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@@ -8235,6 +8235,9 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_FREEZING:
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status_change_end(bl, SC_BURNING, INVALID_TIMER);
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break;
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+ case SC_EQC:
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+ status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
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+ break;
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}
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// Check for overlapping fails
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@@ -9818,6 +9821,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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val2 = 5 * val1; // def % reduc
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val3 = 5 * val1; // atk % reduc
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val4 = 2 * val1; // HP drain %
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+ sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
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break;
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case SC_ASH:
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val2 = 50; // hit % reduc
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@@ -10370,10 +10374,6 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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case SC_RAISINGDRAGON:
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sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
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break;
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- case SC_EQC:
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- sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
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- status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
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- break;
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case SC_C_MARKER:
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//Send mini-map, don't wait for first timer triggered
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if (src->type == BL_PC && (sd = map_id2sd(src->id)))
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