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@@ -114,6 +114,15 @@ public final class Elementals
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9568
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};
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+ public final static int[] ROUGHORES = {
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+ 10521,
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+ 10522,
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+ 10524,
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+ 10523,
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+ 10526,
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+ 10525
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+ };
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+
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private byte _element = NONE;
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private int _value = 0;
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@@ -136,7 +145,7 @@ public final class Elementals
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public void setValue(int val)
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{
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_value = val;
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- _boni.setValue(val);
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+ _boni.setValue(val);
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}
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public static String getElementName(byte element)
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@@ -195,103 +204,103 @@ public final class Elementals
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_boni = new ElementalStatBoni(_element, _value);
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}
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- public class ElementalStatBoni
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- {
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- private byte _elementalType;
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- private int _elementalValue;
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- private boolean _active;
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+ public class ElementalStatBoni
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+ {
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+ private byte _elementalType;
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+ private int _elementalValue;
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+ private boolean _active;
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- public ElementalStatBoni(byte type, int value)
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- {
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- _elementalType = type;
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- _elementalValue = value;
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- _active = false;
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- }
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+ public ElementalStatBoni(byte type, int value)
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+ {
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+ _elementalType = type;
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+ _elementalValue = value;
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+ _active = false;
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+ }
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- public void applyBonus(L2PcInstance player, boolean isArmor)
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- {
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- // make sure the bonuses are not applied twice..
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- if (_active)
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- return;
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+ public void applyBonus(L2PcInstance player, boolean isArmor)
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+ {
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+ // make sure the bonuses are not applied twice..
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+ if (_active)
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+ return;
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- switch (_elementalType)
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- {
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- case FIRE:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.FIRE_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.FIRE_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- case WATER:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.WATER_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.WATER_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- case WIND:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.WIND_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.WIND_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- case EARTH:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.EARTH_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.EARTH_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- case DARK:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.DARK_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.DARK_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- case HOLY:
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- if (isArmor)
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- player.addStatFunc(new FuncAdd(Stats.HOLY_RES, 0x40, this, new LambdaConst(_elementalValue)));
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- else
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- player.addStatFunc(new FuncAdd(Stats.HOLY_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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- break;
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- }
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+ switch (_elementalType)
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+ {
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+ case FIRE:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.FIRE_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.FIRE_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ case WATER:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.WATER_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.WATER_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ case WIND:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.WIND_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.WIND_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ case EARTH:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.EARTH_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.EARTH_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ case DARK:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.DARK_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.DARK_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ case HOLY:
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+ if (isArmor)
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+ player.addStatFunc(new FuncAdd(Stats.HOLY_RES, 0x40, this, new LambdaConst(_elementalValue)));
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+ else
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+ player.addStatFunc(new FuncAdd(Stats.HOLY_POWER, 0x40, this, new LambdaConst(_elementalValue)));
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+ break;
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+ }
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- _active = true;
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- }
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+ _active = true;
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+ }
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- public void removeBonus(L2PcInstance player)
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- {
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- // make sure the bonuses are not removed twice
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- if (!_active)
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- return;
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+ public void removeBonus(L2PcInstance player)
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+ {
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+ // make sure the bonuses are not removed twice
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+ if (!_active)
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+ return;
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- ((L2Character) player).removeStatsOwner(this);
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+ ((L2Character) player).removeStatsOwner(this);
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- _active = false;
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- }
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+ _active = false;
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+ }
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- public void setValue(int val)
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- {
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- _elementalValue = val;
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- }
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+ public void setValue(int val)
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+ {
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+ _elementalValue = val;
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+ }
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- public void setElement(byte type)
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- {
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- _elementalType = type;
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- }
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- }
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+ public void setElement(byte type)
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+ {
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+ _elementalType = type;
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+ }
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+ }
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- public void applyBonus(L2PcInstance player, boolean isArmor)
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- {
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- _boni.applyBonus(player, isArmor);
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- }
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+ public void applyBonus(L2PcInstance player, boolean isArmor)
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+ {
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+ _boni.applyBonus(player, isArmor);
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+ }
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- public void removeBonus(L2PcInstance player)
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- {
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- _boni.removeBonus(player);
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- }
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+ public void removeBonus(L2PcInstance player)
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+ {
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+ _boni.removeBonus(player);
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+ }
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- public void updateBonus(L2PcInstance player, boolean isArmor)
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- {
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- _boni.removeBonus(player);
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- _boni.applyBonus(player, isArmor);
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- }
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-}
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+ public void updateBonus(L2PcInstance player, boolean isArmor)
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+ {
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+ _boni.removeBonus(player);
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+ _boni.applyBonus(player, isArmor);
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+ }
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+}
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