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path: root/src/map/mob.c
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/db.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/random.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/socket.h"

#include "map.h"
#include "path.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "pet.h"
#include "status.h"
#include "mob.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#include "log.h"
#include "script.h"
#include "atcommand.h"
#include "date.h"
#include "quest.h"

#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <math.h>

#define ACTIVE_AI_RANGE 2   //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.

#define IDLE_SKILL_INTERVAL 10  //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)

#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
// Move probability for mobs away from players (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYMOVEPERC(md) (md->state.spotted?1000:0)
#define MOB_MAX_DELAY (24*3600*1000)
#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
#define RUDE_ATTACKED_COUNT 2   //After how many rude-attacks should the skill be used?
#define MAX_MOB_CHAT 250 //Max Skill's messages

//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
struct mob_db *mob_db_data[MAX_MOB_DB+1];
struct mob_db *mob_dummy = NULL;    //Dummy mob to be returned when a non-existant one is requested.

struct mob_db *mob_db(int index) {
    if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy;
    return mob_db_data[index];
}

//Dynamic mob chat database
struct mob_chat *mob_chat_db[MAX_MOB_CHAT+1];
struct mob_chat *mob_chat(short id) {
    if (id<=0 || id>MAX_MOB_CHAT || mob_chat_db[id]==NULL) return (struct mob_chat *)NULL;
    return mob_chat_db[id];
}

//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
#define MAX_ITEMRATIO_MOBS 10
struct item_drop_ratio {
    int drop_ratio;
    int mob_id[MAX_ITEMRATIO_MOBS];
};
static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB];

static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;

static struct {
    int qty;
    int class_[350];
} summon[MAX_RANDOMMONSTER];

//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };

/*==========================================
 * Local prototype declaration   (only required thing)
 *------------------------------------------*/
static int mob_makedummymobdb(int);
static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data);
int mob_skillid2skillidx(int class_,int skillid);

/*==========================================
 * Mob is searched with a name.
 *------------------------------------------*/
int mobdb_searchname(const char *str)
{
    int i;
    struct mob_db *mob;
    for (i=0; i<=MAX_MOB_DB; i++) {
        mob = mob_db(i);
        if (mob == mob_dummy) //Skip dummy mobs.
            continue;
        if (strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0)
            return i;
    }

    return 0;
}
static int mobdb_searchname_array_sub(struct mob_db *mob, const char *str)
{
    if (mob == mob_dummy)
        return 1; //Invalid mob.
    if (!mob->base_exp && !mob->job_exp)
        return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
    if (stristr(mob->jname,str))
        return 0;
    if (stristr(mob->name,str))
        return 0;
    return strcmpi(mob->jname,str);
}

/*==========================================
 *              MvP Tomb [GreenBox]
 *------------------------------------------*/
void mvptomb_create(struct mob_data *md, char *killer, time_t time)
{
    struct npc_data *nd;

    if (md->tomb_nid)
        mvptomb_destroy(md);

    CREATE(nd, struct npc_data, 1);

    nd->bl.id = md->tomb_nid = npc_get_new_npc_id();

    nd->ud.dir = md->ud.dir;
    nd->bl.m = md->bl.m;
    nd->bl.x = md->bl.x;
    nd->bl.y = md->bl.y;
    nd->bl.type = BL_NPC;

    safestrncpy(nd->name, msg_txt(656), sizeof(nd->name));

    nd->class_ = 565;
    nd->speed = 200;
    nd->subtype = TOMB;

    nd->u.tomb.md = md;
    nd->u.tomb.kill_time = time;

    if (killer)
        safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
    else
        nd->u.tomb.killer_name[0] = '\0';

    map_addnpc(nd->bl.m, nd);
    map_addblock(&nd->bl);
    status_set_viewdata(&nd->bl, nd->class_);
    status_change_init(&nd->bl);
    unit_dataset(&nd->bl);
    clif_spawn(&nd->bl);

}

void mvptomb_destroy(struct mob_data *md)
{
    struct npc_data *nd;

    if ((nd = map_id2nd(md->tomb_nid))) {
        int m, i;

        m = nd->bl.m;

        clif_clearunit_area(&nd->bl,CLR_OUTSIGHT);

        map_delblock(&nd->bl);

        ARR_FIND(0, map[m].npc_num, i, map[m].npc[i] == nd);
        if (!(i == map[m].npc_num)) {
            map[m].npc_num--;
            map[m].npc[i] = map[m].npc[map[m].npc_num];
            map[m].npc[map[m].npc_num] = NULL;
        }

        map_deliddb(&nd->bl);

        aFree(nd);
    }

    md->tomb_nid = 0;
}

/*==========================================
 * Founds up to N matches. Returns number of matches [Skotlex]
 *------------------------------------------*/
int mobdb_searchname_array(struct mob_db **data, int size, const char *str)
{
    int count = 0, i;
    struct mob_db *mob;
    for (i=0; i<=MAX_MOB_DB; i++) {
        mob = mob_db(i);
        if (mob == mob_dummy || mob_is_clone(i))  //keep clones out (or you leak player stats)
            continue;
        if (!mobdb_searchname_array_sub(mob, str)) {
            if (count < size)
                data[count] = mob;
            count++;
        }
    }
    return count;
}

/*==========================================
 * Id Mob is checked.
 *------------------------------------------*/
int mobdb_checkid(const int id)
{
    if (mob_db(id) == mob_dummy)
        return 0;
    if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
        return 0;
    return id;
}

/*==========================================
 * Returns the view data associated to this mob class.
 *------------------------------------------*/
struct view_data *mob_get_viewdata(int class_) {
    if (mob_db(class_) == mob_dummy)
        return 0;
    return &mob_db(class_)->vd;
}
/*==========================================
 * Cleans up mob-spawn data to make it "valid"
 *------------------------------------------*/
int mob_parse_dataset(struct spawn_data *data)
{
    size_t len;

    if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
        return 0;

    if ((len = strlen(data->eventname)) > 0) {
        if (data->eventname[len-1] == '"')
            data->eventname[len-1] = '\0'; //Remove trailing quote.
        if (data->eventname[0] == '"')  //Strip leading quotes
            memmove(data->eventname, data->eventname+1, len-1);
    }

    if (strcmp(data->name,"--en--")==0)
        safestrncpy(data->name, mob_db(data->class_)->name, sizeof(data->name));
    else if (strcmp(data->name,"--ja--")==0)
        safestrncpy(data->name, mob_db(data->class_)->jname, sizeof(data->name));

    return 1;
}
/*==========================================
 * Generates the basic mob data using the spawn_data provided.
 *------------------------------------------*/
struct mob_data *mob_spawn_dataset(struct spawn_data *data) {
    struct mob_data *md = (struct mob_data *)aCalloc(1, sizeof(struct mob_data));
    md->bl.id= npc_get_new_npc_id();
    md->bl.type = BL_MOB;
    md->bl.m = data->m;
    md->bl.x = data->x;
    md->bl.y = data->y;
    md->class_ = data->class_;
    md->state.boss = data->state.boss;
    md->db = mob_db(md->class_);
    if (data->level > 0 && data->level <= MAX_LEVEL)
        md->level = data->level;
    memcpy(md->name, data->name, NAME_LENGTH);
    if (data->state.ai)
        md->special_state.ai = data->state.ai;
    if (data->state.size)
        md->special_state.size = data->state.size;
    if (data->eventname[0] && strlen(data->eventname) >= 4)
        memcpy(md->npc_event, data->eventname, 50);
    if (md->db->status.mode &MD_LOOTER)
        md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
    md->spawn_timer = INVALID_TIMER;
    md->deletetimer = INVALID_TIMER;
    md->skillidx = -1;
    status_set_viewdata(&md->bl, md->class_);
    status_change_init(&md->bl);
    unit_dataset(&md->bl);

    map_addiddb(&md->bl);
    return md;
}

/*==========================================
 * Fetches a random mob_id [Skotlex]
 * type: Where to fetch from:
 * 0: dead branch list
 * 1: poring list
 * 2: bloody branch list
 * flag:
 * &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
 * &2: Apply a monster check level.
 * &4: Selected monster should not be a boss type
 * &8: Selected monster must have normal spawn.
 * lv: Mob level to check against
 *------------------------------------------*/
int mob_get_random_id(int type, int flag, int lv)
{
    struct mob_db *mob;
    int i=0, class_;
    if (type < 0 || type >= MAX_RANDOMMONSTER) {
        ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
        return 0;
    }
    do {
        if (type)
            class_ = summon[type].class_[rnd()%summon[type].qty];
        else //Dead branch
            class_ = rnd() % MAX_MOB_DB;
        mob = mob_db(class_);
    } while ((mob == mob_dummy ||
              mob_is_clone(class_) ||
              (flag&1 && mob->summonper[type] <= rnd() % 1000000) ||
              (flag&2 && lv < mob->lv) ||
              (flag&4 && mob->status.mode&MD_BOSS) ||
              (flag&8 && mob->spawn[0].qty < 1)
             ) && (i++) < MAX_MOB_DB);

    if (i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list
        class_ = mob_db_data[0]->summonper[type];
    return class_;
}

/*==========================================
 * Kill Steal Protection [Zephyrus]
 *------------------------------------------*/
bool mob_ksprotected(struct block_list *src, struct block_list *target)
{
    struct block_list *s_bl, *t_bl;
    struct map_session_data
            *sd,    // Source
            *pl_sd, // Owner
            *t_sd;  // Mob Target
    struct status_change_entry *sce;
    struct mob_data *md;
    unsigned int tick = gettick();
    char output[128];

    if (!battle_config.ksprotection)
        return false; // KS Protection Disabled

    if (!(md = BL_CAST(BL_MOB,target)))
        return false; // Tarjet is not MOB

    if ((s_bl = battle_get_master(src)) == NULL)
        s_bl = src;

    if (!(sd = BL_CAST(BL_PC,s_bl)))
        return false; // Master is not PC

    t_bl = map_id2bl(md->target_id);
    if (!t_bl || (s_bl = battle_get_master(t_bl)) == NULL)
        s_bl = t_bl;

    t_sd = BL_CAST(BL_PC,s_bl);

    do {
        if (map[md->bl.m].flag.allowks || map_flag_ks(md->bl.m))
            return false; // Ignores GVG, PVP and AllowKS map flags

        if (md->db->mexp || md->master_id)
            return false; // MVP, Slaves mobs ignores KS

        if ((sce = md->sc.data[SC_KSPROTECTED]) == NULL)
            break; // No KS Protected

        if (sd->bl.id == sce->val1 || // Same Owner
            (sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
            (sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4))  // Guild KS allowed
            break;

        if (t_sd && (
                (sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
                (sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
                (sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)))
            break;

        if ((pl_sd = map_id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m)
            break;

        if (!pl_sd->state.noks)
            return false; // No KS Protected, but normal players should be protected too

        // Message to KS
        if (DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0) {
            sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
            clif_disp_onlyself(sd, output, strlen(output));

            sd->ks_floodprotect_tick = tick + 2000;
        }

        // Message to Owner
        if (DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0) {
            sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
            clif_disp_onlyself(pl_sd, output, strlen(output));

            pl_sd->ks_floodprotect_tick = tick + 2000;
        }

        return true;
    } while (0);

    status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);

    return false;
}

struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai) {
    struct spawn_data data;

    memset(&data, 0, sizeof(struct spawn_data));
    data.m = m;
    data.num = 1;
    data.class_ = class_;
    data.state.size = size;
    data.state.ai = ai;

    if (mobname)
        safestrncpy(data.name, mobname, sizeof(data.name));
    else if (battle_config.override_mob_names == 1)
        strcpy(data.name, "--en--");
    else
        strcpy(data.name, "--ja--");

    if (event)
        safestrncpy(data.eventname, event, sizeof(data.eventname));

    // Locate spot next to player.
    if (bl && (x < 0 || y < 0))
        map_search_freecell(bl, m, &x, &y, 1, 1, 0);

    // if none found, pick random position on map
    if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
        map_search_freecell(NULL, m, &x, &y, -1, -1, 1);

    data.x = x;
    data.y = y;

    if (!mob_parse_dataset(&data))
        return NULL;

    return mob_spawn_dataset(&data);
}

/*==========================================
 * Spawn a single mob on the specified coordinates.
 *------------------------------------------*/
int mob_once_spawn(struct map_session_data *sd, int m, short x, short y, const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai)
{
    struct mob_data *md = NULL;
    int count, lv;

    if (m < 0 || amount <= 0)
        return 0; // invalid input

    lv = (sd) ? sd->status.base_level : 255;

    for (count = 0; count < amount; count++) {
        int c = (class_ >= 0) ? class_ : mob_get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv);
        md = mob_once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai);

        if (!md)
            continue;

        if (class_ == MOBID_EMPERIUM) {
            struct guild_castle *gc = guild_mapindex2gc(map[m].index);
            struct guild *g = (gc) ? guild_search(gc->guild_id) : NULL;
            if (gc) {
                md->guardian_data = (struct guardian_data *)aCalloc(1, sizeof(struct guardian_data));
                md->guardian_data->castle = gc;
                md->guardian_data->number = MAX_GUARDIANS;
                md->guardian_data->guild_id = gc->guild_id;
                if (g) {
                    md->guardian_data->emblem_id = g->emblem_id;
                    memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
                } else if (gc->guild_id) //Guild not yet available, retry in 5.
                    add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
            }
        }   // end addition [Valaris]

        mob_spawn(md);

        if (class_ < 0 && battle_config.dead_branch_active)
            //Behold Aegis's masterful decisions yet again...
            //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
            sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
    }

    return (md) ? md->bl.id : 0; // id of last spawned mob
}

/*==========================================
 * Spawn mobs in the specified area.
 *------------------------------------------*/
int mob_once_spawn_area(struct map_session_data *sd, int m, int x0, int y0, int x1, int y1, const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai)
{
    int i, max, id = 0;
    int lx = -1, ly = -1;

    if (m < 0 || amount <= 0)
        return 0; // invalid input

    // normalize x/y coordinates
    if (x0 > x1)
        swap(x0, x1);
    if (y0 > y1)
        swap(y0, y1);

    // choose a suitable max. number of attempts
    max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
    if (max > 1000)
        max = 1000;

    // spawn mobs, one by one
    for (i = 0; i < amount; i++) {
        int x, y;
        int j = 0;

        // find a suitable map cell
        do {
            x = rnd()%(x1-x0+1)+x0;
            y = rnd()%(y1-y0+1)+y0;
            j++;
        } while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max);

        if (j == max) {
            // attempt to find an available cell failed
            if (lx == -1 && ly == -1)
                return 0; // total failure

            // fallback to last good x/y pair
            x = lx;
            y = ly;
        }

        // record last successful coordinates
        lx = x;
        ly = y;

        id = mob_once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai);
    }

    return id; // id of last spawned mob
}
/*==========================================
 * Set a Guardian's guild data [Skotlex]
 *------------------------------------------*/
static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data)
{
    //Needed because the guild_data may not be available at guardian spawn time.
    struct block_list *bl = map_id2bl(id);
    struct mob_data *md;
    struct guild *g;
    int guardup_lv;

    if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
        return 0;

    if (bl->type != BL_MOB) {
        ShowError("mob_spawn_guardian_sub: Block error!\n");
        return 0;
    }

    md = (struct mob_data *)bl;
    nullpo_ret(md->guardian_data);
    g = guild_search((int)data);

    if (g == NULL) {
        //Liberate castle, if the guild is not found this is an error! [Skotlex]
        ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
        if (md->class_ == MOBID_EMPERIUM) {
            //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
            md->guardian_data->guild_id = 0;
            if (md->guardian_data->castle->guild_id) { //Free castle up.
                ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
                guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
            }
        } else {
            if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
                guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
            unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
        }
        return 0;
    }
    guardup_lv = guild_checkskill(g,GD_GUARDUP);
    md->guardian_data->emblem_id = g->emblem_id;
    memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
    md->guardian_data->guardup_lv = guardup_lv;
    if (guardup_lv)
        status_calc_mob(md, 0); //Give bonuses.
    return 0;
}

/*==========================================
 * Summoning Guardians [Valaris]
 *------------------------------------------*/
int mob_spawn_guardian(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, int guardian, bool has_index)
{
    struct mob_data *md=NULL;
    struct spawn_data data;
    struct guild *g=NULL;
    struct guild_castle *gc;
    int m;
    memset(&data, 0, sizeof(struct spawn_data));
    data.num = 1;

    m=map_mapname2mapid(mapname);

    if (m<0) {
        ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
        return 0;
    }
    data.m = m;
    data.num = 1;
    if (class_<=0) {
        class_ = mob_get_random_id(-class_-1, 1, 99);
        if (!class_) return 0;
    }

    data.class_ = class_;

    if (!has_index) {
        guardian = -1;
    } else if (guardian < 0 || guardian >= MAX_GUARDIANS) {
        ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name);
        return 0;
    }

    if ((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1)) {
        ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name);
        return 0;
    }
    data.x = x;
    data.y = y;
    safestrncpy(data.name, mobname, sizeof(data.name));
    safestrncpy(data.eventname, event, sizeof(data.eventname));
    if (!mob_parse_dataset(&data))
        return 0;

    gc=guild_mapname2gc(map[m].name);
    if (gc == NULL) {
        ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
        return 0;
    }
    if (!gc->guild_id)
        ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name);
    else
        g = guild_search(gc->guild_id);

    if (has_index && gc->guardian[guardian].id) {
        //Check if guardian already exists, refuse to spawn if so.
        struct mob_data *md2 = (TBL_MOB *)map_id2bl(gc->guardian[guardian].id);
        if (md2 && md2->bl.type == BL_MOB &&
            md2->guardian_data && md2->guardian_data->number == guardian) {
            ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
            return 0;
        }
    }

    md = mob_spawn_dataset(&data);
    md->guardian_data = (struct guardian_data *)aCalloc(1, sizeof(struct guardian_data));
    md->guardian_data->number = guardian;
    md->guardian_data->guild_id = gc->guild_id;
    md->guardian_data->castle = gc;
    if (has_index) {
        // permanent guardian
        gc->guardian[guardian].id = md->bl.id;
    } else {
        // temporary guardian
        int i;
        ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
        if (i == gc->temp_guardians_max) {
            ++(gc->temp_guardians_max);
            RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
        }
        gc->temp_guardians[i] = md->bl.id;
    }
    if (g) {
        md->guardian_data->emblem_id = g->emblem_id;
        memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
        md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
    } else if (md->guardian_data->guild_id)
        add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
    mob_spawn(md);

    return md->bl.id;
}

/*==========================================
 * Summoning BattleGround [Zephyrus]
 *------------------------------------------*/
int mob_spawn_bg(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, unsigned int bg_id)
{
    struct mob_data *md = NULL;
    struct spawn_data data;
    int m;

    if ((m = map_mapname2mapid(mapname)) < 0) {
        ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
        return 0;
    }

    memset(&data, 0, sizeof(struct spawn_data));
    data.m = m;
    data.num = 1;
    if (class_ <= 0) {
        class_ = mob_get_random_id(-class_-1,1,99);
        if (!class_) return 0;
    }

    data.class_ = class_;
    if ((x <= 0 || y <= 0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1)) {
        ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",class_, bg_id, map[m].name);
        return 0;
    }

    data.x = x;
    data.y = y;
    safestrncpy(data.name, mobname, sizeof(data.name));
    safestrncpy(data.eventname, event, sizeof(data.eventname));
    if (!mob_parse_dataset(&data))
        return 0;

    md = mob_spawn_dataset(&data);
    mob_spawn(md);
    md->bg_id = bg_id; // BG Team ID

    return md->bl.id;
}

/*==========================================
 * Reachability to a Specification ID existence place
 * state indicates type of 'seek' mob should do:
 * - MSS_LOOT: Looking for item, path must be easy.
 * - MSS_RUSH: Chasing attacking player, path is complex
 * - MSS_FOLLOW: Initiative/support seek, path is complex
 *------------------------------------------*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
    int easy = 0;

    nullpo_ret(md);
    nullpo_ret(bl);
    switch (state) {
        case MSS_RUSH:
        case MSS_FOLLOW:
            easy = 0; //(battle_config.mob_ai&0x1?0:1);
            break;
        case MSS_LOOT:
        default:
            easy = 1;
            break;
    }
    return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}

/*==========================================
 * Links nearby mobs (supportive mobs)
 *------------------------------------------*/
int mob_linksearch(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    int class_;
    struct block_list *target;
    unsigned int tick;

    nullpo_ret(bl);
    md=(struct mob_data *)bl;
    class_ = va_arg(ap, int);
    target = va_arg(ap, struct block_list *);
    tick=va_arg(ap, unsigned int);

    if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
        && !md->target_id) {
        md->last_linktime = tick;
        if (mob_can_reach(md,target,md->db->range2, MSS_FOLLOW)) {   // Reachability judging
            md->target_id = target->id;
            md->min_chase=md->db->range3;
            return 1;
        }
    }

    return 0;
}

/*==========================================
 * mob spawn with delay (timer function)
 *------------------------------------------*/
int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *bl = map_id2bl(id);
    struct mob_data *md = BL_CAST(BL_MOB, bl);

    if (md) {
        if (md->spawn_timer != tid) {
            ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
            return 0;
        }
        md->spawn_timer = INVALID_TIMER;
        mob_spawn(md);
    }
    return 0;
}

/*==========================================
 * spawn timing calculation
 *------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
    unsigned int spawntime, mode;
    struct mob_db *db;

    if (!md->spawn) //Doesn't has respawn data!
        return unit_free(&md->bl,CLR_DEAD);

    spawntime = md->spawn->delay1; //Base respawn time
    if (md->spawn->delay2) //random variance
        spawntime+= rnd()%md->spawn->delay2;

    //Apply the spawn delay fix [Skotlex]
    db = mob_db(md->spawn->class_);
    mode = db->status.mode;
    if (mode & MD_BOSS) {   //Bosses
        if (battle_config.boss_spawn_delay != 100) {
            // Divide by 100 first to prevent overflows
            //(precision loss is minimal as duration is in ms already)
            spawntime = spawntime/100*battle_config.boss_spawn_delay;
        }
    } else if (mode&MD_PLANT) { //Plants
        if (battle_config.plant_spawn_delay != 100) {
            spawntime = spawntime/100*battle_config.plant_spawn_delay;
        }
    } else if (battle_config.mob_spawn_delay != 100) {  //Normal mobs
        spawntime = spawntime/100*battle_config.mob_spawn_delay;
    }

    if (spawntime < 500) //Min respawn time (is it needed?)
        spawntime = 500;

    if (md->spawn_timer != INVALID_TIMER)
        delete_timer(md->spawn_timer, mob_delayspawn);
    md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
    return 0;
}

int mob_count_sub(struct block_list *bl, va_list ap)
{
    int mobid[10], i;
    ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
    if (mobid[0]) { //if there one let's check it otherwise go backward
        TBL_MOB *md = BL_CAST(BL_MOB, bl);
        ARR_FIND(0, 10, i, md->class_ == mobid[i]);
        return (i < 10) ? 1 : 0;
    }
    return 1; //backward compatibility
}

/*==========================================
 * Mob spawning. Initialization is also variously here.
 *------------------------------------------*/
int mob_spawn(struct mob_data *md)
{
    int i=0;
    unsigned int tick = gettick();
    int c =0;

    md->last_thinktime = tick;
    if (md->bl.prev != NULL)
        unit_remove_map(&md->bl,CLR_RESPAWN);
    else if (md->spawn && md->class_ != md->spawn->class_) {
        md->class_ = md->spawn->class_;
        status_set_viewdata(&md->bl, md->class_);
        md->db = mob_db(md->class_);
        memcpy(md->name,md->spawn->name,NAME_LENGTH);
    }

    if (md->spawn) { //Respawn data
        md->bl.m = md->spawn->m;
        md->bl.x = md->spawn->x;
        md->bl.y = md->spawn->y;

        if ((md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys) {
            //Monster can be spawned on an area.
            if (!map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0)) {
                // retry again later
                if (md->spawn_timer != INVALID_TIMER)
                    delete_timer(md->spawn_timer, mob_delayspawn);
                md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
                return 1;
            }
        } else if (battle_config.no_spawn_on_player > 99 && map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC)) {
            // retry again later (players on sight)
            if (md->spawn_timer != INVALID_TIMER)
                delete_timer(md->spawn_timer, mob_delayspawn);
            md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
            return 1;
        }
    }

    memset(&md->state, 0, sizeof(md->state));
    status_calc_mob(md, 1);
    md->attacked_id = 0;
    md->target_id = 0;
    md->move_fail_count = 0;
    md->ud.state.attack_continue = 0;
    md->ud.target_to = 0;
    if (md->spawn_timer != INVALID_TIMER) {
        delete_timer(md->spawn_timer, mob_delayspawn);
        md->spawn_timer = INVALID_TIMER;
    }

    //  md->master_id = 0;
    md->master_dist = 0;

    md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
    md->state.skillstate = MSS_IDLE;
    md->next_walktime = tick+rnd()%5000+1000;
    md->last_linktime = tick;
    md->dmgtick = tick - 5000;
    md->last_pcneartime = 0;

    for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++)
        md->skilldelay[i] = c;

    memset(md->dmglog, 0, sizeof(md->dmglog));
    md->tdmg = 0;

    if (md->lootitem)
        memset(md->lootitem, 0, sizeof(*md->lootitem));

    md->lootitem_count = 0;

    if (md->db->option)
        // Added for carts, falcons and pecos for cloned monsters. [Valaris]
        md->sc.option = md->db->option;

    // MvP tomb [GreenBox]
    if (md->tomb_nid)
        mvptomb_destroy(md);

    map_addblock(&md->bl);
    if (map[md->bl.m].users)
        clif_spawn(&md->bl);
    skill_unit_move(&md->bl,tick,1);
    mobskill_use(md, tick, MSC_SPAWN);
    return 0;
}

/*==========================================
 * Determines if the mob can change target. [Skotlex]
 *------------------------------------------*/
static int mob_can_changetarget(struct mob_data *md, struct block_list *target, int mode)
{
    // if the monster was provoked ignore the above rule [celest]
    if (md->state.provoke_flag) {
        if (md->state.provoke_flag == target->id)
            return 1;
        else if (!(battle_config.mob_ai&0x4))
            return 0;
    }

    switch (md->state.skillstate) {
        case MSS_BERSERK:
            if (!(mode&MD_CHANGETARGET_MELEE))
                return 0;
            return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
        case MSS_RUSH:
            return (mode&MD_CHANGETARGET_CHASE);
        case MSS_FOLLOW:
        case MSS_ANGRY:
        case MSS_IDLE:
        case MSS_WALK:
        case MSS_LOOT:
            return 1;
        default:
            return 0;
    }
}

/*==========================================
 * Determination for an attack of a monster
 *------------------------------------------*/
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
{
    nullpo_ret(md);
    nullpo_ret(bl);

    // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
    if (md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
        return 0;

    if (!status_check_skilluse(&md->bl, bl, 0, 0))
        return 0;

    md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
    if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
        md->state.provoke_flag = 0;
    md->min_chase=dist+md->db->range3;
    if (md->min_chase>MAX_MINCHASE)
        md->min_chase=MAX_MINCHASE;
    return 0;
}

/*==========================================
 * The ?? routine of an active monster
 *------------------------------------------*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    struct block_list **target;
    int mode;
    int dist;

    nullpo_ret(bl);
    md=va_arg(ap,struct mob_data *);
    target= va_arg(ap,struct block_list **);
    mode= va_arg(ap,int);

    //If can't seek yet, not an enemy, or you can't attack it, skip.
    if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
        return 0;

    if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5)
        return 0;

    if (battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
        return 0;

    switch (bl->type) {
        case BL_PC:
            if (((TBL_PC *)bl)->state.gangsterparadise &&
                !(status_get_mode(&md->bl)&MD_BOSS))
                return 0; //Gangster paradise protection.
        default:
            if (battle_config.hom_setting&0x4 &&
                (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
                return 0; //For some reason Homun targets are never overriden.

            dist = distance_bl(&md->bl, bl);
            if (
                ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
                battle_check_range(&md->bl,bl,md->db->range2)
            ) { //Pick closest target?

                if (map[bl->m].icewall_num &&
                    !path_search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL)) {

                    if (!check_distance_bl(&md->bl, bl, status_get_range(&md->bl)))
                        return 0;

                }

                (*target) = bl;
                md->target_id=bl->id;
                md->min_chase= dist + md->db->range3;
                if (md->min_chase>MAX_MINCHASE)
                    md->min_chase=MAX_MINCHASE;
                return 1;
            }
            break;
    }
    return 0;
}

/*==========================================
 * chase target-change routine.
 *------------------------------------------*/
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    struct block_list **target;

    nullpo_ret(bl);
    md=va_arg(ap,struct mob_data *);
    target= va_arg(ap,struct block_list **);

    //If can't seek yet, not an enemy, or you can't attack it, skip.
    if ((*target) == bl ||
        battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
        !status_check_skilluse(&md->bl, bl, 0, 0))
        return 0;

    if (battle_check_range(&md->bl, bl, md->status.rhw.range)) {
        (*target) = bl;
        md->target_id=bl->id;
        md->min_chase= md->db->range3;
    }
    return 1;
}

/*==========================================
 * finds nearby bg ally for guardians looking for users to follow.
 *------------------------------------------*/
static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    struct block_list **target;

    nullpo_ret(bl);
    md=va_arg(ap,struct mob_data *);
    target= va_arg(ap,struct block_list **);

    if (status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0) {
        (*target) = bl;
    }
    return 1;
}

/*==========================================
 * loot monster item search
 *------------------------------------------*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    struct block_list **target;
    int dist;

    md=va_arg(ap,struct mob_data *);
    target= va_arg(ap,struct block_list **);

    dist=distance_bl(&md->bl, bl);
    if (mob_can_reach(md,bl,dist+1, MSS_LOOT) &&
        ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
       ) {
        (*target) = bl;
        md->target_id=bl->id;
        md->min_chase=md->db->range3;
    }
    return 0;
}

static int mob_warpchase_sub(struct block_list *bl,va_list ap)
{
    struct block_list *target;
    struct npc_data **target_nd;
    struct npc_data *nd;
    int *min_distance;
    int cur_distance;

    target= va_arg(ap, struct block_list *);
    target_nd= va_arg(ap, struct npc_data **);
    min_distance= va_arg(ap, int *);

    nd = (TBL_NPC *) bl;

    if (nd->subtype != WARP)
        return 0; //Not a warp

    if (nd->u.warp.mapindex != map[target->m].index)
        return 0; //Does not lead to the same map.

    cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
    if (cur_distance < *min_distance) {
        //Pick warp that leads closest to target.
        *target_nd = nd;
        *min_distance = cur_distance;
        return 1;
    }
    return 0;
}
/*==========================================
 * Processing of slave monsters
 *------------------------------------------*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
{
    struct block_list *bl;

    bl=map_id2bl(md->master_id);

    if (!bl || status_isdead(bl)) {
        status_kill(&md->bl);
        return 1;
    }
    if (bl->prev == NULL)
        return 0; //Master not on a map? Could be warping, do not process.

    if (status_get_mode(&md->bl)&MD_CANMOVE) {
        //If the mob can move, follow around. [Check by Skotlex]
        int old_dist;

        // Distance with between slave and master is measured.
        old_dist=md->master_dist;
        md->master_dist=distance_bl(&md->bl, bl);

        // Since the master was in near immediately before, teleport is carried out and it pursues.
        if (bl->m != md->bl.m ||
            (old_dist<10 && md->master_dist>18) ||
            md->master_dist > MAX_MINCHASE
           ) {
            md->master_dist = 0;
            unit_warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT);
            return 1;
        }

        if (md->target_id) //Slave is busy with a target.
            return 0;

        // Approach master if within view range, chase back to Master's area also if standing on top of the master.
        if ((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
            unit_can_move(&md->bl)) {
            short x = bl->x, y = bl->y;
            mob_stop_attack(md);
            if (map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
                && unit_walktoxy(&md->bl, x, y, 0))
                return 1;
        }
    } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
        //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
        status_kill(&md->bl);
        return 1;
    }

    //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
    if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) {
        struct unit_data *ud = unit_bl2ud(bl);
        md->last_linktime = tick;

        if (ud) {
            struct block_list *tbl=NULL;
            if (ud->target && ud->state.attack_continue)
                tbl=map_id2bl(ud->target);
            else if (ud->skilltarget) {
                tbl = map_id2bl(ud->skilltarget);
                //Required check as skilltarget is not always an enemy. [Skotlex]
                if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
                    tbl = NULL;
            }
            if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
                md->target_id=tbl->id;
                md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
                if (md->min_chase>MAX_MINCHASE)
                    md->min_chase=MAX_MINCHASE;
                return 1;
            }
        }
    }
    return 0;
}

/*==========================================
 * A lock of target is stopped and mob moves to a standby state.
 * This also triggers idle skill/movement since the AI can get stuck
 * when trying to pick new targets when the current chosen target is
 * unreachable.
 *------------------------------------------*/
int mob_unlocktarget(struct mob_data *md, unsigned int tick)
{
    nullpo_ret(md);

    switch (md->state.skillstate) {
        case MSS_WALK:
            if (md->ud.walktimer != INVALID_TIMER)
                break;
            //Because it is not unset when the mob finishes walking.
            md->state.skillstate = MSS_IDLE;
        case MSS_IDLE:
            // Idle skill.
            if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) &&
                mobskill_use(md, tick, -1))
                break;
            //Random walk.
            if (!md->master_id &&
                DIFF_TICK(md->next_walktime, tick) <= 0 &&
                !mob_randomwalk(md,tick))
                //Delay next random walk when this one failed.
                md->next_walktime=tick+rnd()%3000;
            break;
        default:
            mob_stop_attack(md);
            if (battle_config.mob_ai&0x8)
                mob_stop_walking(md,1); //Immediately stop chasing.
            md->state.skillstate = MSS_IDLE;
            md->next_walktime=tick+rnd()%3000+3000;
            break;
    }
    if (md->target_id) {
        md->target_id=0;
        unit_set_target(&md->ud, 0);
    }
    return 0;
}
/*==========================================
 * Random walk
 *------------------------------------------*/
int mob_randomwalk(struct mob_data *md,unsigned int tick)
{
    const int retrycount=20;
    int i,x,y,c,d;
    int speed;

    nullpo_ret(md);

    if (DIFF_TICK(md->next_walktime,tick)>0 ||
        !unit_can_move(&md->bl) ||
        !(status_get_mode(&md->bl)&MD_CANMOVE))
        return 0;

    d =12-md->move_fail_count;
    if (d<5) d=5;
    for (i=0; i<retrycount; i++) { // Search of a movable place
        int r=rnd();
        x=r%(d*2+1)-d;
        y=r/(d*2+1)%(d*2+1)-d;
        x+=md->bl.x;
        y+=md->bl.y;

        if ((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)) {
            break;
        }
    }
    if (i==retrycount) {
        md->move_fail_count++;
        if (md->move_fail_count>1000) {
            ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map[md->bl.m].name, md->bl.x, md->bl.y);
            md->move_fail_count=0;
            mob_spawn(md);
        }
        return 0;
    }
    speed=status_get_speed(&md->bl);
    for (i=c=0; i<md->ud.walkpath.path_len; i++) { // The next walk start time is calculated.
        if (md->ud.walkpath.path[i]&1)
            c+=speed*14/10;
        else
            c+=speed;
    }
    md->state.skillstate=MSS_WALK;
    md->move_fail_count=0;
    md->next_walktime = tick+rnd()%3000+3000+c;
    return 1;
}

int mob_warpchase(struct mob_data *md, struct block_list *target)
{
    struct npc_data *warp = NULL;
    int distance = AREA_SIZE;
    if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
        return 0; //Can't warp chase.

    if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
        return 0; //No need to do a warp chase.

    if (md->ud.walktimer != INVALID_TIMER &&
        map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
        return 1; //Already walking to a warp.

    //Search for warps within mob's viewing range.
    map_foreachinrange(mob_warpchase_sub, &md->bl,
                       md->db->range2, BL_NPC, target, &warp, &distance);

    if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1))
        return 1;
    return 0;
}

/*==========================================
 * AI of MOB whose is near a Player
 *------------------------------------------*/
static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
{
    struct block_list *tbl = NULL, *abl = NULL;
    int dist;
    int mode;
    int search_size;
    int view_range, can_move;

    if (md->bl.prev == NULL || md->status.hp <= 0)
        return false;

    if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
        return false;

    md->last_thinktime = tick;

    if (md->ud.skilltimer != INVALID_TIMER)
        return false;

    if (md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= 3)
        return false;

    // Abnormalities
    if ((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE)
        || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {//Should reset targets.
        md->target_id = md->attacked_id = 0;
        return false;
    }

    if (md->sc.count && md->sc.data[SC_BLIND])
        view_range = 3;
    else
        view_range = md->db->range2;
    mode = status_get_mode(&md->bl);

    can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);

    if (md->target_id) {
        //Check validity of current target. [Skotlex]
        tbl = map_id2bl(md->target_id);
        if (!tbl || tbl->m != md->bl.m ||
            (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
            (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
            (
                tbl->type == BL_PC &&
                ((((TBL_PC *)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) ||
                 ((TBL_PC *)tbl)->invincible_timer != INVALID_TIMER)
            )) {    //Unlock current target.
            if (mob_warpchase(md, tbl))
                return true; //Chasing this target.
            mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
            tbl = NULL;
        }
    }

    // Check for target change.
    if (md->attacked_id && mode&MD_CANATTACK) {
        if (md->attacked_id == md->target_id) {
            //Rude attacked check.
            if (!battle_check_range(&md->bl, tbl, md->status.rhw.range)
                && (  //Can't attack back and can't reach back.
                    (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
                                                                               || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP]
                                                                               || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
                    || !mob_can_reach(md, tbl, md->min_chase, MSS_RUSH)
                )
                &&  md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
                &&  !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
                &&  can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) { // Attempt escape
                //Escaped
                md->attacked_id = 0;
                return true;
            }
        } else if ((abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
            if (md->bl.m != abl->m || abl->prev == NULL
                || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
                || battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
                || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
                || (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
                    && ( // Reach check
                        (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
                                                                                   || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP]
                                                                                   || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
                        || !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
                    )
                   )) {
                // Rude attacked
                if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
                    && !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move
                    && !tbl && unit_escape(&md->bl, abl, rnd()%10 +1)) {
                    //Escaped.
                    //TODO: Maybe it shouldn't attempt to run if it has another, valid target?
                    md->attacked_id = 0;
                    return true;
                }
            } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0)) {
                //Can't attack back, but didn't invoke a rude attacked skill...
            } else {
                //Attackable
                if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
                    || battle_gettarget(tbl) != md->bl.id) {
                    //Change if the new target is closer than the actual one
                    //or if the previous target is not attacking the mob. [Skotlex]
                    md->target_id = md->attacked_id; // set target
                    if (md->state.attacked_count)
                        md->state.attacked_count--; //Should we reset rude attack count?
                    md->min_chase = dist+md->db->range3;
                    if (md->min_chase>MAX_MINCHASE)
                        md->min_chase=MAX_MINCHASE;
                    tbl = abl; //Set the new target
                }
            }
        }

        //Clear it since it's been checked for already.
        md->attacked_id = 0;
    }

    // Processing of slave monster
    if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick))
        return true;

    // Scan area for targets
    if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
        (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)) {
        // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
        map_foreachinrange(mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
    }

    if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) {
        map_foreachinrange(mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
    } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) {
        search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
        map_foreachinrange(mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
    }

    if (!tbl) { //No targets available.
        if (mode&MD_ANGRY && !md->state.aggressive)
            md->state.aggressive = 1; //Restore angry state when no targets are available.

        /* bg guardians follow allies when no targets nearby */
        if (md->bg_id && mode&MD_CANATTACK) {
            if (md->ud.walktimer != INVALID_TIMER)
                return true;/* we are already moving */
            map_foreachinrange(mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
            if (tbl) {
                if (distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1))
                    return true;/* we're moving or close enough don't unlock the target. */
            }
        }

        //This handles triggering idle walk/skill.
        mob_unlocktarget(md, tick);
        return true;
    }

    //Target exists, attack or loot as applicable.
    if (tbl->type == BL_ITEM) {
        //Loot time.
        struct flooritem_data *fitem;
        if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER)
            return true; //Already locked.
        if (md->lootitem == NULL) {
            //Can't loot...
            mob_unlocktarget(md, tick);
            return true;
        }
        if (!check_distance_bl(&md->bl, tbl, 1)) {
            //Still not within loot range.
            if (!(mode&MD_CANMOVE)) {
                //A looter that can't move? Real smart.
                mob_unlocktarget(md,tick);
                return true;
            }
            if (!can_move) //Stuck. Wait before walking.
                return true;
            md->state.skillstate = MSS_LOOT;
            if (!unit_walktobl(&md->bl, tbl, 1, 1))
                mob_unlocktarget(md, tick); //Can't loot...
            return true;
        }
        //Within looting range.
        if (md->ud.attacktimer != INVALID_TIMER)
            return true; //Busy attacking?

        fitem = (struct flooritem_data *)tbl;
        //Logs items, taken by (L)ooter Mobs [Lupus]
        log_pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data);

        if (md->lootitem_count < LOOTITEM_SIZE) {
            memcpy(&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
        } else {    //Destroy first looted item...
            if (md->lootitem[0].card[0] == CARD0_PET)
                intif_delete_petdata(MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]));
            memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
            memcpy(&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
        }
        if (pcdb_checkid(md->vd->class_)) {
            //Give them walk act/delay to properly mimic players. [Skotlex]
            clif_takeitem(&md->bl,tbl);
            md->ud.canact_tick = tick + md->status.amotion;
            unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
        }
        //Clear item.
        map_clearflooritem(tbl);
        mob_unlocktarget(md,tick);
        return true;
    }
    //Attempt to attack.
    //At this point we know the target is attackable, we just gotta check if the range matches.
    if (md->ud.target == tbl->id && md->ud.attacktimer != INVALID_TIMER) //Already locked.
        return true;

    if (battle_check_range(&md->bl, tbl, md->status.rhw.range)) {
        //Target within range, engage

        if (tbl->type == BL_PC)
            mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
        unit_attack(&md->bl,tbl->id,1);
        return true;
    }

    //Out of range...
    if (!(mode&MD_CANMOVE)) {
        //Can't chase. Attempt an idle skill before unlocking.
        md->state.skillstate = MSS_IDLE;
        if (!mobskill_use(md, tick, -1))
            mob_unlocktarget(md,tick);
        return true;
    }

    if (!can_move) {
        //Stuck. Attempt an idle skill
        md->state.skillstate = MSS_IDLE;
        if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
            mobskill_use(md, tick, -1);
        return true;
    }

    if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
        (
            !(battle_config.mob_ai&0x1) ||
            check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
        )) //Current target tile is still within attack range.
        return true;

    //Follow up if possible.
    if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
        !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
        mob_unlocktarget(md,tick);

    return true;
}

static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap)
{
    struct mob_data *md = (struct mob_data *)bl;
    unsigned int tick = va_arg(ap, unsigned int);
    if (mob_ai_sub_hard(md, tick)) {
        //Hard AI triggered.
        if (!md->state.spotted)
            md->state.spotted = 1;
        md->last_pcneartime = tick;
    }
    return 0;
}

/*==========================================
 * Serious processing for mob in PC field of view (foreachclient)
 *------------------------------------------*/
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
{
    unsigned int tick;
    tick=va_arg(ap,unsigned int);
    map_foreachinrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);

    return 0;
}

/*==========================================
 * Negligent mode MOB AI (PC is not in near)
 *------------------------------------------*/
static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
{
    unsigned int tick;

    nullpo_ret(md);

    if (md->bl.prev == NULL)
        return 0;

    tick = va_arg(args,unsigned int);

    if (battle_config.mob_ai&0x20 && map[md->bl.m].users>0)
        return (int)mob_ai_sub_hard(md, tick);

    if (md->bl.prev==NULL || md->status.hp == 0)
        return 1;

    if (battle_config.mob_active_time &&
        md->last_pcneartime &&
        !(md->status.mode&MD_BOSS) &&
        DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) {
        if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
            return (int)mob_ai_sub_hard(md, tick);
        md->last_pcneartime = 0;
    }

    if (battle_config.boss_active_time &&
        md->last_pcneartime &&
        (md->status.mode&MD_BOSS) &&
        DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) {
        if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
            return (int)mob_ai_sub_hard(md, tick);
        md->last_pcneartime = 0;
    }

    if (DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
        return 0;

    md->last_thinktime=tick;

    if (md->master_id) {
        mob_ai_sub_hard_slavemob(md,tick);
        return 0;
    }

    if (DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit_can_move(&md->bl)) {
        if (map[md->bl.m].users > 0) {
            if (rnd()%1000 < MOB_LAZYMOVEPERC(md))
                mob_randomwalk(md, tick);
            else if (rnd()%1000 < MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
                mobskill_use(md, tick, -1);
        } else {
            if (rnd()%1000 < MOB_LAZYMOVEPERC(md))
                mob_randomwalk(md, tick);
        }
    }
    return 0;
}

/*==========================================
 * Negligent processing for mob outside PC field of view   (interval timer function)
 *------------------------------------------*/
static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr_t data)
{
    map_foreachmob(mob_ai_sub_lazy,tick);
    return 0;
}

/*==========================================
 * Serious processing for mob in PC field of view   (interval timer function)
 *------------------------------------------*/
static int mob_ai_hard(int tid, unsigned int tick, int id, intptr_t data)
{

    if (battle_config.mob_ai&0x20)
        map_foreachmob(mob_ai_sub_lazy,tick);
    else
        map_foreachpc(mob_ai_sub_foreachclient,tick);

    return 0;
}

/*==========================================
 * Initializes the delay drop structure for mob-dropped items.
 *------------------------------------------*/
static struct item_drop *mob_setdropitem(int nameid, int qty) {
    struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
    memset(&drop->item_data, 0, sizeof(struct item));
    drop->item_data.nameid = nameid;
    drop->item_data.amount = qty;
    drop->item_data.identify = itemdb_isidentified(nameid);
    drop->next = NULL;
    return drop;
}

/*==========================================
 * Initializes the delay drop structure for mob-looted items.
 *------------------------------------------*/
static struct item_drop *mob_setlootitem(struct item *item) {
    struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
    memcpy(&drop->item_data, item, sizeof(struct item));
    drop->next = NULL;
    return drop;
}

/*==========================================
 * item drop with delay (timer function)
 *------------------------------------------*/
static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr_t data)
{
    struct item_drop_list *list;
    struct item_drop *ditem, *ditem_prev;
    list=(struct item_drop_list *)data;
    ditem = list->item;
    while (ditem) {
        map_addflooritem(&ditem->item_data,ditem->item_data.amount,
                         list->m,list->x,list->y,
                         list->first_charid,list->second_charid,list->third_charid,0);
        ditem_prev = ditem;
        ditem = ditem->next;
        ers_free(item_drop_ers, ditem_prev);
    }
    ers_free(item_drop_list_ers, list);
    return 0;
}

/*==========================================
 * Sets the item_drop into the item_drop_list.
 * Also performs logging and autoloot if enabled.
 * rate is the drop-rate of the item, required for autoloot.
 * flag : Killed only by homunculus?
 *------------------------------------------*/
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
{
    TBL_PC *sd;

    //Logs items, dropped by mobs [Lupus]
    log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data);

    sd = map_charid2sd(dlist->first_charid);
    if (sd == NULL) sd = map_charid2sd(dlist->second_charid);
    if (sd == NULL) sd = map_charid2sd(dlist->third_charid);

    if (sd
        && (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid))
        && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot)
        && (battle_config.homunculus_autoloot?1:!flag)
#ifdef AUTOLOOT_DISTANCE
        && sd->bl.m == md->bl.m
        && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
       ) { //Autoloot.
        if (party_share_loot(party_search(sd->status.party_id),
                             sd, &ditem->item_data, sd->status.char_id) == 0
           ) {
            ers_free(item_drop_ers, ditem);
            return;
        }
    }
    ditem->next = dlist->item;
    dlist->item = ditem;
}

int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *bl = map_id2bl(id);
    struct mob_data *md = BL_CAST(BL_MOB, bl);

    if (md) {
        if (md->deletetimer != tid) {
            ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
            return 0;
        }
        //for Alchemist CANNIBALIZE [Lupus]
        md->deletetimer = INVALID_TIMER;
        unit_free(bl, CLR_TELEPORT);
    }
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    int id;

    nullpo_ret(bl);
    nullpo_ret(md = (struct mob_data *)bl);

    id=va_arg(ap,int);
    if (md->master_id > 0 && md->master_id == id)
        status_kill(bl);
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int mob_deleteslave(struct mob_data *md)
{
    nullpo_ret(md);

    map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
    return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
int mob_respawn(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *bl = map_id2bl(id);

    if (!bl) return 0;
    status_revive(bl, (uint8)data, 0);
    return 1;
}

void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
{
    int char_id = 0, flag = MDLF_NORMAL;

    if (damage < 0)
        return; //Do nothing for absorbed damage.
    if (!damage && !(src->type&DEFAULT_ENEMY_TYPE(md)))
        return; //Do not log non-damaging effects from non-enemies.
    if (src->id == md->bl.id)
        return; //Do not log self-damage.

    switch (src->type) {
        case BL_PC: {
                struct map_session_data *sd = (TBL_PC *)src;
                char_id = sd->status.char_id;
                if (damage)
                    md->attacked_id = src->id;
                break;
            }
        case BL_HOM: {
                struct homun_data *hd = (TBL_HOM *)src;
                flag = MDLF_HOMUN;
                if (hd->master)
                    char_id = hd->master->status.char_id;
                if (damage)
                    md->attacked_id = src->id;
                break;
            }
        case BL_MER: {
                struct mercenary_data *mer = (TBL_MER *)src;
                if (mer->master)
                    char_id = mer->master->status.char_id;
                if (damage)
                    md->attacked_id = src->id;
                break;
            }
        case BL_PET: {
                struct pet_data *pd = (TBL_PET *)src;
                flag = MDLF_PET;
                if (pd->msd) {
                    char_id = pd->msd->status.char_id;
                    if (damage)  //Let mobs retaliate against the pet's master [Skotlex]
                        md->attacked_id = pd->msd->bl.id;
                }
                break;
            }
        case BL_MOB: {
                struct mob_data *md2 = (TBL_MOB *)src;
                if (md2->special_state.ai && md2->master_id) {
                    struct map_session_data *msd = map_id2sd(md2->master_id);
                    if (msd)
                        char_id = msd->status.char_id;
                }
                if (!damage)
                    break;
                //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
                if (md2->master_id && battle_config.retaliate_to_master)
                    md->attacked_id = md2->master_id;
                else
                    md->attacked_id = src->id;
                break;
            }
        case BL_ELEM: {
                struct elemental_data *ele = (TBL_ELEM *)src;
                if (ele->master)
                    char_id = ele->master->status.char_id;
                if (damage)
                    md->attacked_id = src->id;
                break;
            }
        default: //For all unhandled types.
            md->attacked_id = src->id;
    }

    if (char_id) {
        //Log damage...
        int i,minpos;
        unsigned int mindmg;
        for (i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX; i<DAMAGELOG_SIZE; i++) {
            if (md->dmglog[i].id==char_id &&
                md->dmglog[i].flag==flag)
                break;
            if (md->dmglog[i].id==0) {  //Store data in first empty slot.
                md->dmglog[i].id  = char_id;
                md->dmglog[i].flag= flag;
                break;
            }
            if (md->dmglog[i].dmg<mindmg && i) {
                //Never overwrite first hit slot (he gets double exp bonus)
                minpos=i;
                mindmg=md->dmglog[i].dmg;
            }
        }
        if (i<DAMAGELOG_SIZE)
            md->dmglog[i].dmg+=damage;
        else {
            md->dmglog[minpos].id  = char_id;
            md->dmglog[minpos].flag= flag;
            md->dmglog[minpos].dmg = damage;
        }
    }
    return;
}
//Call when a mob has received damage.
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
    if (damage > 0) { //Store total damage...
        if (UINT_MAX - (unsigned int)damage > md->tdmg)
            md->tdmg+=damage;
        else if (md->tdmg == UINT_MAX)
            damage = 0; //Stop recording damage once the cap has been reached.
        else { //Cap damage log...
            damage = (int)(UINT_MAX - md->tdmg);
            md->tdmg = UINT_MAX;
        }
        if (md->state.aggressive) { //No longer aggressive, change to retaliate AI.
            md->state.aggressive = 0;
            if (md->state.skillstate== MSS_ANGRY)
                md->state.skillstate = MSS_BERSERK;
            if (md->state.skillstate== MSS_FOLLOW)
                md->state.skillstate = MSS_RUSH;
        }
        //Log damage
        if (src)
            mob_log_damage(md, src, damage);
        md->dmgtick = gettick();
    }

    if (battle_config.show_mob_info&3)
        clif_charnameack(0, &md->bl);

    if (!src)
        return;

#if PACKETVER >= 20120404
    if (!(md->status.mode&MD_BOSS)) {
        int i;
        for (i = 0; i < DAMAGELOG_SIZE; i++) { // must show hp bar to all char who already hit the mob.
            struct map_session_data *sd = map_charid2sd(md->dmglog[i].id);
            if (sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE))  // check if in range
                clif_monster_hp_bar(md, sd->fd);
        }
    }
#endif

    if (md->special_state.ai == 2) { //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
        md->state.alchemist = 1;
        mobskill_use(md, gettick(), MSC_ALCHEMIST);
    }
}

/*==========================================
 * Signals death of mob.
 * type&1 -> no drops, type&2 -> no exp
 *------------------------------------------*/
int mob_dead(struct mob_data *md, struct block_list *src, int type)
{
    struct status_data *status;
    struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
    struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;

    struct {
        struct party_data *p;
        int id,zeny;
        unsigned int base_exp,job_exp;
    } pt[DAMAGELOG_SIZE];
    int i,temp,count,pnum=0,m=md->bl.m;
    int dmgbltypes = 0;  // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution
    unsigned int mvp_damage, tick = gettick();
    bool rebirth, homkillonly;

    status = &md->status;

    if (src && src->type == BL_PC) {
        sd = (struct map_session_data *)src;
        mvp_sd = sd;
    }

    if (md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
        guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);

    if (src) {
        // Use Dead skill only if not killed by Script or Command
        md->state.skillstate = MSS_DEAD;
        mobskill_use(md,tick,-1);
    }

    map_freeblock_lock();

    memset(pt,0,sizeof(pt));

    if (src && src->type == BL_MOB)
        mob_unlocktarget((struct mob_data *)src,tick);

    // filter out entries not eligible for exp distribution
    memset(tmpsd,0,sizeof(tmpsd));
    for (i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
        struct map_session_data *tsd = map_charid2sd(md->dmglog[i].id);

        if (tsd == NULL)
            continue; // skip empty entries
        if (tsd->bl.m != m)
            continue; // skip players not on this map
        count++; //Only logged into same map chars are counted for the total.
        if (pc_isdead(tsd))
            continue; // skip dead players
        if (md->dmglog[i].flag == MDLF_HOMUN && !merc_is_hom_active(tsd->hd))
            continue; // skip homunc's share if inactive
        if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd))
            continue; // skip pet's share if inactive

        if (md->dmglog[i].dmg > mvp_damage) {
            third_sd = second_sd;
            second_sd = mvp_sd;
            mvp_sd = tsd;
            mvp_damage = md->dmglog[i].dmg;
        }

        tmpsd[i] = tsd; // record as valid damage-log entry

        switch (md->dmglog[i].flag) {
            case MDLF_NORMAL:
                dmgbltypes|= BL_PC;
                break;
            case MDLF_HOMUN:
                dmgbltypes|= BL_HOM;
                break;
            case MDLF_PET:
                dmgbltypes|= BL_PET;
                break;
        }
    }

    // determines, if the monster was killed by homunculus' damage only
    homkillonly = (bool)((dmgbltypes&BL_HOM) && !(dmgbltypes&~BL_HOM));

    if (!battle_config.exp_calc_type && count > 1) {
        //Apply first-attacker 200% exp share bonus
        //TODO: Determine if this should go before calculating the MVP player instead of after.
        if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
            md->tdmg += md->dmglog[0].dmg;
            md->dmglog[0].dmg<<=1;
        } else {
            md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
            md->tdmg = UINT_MAX;
        }
    }

    if (!(type&2) && //No exp
        (!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
        (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
        (!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp
       ) { //Experience calculation.
        int bonus = 100; //Bonus on top of your share (common to all attackers).
        if (md->sc.data[SC_RICHMANKIM])
            bonus += md->sc.data[SC_RICHMANKIM]->val2;
        if (sd) {
            temp = status_get_class(&md->bl);
            if (sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
            else
                ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
                         (battle_config.allow_skill_without_day || sg_info[i].day_func()));
            if (i<MAX_PC_FEELHATE && (temp=pc_checkskill(sd,sg_info[i].bless_id)))
                bonus += (i==2?20:10)*temp;
        }
        if (battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
            bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;

        for (i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
            int flag=1,zeny=0;
            unsigned int base_exp, job_exp;
            double per; //Your share of the mob's exp

            if (!tmpsd[i]) continue;

            if (!battle_config.exp_calc_type && md->tdmg)
                //jAthena's exp formula based on total damage.
                per = (double)md->dmglog[i].dmg/(double)md->tdmg;
            else {
                //eAthena's exp formula based on max hp.
                per = (double)md->dmglog[i].dmg/(double)status->max_hp;
                if (per > 2) per = 2; // prevents unlimited exp gain
            }

            if (count>1 && battle_config.exp_bonus_attacker) {
                //Exp bonus per additional attacker.
                if (count > battle_config.exp_bonus_max_attacker)
                    count = battle_config.exp_bonus_max_attacker;
                per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
            }

            // change experience for different sized monsters [Valaris]
            if (battle_config.mob_size_influence) {
                if (md->special_state.size == SZ_MEDIUM)
                    per /= 2.;
                else if (md->special_state.size == SZ_BIG)
                    per *= 2.;
            }

            if (md->dmglog[i].flag == MDLF_PET)
                per *= battle_config.pet_attack_exp_rate/100.;

            if (battle_config.zeny_from_mobs && md->level) {
                // zeny calculation moblv + random moblv [Valaris]
                zeny=(int)((md->level+rnd()%md->level)*per*bonus/100.);
                if (md->db->mexp > 0)
                    zeny*=rnd()%250;
            }

            if (map[m].flag.nobaseexp || !md->db->base_exp)
                base_exp = 0;
            else
                base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map[m].bexp/100., 1, UINT_MAX);

            if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost.
                job_exp = 0;
            else
                job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX);

            if ((temp = tmpsd[i]->status.party_id)>0 && !md->dmglog[i].flag == MDLF_HOMUN) { //Homun-done damage (flag 1) is not given to party
                int j;
                for (j=0; j<pnum && pt[j].id!=temp; j++); //Locate party.

                if (j==pnum) { //Possibly add party.
                    pt[pnum].p = party_search(temp);
                    if (pt[pnum].p && pt[pnum].p->party.exp) {
                        pt[pnum].id=temp;
                        pt[pnum].base_exp=base_exp;
                        pt[pnum].job_exp=job_exp;
                        pt[pnum].zeny=zeny; // zeny share [Valaris]
                        pnum++;
                        flag=0;
                    }
                } else { //Add to total
                    if (pt[j].base_exp > UINT_MAX - base_exp)
                        pt[j].base_exp=UINT_MAX;
                    else
                        pt[j].base_exp+=base_exp;

                    if (pt[j].job_exp > UINT_MAX - job_exp)
                        pt[j].job_exp=UINT_MAX;
                    else
                        pt[j].job_exp+=job_exp;

                    pt[j].zeny+=zeny;  // zeny share [Valaris]
                    flag=0;
                }
            }
            if (flag) {
                if (base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
                    merc_hom_gainexp(tmpsd[i]->hd, base_exp);
                if (base_exp || job_exp) {
                    if (md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master) {
#ifdef RENEWAL_EXP
                        int rate = pc_level_penalty_mod(tmpsd[i], md, 1);
                        base_exp = (unsigned int)cap_value(base_exp * rate / 100, 1, UINT_MAX);
                        job_exp = (unsigned int)cap_value(job_exp * rate / 100, 1, UINT_MAX);
#endif
                        pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false);
                    }
                }
                if (zeny) // zeny from mobs [Valaris]
                    pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL);
            }
        }

        for (i=0; i<pnum; i++) //Party share.
            party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);

    } //End EXP giving.

    if (!(type&1) && !map[m].flag.nomobloot && !md->state.rebirth && (
            !md->special_state.ai || //Non special mob
            battle_config.alchemist_summon_reward == 2 || //All summoned give drops
            (md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
        )) {
        // Item Drop
        struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
        struct item_drop *ditem;
        struct item_data *it = NULL;
        int drop_rate;
#ifdef RENEWAL_DROP
        int drop_modifier = mvp_sd    ? pc_level_penalty_mod(mvp_sd, md, 2)   :
                            second_sd ? pc_level_penalty_mod(second_sd, md, 2):
                            third_sd  ? pc_level_penalty_mod(third_sd, md, 2) :
                            100;/* no player was attached, we dont use any modifier (100 = rates are not touched) */
#endif
        dlist->m = md->bl.m;
        dlist->x = md->bl.x;
        dlist->y = md->bl.y;
        dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
        dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
        dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
        dlist->item = NULL;

        for (i = 0; i < MAX_MOB_DROP; i++) {
            if (md->db->dropitem[i].nameid <= 0)
                continue;
            if (!(it = itemdb_exists(md->db->dropitem[i].nameid)))
                continue;
            drop_rate = md->db->dropitem[i].p;
            if (drop_rate <= 0) {
                if (battle_config.drop_rate0item)
                    continue;
                drop_rate = 1;
            }

            // change drops depending on monsters size [Valaris]
            if (battle_config.mob_size_influence) {
                if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2)
                    drop_rate /= 2;
                else if (md->special_state.size == SZ_BIG)
                    drop_rate *= 2;
            }

            if (src) {
                //Drops affected by luk as a fixed increase [Valaris]
                if (battle_config.drops_by_luk)
                    drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
                //Drops affected by luk as a % increase [Skotlex]
                if (battle_config.drops_by_luk2)
                    drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
            }
            if (sd && battle_config.pk_mode &&
                (int)(md->level - sd->status.base_level) >= 20)
                drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]

            // Increase drop rate if user has SC_ITEMBOOST
            if (sd && sd->sc.data[SC_ITEMBOOST]) // now rig the drop rate to never be over 90% unless it is originally >90%.
                drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_ITEMBOOST]->val1)/100.),0,9000));
#ifdef RENEWAL_DROP
            if (drop_modifier != 100) {
                drop_rate = drop_rate * drop_modifier / 100;
                if (drop_rate < 1)
                    drop_rate = 1;
            }
#endif
            // attempt to drop the item
            if (rnd() % 10000 >= drop_rate)
                continue;

            if (mvp_sd && it->type == IT_PETEGG) {
                pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
                continue;
            }

            ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1);

            //A Rare Drop Global Announce by Lupus
            if (mvp_sd && drop_rate <= battle_config.rare_drop_announce) {
                char message[128];
                sprintf(message, msg_txt(541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100);
                //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
                intif_broadcast(message,strlen(message)+1,0);
            }
            // Announce first, or else ditem will be freed. [Lance]
            // By popular demand, use base drop rate for autoloot code. [Skotlex]
            mob_item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p, homkillonly);
        }

        // Ore Discovery [Celest]
        if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
            ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
            mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly);
        }

        if (sd) {
            // process script-granted extra drop bonuses
            int itemid = 0;
            for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++) {
                if (sd->add_drop[i].race == -md->class_ ||
                    (sd->add_drop[i].race > 0 && (
                         sd->add_drop[i].race & (1<<status->race) ||
                         sd->add_drop[i].race & (1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
                     ))) {
                    //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
                    if (sd->add_drop[i].rate < 0) {
                        //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
                        // rate = base_rate * (mob_level/10) + 1
                        drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
                        drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
                        if (drop_rate > 10000) drop_rate = 10000;
                    } else
                        //it's positive, then it goes as it is
                        drop_rate = sd->add_drop[i].rate;

                    if (rnd()%10000 >= drop_rate)
                        continue;
                    itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomid(sd->add_drop[i].group);
                    mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate, homkillonly);
                }
            }

            // process script-granted zeny bonus (get_zeny_num) [Skotlex]
            if (sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate) {
                i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
                if (!i) i = 1;
                pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL);
            }
        }

        // process items looted by the mob
        if (md->lootitem) {
            for (i = 0; i < md->lootitem_count; i++)
                mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
        }
        if (dlist->item) //There are drop items.
            add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist);
        else //No drops
            ers_free(item_drop_list_ers, dlist);
    } else if (md->lootitem && md->lootitem_count) {    //Loot MUST drop!
        struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
        dlist->m = md->bl.m;
        dlist->x = md->bl.x;
        dlist->y = md->bl.y;
        dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
        dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
        dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
        dlist->item = NULL;
        for (i = 0; i < md->lootitem_count; i++)
            mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
        add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist);
    }

    if (mvp_sd && md->db->mexp > 0 && !md->special_state.ai) {
        int log_mvp[2] = {0};
        unsigned int mexp;
        struct item item;
        double exp;

        //mapflag: noexp check [Lorky]
        if (map[m].flag.nobaseexp || type&2)
            exp =1;
        else {
            exp = md->db->mexp;
            if (count > 1)
                exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
        }

        mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);

        clif_mvp_effect(mvp_sd);
        clif_mvp_exp(mvp_sd,mexp);
        pc_gainexp(mvp_sd, &md->bl, mexp,0, false);
        log_mvp[1] = mexp;

        if (!(map[m].flag.nomvploot || type&1)) {
            /* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */
            int mdrop_id[MAX_MVP_DROP];
            int mdrop_p[MAX_MVP_DROP];

            memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int));

            for (i = 0; i < MAX_MVP_DROP; i++) {
                while (1) {
                    int va = rand()%MAX_MVP_DROP;
                    if (!mdrop_id[va] || !md->db->mvpitem[i].nameid) {
                        mdrop_id[va] = md->db->mvpitem[i].nameid;
                        mdrop_p[va]  = md->db->mvpitem[i].p;
                        break;
                    }
                }
            }

            for (i = 0; i < MAX_MVP_DROP; i++) {
                if (mdrop_id[i] <= 0)
                    continue;
                if (!itemdb_exists(mdrop_id[i]))
                    continue;

                temp = mdrop_p[i];
                if (temp <= 0 && !battle_config.drop_rate0item)
                    temp = 1;
                if (temp <= rnd()%10000+1) //if ==0, then it doesn't drop
                    continue;

                memset(&item,0,sizeof(item));
                item.nameid=mdrop_id[i];
                item.identify= itemdb_isidentified(item.nameid);
                clif_mvp_item(mvp_sd,item.nameid);
                log_mvp[0] = item.nameid;

                //A Rare MVP Drop Global Announce by Lupus
                if (temp<=battle_config.rare_drop_announce) {
                    struct item_data *i_data;
                    char message[128];
                    i_data = itemdb_exists(item.nameid);
                    sprintf(message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
                    //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
                    intif_broadcast(message,strlen(message)+1,0);
                }

                if ((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
                    clif_additem(mvp_sd,0,0,temp);
                    map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1);
                }

                //Logs items, MVP prizes [Lupus]
                log_pick_mob(md, LOG_TYPE_MVP, -1, &item);
                break;
            }
        }

        log_mvpdrop(mvp_sd, md->class_, log_mvp);
    }

    if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
        //Emperium destroyed by script. Discard mvp character. [Skotlex]
        mvp_sd = NULL;

    rebirth = (md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth));
    if (!rebirth) {  // Only trigger event on final kill
        md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
        if (src) {
            switch (src->type) {
                case BL_PET:
                    sd = ((TBL_PET *)src)->msd;
                    break;
                case BL_HOM:
                    sd = ((TBL_HOM *)src)->master;
                    break;
                case BL_MER:
                    sd = ((TBL_MER *)src)->master;
                    break;
                case BL_ELEM:
                    sd = ((TBL_ELEM *)src)->master;
                    break;
            }
        }

        if (sd) {
            if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
                if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level))) {
                    pc_addfame(sd, 1);
                    sd->mission_mobid = temp;
                    pc_setglobalreg(sd,"TK_MISSION_ID", temp);
                    sd->mission_count = 0;
                    clif_mission_info(sd, temp, 0);
                }
                pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
            }

            if (sd->status.party_id)
                map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
            else if (sd->avail_quests)
                quest_update_objective(sd, md->class_);

            if (sd->md && src && src->type != BL_HOM && mob_db(md->class_)->lv > sd->status.base_level/2)
                mercenary_kills(sd->md);
        }

        if (md->npc_event[0] && !md->state.npc_killmonster) {
            if (sd && battle_config.mob_npc_event_type) {
                pc_setparam(sd, SP_KILLERRID, sd->bl.id);
                npc_event(sd,md->npc_event,0);
            } else if (mvp_sd) {
                pc_setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
                npc_event(mvp_sd,md->npc_event,0);
            } else
                npc_event_do(md->npc_event);
        } else if (mvp_sd && !md->state.npc_killmonster) {
            pc_setparam(mvp_sd, SP_KILLEDRID, md->class_);
            npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
        }

        md->status.hp = 1;
    }

    if (md->deletetimer != INVALID_TIMER) {
        delete_timer(md->deletetimer,mob_timer_delete);
        md->deletetimer = INVALID_TIMER;
    }
    /**
     * Only loops if necessary (e.g. a poring would never need to loop)
     **/
    if (md->can_summon)
        mob_deleteslave(md);

    map_freeblock_unlock();

    if (!rebirth) {

        if (pcdb_checkid(md->vd->class_)) { //Player mobs are not removed automatically by the client.
            /* first we set them dead, then we delay the outsight effect */
            clif_clearunit_area(&md->bl,CLR_DEAD);
            clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
        } else
            /**
             * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
             * For example, this delay allows it to display soul drain effect
             **/
            clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250);

    }

    if (!md->spawn) //Tell status_damage to remove it from memory.
        return 5; // Note: Actually, it's 4. Oh well...

    // MvP tomb [GreenBox]
    if (battle_config.mvp_tomb_enabled && md->spawn->state.boss)
        mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));

    if (!rebirth)
        mob_setdelayspawn(md); //Set respawning.
    return 3; //Remove from map.
}

void mob_revive(struct mob_data *md, unsigned int hp)
{
    unsigned int tick = gettick();
    md->state.skillstate = MSS_IDLE;
    md->last_thinktime = tick;
    md->next_walktime = tick+rnd()%50+5000;
    md->last_linktime = tick;
    md->last_pcneartime = 0;
    memset(md->dmglog, 0, sizeof(md->dmglog));  // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
    md->tdmg = 0;
    if (!md->bl.prev)
        map_addblock(&md->bl);
    clif_spawn(&md->bl);
    skill_unit_move(&md->bl,tick,1);
    mobskill_use(md, tick, MSC_SPAWN);
    if (battle_config.show_mob_info&3)
        clif_charnameack(0, &md->bl);
}

int mob_guardian_guildchange(struct mob_data *md)
{
    struct guild *g;
    nullpo_ret(md);

    if (!md->guardian_data)
        return 0;

    if (md->guardian_data->castle->guild_id == 0) {
        //Castle with no owner? Delete the guardians.
        if (md->class_ == MOBID_EMPERIUM) {
            //But don't delete the emperium, just clear it's guild-data
            md->guardian_data->guild_id = 0;
            md->guardian_data->emblem_id = 0;
            md->guardian_data->guild_name[0] = '\0';
        } else {
            if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
                guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
            unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
        }
        return 0;
    }

    g = guild_search(md->guardian_data->castle->guild_id);
    if (g == NULL) {
        //Properly remove guardian info from Castle data.
        ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
        if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
            guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
        unit_free(&md->bl,CLR_OUTSIGHT);
        return 0;
    }

    md->guardian_data->guild_id = g->guild_id;
    md->guardian_data->emblem_id = g->emblem_id;
    md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
    memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);

    return 1;
}

/*==========================================
 * Pick a random class for the mob
 *------------------------------------------*/
int mob_random_class(int *value, size_t count)
{
    nullpo_ret(value);

    // no count specified, look into the array manually, but take only max 5 elements
    if (count < 1) {
        count = 0;
        while (count < 5 && mobdb_checkid(value[count])) count++;
        if (count < 1)  // nothing found
            return 0;
    } else {
        // check if at least the first value is valid
        if (mobdb_checkid(value[0]) == 0)
            return 0;
    }
    //Pick a random value, hoping it exists. [Skotlex]
    return mobdb_checkid(value[rnd()%count]);
}

/*==========================================
 * Change mob base class
 *------------------------------------------*/
int mob_class_change(struct mob_data *md, int class_)
{
    unsigned int tick = gettick();
    int i, c, hp_rate;

    nullpo_ret(md);

    if (md->bl.prev == NULL)
        return 0;

    //Disable class changing for some targets...
    if (md->guardian_data)
        return 0; //Guardians/Emperium

    if (mob_is_treasure(md))
        return 0; //Treasure Boxes

    if (md->special_state.ai > 1)
        return 0; //Marine Spheres and Floras.

    if (mob_is_clone(md->class_))
        return 0; //Clones

    if (md->class_ == class_)
        return 0; //Nothing to change.

    hp_rate = get_percentage(md->status.hp, md->status.max_hp);
    md->class_ = class_;
    md->db = mob_db(class_);
    if (battle_config.override_mob_names==1)
        memcpy(md->name,md->db->name,NAME_LENGTH);
    else
        memcpy(md->name,md->db->jname,NAME_LENGTH);

    mob_stop_attack(md);
    mob_stop_walking(md, 0);
    unit_skillcastcancel(&md->bl, 0);
    status_set_viewdata(&md->bl, class_);
    clif_mob_class_change(md,md->vd->class_);
    status_calc_mob(md, 1);
    md->ud.state.speed_changed = 1; //Speed change update.

    if (battle_config.monster_class_change_recover) {
        memset(md->dmglog, 0, sizeof(md->dmglog));
        md->tdmg = 0;
    } else {
        md->status.hp = md->status.max_hp*hp_rate/100;
        if (md->status.hp < 1) md->status.hp = 1;
    }

    for (i=0,c=tick-MOB_MAX_DELAY; i<MAX_MOBSKILL; i++)
        md->skilldelay[i] = c;

    if (md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
        md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));

    //Targets should be cleared no morph
    md->target_id = md->attacked_id = 0;

    //Need to update name display.
    clif_charnameack(0, &md->bl);
    status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER);
    return 0;
}

/*==========================================
 * mob heal, update display hp info of mob for players
 *------------------------------------------*/
void mob_heal(struct mob_data *md,unsigned int heal)
{
    if (battle_config.show_mob_info&3)
        clif_charnameack(0, &md->bl);
}

/*==========================================
 * Added by RoVeRT
 *------------------------------------------*/
int mob_warpslave_sub(struct block_list *bl,va_list ap)
{
    struct mob_data *md=(struct mob_data *)bl;
    struct block_list *master;
    short x,y,range=0;
    master = va_arg(ap, struct block_list *);
    range = va_arg(ap, int);

    if (md->master_id!=master->id)
        return 0;

    map_search_freecell(master, 0, &x, &y, range, range, 0);
    unit_warp(&md->bl, master->m, x, y,CLR_RESPAWN);
    return 1;
}

/*==========================================
 * Added by RoVeRT
 * Warps slaves. Range is the area around the master that they can
 * appear in randomly.
 *------------------------------------------*/
int mob_warpslave(struct block_list *bl, int range)
{
    if (range < 1)
        range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]

    return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
}

/*==========================================
 *  Counts slave sub, curently checking if mob master is the given ID.
 *------------------------------------------*/
int mob_countslave_sub(struct block_list *bl,va_list ap)
{
    int id;
    struct mob_data *md;
    id=va_arg(ap,int);

    md = (struct mob_data *)bl;
    if (md->master_id==id)
        return 1;
    return 0;
}

/*==========================================
 * Counts the number of slaves a mob has on the map.
 *------------------------------------------*/
int mob_countslave(struct block_list *bl)
{
    return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
}

/*==========================================
 * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
 *------------------------------------------*/
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
{
    struct mob_data *md;
    struct spawn_data data;
    int count = 0,k=0,hp_rate=0;

    nullpo_ret(md2);
    nullpo_ret(value);

    memset(&data, 0, sizeof(struct spawn_data));
    data.m = md2->bl.m;
    data.x = md2->bl.x;
    data.y = md2->bl.y;
    data.num = 1;
    data.state.size = md2->special_state.size;
    data.state.ai = md2->special_state.ai;

    if (mobdb_checkid(value[0]) == 0)
        return 0;
    /**
     * Flags this monster is able to summon; saves a worth amount of memory upon deletion
     **/
    md2->can_summon = 1;

    while (count < 5 && mobdb_checkid(value[count])) count++;
    if (count < 1) return 0;
    if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
        k = rnd()%count;
        amount+=k; //Increase final value by same amount to preserve total number to summon.
    }

    if (!battle_config.monster_class_change_recover &&
        (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
        hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);

    for (; k<amount; k++) {
        short x,y;
        data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
        if (mobdb_checkid(data.class_) == 0)
            continue;

        if (map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
            data.x = x;
            data.y = y;
        } else {
            data.x = md2->bl.x;
            data.y = md2->bl.y;
        }

        //These two need to be loaded from the db for each slave.
        if (battle_config.override_mob_names==1)
            strcpy(data.name,"--en--");
        else
            strcpy(data.name,"--ja--");

        if (!mob_parse_dataset(&data))
            continue;

        md= mob_spawn_dataset(&data);
        if (skill_id == NPC_SUMMONSLAVE) {
            md->master_id=md2->bl.id;
            md->special_state.ai = md2->special_state.ai;
        }
        mob_spawn(md);

        if (hp_rate) //Scale HP
            md->status.hp = md->status.max_hp*hp_rate/100;

        //Inherit the aggressive mode of the master.
        if (battle_config.slaves_inherit_mode && md->master_id) {
            switch (battle_config.slaves_inherit_mode) {
                case 1: //Always aggressive
                    if (!(md->status.mode&MD_AGGRESSIVE))
                        sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
                    break;
                case 2: //Always passive
                    if (md->status.mode&MD_AGGRESSIVE)
                        sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
                    break;
                default: //Copy master.
                    if (md2->status.mode&MD_AGGRESSIVE)
                        sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
                    else
                        sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
                    break;
            }
        }

        clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
    }

    return 0;
}

/*==========================================
 * MOBskill lookup (get skillindex through skillid)
 * Returns -1 if not found.
 *------------------------------------------*/
int mob_skillid2skillidx(int class_,int skillid)
{
    int i, max = mob_db(class_)->maxskill;
    struct mob_skill *ms=mob_db(class_)->skill;

    if (ms==NULL)
        return -1;

    ARR_FIND(0, max, i, ms[i].skill_id == skillid);
    return (i < max) ? i : -1;
}

/*==========================================
 * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
 *------------------------------------------*/
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
{
    int min_rate, max_rate,rate;
    struct block_list **fr;
    struct mob_data *md;

    md = va_arg(ap,struct mob_data *);
    min_rate=va_arg(ap,int);
    max_rate=va_arg(ap,int);
    fr=va_arg(ap,struct block_list **);

    if (md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
        return 0;

    if ((*fr) != NULL) //A friend was already found.
        return 0;

    if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
        return 0;

    rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));

    if (rate >= min_rate && rate <= max_rate)
        (*fr) = bl;
    return 1;
}
static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate) {
    struct block_list *fr=NULL;
    int type = BL_MOB;

    nullpo_retr(NULL, md);

    if (md->special_state.ai) //Summoned creatures. [Skotlex]
        type = BL_PC;

    map_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
    return fr;
}
/*==========================================
 * Check hp rate of its master
 *------------------------------------------*/
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate) {
    if (md && md->master_id > 0) {
        struct block_list *bl = map_id2bl(md->master_id);
        if (bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate)
            return bl;
    }

    return NULL;
}
/*==========================================
 * What a status state suits by nearby MOB is looked for.
 *------------------------------------------*/
int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
{
    int cond1,cond2;
    struct mob_data **fr, *md, *mmd;
    int flag=0;

    nullpo_ret(bl);
    nullpo_ret(md=(struct mob_data *)bl);
    nullpo_ret(mmd=va_arg(ap,struct mob_data *));

    if (mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10))
        return 0;

    if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
        return 0;
    cond1=va_arg(ap,int);
    cond2=va_arg(ap,int);
    fr=va_arg(ap,struct mob_data **);
    if (cond2==-1) {
        int j;
        for (j=SC_COMMON_MIN; j<=SC_COMMON_MAX && !flag; j++) {
            if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex]
                break;
        }
    } else
        flag=(md->sc.data[cond2] != NULL);
    if (flag^(cond1==MSC_FRIENDSTATUSOFF))
        (*fr)=md;

    return 0;
}

struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2) {
    struct mob_data *fr = NULL;
    nullpo_ret(md);

    map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
    return fr;
}

/*==========================================
 * Skill use judging
 *------------------------------------------*/
int mobskill_use(struct mob_data *md, unsigned int tick, int event)
{
    struct mob_skill *ms;
    struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
    struct block_list *bl;
    struct mob_data *fmd = NULL;
    int i,j,n;

    nullpo_ret(md);
    nullpo_ret(ms = md->db->skill);

    if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill)
        return 0;

    if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
        return 0; //Skill act delay only affects non-event skills.

    //Pick a starting position and loop from that.
    i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0;
    for (n = 0; n < md->db->maxskill; i++, n++) {
        int c2, flag = 0;

        if (i == md->db->maxskill)
            i = 0;

        if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
            continue;

        c2 = ms[i].cond2;

        if (ms[i].state != md->state.skillstate) {
            if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
                                                     (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
                                                    )) //ANYTARGET works with any state as long as there's a target. [Skotlex]
                ;
            else
                continue;
        }
        if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
            continue;

        if (ms[i].cond1 == event)
            flag = 1; //Trigger skill.
        else if (ms[i].cond1 == MSC_SKILLUSED)
            flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
        else if (event == -1) {
            //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
            switch (ms[i].cond1) {
                case MSC_ALWAYS:
                    flag = 1;
                    break;
                case MSC_MYHPLTMAXRATE:     // HP< maxhp%
                    flag = get_percentage(md->status.hp, md->status.max_hp);
                    flag = (flag <= c2);
                    break;
                case MSC_MYHPINRATE:
                    flag = get_percentage(md->status.hp, md->status.max_hp);
                    flag = (flag >= c2 && flag <= ms[i].val[0]);
                    break;
                case MSC_MYSTATUSON:        // status[num] on
                case MSC_MYSTATUSOFF:       // status[num] off
                    if (!md->sc.count) {
                        flag = 0;
                    } else if (ms[i].cond2 == -1) {
                        for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
                            if ((flag = (md->sc.data[j]!=NULL)) != 0)
                                break;
                    } else {
                        flag = (md->sc.data[ms[i].cond2]!=NULL);
                    }
                    flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF);
                    break;
                case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
                    flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL);
                    break;
                case MSC_FRIENDHPINRATE :
                    flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL);
                    break;
                case MSC_FRIENDSTATUSON:    // friend status[num] on
                case MSC_FRIENDSTATUSOFF:   // friend status[num] off
                    flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL);
                    break;
                case MSC_SLAVELT:       // slave < num
                    flag = (mob_countslave(&md->bl) < c2);
                    break;
                case MSC_ATTACKPCGT:    // attack pc > num
                    flag = (unit_counttargeted(&md->bl) > c2);
                    break;
                case MSC_SLAVELE:       // slave <= num
                    flag = (mob_countslave(&md->bl) <= c2);
                    break;
                case MSC_ATTACKPCGE:    // attack pc >= num
                    flag = (unit_counttargeted(&md->bl) >= c2);
                    break;
                case MSC_AFTERSKILL:
                    flag = (md->ud.skillid == c2);
                    break;
                case MSC_RUDEATTACKED:
                    flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
                    if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
                    break;
                case MSC_MASTERHPLTMAXRATE:
                    flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL);
                    break;
                case MSC_MASTERATTACKED:
                    flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0);
                    break;
                case MSC_ALCHEMIST:
                    flag = (md->state.alchemist);
                    break;
            }
        }

        if (!flag)
            continue; //Skill requisite failed to be fulfilled.

        //Execute skill
        if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND) {
            //Ground skill.
            short x, y;
            switch (ms[i].target) {
                case MST_RANDOM: //Pick a random enemy within skill range.
                    bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
                                         skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
                    break;
                case MST_TARGET:
                case MST_AROUND5:
                case MST_AROUND6:
                case MST_AROUND7:
                case MST_AROUND8:
                    bl = map_id2bl(md->target_id);
                    break;
                case MST_MASTER:
                    bl = &md->bl;
                    if (md->master_id)
                        bl = map_id2bl(md->master_id);
                    if (bl) //Otherwise, fall through.
                        break;
                case MST_FRIEND:
                    bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
                    break;
                default:
                    bl = &md->bl;
                    break;
            }
            if (!bl) continue;

            x = bl->x;
            y = bl->y;
            // Look for an area to cast the spell around...
            if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
                j = ms[i].target >= MST_AROUND1?
                    (ms[i].target-MST_AROUND1) +1:
                    (ms[i].target-MST_AROUND5) +1;
                map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
            }
            md->skillidx = i;
            map_freeblock_lock();
            if (!battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
                !unit_skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)) {
                map_freeblock_unlock();
                continue;
            }
        } else {
            //Targetted skill
            switch (ms[i].target) {
                case MST_RANDOM: //Pick a random enemy within skill range.
                    bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
                                         skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
                    break;
                case MST_TARGET:
                    bl = map_id2bl(md->target_id);
                    break;
                case MST_MASTER:
                    bl = &md->bl;
                    if (md->master_id)
                        bl = map_id2bl(md->master_id);
                    if (bl) //Otherwise, fall through.
                        break;
                case MST_FRIEND:
                    if (fbl) {
                        bl = fbl;
                        break;
                    } else if (fmd) {
                        bl = &fmd->bl;
                        break;
                    } // else fall through
                default:
                    bl = &md->bl;
                    break;
            }
            if (!bl) continue;

            md->skillidx = i;
            map_freeblock_lock();
            if (!battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
                !unit_skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)) {
                map_freeblock_unlock();
                continue;
            }
        }
        //Skill used. Post-setups...
        if (ms[ i ].msg_id) {  //Display color message [SnakeDrak]
            struct mob_chat *mc = mob_chat(ms[i].msg_id);
            char temp[CHAT_SIZE_MAX];
            char name[NAME_LENGTH];
            snprintf(name, sizeof name,"%s", md->name);
            strtok(name, "#"); // discard extra name identifier if present [Daegaladh]
            snprintf(temp, sizeof temp,"%s : %s", name, mc->msg);
            clif_messagecolor(&md->bl, mc->color, temp);
        }
        if (!(battle_config.mob_ai&0x200)) { //pass on delay to same skill.
            for (j = 0; j < md->db->maxskill; j++)
                if (md->db->skill[j].skill_id == ms[i].skill_id)
                    md->skilldelay[j]=tick;
        } else
            md->skilldelay[i]=tick;
        map_freeblock_unlock();
        return 1;
    }
    //No skill was used.
    md->skillidx = -1;
    return 0;
}
/*==========================================
 * Skill use event processing
 *------------------------------------------*/
int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
{
    int target_id, res = 0;

    if (md->bl.prev == NULL || md->status.hp <= 0)
        return 0;

    target_id = md->target_id;
    if (!target_id || battle_config.mob_changetarget_byskill)
        md->target_id = src->id;

    if (flag == -1)
        res = mobskill_use(md, tick, MSC_CASTTARGETED);
    else if ((flag&0xffff) == MSC_SKILLUSED)
        res = mobskill_use(md, tick, flag);
    else if (flag&BF_SHORT)
        res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
    else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
        res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);

    if (!res)
        //Restore previous target only if skill condition failed to trigger. [Skotlex]
        md->target_id = target_id;
    //Otherwise check if the target is an enemy, and unlock if needed.
    else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
        md->target_id = target_id;

    return res;
}

// Player cloned mobs. [Valaris]
int mob_is_clone(int class_)
{
    if (class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
        return 0;
    if (mob_db(class_) == mob_dummy)
        return 0;
    return class_;
}

//Flag values:
//&1: Set special ai (fight mobs, not players)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
{
    int class_;
    int i,j,inf,skill_id, fd;
    struct mob_data *md;
    struct mob_skill *ms;
    struct mob_db *db;
    struct status_data *status;

    nullpo_ret(sd);

    if (pc_isdead(sd) && master_id && flag&1)
        return 0;

    ARR_FIND(MOB_CLONE_START, MOB_CLONE_END, class_, mob_db_data[class_] == NULL);
    if (class_ >= MOB_CLONE_END)
        return 0;

    db = mob_db_data[class_]=(struct mob_db *)aCalloc(1, sizeof(struct mob_db));
    status = &db->status;
    strcpy(db->sprite,sd->status.name);
    strcpy(db->name,sd->status.name);
    strcpy(db->jname,sd->status.name);
    db->lv=status_get_lv(&sd->bl);
    memcpy(status, &sd->base_status, sizeof(struct status_data));
    status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK
    status->rhw.atk = status->dex; //Min ATK
    if (status->lhw.atk) {
        status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK
        status->lhw.atk = status->dex; //Min ATK
    }
    if (mode) //User provided mode.
        status->mode = mode;
    else if (flag&1) //Friendly Character, remove looting.
        status->mode &= ~MD_LOOTER;
    status->hp = status->max_hp;
    status->sp = status->max_sp;
    memcpy(&db->vd, &sd->vd, sizeof(struct view_data));
    db->base_exp=1;
    db->job_exp=1;
    db->range2=AREA_SIZE; //Let them have the same view-range as players.
    db->range3=AREA_SIZE; //Min chase of a screen.
    db->option=sd->sc.option;

    //Skill copy [Skotlex]
    ms = &db->skill[0];

    /**
     * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
     **/
    fd = sd->fd;
    sd->fd = 0;

    //Go Backwards to give better priority to advanced skills.
    for (i=0,j = MAX_SKILL_TREE-1; j>=0 && i< MAX_MOBSKILL ; j--) {
        skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
        if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
            (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
            skill_get_nocast(skill_id)&16
           )
            continue;
        //Normal aggressive mob, disable skills that cannot help them fight
        //against players (those with flags UF_NOMOB and UF_NOPC are specific
        //to always aid players!) [Skotlex]
        if (!(flag&1) &&
            skill_get_unit_id(skill_id, 0) &&
            skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
            continue;
        /**
         * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
         **/
        if (!skill_check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv))
            continue;

        memset(&ms[i], 0, sizeof(struct mob_skill));
        ms[i].skill_id = skill_id;
        ms[i].skill_lv = sd->status.skill[skill_id].lv;
        ms[i].state = MSS_ANY;
        ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
        ms[i].emotion = -1;
        ms[i].cancel = 0;
        ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);
        ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);

        inf = skill_get_inf(skill_id);
        if (inf&INF_ATTACK_SKILL) {
            ms[i].target = MST_TARGET;
            ms[i].cond1 = MSC_ALWAYS;
            if (skill_get_range(skill_id, ms[i].skill_lv)  > 3)
                ms[i].state = MSS_ANYTARGET;
            else
                ms[i].state = MSS_BERSERK;
        } else if (inf&INF_GROUND_SKILL) {
            if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
                ms[i].state = MSS_IDLE;
                ms[i].target = MST_AROUND2;
                ms[i].delay = 60000;
            } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
                ms[i].state = MSS_ANYTARGET;
                ms[i].target = MST_TARGET;
                ms[i].cond1 = MSC_ALWAYS;
            } else { //Target allies
                ms[i].target = MST_FRIEND;
                ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
                ms[i].cond2 = 95;
            }
        } else if (inf&INF_SELF_SKILL) {
            if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
                ms[i].target = MST_TARGET;
                ms[i].cond1 = MSC_ALWAYS;
                if (skill_get_range(skill_id, ms[i].skill_lv)  > 3) {
                    ms[i].state = MSS_ANYTARGET;
                } else {
                    ms[i].state = MSS_BERSERK;
                }
            } else { //Self skill
                ms[i].target = MST_SELF;
                ms[i].cond1 = MSC_MYHPLTMAXRATE;
                ms[i].cond2 = 90;
                ms[i].permillage = 2000;
                //Delay: Remove the stock 5 secs and add half of the support time.
                ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
                if (ms[i].delay < 5000)
                    ms[i].delay = 5000; //With a minimum of 5 secs.
            }
        } else if (inf&INF_SUPPORT_SKILL) {
            ms[i].target = MST_FRIEND;
            ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
            ms[i].cond2 = 90;
            if (skill_id == AL_HEAL)
                ms[i].permillage = 5000; //Higher skill rate usage for heal.
            else if (skill_id == ALL_RESURRECTION)
                ms[i].cond2 = 1;
            //Delay: Remove the stock 5 secs and add half of the support time.
            ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
            if (ms[i].delay < 2000)
                ms[i].delay = 2000; //With a minimum of 2 secs.

            if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
                memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
                db->maxskill = ++i;
                ms[i].target = MST_SELF;
                ms[i].cond1 = MSC_MYHPLTMAXRATE;
            }
        } else {
            switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
                case MO_TRIPLEATTACK:
                case TF_DOUBLE:
                case GS_CHAINACTION:
                    ms[i].state = MSS_BERSERK;
                    ms[i].target = MST_TARGET;
                    ms[i].cond1 = MSC_ALWAYS;
                    ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
                    ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
                    break;
                default: //Untreated Skill
                    continue;
            }
        }
        if (battle_config.mob_skill_rate!= 100)
            ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
        if (battle_config.mob_skill_delay != 100)
            ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;

        db->maxskill = ++i;
    }

    /**
     * We grant the session it's fd value back.
     **/
    sd->fd = fd;

    //Finally, spawn it.
    md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", class_, event, SZ_SMALL, AI_NONE);
    if (!md) return 0; //Failed?

    md->special_state.clone = 1;

    if (master_id || flag || duration) { //Further manipulate crafted char.
        if (flag&1) //Friendly Character
            md->special_state.ai = AI_ATTACK;
        if (master_id) //Attach to Master
            md->master_id = master_id;
        if (duration) { //Auto Delete after a while.
            if (md->deletetimer != INVALID_TIMER)
                delete_timer(md->deletetimer, mob_timer_delete);
            md->deletetimer = add_timer(gettick() + duration, mob_timer_delete, md->bl.id, 0);
        }
    }

    mob_spawn(md);

    return md->bl.id;
}

int mob_clone_delete(struct mob_data *md)
{
    const int class_ = md->class_;
    if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
        && mob_db_data[class_]!=NULL) {
        aFree(mob_db_data[class_]);
        mob_db_data[class_]=NULL;
        //Clear references to the db
        md->db = mob_dummy;
        md->vd = NULL;
        return 1;
    }
    return 0;
}

//
// Initialization
//
/*==========================================
 * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
 *------------------------------------------*/
static int mob_makedummymobdb(int class_)
{
    if (mob_dummy != NULL) {
        if (mob_db(class_) == mob_dummy)
            return 1; //Using the mob_dummy data already. [Skotlex]
        if (class_ > 0 && class_ <= MAX_MOB_DB) {
            //Remove the mob data so that it uses the dummy data instead.
            aFree(mob_db_data[class_]);
            mob_db_data[class_] = NULL;
        }
        return 0;
    }
    //Initialize dummy data.
    mob_dummy = (struct mob_db *)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
    sprintf(mob_dummy->sprite,"DUMMY");
    sprintf(mob_dummy->name,"Dummy");
    sprintf(mob_dummy->jname,"Dummy");
    mob_dummy->lv=1;
    mob_dummy->status.max_hp=1000;
    mob_dummy->status.max_sp=1;
    mob_dummy->status.rhw.range=1;
    mob_dummy->status.rhw.atk=7;
    mob_dummy->status.rhw.atk2=10;
    mob_dummy->status.str=1;
    mob_dummy->status.agi=1;
    mob_dummy->status.vit=1;
    mob_dummy->status.int_=1;
    mob_dummy->status.dex=6;
    mob_dummy->status.luk=2;
    mob_dummy->status.speed=300;
    mob_dummy->status.adelay=1000;
    mob_dummy->status.amotion=500;
    mob_dummy->status.dmotion=500;
    mob_dummy->base_exp=2;
    mob_dummy->job_exp=1;
    mob_dummy->range2=10;
    mob_dummy->range3=10;

    return 0;
}

//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
{
    double rate = baserate;

    if (battle_config.logarithmic_drops && rate_adjust > 0 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
        //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
        //x is the normal Droprate, y is the Modificator.
        rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
    else
        //Classical linear rate adjustment.
        rate = rate * rate_adjust/100;

    return (unsigned int)cap_value(rate,rate_min,rate_max);
}

/**
 * Check if global item drop rate is overriden for given item
 * in db/mob_item_ratio.txt
 * @param nameid ID of the item
 * @param mob_id ID of the monster
 * @param rate_adjust pointer to store ratio if found
 */
static void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust)
{
    int i;
    if (item_drop_ratio_db[nameid]) {
        if (item_drop_ratio_db[nameid]->mob_id[0]) {  // only for listed mobs
            ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id);
            if (i < MAX_ITEMRATIO_MOBS) // found
                *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
        } else // for all mobs
            *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
    }
}

/*==========================================
 * processes one mobdb entry
 *------------------------------------------*/
static bool mob_parse_dbrow(char **str)
{
    struct mob_db *db, entry;
    struct status_data *status;
    int class_, i, k;
    double exp, maxhp;
    struct mob_data data;

    class_ = atoi(str[0]);

    if (class_ <= 1000 || class_ > MAX_MOB_DB) {
        ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB);
        return false;
    }
    if (pcdb_checkid(class_)) {
        ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_);
        return false;
    }

    if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
        ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB);
        return false;
    }

    memset(&entry, 0, sizeof(entry));

    db = &entry;
    status = &db->status;

    db->vd.class_ = class_;
    safestrncpy(db->sprite, str[1], sizeof(db->sprite));
    safestrncpy(db->jname, str[2], sizeof(db->jname));
    safestrncpy(db->name, str[3], sizeof(db->name));
    db->lv = atoi(str[4]);
    db->lv = cap_value(db->lv, 1, USHRT_MAX);
    status->max_hp = atoi(str[5]);
    status->max_sp = atoi(str[6]);

    exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
    db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);

    exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
    db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);

    status->rhw.range = atoi(str[9]);
    status->rhw.atk = atoi(str[10]);
    status->rhw.atk2 = atoi(str[11]);
    status->def = atoi(str[12]);
    status->mdef = atoi(str[13]);
    status->str = atoi(str[14]);
    status->agi = atoi(str[15]);
    status->vit = atoi(str[16]);
    status->int_ = atoi(str[17]);
    status->dex = atoi(str[18]);
    status->luk = atoi(str[19]);
    //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
    if (status->str < 1) status->str = 1;
    if (status->agi < 1) status->agi = 1;
    if (status->vit < 1) status->vit = 1;
    if (status->int_< 1) status->int_= 1;
    if (status->dex < 1) status->dex = 1;
    if (status->luk < 1) status->luk = 1;

    db->range2 = atoi(str[20]);
    db->range3 = atoi(str[21]);
    if (battle_config.view_range_rate != 100) {
        db->range2 = db->range2 * battle_config.view_range_rate / 100;
        if (db->range2 < 1)
            db->range2 = 1;
    }
    if (battle_config.chase_range_rate != 100) {
        db->range3 = db->range3 * battle_config.chase_range_rate / 100;
        if (db->range3 < db->range2)
            db->range3 = db->range2;
    }

    status->size = atoi(str[22]);
    status->race = atoi(str[23]);

    i = atoi(str[24]); //Element
    status->def_ele = i%10;
    status->ele_lv = i/20;
    if (status->def_ele >= ELE_MAX) {
        ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", status->def_ele, class_, ELE_MAX-1);
        return false;
    }
    if (status->ele_lv < 1 || status->ele_lv > 4) {
        ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", status->ele_lv, class_);
        return false;
    }

    status->mode = (int)strtol(str[25], NULL, 0);
    if (!battle_config.monster_active_enable)
        status->mode &= ~MD_AGGRESSIVE;

    status->speed = atoi(str[26]);
    status->aspd_rate = 1000;
    i = atoi(str[27]);
    status->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000);
    i = atoi(str[28]);
    status->amotion = cap_value(i, battle_config.monster_max_aspd, 2000);
    //If the attack animation is longer than the delay, the client crops the attack animation!
    //On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
    if (status->adelay < status->amotion)
        status->adelay = status->amotion;
    status->dmotion = atoi(str[29]);
    if (battle_config.monster_damage_delay_rate != 100)
        status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100;

    // Fill in remaining status data by using a dummy monster.
    data.bl.type = BL_MOB;
    data.level = db->lv;
    memcpy(&data.status, status, sizeof(struct status_data));
    status_calc_misc(&data.bl, status, db->lv);

    // MVP EXP Bonus: MEXP
    // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
    exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
    db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);

    //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
    maxhp = (double)status->max_hp;
    if (db->mexp > 0) { //Mvp
        if (battle_config.mvp_hp_rate != 100)
            maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
    } else //Normal mob
        if (battle_config.monster_hp_rate != 100)
            maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;

    status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
    if (status->max_sp < 1) status->max_sp = 1;

    //Since mobs always respawn with full life...
    status->hp = status->max_hp;
    status->sp = status->max_sp;

    // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
    for (i = 0; i < MAX_MVP_DROP; i++) {
        struct item_data *id;
        int rate_adjust = battle_config.item_rate_mvp;;
        db->mvpitem[i].nameid = atoi(str[31+i*2]);
        if (!db->mvpitem[i].nameid) {
            db->mvpitem[i].p = 0; //No item....
            continue;
        }
        item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust);
        db->mvpitem[i].p = mob_drop_adjust(atoi(str[32+i*2]), rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);

        //calculate and store Max available drop chance of the MVP item
        if (db->mvpitem[i].p) {
            id = itemdb_search(db->mvpitem[i].nameid);
            if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1)) {
                //item has bigger drop chance or sold in shops
                id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
            }
        }
    }

    for (i = 0; i < MAX_MOB_DROP; i++) {
        int rate = 0, rate_adjust, type;
        unsigned short ratemin, ratemax;
        struct item_data *id;
        k = 31 + MAX_MVP_DROP*2 + i*2;
        db->dropitem[i].nameid = atoi(str[k]);
        if (!db->dropitem[i].nameid) {
            db->dropitem[i].p = 0; //No drop.
            continue;
        }
        id = itemdb_search(db->dropitem[i].nameid);
        type = id->type;
        rate = atoi(str[k+1]);
        if ((class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946)) {
            //Treasure box drop rates [Skotlex]
            rate_adjust = battle_config.item_rate_treasure;
            ratemin = battle_config.item_drop_treasure_min;
            ratemax = battle_config.item_drop_treasure_max;
        } else switch (type) {
                    // Added suport to restrict normal drops of MVP's [Reddozen]
                case IT_HEALING:
                    rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal;
                    ratemin = battle_config.item_drop_heal_min;
                    ratemax = battle_config.item_drop_heal_max;
                    break;
                case IT_USABLE:
                case IT_CASH:
                    rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use;
                    ratemin = battle_config.item_drop_use_min;
                    ratemax = battle_config.item_drop_use_max;
                    break;
                case IT_WEAPON:
                case IT_ARMOR:
                case IT_PETARMOR:
                    rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip;
                    ratemin = battle_config.item_drop_equip_min;
                    ratemax = battle_config.item_drop_equip_max;
                    break;
                case IT_CARD:
                    rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card;
                    ratemin = battle_config.item_drop_card_min;
                    ratemax = battle_config.item_drop_card_max;
                    break;
                default:
                    rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common;
                    ratemin = battle_config.item_drop_common_min;
                    ratemax = battle_config.item_drop_common_max;
                    break;
            }
        item_dropratio_adjust(id->nameid, class_, &rate_adjust);
        db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);

        //calculate and store Max available drop chance of the item
        if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946)) {
            //Skip treasure chests.
            if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p)) {
                id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
            }
            for (k = 0; k< MAX_SEARCH; k++) {
                if (id->mob[k].chance <= db->dropitem[i].p)
                    break;
            }
            if (k == MAX_SEARCH)
                continue;

            if (id->mob[k].id != class_)
                memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
            id->mob[k].chance = db->dropitem[i].p;
            id->mob[k].id = class_;
        }
    }

    // Finally insert monster's data into the database.
    if (mob_db_data[class_] == NULL)
        mob_db_data[class_] = (struct mob_db *)aCalloc(1, sizeof(struct mob_db));
    else
        //Copy over spawn data
        memcpy(&db->spawn, mob_db_data[class_]->spawn, sizeof(db->spawn));

    memcpy(mob_db_data[class_], db, sizeof(struct mob_db));
    return true;
}

/*==========================================
 * mob_db.txt reading
 *------------------------------------------*/
static bool mob_readdb_sub(char *fields[], int columns, int current)
{
    return mob_parse_dbrow(fields);
}

static void mob_readdb(void)
{
    const char *filename[] = {
        DBPATH"mob_db.txt",
        "mob_db2.txt"
    };
    int fi;

    for (fi = 0; fi < ARRAYLENGTH(filename); ++fi) {
        char path[256];

        if (fi > 0) {
            sprintf(path, "%s/%s", db_path, filename[fi]);
            if (!exists(path)) {
                continue;
            }
        }

        sv_readdb(db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, &mob_readdb_sub);
    }
}

/*==========================================
 * mob_db table reading
 *------------------------------------------*/
static int mob_read_sqldb(void)
{
    const char *mob_db_name[] = { mob_db_db, mob_db2_db };
    int fi;

    for (fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi) {
        uint32 lines = 0, count = 0;

        // retrieve all rows from the mob database
        if (SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_db_name[fi])) {
            Sql_ShowDebug(mmysql_handle);
            continue;
        }

        // process rows one by one
        while (SQL_SUCCESS == Sql_NextRow(mmysql_handle)) {
            // wrap the result into a TXT-compatible format
            char line[1024];
            char *str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP];
            char *p;
            int i;

            lines++;
            for (i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++) {
                char *data;
                size_t len;
                Sql_GetData(mmysql_handle, i, &data, &len);

                strcpy(p, data);
                str[i] = p;
                p+= len + 1;
            }

            if (!mob_parse_dbrow(str))
                continue;

            count++;
        }

        // free the query result
        Sql_FreeResult(mmysql_handle);

        ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]);
    }
    return 0;
}

/*==========================================
 * MOB display graphic change data reading
 *------------------------------------------*/
static bool mob_readdb_mobavail(char *str[], int columns, int current)
{
    int class_, k;

    class_=atoi(str[0]);

    if (mob_db(class_) == mob_dummy) { // invalid class (probably undefined in db)
        ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_);
        return false;
    }

    k=atoi(str[1]);

    memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
    mob_db_data[class_]->vd.class_=k;

    //Player sprites
    if (pcdb_checkid(k) && columns==12) {
        mob_db_data[class_]->vd.sex=atoi(str[2]);
        mob_db_data[class_]->vd.hair_style=atoi(str[3]);
        mob_db_data[class_]->vd.hair_color=atoi(str[4]);
        mob_db_data[class_]->vd.weapon=atoi(str[5]);
        mob_db_data[class_]->vd.shield=atoi(str[6]);
        mob_db_data[class_]->vd.head_top=atoi(str[7]);
        mob_db_data[class_]->vd.head_mid=atoi(str[8]);
        mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
        mob_db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
        mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
    } else if (columns==3)
        mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
    else if (columns != 2)
        return false;

    return true;
}

/*==========================================
 * Reading of random monster data
 *------------------------------------------*/
static int mob_read_randommonster(void)
{
    FILE *fp;
    char line[1024];
    char *str[10],*p;
    int i,j;
    const char *mobfile[] = {
        DBPATH"mob_branch.txt",
        DBPATH"mob_poring.txt",
        DBPATH"mob_boss.txt",
        "mob_pouch.txt",
        "mob_classchange.txt"
    };

    memset(&summon, 0, sizeof(summon));

    for (i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++) {
        mob_db_data[0]->summonper[i] = 1002;    // Default fallback value, in case the database does not provide one
        sprintf(line, "%s/%s", db_path, mobfile[i]);
        fp=fopen(line,"r");
        if (fp==NULL) {
            ShowError("can't read %s\n",line);
            return -1;
        }
        while (fgets(line, sizeof(line), fp)) {
            int class_;
            if (line[0] == '/' && line[1] == '/')
                continue;
            memset(str,0,sizeof(str));
            for (j=0,p=line; j<3 && p; j++) {
                str[j]=p;
                p=strchr(p,',');
                if (p) *p++=0;
            }

            if (str[0]==NULL || str[2]==NULL)
                continue;

            class_ = atoi(str[0]);
            if (mob_db(class_) == mob_dummy)
                continue;
            mob_db_data[class_]->summonper[i]=atoi(str[2]);
            if (i) {
                if (summon[i].qty < ARRAYLENGTH(summon[i].class_))  //MvPs
                    summon[i].class_[summon[i].qty++] = class_;
                else {
                    ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
                    break;
                }
            }
        }
        if (i && !summon[i].qty) {
            //At least have the default here.
            summon[i].class_[0] = mob_db_data[0]->summonper[i];
            summon[i].qty = 1;
        }
        fclose(fp);
        ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
    }
    return 0;
}

/*==========================================
 * processes one mob_chat_db entry [SnakeDrak]
 * @param last_msg_id ensures that only one error message per mob id is printed
 *------------------------------------------*/
static bool mob_parse_row_chatdb(char **str, const char *source, int line, int *last_msg_id)
{
    char *msg;
    struct mob_chat *ms;
    int msg_id;
    size_t len;

    msg_id = atoi(str[0]);

    if (msg_id <= 0 || msg_id > MAX_MOB_CHAT) {
        if (msg_id != *last_msg_id) {
            ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line);
            *last_msg_id = msg_id;
        }
        return false;
    }

    if (mob_chat_db[msg_id] == NULL)
        mob_chat_db[msg_id] = (struct mob_chat *)aCalloc(1, sizeof(struct mob_chat));

    ms = mob_chat_db[msg_id];
    //MSG ID
    ms->msg_id=msg_id;
    //Color
    ms->color=strtoul(str[1],NULL,0);
    //Message
    msg = str[2];
    len = strlen(msg);

    while (len && (msg[len-1]=='\r' || msg[len-1]=='\n')) {
        // find EOL to strip
        len--;
    }

    if (len>(CHAT_SIZE_MAX-1)) {
        if (msg_id != *last_msg_id) {
            ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id);
            *last_msg_id = msg_id;
        }
        return false;
    } else if (!len) {
        ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id);
        return false;
    }

    msg[len] = 0;  // strip previously found EOL
    strncpy(ms->msg, str[2], CHAT_SIZE_MAX);

    return true;
}

/*==========================================
 * mob_chat_db.txt reading [SnakeDrak]
 *-------------------------------------------------------------------------*/
static void mob_readchatdb(void)
{
    char arc[]="mob_chat_db.txt";
    uint32 lines=0, count=0;
    char line[1024], path[256];
    int i, tmp=0;
    FILE *fp;
    sprintf(path, "%s/%s", db_path, arc);
    fp=fopen(path, "r");
    if (fp == NULL) {
        ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", path);
        return;
    }

    while (fgets(line, sizeof(line), fp)) {
        char *str[3], *p, *np;
        int j=0;

        lines++;
        if (line[0] == '/' && line[1] == '/')
            continue;
        memset(str, 0, sizeof(str));

        p=line;
        while (ISSPACE(*p))
            ++p;
        if (*p == '\0')
            continue;// empty line
        for (i = 0; i <= 2; i++) {
            str[i] = p;
            if (i<2 && (np = strchr(p, ',')) != NULL) {
                *np = '\0';
                p = np + 1;
                j++;
            }
        }

        if (j < 2 || str[2]==NULL) {
            ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines);
            continue;
        }

        if (!mob_parse_row_chatdb(str, path, lines, &tmp))
            continue;

        count++;
    }
    fclose(fp);
    ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n", arc);
}

/*==========================================
 * processes one mob_skill_db entry
 *------------------------------------------*/
static bool mob_parse_row_mobskilldb(char **str, int columns, int current)
{
    static const struct {
        char str[32];
        enum MobSkillState id;
    } state[] = {
        {   "any",      MSS_ANY     }, //All states except Dead
        {   "idle",     MSS_IDLE    },
        {   "walk",     MSS_WALK    },
        {   "loot",     MSS_LOOT    },
        {   "dead",     MSS_DEAD    },
        {   "attack",   MSS_BERSERK }, //Retaliating attack
        {   "angry",    MSS_ANGRY   }, //Preemptive attack (aggressive mobs)
        {   "chase",    MSS_RUSH    }, //Chase escaping target
        {   "follow",   MSS_FOLLOW  }, //Preemptive chase (aggressive mobs)
        {   "anytarget",MSS_ANYTARGET   }, //Berserk+Angry+Rush+Follow
    };
    static const struct {
        char str[32];
        int id;
    } cond1[] = {
        { "always",            MSC_ALWAYS            },
        { "myhpltmaxrate",     MSC_MYHPLTMAXRATE     },
        { "myhpinrate",        MSC_MYHPINRATE        },
        { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
        { "friendhpinrate",    MSC_FRIENDHPINRATE    },
        { "mystatuson",        MSC_MYSTATUSON        },
        { "mystatusoff",       MSC_MYSTATUSOFF       },
        { "friendstatuson",    MSC_FRIENDSTATUSON    },
        { "friendstatusoff",   MSC_FRIENDSTATUSOFF   },
        { "attackpcgt",        MSC_ATTACKPCGT        },
        { "attackpcge",        MSC_ATTACKPCGE        },
        { "slavelt",           MSC_SLAVELT           },
        { "slavele",           MSC_SLAVELE           },
        { "closedattacked",    MSC_CLOSEDATTACKED    },
        { "longrangeattacked", MSC_LONGRANGEATTACKED },
        { "skillused",         MSC_SKILLUSED         },
        { "afterskill",        MSC_AFTERSKILL        },
        { "casttargeted",      MSC_CASTTARGETED      },
        { "rudeattacked",      MSC_RUDEATTACKED      },
        { "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
        { "masterattacked",    MSC_MASTERATTACKED    },
        { "alchemist",         MSC_ALCHEMIST         },
        { "onspawn",           MSC_SPAWN             },
    }, cond2[] = {
        {   "anybad",       -1              },
        {   "stone",        SC_STONE        },
        {   "freeze",       SC_FREEZE       },
        {   "stun",         SC_STUN         },
        {   "sleep",        SC_SLEEP        },
        {   "poison",       SC_POISON       },
        {   "curse",        SC_CURSE        },
        {   "silence",      SC_SILENCE      },
        {   "confusion",    SC_CONFUSION    },
        {   "blind",        SC_BLIND        },
        {   "hiding",       SC_HIDING       },
        {   "sight",        SC_SIGHT        },
    }, target[] = {
        {   "target",   MST_TARGET  },
        {   "randomtarget", MST_RANDOM  },
        {   "self",     MST_SELF    },
        {   "friend",   MST_FRIEND  },
        {   "master",   MST_MASTER  },
        {   "around5",  MST_AROUND5 },
        {   "around6",  MST_AROUND6 },
        {   "around7",  MST_AROUND7 },
        {   "around8",  MST_AROUND8 },
        {   "around1",  MST_AROUND1 },
        {   "around2",  MST_AROUND2 },
        {   "around3",  MST_AROUND3 },
        {   "around4",  MST_AROUND4 },
        {   "around",   MST_AROUND  },
    };
    static int last_mob_id = 0;  // ensures that only one error message per mob id is printed

    struct mob_skill *ms, gms;
    int mob_id;
    int i =0, j, tmp;

    mob_id = atoi(str[0]);

    if (mob_id > 0 && mob_db(mob_id) == mob_dummy) {
        if (mob_id != last_mob_id) {
            ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
            last_mob_id = mob_id;
        }
        return false;
    }
    if (strcmp(str[1],"clear")==0) {
        if (mob_id < 0)
            return false;
        memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
        mob_db_data[mob_id]->maxskill=0;
        return true;
    }

    if (mob_id < 0) {
        //Prepare global skill. [Skotlex]
        memset(&gms, 0, sizeof(struct mob_skill));
        ms = &gms;
    } else {
        ARR_FIND(0, MAX_MOBSKILL, i, (ms = &mob_db_data[mob_id]->skill[i])->skill_id == 0);
        if (i == MAX_MOBSKILL) {
            if (mob_id != last_mob_id) {
                ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob_db_data[mob_id]->sprite);
                last_mob_id = mob_id;
            }
            return false;
        }
    }

    //State
    ARR_FIND(0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0);
    if (j < ARRAYLENGTH(state))
        ms->state = state[j].id;
    else {
        ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]);
        ms->state = MSS_ANY;
    }

    //Skill ID
    j=atoi(str[3]);
    if (j<=0 || j>MAX_SKILL_DB) { //fixed Lupus
        if (mob_id < 0)
            ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
        else
            ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite);
        return false;
    }
    ms->skill_id=j;

    //Skill lvl
    j= atoi(str[4])<=0 ? 1 : atoi(str[4]);
    ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level

    //Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
    tmp = atoi(str[5]);
    if (battle_config.mob_skill_rate != 100)
        tmp = tmp*battle_config.mob_skill_rate/100;
    if (tmp > 10000)
        ms->permillage= 10000;
    else if (!tmp && battle_config.mob_skill_rate)
        ms->permillage= 1;
    else
        ms->permillage= tmp;
    ms->casttime=atoi(str[6]);
    ms->delay=atoi(str[7]);
    if (battle_config.mob_skill_delay != 100)
        ms->delay = ms->delay*battle_config.mob_skill_delay/100;
    if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
        ms->delay = MOB_MAX_DELAY;
    ms->cancel=atoi(str[8]);
    if (strcmp(str[8],"yes")==0) ms->cancel=1;

    //Target
    ARR_FIND(0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0);
    if (j < ARRAYLENGTH(target))
        ms->target = target[j].id;
    else {
        ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
        ms->target = MST_TARGET;
    }

    //Check that the target condition is right for the skill type. [Skotlex]
    if (skill_get_casttype(ms->skill_id) == CAST_GROUND) {
        //Ground skill.
        if (ms->target > MST_AROUND) {
            ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
                        ms->skill_id, skill_get_name(ms->skill_id),
                        mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
            ms->target = MST_TARGET;
        }
    } else if (ms->target > MST_MASTER) {
        ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
                    ms->skill_id, skill_get_name(ms->skill_id),
                    mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
        ms->target = MST_TARGET;
    }

    //Cond1
    ARR_FIND(0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0);
    if (j < ARRAYLENGTH(cond1))
        ms->cond1 = cond1[j].id;
    else {
        ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
        ms->cond1 = -1;
    }

    //Cond2
    // numeric value
    ms->cond2 = atoi(str[11]);
    // or special constant
    ARR_FIND(0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0);
    if (j < ARRAYLENGTH(cond2))
        ms->cond2 = cond2[j].id;

    ms->val[0]=(int)strtol(str[12],NULL,0);
    ms->val[1]=(int)strtol(str[13],NULL,0);
    ms->val[2]=(int)strtol(str[14],NULL,0);
    ms->val[3]=(int)strtol(str[15],NULL,0);
    ms->val[4]=(int)strtol(str[16],NULL,0);

    if (ms->skill_id == NPC_EMOTION && mob_id>0 &&
        ms->val[1] == mob_db(mob_id)->status.mode) {
        ms->val[1] = 0;
        ms->val[4] = 1; //request to return mode to normal.
    }
    if (ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1]) {
        //Adds a mode to the mob.
        //Remove aggressive mode when the new mob type is passive.
        if (!(ms->val[1]&MD_AGGRESSIVE))
            ms->val[3]|=MD_AGGRESSIVE;
        ms->val[2]|= ms->val[1]; //Add the new mode.
        ms->val[1] = 0; //Do not "set" it.
    }

    if (*str[17])
        ms->emotion=atoi(str[17]);
    else
        ms->emotion=-1;

    if (str[18]!=NULL && mob_chat_db[atoi(str[18])]!=NULL)
        ms->msg_id=atoi(str[18]);
    else
        ms->msg_id=0;

    if (mob_id < 0) {
        //Set this skill to ALL mobs. [Skotlex]
        mob_id *= -1;
        for (i = 1; i < MAX_MOB_DB; i++) {
            if (mob_db_data[i] == NULL)
                continue;
            if (mob_db_data[i]->status.mode&MD_BOSS) {
                if (!(mob_id&2)) //Skill not for bosses
                    continue;
            } else if (!(mob_id&1)) //Skill not for normal enemies.
                continue;

            ARR_FIND(0, MAX_MOBSKILL, j, mob_db_data[i]->skill[j].skill_id == 0);
            if (j==MAX_MOBSKILL)
                continue;

            memcpy(&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
            mob_db_data[i]->maxskill=j+1;
        }
    } else //Skill set on a single mob.
        mob_db_data[mob_id]->maxskill=i+1;

    return true;
}

/*==========================================
 * mob_skill_db.txt reading
 *------------------------------------------*/
static void mob_readskilldb(void)
{
    const char *filename[] = {
        DBPATH"mob_skill_db.txt",
        "mob_skill_db2.txt"
    };
    int fi;

    if (battle_config.mob_skill_rate == 0) {
        ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
        return;
    }

    for (fi = 0; fi < ARRAYLENGTH(filename); ++fi) {
        char path[256];

        if (fi > 0) {
            sprintf(path, "%s/%s", db_path, filename[fi]);
            if (!exists(path)) {
                continue;
            }
        }

        sv_readdb(db_path, filename[fi], ',', 19, 19, -1, &mob_parse_row_mobskilldb);
    }
}

/**
 * mob_skill_db table reading [CalciumKid]
 * not overly sure if this is all correct
 * seems to work though...
 */
static int mob_read_sqlskilldb(void)
{
    const char *mob_skill_db_name[] = { mob_skill_db_db, mob_skill_db2_db };
    int fi;

    if (battle_config.mob_skill_rate == 0) {
        ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
        return 0;
    }


    for (fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi) {
        uint32 lines = 0, count = 0;

        // retrieve all rows from the mob skill database
        if (SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi])) {
            Sql_ShowDebug(mmysql_handle);
            continue;
        }

        // process rows one by one
        while (SQL_SUCCESS == Sql_NextRow(mmysql_handle)) {
            // wrap the result into a TXT-compatible format
            char *str[19];
            char *dummy = "";
            int i;
            ++lines;
            for (i = 0; i < 19; ++i) {
                Sql_GetData(mmysql_handle, i, &str[i], NULL);
                if (str[i] == NULL) str[i] = dummy;  // get rid of NULL columns
            }

            if (!mob_parse_row_mobskilldb(str, 19, count))
                continue;

            count++;
        }

        // free the query result
        Sql_FreeResult(mmysql_handle);

        ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_skill_db_name[fi]);
    }
    return 0;
}

/*==========================================
 * mob_race2_db.txt reading
 *------------------------------------------*/
static bool mob_readdb_race2(char *fields[], int columns, int current)
{
    int race, mobid, i;

    race = atoi(fields[0]);

    if (race < RC2_NONE || race >= RC2_MAX) {
        ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race);
        return false;
    }

    for (i = 1; i<columns; i++) {
        mobid = atoi(fields[i]);
        if (mob_db(mobid) == mob_dummy) {
            ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race);
            continue;
        }
        mob_db_data[mobid]->race2 = race;
    }
    return true;
}

/**
 * Read mob_item_ratio.txt
 */
static bool mob_readdb_itemratio(char *str[], int columns, int current)
{
    int nameid, ratio, i;
    struct item_data *id;

    nameid = atoi(str[0]);

    if ((id = itemdb_exists(nameid)) == NULL) {
        ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid);
        return false;
    }

    ratio = atoi(str[1]);

    if (item_drop_ratio_db[nameid] == NULL)
        item_drop_ratio_db[nameid] = (struct item_drop_ratio *)aCalloc(1, sizeof(struct item_drop_ratio));

    item_drop_ratio_db[nameid]->drop_ratio = ratio;
    for (i = 0; i < columns-2; i++)
        item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]);

    return true;
}

/**
 * read all mob-related databases
 */
static void mob_load(void)
{
    sv_readdb(db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio); // must be read before mobdb
    mob_readchatdb();
    if (db_use_sqldbs) {
        mob_read_sqldb();
        mob_read_sqlskilldb();
    } else {
        mob_readdb();
        mob_readskilldb();
    }
    sv_readdb(db_path, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail);
    mob_read_randommonster();
    sv_readdb(db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, &mob_readdb_race2);
}

void mob_reload(void)
{
    int i;

    //Mob skills need to be cleared before re-reading them. [Skotlex]
    for (i = 0; i < MAX_MOB_DB; i++)
        if (mob_db_data[i]) {
            memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
            mob_db_data[i]->maxskill=0;
        }

    // Clear item_drop_ratio_db
    for (i = 0; i < MAX_ITEMDB; i++) {
        if (item_drop_ratio_db[i]) {
            aFree(item_drop_ratio_db[i]);
            item_drop_ratio_db[i] = NULL;
        }
    }

    mob_load();
}

void mob_clear_spawninfo()
{
    //Clears spawn related information for a script reload.
    int i;
    for (i = 0; i < MAX_MOB_DB; i++)
        if (mob_db_data[i])
            memset(&mob_db_data[i]->spawn,0,sizeof(mob_db_data[i]->spawn));
}

/*==========================================
 * Circumference initialization of mob
 *------------------------------------------*/
int do_init_mob(void)
{
    //Initialize the mob database
    memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
    mob_db_data[0] = (struct mob_db *)aCalloc(1, sizeof(struct mob_db));    //This mob is used for random spawns
    mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
    item_drop_ers = ers_new(sizeof(struct item_drop),"mob.c::item_drop_ers",ERS_OPT_NONE);
    item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.c::item_drop_list_ers",ERS_OPT_NONE);

    mob_load();

    add_timer_func_list(mob_delayspawn,"mob_delayspawn");
    add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
    add_timer_func_list(mob_ai_hard,"mob_ai_hard");
    add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
    add_timer_func_list(mob_timer_delete,"mob_timer_delete");
    add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
    add_timer_func_list(mob_respawn,"mob_respawn");
    add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
    add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);

    return 0;
}

/*==========================================
 * Clean memory usage.
 *------------------------------------------*/
int do_final_mob(void)
{
    int i;
    if (mob_dummy) {
        aFree(mob_dummy);
        mob_dummy = NULL;
    }
    for (i = 0; i <= MAX_MOB_DB; i++) {
        if (mob_db_data[i] != NULL) {
            aFree(mob_db_data[i]);
            mob_db_data[i] = NULL;
        }
    }
    for (i = 0; i <= MAX_MOB_CHAT; i++) {
        if (mob_chat_db[i] != NULL) {
            aFree(mob_chat_db[i]);
            mob_chat_db[i] = NULL;
        }
    }
    for (i = 0; i < MAX_ITEMDB; i++) {
        if (item_drop_ratio_db[i] != NULL) {
            aFree(item_drop_ratio_db[i]);
            item_drop_ratio_db[i] = NULL;
        }
    }
    ers_destroy(item_drop_ers);
    ers_destroy(item_drop_list_ers);
    return 0;
}