case SC_ARMOR_ELEMENT:
if( sd ) {
// Deleting past icons
clif_status_change(bl,SI_WATERWEAPON,0,0,0,0,0);
clif_status_change(bl,SI_EARTHWEAPON,0,0,0,0,0);
clif_status_change(bl,SI_FIREWEAPON,0,0,0,0,0);
clif_status_change(bl,SI_WINDWEAPON,0,0,0,0,0);
// And then assign
if (val1 > 0)
StatusIconChangeTable[type] = SI_WATERWEAPON;
else if (val2 > 0)
StatusIconChangeTable[type] = SI_EARTHWEAPON;
else if (val3 > 0)
StatusIconChangeTable[type] = SI_FIREWEAPON;
else if (val4 > 0)
StatusIconChangeTable[type] = SI_WINDWEAPON;
}
break;