Index: src/map/status.c
===================================================================
--- src/map/status.c (revision 19)
+++ src/map/status.c (revision 22)
@@ -408,35 +408,4 @@
 	set_sc( GD_BATTLEORDER       , SC_BATTLEORDERS    , SI_BLANK           , SCB_STR|SCB_INT|SCB_DEX );
 	set_sc( GD_REGENERATION      , SC_REGENERATION    , SI_BLANK           , SCB_REGEN );
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)	
-	// Custom Jobs Skills [Brain]
-	add_sc( AD_PWBLIND           , SC_BLIND);
-	add_sc( AD_PWFEAR            , SC_FEAR);
-	set_sc( AD_LUST              , SC_LUST            , SI_JOINTBEAT       , SCB_ASPD|SCB_BATK|SCB_WATK|SCB_REGEN);
- 
-	set_sc( NC_DECREPIFY         , SC_DECREPIFY       , SI_BLEEDING        , SCB_SPEED|SCB_BATK|SCB_WATK|SCB_DEF2|SCB_MDEF2);
-	set_sc( NC_DARKMOON          , SC_DARKMOON        , SI_MOON_COMFORT    , SCB_FLEE|SCB_HIT);
-	add_sc( NC_DARKMOON          , SC_BLIND);
-	set_sc( NC_REQUIEM           , SC_REQUIEM         , SI_KAIZEL          , SCB_BATK|SCB_WATK);
-	add_sc( NC_GHOULTOUCH        , SC_POISON);
-	set_sc( NC_PWSUFFER          , SC_SUFFER          , SI_BLANK           , SCB_DEF|SCB_DEF2);
-	set_sc( NC_DEATHPACT         , SC_DEATHPACT       , SI_BIOMOBTRICKDEAD , SCB_DEF_ELE|SCB_REGEN);
-	
-	set_sc( WL_SEARING           , SC_SEARING         , SI_BLANK           , SCB_NONE);
-	set_sc( WL_IMMOLATE          , SC_IMMOLATE        , SI_BLANK           , SCB_NONE);
-	add_sc( WL_SHADOWBURN        , SC_STUN);
-	set_sc( WL_PWAGONY           , SC_AGONY           , SI_BLANK           , SCB_MDEF|SCB_MDEF2);
-	set_sc( WL_CURSETONGUES      , SC_CURSETONGUES    , SI_SLOWCAST        , SCB_NONE);
-	set_sc( WL_CURSEDOOM         , SC_DOOM            , SI_BLANK           , SCB_NONE);
-	set_sc( WL_CURSEWEAKNESS     , SC_CURSEWEAKNESS   , SI_STRIPWEAPON     , SCB_BATK|SCB_WATK);
-	set_sc( WL_CURSEEXHAUST      , SC_CURSEEXHAUST    , SI_CRITICALWOUND   , SCB_DEF|SCB_MDEF);
-	add_sc( WL_HOWLOFTERROR      , SC_FEAR);
-	set_sc( WL_HOWLOFPAIN        , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
-	set_sc( WL_OVERWHELMING      , SC_OVERWHELMING    , SI_ENERGYCOAT      , SCB_DEF|SCB_MDEF|SCB_MATK|SCB_REGEN|SCB_DEF_ELE);
-	
-	set_sc( ALL_ATFIELD          , SC_ATFIELD         , SI_UTSUSEMI        ,SCB_NONE);
-	//Custom Job End
->>>>>>> .r18
 
 	// Custom Jobs Skills [Brain]
@@ -1404,13 +1373,6 @@
 		flag|=16;
 
-<<<<<<< .mine
 	if (md->master_id && md->special_state.ai)
 	flag|=32; //Adept/Necro/Warlock Summon Stats Bonus [Brainstorm]
-=======
-	//Custom Jobs (blackmagic)		
-	if (md->master_id && md->special_state.ai)
-		flag|=32; //Adept/Necro/Warlock Summon Stats Bonus [Brainstorm]
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -1531,5 +1493,4 @@
 		status->aspd_rate -= 100*md->guardian_data->guardup_lv;
 	}
-<<<<<<< .mine
 	//Summon Bonus from Skills [Brainstorm]
 	if(flag&32)
@@ -1591,69 +1552,4 @@
 		status->mdef2 += (undead_mastery*3) + (skill_mastery);
 		}
-=======
-
-	//Custom Jobs (blackmagic)
-	//Summon Bonus from Skills [Brainstorm]
-	if(flag&32)
-	{
-		mbl = map_id2bl(md->master_id);
-		if(mbl)
-		{
-			struct unit_data *ud = unit_bl2ud(mbl);
-			//Remove special AI when this is used by regular mobs.
-			if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
-				md->special_state.ai = 0;
-			
-			int master_lv = status_get_lv(mbl);
-			int skill_mastery = pc_checkskill((TBL_PC*)mbl,AD_SUMMONS);
-			int undead_mastery = pc_checkskill((TBL_PC*)mbl,NC_UNDEAD);
-	
-			if (ud->skillid == AD_FAMILIAR)
-			{
-				status->max_hp += (skill_mastery*10) + (master_lv*10);
-				status->str += (master_lv) + (skill_mastery);
-				status->dex += (master_lv) + (skill_mastery);
-				status->agi += (master_lv) + (skill_mastery);
-				status->int_ += (master_lv) + (skill_mastery);
-				status->vit += (master_lv) + (skill_mastery);
-				status->luk += (master_lv) + (skill_mastery);
-				status->rhw.atk += (skill_mastery*3)
-					+ (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10));
-				status->rhw.atk2 += (skill_mastery*3)
-					+ (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10));
-				status->speed -= skill_mastery;
-				status->def += (master_lv)/10 + (skill_mastery);
-				status->mdef += (master_lv)/10 + (skill_mastery);
-				//These are not automatically recalculated
-				status->hit += (master_lv*2) + (skill_mastery);
-				status->flee += (master_lv*2) + (skill_mastery);
-				status->def2 += (master_lv) + (skill_mastery);
-				status->mdef2 += (master_lv) + (skill_mastery);
-			}	
-			else if(status->race==RC_UNDEAD)
-			{
-				status->max_hp += (undead_mastery*10) + (master_lv*2);
-				status->str += (undead_mastery*3) + (skill_mastery);
-				status->dex += (undead_mastery*3) + (skill_mastery);
-				status->agi += (undead_mastery*3) + (skill_mastery);
-				status->int_ += (undead_mastery*3) + (skill_mastery);
-				status->vit += (undead_mastery*3) + (skill_mastery);
-				status->luk += (undead_mastery*3) + (skill_mastery);
-				status->rhw.atk += (undead_mastery*3) + (skill_mastery*3)
-					+ (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10));
-				status->rhw.atk2 += (undead_mastery*3) + (skill_mastery*3)
-					+ (status->str+((status->str/10)*(status->str/10))+(status->dex/5)+(status->luk/10));
-				status->speed -= undead_mastery;
-				status->def += undead_mastery;
-				status->mdef += undead_mastery;
-				//These are not automatically recalculated
-				status->hit += (undead_mastery*3) + (skill_mastery);
-				status->flee += (undead_mastery*3) + (skill_mastery);
-				status->def2 += (undead_mastery*3) + (skill_mastery);
-				status->mdef2 += (undead_mastery*3) + (skill_mastery);
-			}
-		}
-		else ShowError("status_calc_mob: Monster summoned without a master at %s\n", map[md->bl.m].name);
->>>>>>> .r18
 	}
 	else ShowError("status_calc_mob: Monster summoned without a master at %s\n", map[md->bl.m].name);
@@ -1908,13 +1804,6 @@
 	status->aspd_rate = 1000;
 	status->ele_lv = 1;
-<<<<<<< .mine
 	status->race = RC_DEMIHUMAN;// This define players default race to DEMIHUMAN [Brain]
 	if(pc_checkskill(sd,NC_PHYLACTERY)>0) status->def_ele = ELE_UNDEAD; //Phylactery turns you UNDEAD 1 instead of NEUTRAL
-=======
-	//Custom Jobs (blackmagic)
-	status->race = RC_DEMIHUMAN;// This define players default race to DEMIHUMAN [Brain]
-	if(pc_checkskill(sd,NC_PHYLACTERY)>0) status->def_ele = ELE_UNDEAD; //Phylactery turns you UNDEAD 1 instead of NEUTRAL
-	//Custom Job End
->>>>>>> .r18
 
 	//zero up structures...
@@ -2209,12 +2098,4 @@
 	status->str += skill/2; //+1 str per 2 skill points
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	
-	if((skill=pc_checkskill(sd,WL_DEMONOLOGY))>0) //Warlock Demonology [Brain]
-		status->str += skill/2; //+1 str per 2 skill points
-	//Custom Job End
->>>>>>> .r18
 
 	// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
@@ -2257,11 +2138,4 @@
 	status->max_hp += status->max_hp * (skill*3)/100;
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	if((skill=pc_checkskill(sd,AD_PROFANE))>0) // Adept Profane Soul [Brain]
-		status->max_hp += status->max_hp * (skill*3)/100;
-	//Custom Job End
->>>>>>> .r18
 
 	// Apply relative modifiers from equipment
@@ -2296,11 +2170,4 @@
 	status->max_sp += sd->status.max_sp * (skill*3)/100;
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	if((skill=pc_checkskill(sd,AD_PROFANE))>0) // Adept Profane Soul [Brain]
-		status->max_sp += sd->status.max_sp * (skill*3)/100;
-	//Custom Job End
->>>>>>> .r18
 
 	// Apply relative modifiers from equipment
@@ -2399,12 +2266,4 @@
 	status->hit += skill*2;
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	if((skill=pc_checkskill(sd,AD_FERVOR))>0) // Adept Unholy Fevor [Brain]
-		status->hit += skill*2;
-	//Custom Job End
-
->>>>>>> .r18
 // ----- FLEE CALCULATION -----
 
@@ -2417,12 +2276,4 @@
 	status->flee += skill*2;
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	if((skill=pc_checkskill(sd,AD_FERVOR))>0) // Adept Unholy Fevor [Brain]
-		status->flee += skill*2;
-	//Custom Job End
-
->>>>>>> .r18
 // ----- EQUIPMENT-DEF CALCULATION -----
 
@@ -2434,13 +2285,5 @@
 		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
 	}
-<<<<<<< .mine
-
-=======
-	//Custom Jobs (blackmagic)
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,AD_DARKFAITH))>0) // Adept Dark Faith [Brain]
-		status->mdef += 1*skill;
-	//Custom Job End
->>>>>>> .r18
+
 	if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
 	{
@@ -2569,5 +2412,4 @@
 	}
 
-<<<<<<< .mine
 	if((skill=pc_checkskill(sd,AD_DARKFAITH))>0) // Adept Dark Faith [Brain]
 	sd->subele[ELE_DARK] += skill*5;
@@ -2577,26 +2419,8 @@
 	sd->magic_addrace[RC_DEMON]+=skill;
 	sd->subrace[RC_DEMON]+=skill;
-=======
-
-	//Custom Jobs (blackmagic)
-	if((skill=pc_checkskill(sd,AD_DARKFAITH))>0) // Adept Dark Faith [Brain]
-		sd->subele[ELE_DARK] += skill*5;
-	if((skill=pc_checkskill(sd,WL_DEMONOLOGY))>0 ){ //Warlock Demonology [Brain]
-		skill = skill*5;
-		sd->right_weapon.addrace[RC_DEMON]+=skill;
-		sd->magic_addrace[RC_DEMON]+=skill;
-		sd->subrace[RC_DEMON]+=skill;
->>>>>>> .r18
-	}
-<<<<<<< .mine
+	}
 	if((pc_checkskill(sd,NC_PHYLACTERY))>0){ // Necro Phylactery [Brain]
 	sd->subele[ELE_NEUTRAL] += 10;	//And increases neutral resistance by 10%
 	}
-=======
-	if((pc_checkskill(sd,NC_PHYLACTERY))>0){ // Necro Phylactery [Brain]
-		sd->subele[ELE_NEUTRAL] += 10;	//And increases neutral resistance by 10%
-	}
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -2626,12 +2450,4 @@
 		sd->subele[ELE_NEUTRAL] += sd->sc.data[SC_DEATHPACT]->val2;
 
-<<<<<<< .mine
-=======
-		//Custom Jobs (blackmagic)
-		if(sd->sc.data[SC_DEATHPACT]) //Necro Death Pact [Brain]
-			sd->subele[ELE_NEUTRAL] += sd->sc.data[SC_DEATHPACT]->val2;
-		//Custom Job End
-
->>>>>>> .r18
 		if(sc->data[SC_ARMOR_ELEMENT])
 		{	//This status change should grant card-type elemental resist.
@@ -2969,10 +2785,5 @@
 		|| sc->data[SC_TRICKDEAD]
 		|| sc->data[SC_BLEEDING]
-<<<<<<< .mine
 		|| sc->data[SC_LUST]	// Adept Blood Lust, stops hp regen [Brain]
-=======
-		//Custom Jobs (blackmagic)
-		|| sc->data[SC_LUST]		// Adept Blood Lust, stops hp regen [Brain]
->>>>>>> .r18
 		|| sc->data[SC_DEATHPACT]	// Necro Death Pact
 
@@ -3755,5 +3566,4 @@
 	if(sc->data[SC_MADNESSCANCEL])
 		batk += 100;
-<<<<<<< .mine
 	if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
 	batk += batk * sc->data[SC_LUST]->val2/100;
@@ -3764,16 +3574,4 @@
 		batk -= batk * 25/100;
 
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
-		batk += batk * sc->data[SC_LUST]->val2/100;
-	if(sc->data[SC_CURSEWEAKNESS]) // Warlock Curse of Weakness [Brain]
-		batk -= batk * sc->data[SC_CURSEWEAKNESS]->val2/100;
-	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
-		if(sc->data[SC_DECREPIFY]->val2>=2)
-			batk -= batk * 25/100;
-	
-	//Custom Job End
->>>>>>> .r18
 	return (unsigned short)cap_value(batk,0,USHRT_MAX);
 }
@@ -3818,5 +3616,4 @@
 	if(sc->data[SC_STRIPWEAPON])
 		watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
-<<<<<<< .mine
 	if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
 	watk += watk * sc->data[SC_LUST]->val2/100;
@@ -3832,21 +3629,4 @@
 	if(sc->data[SC_DECREPIFY]->val2>=2)
 		watk -= watk * 25/100;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
-		watk += watk * sc->data[SC_LUST]->val2/100;
-	if(sc->data[SC_REQUIEM]){	//Necro Requiem [Brain]
-		if(sc->data[SC_REQUIEM]->val2)
-			watk += sc->data[SC_REQUIEM]->val2*10;
-		if(sc->data[SC_REQUIEM]->val3)
-			watk -= sc->data[SC_REQUIEM]->val3*10;
-	}
-	if(sc->data[SC_CURSEWEAKNESS]) // Warlock Curse of Weakness [Brain]
-		watk -= watk * sc->data[SC_CURSEWEAKNESS]->val2/100;
-	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
-		if(sc->data[SC_DECREPIFY]->val2>=2)
-			watk -= watk * 25/100;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -3869,13 +3649,6 @@
 	if(sc->data[SC_INCMATKRATE])
 		matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
-<<<<<<< .mine
 	if(sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
 	matk += matk * sc->data[SC_OVERWHELMING]->val2/100;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
-		matk += matk * sc->data[SC_OVERWHELMING]->val2/100;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -3926,5 +3699,4 @@
 	if(sc->data[SC_INCREASING])
 		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
-<<<<<<< .mine
 	if(sc->data[SC_DARKMOON]){	//Necro Dark Moon [Brain]
 	if(sc->data[SC_DARKMOON]->val2)
@@ -3932,12 +3704,4 @@
 	if(sc->data[SC_DARKMOON]->val3)
 		hit -= sc->data[SC_DARKMOON]->val3;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_DARKMOON]){	//Necro Dark Moon [Brain]
-		if(sc->data[SC_DARKMOON]->val2)
-			hit += sc->data[SC_DARKMOON]->val2;
-		if(sc->data[SC_DARKMOON]->val3)
-			hit -= sc->data[SC_DARKMOON]->val3;
->>>>>>> .r18
 	}
 
@@ -3982,5 +3746,4 @@
 	if(sc->data[SC_SPEED])
 		flee += 10 + sc->data[SC_SPEED]->val1 * 10 ;
-<<<<<<< .mine
 	if(sc->data[SC_DARKMOON]){	//Necro Dark Moon [Brain]
 	if(sc->data[SC_DARKMOON]->val2)
@@ -3988,12 +3751,4 @@
 	if(sc->data[SC_DARKMOON]->val3)
 		flee -= sc->data[SC_DARKMOON]->val3;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_DARKMOON]){	//Necro Dark Moon [Brain]
-		if(sc->data[SC_DARKMOON]->val2)
-			flee += sc->data[SC_DARKMOON]->val2;
-		if(sc->data[SC_DARKMOON]->val3)
-			flee -= sc->data[SC_DARKMOON]->val3;
->>>>>>> .r18
 	}
 
@@ -4056,5 +3811,4 @@
 	if (sc->data[SC_FLING])
 		def -= def * (sc->data[SC_FLING]->val2)/100;
-<<<<<<< .mine
 	if(sc->data[SC_SUFFER])	// Necro Power Word: Suffer [Brain]
 	def <<=1; // -25% def
@@ -4063,14 +3817,4 @@
 	if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
 	 def += sc->data[SC_OVERWHELMING]->val1;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_SUFFER])	// Necro Power Word: Suffer [Brain]
-		def <<=1; // -25% def
-	if (sc->data[SC_CURSEEXHAUST]) // Warlock Curse of Exhaustion [Brain]
-		def -= sc->data[SC_CURSEEXHAUST]->val2;
-	if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
- 		def += sc->data[SC_OVERWHELMING]->val1;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -4114,14 +3858,4 @@
 		def2 -= def2 * 25/100;
 
-<<<<<<< .mine
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_SUFFER])	// Necro Power Word: Suffer [Brain]
-		def2 -= def2 * 25/100; // -25% def
-	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
-		if(sc->data[SC_DECREPIFY]->val2>=4)
-			def2 -= def2 * 25/100;
-	//Custom Job End
->>>>>>> .r18
 
 	return (short)cap_value(def2,1,SHRT_MAX);
@@ -4151,5 +3885,4 @@
 	if(sc->data[SC_CONCENTRATION])
 		mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
-<<<<<<< .mine
 	if(sc->data[SC_AGONY])	 // Warlock Power Word: Agony [Brain]
 	mdef -= 25*mdef/100; // -25% mdef
@@ -4158,14 +3891,4 @@
 	if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
 	 mdef += sc->data[SC_OVERWHELMING]->val1;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_AGONY])	 // Warlock Power Word: Agony [Brain]
-		mdef -= 25*mdef/100; // -25% mdef
-	if (sc->data[SC_CURSEEXHAUST]) // Warlock Curse of Exhaustion [Brain]
-		mdef -= sc->data[SC_CURSEEXHAUST]->val2;
-	if (sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
- 		mdef += sc->data[SC_OVERWHELMING]->val1;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -4182,5 +3905,4 @@
 	if(sc->data[SC_MINDBREAKER])
 		mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
-<<<<<<< .mine
 	if(sc->data[SC_AGONY])	 // Warlock Power Word: Agony [Brain]
 	mdef2 -= mdef2 * 25/100; // -25% mdef
@@ -4188,13 +3910,4 @@
 	if(sc->data[SC_DECREPIFY]->val2>=5)
 		mdef2 -= mdef2 * 25/100;
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_AGONY])	 // Warlock Power Word: Agony [Brain]
-		mdef2 -= mdef2 * 25/100; // -25% mdef
-	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
-		if(sc->data[SC_DECREPIFY]->val2>=5)
-			mdef2 -= mdef2 * 25/100;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -4251,14 +3964,7 @@
 			else if(sc->data[SC_WINDWALK])
 				new_speed -= new_speed * sc->data[SC_WINDWALK]->val3/100;
-<<<<<<< .mine
 		else if(sc->data[SC_FEAR]) //Fear Status by [Brainstorm]
 		new_speed -= new_speed * 25/100;
 
-=======
-			//Custom Jobs (blackmagic)
-			else if(sc->data[SC_FEAR]) //Fear Status by [Brainstorm]
-				new_speed -= new_speed * 25/100;
-			//Custom Job End
->>>>>>> .r18
 		}
 
@@ -4304,14 +4010,7 @@
 	if(sc->data[SC_SLOWDOWN])
 		speed = speed * 100/75;
-<<<<<<< .mine
 	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
 	speed = speed * 100/75; //-25% walkspeed
 
-=======
-	//Custom Jobs (blackmagic)
-	if(sc->data[SC_DECREPIFY]) // Necromancer Decrepify [Brain]
-		speed = speed * 100/75; //-25% walkspeed
-	//Custom Job End
->>>>>>> .r18
 	
 	return (short)cap_value(speed,10,USHRT_MAX);
@@ -4384,14 +4083,7 @@
 		else if(sc->data[SC_MADNESSCANCEL])
 			aspd_rate -= 200;
-<<<<<<< .mine
 	else if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
 		aspd_rate -= sc->data[SC_LUST]->val2*10;
 
-=======
-		//Custom Jobs (blackmagic)
-		else if(sc->data[SC_LUST]) // Adept Blood Lust [Brain]
-			aspd_rate -= sc->data[SC_LUST]->val2*10;
-		//Custom Job End
->>>>>>> .r18
 	}
 
@@ -4487,5 +4179,4 @@
 	if(sc->data[SC_ELEMENTALCHANGE])
 		return sc->data[SC_ELEMENTALCHANGE]->val2;
-<<<<<<< .mine
 	if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain]
 	return ELE_UNDEAD;
@@ -4493,12 +4184,4 @@
 	return ELE_DARK;
 
-=======
-	//Custom Jobs (blackmagic)
-	if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain]
-		return ELE_UNDEAD;
-	if( sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
-		return ELE_DARK;
-	//Custom Job End
->>>>>>> .r18
 	return (unsigned char)cap_value(element,0,UCHAR_MAX);
 }
@@ -4519,17 +4202,8 @@
 	if(sc->data[SC_ELEMENTALCHANGE])
 		return sc->data[SC_ELEMENTALCHANGE]->val1;
-<<<<<<< .mine
 	if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain]
 	return 1;
 	if( sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
 	return 1;
-=======
-	//Custom Jobs (blackmagic)
-	if( sc->data[SC_DEATHPACT]) // Necro Death Pact [Brain]
-		return 1;
-	if( sc->data[SC_OVERWHELMING]) // Warlock Overwhelming Evil [Brain]
-		return 1;
-	//Custom Job End
->>>>>>> .r18
 
 
@@ -5399,17 +5073,4 @@
 
 			case SC_FOGWALL:
-<<<<<<< .mine
-=======
-			//Custom Jobs (blackmagic)
-			//New status [Brainstorm]
-			case SC_FEAR:
-			case SC_DECREPIFY:
-			case SC_DARKMOON:
-			case SC_REQUIEM:
-			case SC_CURSETONGUES:
-			case SC_CURSEWEAKNESS:
-			case SC_CURSEEXHAUST:
-			//Custom Job End
->>>>>>> .r18
 				return 0;
 		}
@@ -5427,5 +5088,4 @@
 			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
 				status_change_end(bl,SC_STONE,-1);
-<<<<<<< .mine
 		// Warlock Curses are canceled by blessing [Brain]
 		if (sc->data[SC_CURSEWEAKNESS])
@@ -5438,20 +5098,6 @@
 		status_change_end(bl,SC_DOOM,-1);//But then people would abuse on WoEs
 
-=======
-			//Custom Jobs (blackmagic)
-			// Warlock Curses are canceled by blessing [Brain]
-			if (sc->data[SC_CURSEWEAKNESS])
-				status_change_end(bl,SC_CURSEWEAKNESS,-1);
-			if (sc->data[SC_CURSETONGUES])
-				status_change_end(bl,SC_CURSETONGUES,-1);
-			if (sc->data[SC_CURSEEXHAUST])
-				status_change_end(bl,SC_CURSEEXHAUST,-1);
-			if (sc->data[SC_DOOM]) // This skill would be way funnier if we could igore this concept, no?
-				status_change_end(bl,SC_DOOM,-1);//But then people would abuse on WoEs
-			//Custom Job End
->>>>>>> .r18
-		}
-		break;
-<<<<<<< .mine
+		}
+		break;
 	case SC_CURSEWEAKNESS: // Warlock Curse of Weakness removes Impositio Manus [Brain]
 	if (sc->data[SC_IMPOSITIO])
@@ -5486,39 +5132,4 @@
 	break;
 
-=======
-		//Custom Jobs (blackmagic)
-	case SC_CURSEWEAKNESS: // Warlock Curse of Weakness removes Impositio Manus [Brain]
-		if (sc->data[SC_IMPOSITIO])
-			status_change_end(bl,SC_IMPOSITIO,-1);
-		if (sc->data[SC_BLESSING]) //The opposite is also valid, curses cancel blessing [Brain]
-			status_change_end(bl,SC_BLESSING,-1);
-		break;
-	case SC_CURSETONGUES: // Warlock Curse of Tongues removes Suffragium [Brain]
-		if (sc->data[SC_SUFFRAGIUM])
-			status_change_end(bl,SC_SUFFRAGIUM,-1);
-		if (sc->data[SC_BLESSING])
-			status_change_end(bl,SC_BLESSING,-1);
-		break;
-	case SC_CURSEEXHAUST: // Warlock Curse of Exhaustion removes angelus [Brain]
-		if (sc->data[SC_ANGELUS])
-			status_change_end(bl,SC_ANGELUS,-1);
-	case SC_DOOM:
-		if (sc->data[SC_BLESSING])
-			status_change_end(bl,SC_BLESSING,-1);
-		break;
-	case SC_IMPOSITIO: // Impositio Manus removes Curse of Weakness [Brain]
-		if (sc->data[SC_CURSEWEAKNESS])
-			status_change_end(bl,SC_CURSEWEAKNESS,-1);
-		break;
-	case SC_SUFFRAGIUM: // Suffragium removes Curse of Tongues [Brain]
-		if (sc->data[SC_CURSETONGUES])
-			status_change_end(bl,SC_CURSETONGUES,-1);
-		break;
-	case SC_ANGELUS: // Angelus removes Curse of Exhaustion [Brain]
-		if (sc->data[SC_CURSEEXHAUST])
-			status_change_end(bl,SC_CURSEEXHAUST,-1);
-		break;
-		//Custom Job End
->>>>>>> .r18
 	case SC_INCREASEAGI:
 		status_change_end(bl,SC_DECREASEAGI,-1);
@@ -5539,10 +5150,5 @@
 		status_change_end(bl,SC_TWOHANDQUICKEN,-1);
 		status_change_end(bl,SC_ONEHAND,-1);
-<<<<<<< .mine
 		if(sc->data[SC_LUST])	// Adept Blood Lust [Brain]
-=======
-		//Custom Jobs (blackmagic)
-		if(sc->data[SC_LUST])	// Adept Blood Lust [Brain]
->>>>>>> .r18
 		status_change_end(bl,SC_LUST,-1);
 
@@ -5605,5 +5211,4 @@
 		status_change_end(bl,SC_MADNESSCANCEL,-1);
 		break;
-<<<<<<< .mine
 	case SC_FREEZE: //Frozen status ends immolating AND searing status [Brain]
 	if(sc->data[SC_IMMOLATE])
@@ -5614,15 +5219,4 @@
 	break;
 
-=======
-		//Custom Jobs (blackmagic)
-	case SC_FREEZE: //Frozen status ends immolating AND searing status [Brain]
-		if(sc->data[SC_IMMOLATE])
-			status_change_end(bl,SC_IMMOLATE,-1);
-	case SC_IMMOLATE: // Warlock Immolate [Brain]
-		if(sc->data[SC_SEARING]) //Immolating status ends searing status
-			status_change_end(bl,SC_SEARING,-1);
-		break;
-		//Custom Job End
->>>>>>> .r18
 	case SC_MADNESSCANCEL:
 		status_change_end(bl,SC_ADJUSTMENT,-1);
@@ -5966,5 +5560,4 @@
 			clif_emotion(bl,1);
 			break;
-<<<<<<< .mine
 	case SC_FEAR: //Fear Status by [Brainstorm]
 		clif_emotion(bl,16); // e_wah
@@ -5972,12 +5565,4 @@
 		break;
 
-=======
-			//Custom Jobs (blackmagic)
-		case SC_FEAR: //Fear Status by [Brainstorm]
-			clif_emotion(bl,16); // e_wah
-			if(sd) tick /= 2;
-			break;
-			//Custom Job End
->>>>>>> .r18
 		case SC_BLEEDING:
 			val4 = tick/10000;
@@ -6357,5 +5942,4 @@
 			break;
 
-<<<<<<< .mine
 	case SC_ATFIELD: // AT-Field [Brainstorm]
 		val2 = 100; // 100% Block chance
@@ -6364,14 +5948,4 @@
 		tick = 1000;
 		break;
-=======
-			//Custom Jobs (blackmagic)
-		case SC_ATFIELD: // AT-Field [Brainstorm]
-			val2 = 100; // 100% Block chance
-			val3 = 100; // Dodge 100 attacks total.
-			val4 = tick/1000;
-			tick = 1000;
-			break;
-			//Custom Job End
->>>>>>> .r18
 
 
@@ -6423,5 +5997,4 @@
 				val2 = 0; //0 -> Half stat.
 			break;
-<<<<<<< .mine
 	case SC_REQUIEM: //Necro Requiem and Dark Moon [Brain]
 	case SC_DARKMOON:
@@ -6435,21 +6008,4 @@
 		else
 		val3 = val1; //Everything else (living) get negative status (requiem only)
-=======
-			//Custom Jobs (blackmagic)
-		case SC_REQUIEM: //Necro Requiem and Dark Moon [Brain]
-		case SC_DARKMOON:
-			if (undead_flag || status->race==RC_UNDEAD || status->race==RC_DEMON)
-				val2 = val1; //Demon and Undead get buffed
-			else if(status->race==RC_FORMLESS || status->def_ele==ELE_GHOST || bl->type == BL_PC)
-			{
-				val1 = 0; //No status change for Formless and Ghosts, and non-undead players
-				tick = 0; //Cancel status to not show requiem icon without a reason
-			}
-			else
-				val3 = val1; //Everything else (living) get negative status (requiem only)
-			break;
-		case SC_DECREPIFY: //Necro Decrepify [Brain]
-			val2 = val1;
->>>>>>> .r18
 		break;
 	case SC_DECREPIFY: //Necro Decrepify [Brain]
@@ -6497,5 +6053,4 @@
 			val2 = 5*val1; //watk increase
 			break;
-<<<<<<< .mine
 	case SC_CURSEWEAKNESS: // Warlock Curse of Weakness [Brain]
 		val2 = 5*val1; //batk/watk decrease
@@ -6508,17 +6063,4 @@
 		break;
 
-=======
-			//Custom Jobs (blackmagic)
-		case SC_CURSEWEAKNESS: // Warlock Curse of Weakness [Brain]
-			val2 = 5*val1; //batk/watk decrease
-			break;
-		case SC_CURSEEXHAUST: // Warlock Curse of Exhaustion [Brain]
-			val2 = 2*val1; //def/mdef decrease
-			break;
-		case SC_CURSETONGUES: // Warlock Curse of Tongues [Brain]
-			val2 = 10*val1; //casttime increase
-			break;
-			//Custom Job End
->>>>>>> .r18
 		case SC_MELTDOWN:
 			val2 = 100*val1; //Chance to break weapon
@@ -6576,5 +6118,4 @@
 			val3 = 5+5*val1; //bAtk/wAtk rate change
 			break;
-<<<<<<< .mine
 		case SC_LUST: // Adept Blood Lust [Brain]
 		val2 = 5+3*val1; //Aspd/bAtk/wAtk change
@@ -6590,20 +6131,4 @@
 		break;
 
-=======
-			//Custom Jobs (blackmagic)
-		case SC_LUST: // Adept Blood Lust [Brain]
-			val2 = 5+3*val1; //Aspd/bAtk/wAtk change
-			val3 = tick>0?tick:1000; //Interval at which HP is drained.
-			break;
-		case SC_DEATHPACT: // Necro Death Pact [Brain]
-			val2 = 5*val1; //Neutral property resistance
-			val3 = tick>0?tick:10000; //Interval at which HP is drained.
-			break;
-		case SC_OVERWHELMING: // Warlock Overwhelming Evil [Brain]
-			val2 = 2*val1; //matk bonus
-			val3 = tick>0?tick:1000; //Interval at which SP is drained.
-			break;
-			//Custom Job End
->>>>>>> .r18
 		case SC_MINDBREAKER:
 			val2 = 20*val1; //matk increase.
@@ -6789,5 +6314,4 @@
 				unit_skillcastcancel(bl, 0);
 		break;
-<<<<<<< .mine
 
 	case SC_FEAR: //Fear Status by [Brainstorm]
@@ -6796,11 +6320,4 @@
 
 
-=======
-		//Custom Jobs (blackmagic)
-		case SC_FEAR: //Fear Status by [Brainstorm]
-			unit_stop_attack(bl);
-		break;
-		//Custom Job End
->>>>>>> .r18
 	}
 
@@ -7248,14 +6765,7 @@
 			}
 			break;
-<<<<<<< .mine
 	case SC_SPLASHER:
 	case SC_DOOM: // Warlock Curse of Doom [Brain]
 	
-=======
-//Custom Jobs (blackmagic)
-		case SC_SPLASHER:
-		case SC_DOOM: // Warlock Curse of Doom [Brain]
-//Custom Job End
->>>>>>> .r18
 			{
 				struct block_list *src=map_id2bl(sce->val3);
@@ -7625,24 +7135,4 @@
 		sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
 		return 0;
-<<<<<<< .mine
-=======
-		//Custom Jobs (blackmagic)
-	case SC_LUST:	// Adept Blood Lust [Brain]
-		if(!status_charge(bl, status->max_hp/100, 0))
-			break; //Not enough HP to continue.
-		sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data);
-		return 0;
-	case SC_DEATHPACT:	// Necro Death Pact [Brain]
-		 // Drains 1 HP every second (status wont kill, but dying will cancel it)
-		status_charge(bl, 1, 0);
-		sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data);
-		return 0;
-	case SC_OVERWHELMING:	// Warlock Overwhelming Evil [Brain]
-		if(!status_charge(bl, 0, status->max_sp/100))
-			break; //Not enough SP to continue.
-		sc_timer_next(sce->val3+tick, status_change_timer, bl->id, data);
-		return 0;
-		//Custom Job End
->>>>>>> .r18
 
 	case SC_LUST:	// Adept Blood Lust [Brain]
@@ -7896,5 +7386,4 @@
 		}
 		break;
-<<<<<<< .mine
 	case SC_DOOM: // Warlock Curse of Doom [Brain]
 	if((sce->val4 -= 500) > 0) {
@@ -7903,14 +7392,4 @@
 	}
 	break;
-=======
-		//Custom Jobs (blackmagic)
-	case SC_DOOM: // Warlock Curse of Doom [Brain]
-		if((sce->val4 -= 500) > 0) {
-			sc_timer_next(500 + tick, status_change_timer, bl->id, data);
-			return 0;
-		}
-		break;
-		//Custom Job End
->>>>>>> .r18
 
 	case SC_MARIONETTE:
