Index: sql/item_latents.sql =================================================================== --- sql/item_latents.sql (revision 4196) +++ sql/item_latents.sql (working copy) @@ -560,29 +560,4 @@ INSERT INTO `item_latents` VALUES(18346, 59, 9, 48, 0); INSERT INTO `item_latents` VALUES(15067, 1, 21, 48, 0); INSERT INTO `item_latents` VALUES(15068, 1, 6, 48, 0); -INSERT INTO `item_latents` VALUES(15069, 385, 200, 48, 0); --- Enhancing Sword -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 94); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 95); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 96); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 97); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 98); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 99); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 277); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 278); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 279); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 280); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 281); -INSERT INTO `item_latents` VALUES(16605, 23, 16, 13, 282); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 94); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 95); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 96); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 97); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 98); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 99); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 277); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 278); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 279); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 280); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 281); -INSERT INTO `item_latents` VALUES(16605, 25, 8, 13, 282) \ No newline at end of file +INSERT INTO `item_latents` VALUES(15069, 385, 200, 48, 0); \ No newline at end of file Index: src/map/utils/battleutils.cpp =================================================================== --- src/map/utils/battleutils.cpp (revision 4196) +++ src/map/utils/battleutils.cpp (working copy) @@ -443,12 +443,13 @@ //matching day 10% bonus, matching weather 10% or 25% for double weather float dBonus = 1.0; - if(CVanaTime::getInstance()->getWeekday() == element) - dBonus += 0.1; + uint8 WeekDay = (uint8)CVanaTime::getInstance()->getWeekday(); WEATHER weather = GetWeather(PAttacker, false); switch(element){ case FIRE: + if(WeekDay == FIRESDAY) + dBonus += 0.1; if(weather == WEATHER_HOT_SPELL) dBonus += 0.1; else if(weather == WEATHER_HEAT_WAVE) @@ -456,6 +457,8 @@ break; case EARTH: + if(WeekDay == EARTHSDAY) + dBonus += 0.1; if(weather == WEATHER_DUST_STORM) dBonus += 0.1; else if(weather == WEATHER_SAND_STORM) @@ -463,6 +466,8 @@ break; case WATER: + if(WeekDay == WATERSDAY) + dBonus += 0.1; if(weather == WEATHER_RAIN) dBonus += 0.1; else if(weather == WEATHER_SQUALL) @@ -470,6 +475,8 @@ break; case WIND: + if(WeekDay == WINDSDAY) + dBonus += 0.1; if(weather == WEATHER_WIND) dBonus += 0.1; else if(weather == WEATHER_GALES) @@ -477,6 +484,8 @@ break; case ICE: + if(WeekDay == ICEDAY) + dBonus += 0.1; if(weather == WEATHER_SNOW) dBonus += 0.1; else if(weather == WEATHER_BLIZZARDS) @@ -484,6 +493,8 @@ break; case THUNDER: + if(WeekDay == LIGHTNINGDAY) + dBonus += 0.1; if(weather == WEATHER_THUNDER) dBonus += 0.1; else if(weather == WEATHER_THUNDERSTORMS) @@ -491,6 +502,8 @@ break; case LIGHT: + if(WeekDay == LIGHTSDAY) + dBonus += 0.1; if(weather == WEATHER_AURORAS) dBonus += 0.1; else if(weather == WEATHER_STELLAR_GLARE) @@ -498,6 +511,8 @@ break; case DARK: + if(WeekDay == DARKSDAY) + dBonus += 0.1; if(weather == WEATHER_GLOOM) dBonus += 0.1; else if(weather == WEATHER_DARKNESS)