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@@ -9576,9 +9576,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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break;
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break;
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case SC_PRESTIGE:
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case SC_PRESTIGE:
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val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
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val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
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- val1 *= 15; // Defence added
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- if( sd )
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- val1 += (10 * pc_checkskill(sd,CR_DEFENDER)) * (status_get_lv(bl) / 100);
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+ val1 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
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break;
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break;
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case SC_BANDING:
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case SC_BANDING:
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tick_time = 5000; // [GodLesZ] tick time
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tick_time = 5000; // [GodLesZ] tick time
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@@ -9588,17 +9586,14 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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tick_time = 1000; // [GodLesZ] tick time
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tick_time = 1000; // [GodLesZ] tick time
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break;
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break;
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case SC_INSPIRATION:
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case SC_INSPIRATION:
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- if( sd ) {
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- val2 = (sd?sd->status.job_level:50);
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- val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
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- }
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+ val2 = (sd?sd->status.job_level:50);
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+ val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
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val4 = tick / 5000;
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val4 = tick / 5000;
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tick_time = 5000; // [GodLesZ] tick time
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tick_time = 5000; // [GodLesZ] tick time
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status_change_clear_buffs(bl,3); // Remove buffs/debuffs
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status_change_clear_buffs(bl,3); // Remove buffs/debuffs
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break;
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break;
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case SC_CRESCENTELBOW:
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case SC_CRESCENTELBOW:
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- if( sd )
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- val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
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+ val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
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break;
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break;
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case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
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case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
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val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
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val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
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