Check for seven wind (but not level seven!)
skill->enchant_elemental_end(&sd->bl, -1);
if (pos & EQP_ARMOR) {