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@@ -5918,7 +5918,7 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc,
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if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
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def += sc->data[SC_SHIELDSPELL_REF]->val2;
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if( sc->data[SC_PRESTIGE] )
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- def += sc->data[SC_PRESTIGE]->val1;
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+ def += sc->data[SC_PRESTIGE]->val3;
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if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
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def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
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if( sc->data[SC_ECHOSONG] )
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@@ -8462,6 +8462,9 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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if( type != SC_SHIELDSPELL_REF )
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status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
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break;
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+ case SC_BANDING:
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+ status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
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+ break;
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case SC_GT_ENERGYGAIN:
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case SC_GT_CHANGE:
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case SC_GT_REVITALIZE:
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@@ -9882,7 +9885,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
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break;
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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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- 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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+ val3 = ((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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case SC_BANDING:
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tick_time = 5000; // [GodLesZ] tick time
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