summaryrefslogblamecommitdiff
path: root/src/map/pc.c
blob: d502d9a3a7a2b427804bfdde20ded87237516e26 (plain) (tree)
1
2
3
4
5
6
7
8
9
                                                           
                       
                                          
 
                                 

                                                 
                             
                             
                              
                                          
                                              
                            
                            
                           
                                        
 
               

                                               
                         
                 

                  
                                  
                 
                  
                   
                
                 
                
                 
                       
                     
                      
                      

                                      
                                     
                                                           


                                         
                    
                      
                  
 
                  
                   



                   
                                                                   

                                                         
                                       


                                                            

                                                                       
                                                                







                                                  
                                                                                                                                                                                                                                                        
 
                                                                 
                                                 



                                                                                                                      
 





                                                            
                                                      
                

                                                

  

                         


                                                                             



                                                             

 




















































                                                                                                                       

 
                                                                                 
 
                                    
 
                                                                                           
                         
 




                                                                                  
                                         
 
                 

 
                                                                  
                        
 

                                                 
                                                   

                                                                                                        

 
                                                       
 
                        
 

                                                   
                                                                               
                                                     
                                                              
         

 
                                                                                 
 

                                    
 
                                                                                           
                         
 





                                                                                                                                                                      
 





                                                                                                                                           
 



                                                                                                  
 
                                  
 
                 

 

                                                                      
                   
 
                       
 

                                     

                                   
 
                                                       
                                                        
                                                                                      




                                                                                                      
 

                                                                                                                                                                          




                                                                                                  
                                                          
            
                                          
 
                 

 

                                                                    













                                       

                                       


                                                          
                                                                                      


                                                            
                                           





                                                                       
                                                                  
                    
                                                  

















                                                                  
                                 











                                          
                                                              




                                                                    
                                                           








                                                                             
                                                                                      

                                                                            
                                                                                  










                                                     
                                           









                                                                                      
                                           











                                                                                    
                                           

                                 

                                                                                               

                                                                                                               
                                                                                                                   




                         
 

                                                                

                                                      





                                                    
                                                        

                                                  
                                                       

                                              
                                                     

                              
                                  


                                                                                                            
                                               
 

































                                                                      

                                                                           
                                               
                                                                  




                                                                                    


                                            
                     
                                              
                                                                                     
 
                                                      






                                                                          
 
                                  
                 



                                                          

                                               
                                                                                

                                                 
 
                 



                                                      











                                                                                   

                                                                                       
                         
                                                                                        
                                                                                                 

                                                                                                              
                                                                                                             





                                                                                                                                              
                                                                                                                                        

                                                 



                                                                      
                                  
 

                        
 

                                               
                                            

                                                                   
                                                                             
                                                       
                                                                                                                              


                 
                                                                                                                                   

 



                                                            
 
                                                     



                                            
                                              

                                                  
                       
 

                                           
 

                                                                          
                
                                                                                                                                                  
     
                                                                                                                                                              
      
                                                                            
                                  
                                                  










                                                             
                                          








                                                                                                    
                                                                        





                                                                                                            











                                              

                 


                                            
                         


                                                                                                                                   
                       
 








                                                                                       
                                             


                                                                             



                                                    
                   
 
                       
 

                                  
 

                                                      
 



                                                           
                                                                                                                           



                                                                                                                                



                                                    
                 
 
                       
 

                                                    
                                                                   

                 



                                                  







































                                                                       



                                                 
                
 
                       
 

                                        
 






                                                                                
 






                                                                                      
 









                                                                                                       
 
                 
 













                                                                                       
                                                                                                                         

                                
 
 

                                                           
                        
 



                                           
 


                                                                                                                                       
 
                                                          
 

                                                                 
 



                                                                           
 
                     

 
                                                                                                                 
 

                                       
 

                                                                              
 

                                                                                                                     
 

                                                                                                                    
 

                                                                          
 
                                                   
                                                                                              
                             
 
                                                                                              
                             
 

                                                          
                                            

                             
 

                                                                              
                                            

                             
 
                                       
                                            

                             
 

                                                                                                                                       
 
                    






                                                                                                               

                            
 
                                                
                             
 


                                                   
 

                                                                        




                                                                  
 

                                                  
                                                      
                                              
                                                    
 
                              

                                                     
 
                                 

                                                    
 

                            
 
                                        

 
                                                   

                                                                   
                                                    

                                                 
                               
 
                       
 
                                     
 
                                                             
                         
 

                         

                                                                         
                         
         
              

                                                                               
                         
         
      

                                                         


                           
                                                                                                                                                      
                                 
                                                                                                       
                                 
                                                                           
                                 
                                                                             
                                 
                                                                            



                                                           
                                                                                                   



























                                                                                                                          


                                            

                                                     
                                              
                                                                                                                                                       
              
                                               


                                                 






                                                                                                        



                                             
                                             



                                                   
                                               









                                                                                                                                                                                              
                                                                                    

                                                 
                                                                                                

                                                       
                                                                                                        

                                                           
        







                                                                                                      
                                          


                                                                         
                        




                                           
                                       

      





                                       
                                 
 

                                 
                                           






                                                         
 

                                           
 



                                          
 

                                                  
 
                                 
                             
 
                                                                                       

                                                       
                                      
        
                                                                                      
                
                                                                                
                                                          
                               
 

                         
 

                          










                                            

                             

                               




                                                  
 

                                     
 
                 
                                                                                                                                


                                                                                                                                                               
                                                                                                  
                                           
                                                     



                                     
                         






                                                                                
                                                          

                                                                            
                                           
                            
                                   


                                    


                                                             
                                      





                                                                     
                                                   
                 
                



                                                                                                                                                            
                                                                                                    




                                                                                                         
                                                               




                                                 
                                 



                                                     
                               




                                 
                                                                                   
                                      
                    



                                                                                  
                                              
                                             
 
                                     
               

 
                        

                                                                                




                                             
                                                                                 


                         
                                        








                                                                                
                                            
                 

 

                                                                                          
                                              

                                                
                         











                                                                          

                                                                                                         




                                                                            
                                                                                              

                                                                        
                                                                    






                                                                             
                                                         
                                                                       





                                                                                           

                 
                                                        
                                                                               





                                                                                                   







                                                  
                                         
                                
                                         


                                  
                                                                                                     


                                   
                                                                                        
                                   
                                                                                
                                   
                                                                                
 

                                                             
                                      

                                                                                                                                                   
                           

                             
                                                                         
 

                                                                                            
 
                                                                                                                      
                                          
                                              

         
                                  
 






                                                                                                                                                          
                                                                                      




                                                      
                                            
                                                                                   
 


                 
                                                     
                                           



                                 
                                                             
                                                
                                                                                           
                                                                                                                                             

                                                                                    
                                                                
                                                                                             





                                                                                                             



                                            
                              
                                              

                                                  



                        

                                                 




                                                                                                                                                                     
                             
        
                                          
                                                                                                                                                   
                                                                         
                                                              
                                                                        
                                                      
                                                  
                                                                                           






                                                                                     

         
                                          
                                                                                                                                                                                   




                                                                                                                                                              
                                                                                                                                                                                               




                                                                   
                                                                            

                                                                                                                                     
                                                              

                                                                 
                                                                                





                                                                                                                                       
                                                         
                                                  
                                                    






















                                                                                                         
                                                                                
                                                                                         

                                                                            





                         


                                                                                         



                                                                
                                      
                                                                           
                                              


                                                                                                                                                                                                   
                                                                             

                                                                                                                                     
                                                    
                                                                                     
                                                                                      







                                                                                        
                                 
                                         


                                                                 

                                                                                                      
                                                                                             


                                                                                                                                                 
                                                              
                                
                                                                                                                                                        

                                                                                                                                               






                                                                                         
                                                                                                                                                                                     






                                                                                                                                      


                                                                                         

                                                                                


                                                                                                                                        
                                                     
                                                                                                                                            

                         
                                                                                              



                 


                                                                      
                                                                         
 





                                                                   

                                                 



                                                                                                                                                                      
                             

                         

                                                                                     
 
                                                                        

                                         



                                                                                                                                                                                            
                                                                     

                                                                                                                             
                                            
                                                                             
                                                                               









                                                                           

                                                          

                                                                                           
                                                                                  


                                                                               
                                                      
 


                                 



                                                        

                                                   

                                        
                                                                                                                             


                                                     
                                                                                  



                                                                                                     
 
                 

 

                                                                


                                       
                                                                                      

                         
                                              
 
                                                                    
 

                                                 
                                                         
                                         











                                                                                                                         
                                                                                                                                                        
















                                                                                                       
                                                                               
                                            
                                                                                                         
                                                                                                   
                                                      
                                                    






                                                                                                          
                                                                                                                    
                                                     

                                                                                                                                           




                                               
        
                 


                                            
                            
                                            

                    
                                                                                       
   
                                                      
 

                           
 
                           
 
                                                                                                     
                                                                                       
 

                                              
 

                                 
                                                                           
                                      
                                                                           
 

                                  
                                                              
                                      
                                                              
 

                                                    
 
                 

 

                                                          
                         
                                                  

                         
                                                                                                      




                                                                       





                                                                               

         

                                  

                                           
                                      
 
                                               
                                    

                                  
                                     

                                                                       

                                                           
                 


                                             
                                                                        


                                                                               

                 

 

                                                                                                                            































                                                                                                                              

 

                                                                                                                                         








































































                                                                                                                                              

 
                                                                                                                    
              
 











































                                                                                                      

 
                                                                                                                                                                          
 

















































                                                                                                                                                                   
                                                                                                                              




                                                                                
                                                                                           











                                                                                                         



                                                                              

                              
 




                                                                                                                                         
                                                                                                    
         
 
                                                                                                                                       

                                              
 
                 

 
                                                                      
 
                                                      
                                                                   
 

                              
 



                                               

 
                                                                                           
 

                               
 
                                                                        
 
                                                               
 




                                                                                                             
 










                                                   
 


                                   
 
                 

 
                                                                                           
 
              
 
                                                               
 




                                                                                                             
 










                                                   
 


                                   
 
                 

 
                                            
                                 
                                              

                                                          






                                   
















                                                                                  
                         
                              







                                                                                   

                              

                                                    
              
                                                         
     

                                                                              
      
                         
                              








                                                                                   
                              




                                                                                    
                              











                                                                                            
                              




                                                                                     
                              










                                                                                    

                              




                                                                                     
                              





                                                                                   
                              





























                                                                                            
                              






                                                                                            
                              






                                                                                                                                            
                              




                                                           
                              





                                                  
                              


                                                  
                              


                                                  
                              































































































































































































































                                                                                                                 
                                                                                             



























































































































































































                                                                                                                       
 







                                                             
 
                                                             
 

                              



                                                                                                                                         


                                                                                 

                 


                                            
                                                                          
                                              

                                                                     




                       










                                                                                               
                              






                                                                     
                              






                                                                     
                              






                                                                                               
                              


                                                        
                              






                                                                                                     
                              






                                                                                                      
                              






















































                                                                                                                                                                                            

                                      
                              




                                                                                                                                
                         
                                                                                                                                                             

                                      



                                                                                                                                    
                              












                                                                                                                                                      
                              












                                                                                                                                                        
                              












                                                                                    
                              












                                                                                     
                              












                                                                                    
                              












                                                                                     
                              




                                                                  
                              




                                                                                     
                              




                                                                
                              








                                                                                                        
                              




                                                           
                              


                                                           
                              


                                                                
                              


                                                                 
                              






                                                                                                                  
                              





                                                                                                                          
                                                                                                                                                                                               







                                                           
                              





                                                                                                                             
                                                                                                                                                                                                 







                                                            
                              





                                                                                                                                
                                                                                                                                                                                                   







                                                             
                              





                                                                                                                                
                                                                                                                                                                                                   







                                                             
                              








                                                                                                                             
                                                                                                                                                
 




                                                            
 








                                                                                
                              
 


                                                  
 
                                                                                                                                                  
 
                                                                   
 
                         
 
                                                                                                                                                                                                            

                                      
 

                                                                   
 



                                                                   
 
                              
 




                                                          
                              




                                                           
                              






                                                                        
                              


                                                        
                              




                                                                   
                              










                                                                                                                                                       
                              


                                                           
                              


                                                             
                              


                                                                                                                                         
                              




                                                          
                              




                                                           
                              






                                                                              
                              






                                                                              
                              


                                                              
                              


                                                             
                              


                                                                                                                               
                              








                                                                                                                                            
                                                                                                                                                                                                           














                                                                                                                                         
                                                                                                                                                                                                         














                                                                                                                                      
                                                                                                                                                                                                         














                                                                                                                                      
                                                                                                                                                                                                            















                                                                                                                             
                                                                                                                                                                                                       














                                                                                                                                
                                                                                                                                                                                                   














                                                                                                                     
                              

                 



                                                                               


                       













                                                                                                                                              
                                                                                                            







                                                                                                                                              
                                                                                                                             









                                                                                    
 




































                                                                                                     
                              
 






                                                                                                                      
                              
 






                                                                                                                                       
                              
 






                                                                                                           
                              
 






                                                                                                           
                              
 


                                                                                                   


                 



                                                                                         
                       
 


                                          
                                                                                                                                                                            
                      
 

                                          
                                                                                                                                                                                               
                      
 


                                          

                                                                                                                                      
 
                                                                                                                                                                        

                      
 







                                                                                                                          
 



                                                                                                    
 
                 

 

                                                                                                   
                       
 
                     

                                                  
                                                                                                                                                                                        
                              
 

                                                  
                                                                                                                                                                                          
                              
 

                                                  
                                                                                                                                                                                                  
                              
 


                                                                                                                     
         
 
                 

 
                                            




                                                                                           
                                              

                                                       

                       
                                                                              






                                                                                                                 

                                                                                                                                                                  



                         
                                                                               


                                                                            
                                                          
                                                               


                                                         
                                                                                         


                                                      

                                                                         
                                                 

                                                                                                                                 
                                

                                                                                    
                         
                                                           

                                                                 


                                                                                                                                                      
                                

                                                                                                                      
                         
                                                            

                       


                                                                               
                                                          
                                                               


                                                         
                                                                                         

                                                      



                                

                                            
                             
                                              




































                                                                                                                   
                                                                
                  
                                                           


                   
                                                                                                                      
                                                                 
                                                                                                                      
                                                           


                 


  
        


                                            
                                
                                              

                                                                 
                                                       
                                                                            
                                                     
                                                                          





                                                                         
 
                   


                                            
                                 
                                              

                                                                  
                                            
                                                                    




                                                                        
 
                   


                                            

                                                             
                                              

                                                                      

                               
 
                       
 

                                          
 
                                      
 

                                      
 

                                                                  
 







                                                                                                                                                                               
 
                           


                                            

                                                 
                                              

                                                  
                
 
                       
 



                                                     
 
                 


                                            
                                           
                                              
                                                                                                             
 
                           
 





                                                                                                                                                       
 

                                       
 
                                
                                       
 
                          
                                         


                                                      
                                                              
         
 
                 
 



                                              
                                                                  
 

                           
 





                                                                                                                                                                              
 




                                                                                                                                                                                                
 
                            
 




                                                                                                                                                                                                                                               
 

                                                                     
 

                                                
                                 
                                                                                             
                                                                

                           

 
                                                                 
 

















                                                                                                                                                                                              
                                                                        





















                                                                                                                                                                                                      
                                                                        








                                                                                                                                                                      
 

                                            
                                       
                                                    
                                              
                                                                                                             
 
                           
 





                                                                                                                                                          
 

                                                  
 
                                
                                       
 
                          
                                        


                                                     
                                                              
         
 
                 


                                            
                                                                        
                                              

                                                                

                            
 

                                                                                                                                           


                                            

                                          


                                                       
                     

                               

                                    
                                              
                                                                                                      
 











                                                   
                                                 




















                                                                                                                                                                                       
                                                             



                                      
        

                                
                                               









                                                                                             
                                             
         
                    

                                                                          
      
                                                                                            

                        
                                         

                                
                                                  



                                                           
                                                                                        
                                                                                                 

                                                                                   
                                                                                           
                                                              



                 


                                            
                                                      

               

                                      
          

                                             
                                              
                                                                                                             
 
                           
 

                                                                                                                                      
 
                                                                                             
 



                                                            
                                                



                                                                                   
                                                  
                     
                                                 
 
                 


                                            

                           

                   
                                              

                                                             
                           
 

                                       
 

                         
 



                                                          
                                                                             

                         
 

                                       
                                                     

                                                                    
 
                                                       
         
                                                     

                         
 
                                                                                                            
                         
 
                                                                   
                                      
                 


                                            

                              

                   
                                              

                                                                         
                   
                                              





                                                                                    
                                                                                   


                                                      
                                                       


                                                                                        
                                                                    








                                                                                                  
                                                                              









                                                                                                          
                                                                                    












                                                                                                                   
                                                                                          
                                           




                                   
                                           
                                         
                 

 
                                            

                           

               
                                              

                                                   















                                                                                          
                                                                                                                                     
                                             
                                                                   


                                                                    


                                                             
                                                     






                                             
                                                                                      
                         
                                                                 











                                                                                  
                                                                    








                                                                                             
                                                                                    



                                              
                                                              








                                                  
                                                          


                                                
                                                                 











                                                                  
                                                                                                    


























                                                                                                     
                                                                       
                                                         



                                                                                                            



                                                         

                                                                         
                         
         
 
              

                                                                               
                         
         
      
 





                                                                                   

                                           
                    
















                                                                                                                    





                                                                 
                                 

                 


                                            

                              

                   
                                              
                                                   
                                              
                              
                                        


                       
                                                       
                                                      
              
                                                                                             



                         





                                                                                        
                                                                                            




                                                                                                                        
                             
                                          




                                                                                                 

                                                
                                                                                      
              
                         





                                                                                           
        
                                                                                                           

                                                                                            







                                                                                                                                             
                                                                                                                                                                        


                                                
                      






                                                                                                  
                                                                                                                             




                                                                                    

                                                                                                                                               











                                                                                                                                           


                                                                                        
                                                                                                       
                                                                              
                                                                                             
                                                                         

                                 
                 

         





                                                              
                                                    

                                                                   
                                                   

                                                                
                                                             
                                                                                                                         
                      
                                                       

                                                           
                                                                                                                          
         
                                                                                        
                                                                                            
                                                                                





                                                                                     


                                         
                                                            

                                    
                                
        
                 


                                            

                                    

                   
                                              
                                                                                                           
 







                                                 
                                                 





                                                             
                                                                      
                                                         
                                                     
                                                                           
















                                                                                                                                                        
                                            

                                                  
                                                  




                                                                           
                                            



                                                                                 
                                                  

                                                   
                                                                      

                             
                                           

                 


                                            

                                       

                   
                                              

                                                                                                     
                           
 
                                                                                                                                         
                         
 
                                                                       
 
                                            
                                                




                                                                         

                                                   
         
 
                 


                                            

                                        

                  
                                              

                                                                    
                               
                 
 
                       
 

                                                                            
 
                                               
 

                                                                                                     
 
                                                                               
                                                                    
 
                    


                                            

                              

                                                
                                              
                                                                        
 
                               
 
                            
 


                                                              
 
                                          
 
 
                                            

                                           
                                                                      
                   
                                              

                                                                      

                               
 
                       
 

                                                                       
 
                                        
 

                                                                                                
        

                                                                        
 
                    


                                            
                                        
                                              

                                                   

                                    
 

                                    
 

                                                
 
                                               


                                                                                             
                                                                    
 
                 

                                            

                               

                  
                                              
                                                                                     
 




                                                  
                                      








                                                                                                                                                                              

                                                     










                                                                                                  
                                                                    







                                                                                
                                                                                                                                                                







                                             
                                                       
                                                                    




                                                                                                                                                                                  
                                           






                                                                                    
                                                                


                                                                     
                                  
                                                                                                                                                               
                                                              
                                                                         

                 
 
 
                                            

                           

                   
                                              

                                                                        



                                                    
 


                                                                                                                     
 

                                 
 
                                                            
                                                   



                                                                                                                 
 
                                                              



                                              

 





                                                                             
                                              
                                                                                                     
                


                       
                                                                                                        



                                                                                    
                                                                      

                                          
         







                                                              
                                                            
                                                                                                                                                                                                                


                                                                                     






                                                                      
                                                                                                                 
                                                             
                                                           
                                                                                                                                                                                                             


                                                                                    








                                                                                          
                                                                   
                                                                                                                                                                                                                                     


                                                                                            





                                                                             




                                                         
                                     


                                                                 



                                                                                                       
                                                                                                




                                                                     
                                                     


                                                                     
                                                                                      







                                                                                            

                                                                                                                                                                             






                                                                                     

                                                                                         

                                                          
                                                        
                                                                     
                                           




                                                                 
                                                                                                    
                                           
                 



                                                                                                                             

         
                     


                                                                             
                                                                             





                                                              
                                                


                                        
                                        

                                                            

                                                                
                                  



                         
                                                                  



                                                                                                                                                                                                           
                                                              


                                                
                                                             

         
                                                                          
                                                                                              
                                   


                                
                                                
                                                         








                                                                               
                                                                                                           
                                                                           



                                                             
                                                                           





                                                   
                                   





                                                   
                      






                                                   


                                            


                                                      
                                                   
                     
                                              
                                                             
 
                    
                
 
                       
 
                   
 

                                                               
 


                                        
                                                                   
 
                     
                                                                   
 
                 


                                            

                                                       
                                              
                                                 
 
                  
 
                       
 
                         
                                                                                                                                             
                                                                                        

                         
 


                                               
 
                                     
                                            
                         
                                                                             


                                            
                                                                                   

                         
 







                                                                                                                              
 


                                                                
 
                                       
 
                 


  
         

                                            
                                                    
                                              

                                                                
                                
                                                             
                                
 
                                                                 
                                                             
                         
                                                                                                     


                                                                                                              
 

                                                    
 
                 
 









                                                                                                              
                                                                           






                                                                

                                            


                                                                                  
                                       
                                              

                                                   

                                         
                                  





                                

                                   
                                   

                       





                                         
                                   











                                                                                          
                                                                                                       


                                                                               
                                                      
                                                               
                                                                    






                                                                                       


                                            
                                             


                                                                   
                                              

                                                      
              
 
                            
 



                                                  
 
                  




                                                      
                                              

                                          







































































































































                                                                                   


                                                         

                                                  
































































































































                                                                                                 



                                                      
                                                        










































































































































                                                                 
                                                           
















                                                             
                                                           






















































                                                                

 
                                                                      
 

                                    
 
                             
                       
 




                                                                            
 
                                        
                                            
 
                                                                 
         
                                       

                         
 




                                                                                                                               
                                                                                                       
                                                                
                                                                   
                      
                                                                                           
         
                                            


                                                                              

 
                                                   
 
                       
 
                                               
                                                                      


                                                
                             
 
                                       
        
                 



                                                        
                                                       


                                                
                                       
 
                                     
                                                                        
 
                 

 
                                                      
                                                
 

                                                
 




                                                                                                                     
 
                                                                    

                                                
 
                                                                                
 

                                                                                      
 



                                              

                                             
 
                                                                




                                                                                                          


                                                                                                   

                                                                               
         
                                    
                                                                    
 
                               
                                        
 
                                 
                 

 
                                                       
              



                                                                                                                                                                        
                                                                           

                 


      

                                                   
                                               
 


                                              
 




                                                                                                                     
 

                                          
 
                                                                              
 



                                             
                             
                                    
                                                                
                                                                                                              
 

                                           



                                                                                     
                                              

                                                                                                                          
                      
                                                                   
 


                                                                         
 
                                    
                                                                          
                                                                                      
 

                                                            
 
                                                                                                      
 

                                                                   
 
                                                                                                   
 
               

                                            
                                                                   
                                              
                                                                                                                          
 










                                                                            
                                                     


                                                         

                                    
























                                                                                                                                                                                 
                                                           



                                                          
                                         
                                                  


                      
                                                          



                                                        
                                        
                                                 

         
                         
                    
                                                                  
                   
                                                                 

        



                                                                                                                                   
                                                              


                 



                                            


                                                      
                                                              
 
 

                                                     
                                                              
 

                                            
                         
                                              
 
                                 

                                                        
                       
 
                                                                                
                         
 
                                                                                       

 
                                 

                                                        
                                                                               
                         
 
                                                                                       


 
                                            
                       
          

                         
                                              
 
                                

                                                       
                       
 
                                                                             
                         
                                                                                      

 
                                

                                                       
                                                                            
                         
                                                                                      

 
                                            













                                                            

 

                                                   















                                                                     

 


                                                                                          



                                                                                   

 


                                                                                 
                                                                        
 
                              
 

                         
 
                                  
 

                                                                          
 
                         
 

                                
 
                                   
                                                   
                                                                                        
     
                                             
      
 
                  

 




                                                 
                                                      
 
                           
 
                       
 
                           
                                                

                                                                                          
                                               

                         
 



                                        
                                               

                         
 


                                                            
 
                             
 
                                         
                                                      
                                                              
 
                                 
                                              
 
                            
                                                     
                       
                                                                                                    
 
                 

 





                                                 
                                                                
 

                       
 

                                            
                                               

                         
 
                                                
 


                                                                                 
 
                             
 
                                         
                                                      
                                                              
 
                            
                                                     
                       
                                                                                                    
 
                 


                                            
                                
                         
                                              

                                                             

                       
                                                                                  
                                             


                         
                                                                                            
                                                 


                         
                                                   
                         
        
                                         


                                                                                                                                      
         
                                             
                                         
                                          
                                                                                     

                                                                                                                                                                                         
                    
                                                                                           
 

                                                     
                                                                                                         
                                                           
                                                                                                                                                 
                                                 








                                                                                     
         
                 



                                            
                                              

                                              




                                 
                                                                                                                                                                                    






                                                                                                                                                              
                                                                                                          

                                                                                               
                                                      




                                                     


                                                                                                                                                        



                         

                                                                                                             
                                                  






                                                                                              

                                                                                                         




                                                                       
                                 
                 



                                            
                                              






                                                     
                                      


















                                                                          

                                              


















                                         





















                                                                               


                                                                                            

                                                                         


                                                                         
                                        

                             
                                 

                 


                                            
                                              

















                                                                                                                                                  





                                                                                   










                                             





                                      
 





                                                                               
 
                                              









                                                       





                                                                                          
                                                                                              
                                              












                                                                                                                                                                             
                                                                                                                                                     

                                 
                                                                                                                                 
                                                                          
                                  
                                                                                                                              
                                            
                                                                      
                                            
                                                                              
                                            
                                                                       
                                         
                                                                          


                                                                                           
                 
                                                                      
                                          
     
                                               
                                           
      
                                        
                                             
 
                                                                             
                                               

         

                                          


                                            
                                        


                                                                                                         


                                              
                                                              
                                                                                               





                                                     
                                                                                         

                                 


                                                                         


                                                     


                                                                                                      






                                                                      
                                                                               

                                                                                             
                                         








                                                        
                      

                                                     



                                     



                                            
                                              
                                             
 

                       
 





                                                          
 
                 

 
                                             
 

                       
 





                                                          

 
                                                                   
 
                         
                       
 
                                                                                  
                                                                        
 


                                                                                 
                     

 
                                                                      
                                               
 
                     
                                    






                                                                                                              
 
                                                                                    
 

                                              
 
                     

 
                                                                       
                                                
 
                                                                                      
 

                                               
 
                     

 
                                                              
 



                                                         
 


                                                                                                                  
                                                                                                  

 
                                                                              
 
                                                      


                                
                                             
         
 
                 



                                            
                                              

                                                                                                   

                                             
                    
 

                                    
 
                            
                                 
                                 
         
 
                                     
                                            

                                             
 

                                                                                 
 
                                   
                                              
 
                                            

 
                                            
                                                
                                              
                                                                 
                        
                                              


                                     
                                                                                      










                                                                                          
                                                                         






                                                                                                     
                                           


                    
                                                                                     

                    
                                             



                                                   
                                                         
                                       
                                                           

         
                                                         

                                      
                                                               
                                                      
 
                                                                    



                                                                                  








                                                                                         
                                                                                
                                           
                                               
                                                                                 
                                                     
                 



                                                    
 
                               
                                   

                                                   

         
                                             
                            
                                                            











                                                                                        
                                                       

                              
                                                   
 





                                                                           
                                                                   
                                                                                  
                                                                                      












                                                                                                                                   
                         









                                                                   
                 

         
                                        
                                                                              
                                                           





                                                                
     




                                                                                                          
 





                                                                                                         
 
 
                                                  
 


                                                                                          
 
                                                                  
      













                                                                          
                                                                                   




                                                                                               

                                                           

                                                                      
                                         
                                                               
                                                       
                                                            
                                                                                             
                                                                                                                
                                                   
                                                                                                 






                                                                                                       
                                                                               
                                                                               




                                                                   
                                                                                                                                                     








                                                                                                                                                     
                                                                  






                                                                   
                                                                                                                                                   








                                                                                                                                                   
                                                                 





                                                                                                                             
                                                                                              




                                                                                               
                                                             








                                                                        



                                                                                               
                                                      










                                                                                              

                                                                                










                                                                                                       

                                                                                



















                                                                                                    
                                                                                



                                   
                                       
                                                                          
                           
                                
                                                                         
                                                               
                                                                                     






                                          
                                                                                   



                                                                              

                                            
 
                         
                                                
                                                                             

                                      



                                                                                                   
         
 
         

                                            
                                    
                                              






                                                      





                                                                              
                                                                                                                                                     
                                                                                                         
                                                                                                                                                      




                                                                          

                                                                          














                                                                               

                                                                                    





































































































                                                                                                        


                   


                                            
                                
                                              

                                                             
                  




                          

                                                                           


                                                                                              
                                                                                         



                                                          



                                                                                       


                                       
                                                



                                                                
                                                                                         
                                                                             
                                                              


                                                         


                                                                                      










                                                           
                                                                                                      


                                                              
                                             
                                                  
                                                 


                       
                                            
                                                 
                                                



















                                                                                        
                                                      










                                                                                        
                                                      


                      
                                                                        

                      
                                                                        

                      
                                                                        

                      
                                                                         

                      
                                                                        

                      
                                                                        















                                        


                                            


                                        



                                                                                           
                                    

                 

 
                                            
                                                                                                  
                                              

                                                                                   

                       
                                                    
                       
                                                    

                      
                                                     
                      
                                                     

               


                                            
                 

                                     
                                              

                                                                      
                  

                
                      
                                                        

                                                                 
                                                                                                   

                                                                      

                                                 
                                          


                                                                                                                              







                                                                            

                                                                              


                                                         

                                                                 

                                                                      

















                                                                                                   
              

                                                    
      
         
 
                                                 


                                            

                                   
                                              

                                                             
                       
 


                              
 


                              
 

                                                            
 

                                                                                                                                                    
 






                                                                              
 






                                                                           

 












                                                                              
                                            
                                 
                                      
                                              

                                                                
                           
                             






                         
                                       











                                                                                  
                                                       

















                                                                                                          




                                                                            
                                                                






                                                         




                                                                            
                                                                    






                                                                                                                       
                                                                    


                                                                                            
                                                                




                                                                              

                                                                                                                        
                                  

         
                                
                                                                                


                                             
 

                                                          
                                      
                                   



                                                      

         


                                             


                                           

                                                                                                                 



                                                           
                               
                                     
 
                                            
                                                                                                                                                
                              
                                                                                

                            
                               
                                 
 
                   
                                             
                              
                                   
 
                                                                             


                                 
                                                                                                                      
                                  
                                                               
                                  
                                                                      
                                  
                                                                    
                                    
                                                               


                                                                   
                 
                                                               
                                
     

                                                                           
      
                              
                                     
 
                                                                    
                                       

                                 
                                                                   

                             

                                


                                                     

                                       





                                                     

                                                       




                              


                                            
                                              
                                              

                                                
                       
 





                                                                          
 
                 


                                            
                                                        
                                              

                                                               


                       
                               
                                                            





                                                                                                
                              





                                                                                         
                                                                                                                                    
















                                                                                           
 


                                                                                         
                                                                                                                                    




                                                                                                             
 









                                                     
         
                                           
                 


                                            
                                                                
                                              

                                                      





                                                                                                                             
                                    
 
                                                                                                                                                              

                                                                         
                                     


                                                                                                                         

                                     
 
                 
                                                                     

                                                    
                                                        

                                                                            
                                        
                                                        

                                                                     
      
 
                                                                      
                                                                         
                                                                            
                                                               


                                                                                     
                                                                                   

                                                                                            
                                                                         



                                                              

                                                                       
                                              
                                                                            
                                              
                                              
                                                                          
                                         
                                                                       







                                                                              






                                                               
        
                                            


                                                          
                                                                  



                                                                                                  
                                                     
                               

                                                                                      

                 


                                            
                     
                                              
                                                      
                 

                                                                                                
      
                       
 

                                                                                
 
                                                              
                                                 
 

                                                                         
 
                
 




                                                                              
                                                
                                                            


                                                                                            

                                                            
                                                                      
                                                                                             




                                                                              
                                                
                                                             
     



                                                 
                                  
      
 
                 


                                            
                       
                                              
                                      
 
                   

                                                                                          
                                     
                                                                                
         
 
                 


                                            
                     
                                              
                                      
 
                   

                                                                       
                                     
                                                                        
         
 
                 


                                            
                     
                                              
                                        
 
                   

                                                                         
                                       
                                                                          
         
 
                 


                                            
                                   
                                              
                                                              
 

                                       
                                                                             
                         
                                                                  


                                            

                                       
                                              
                                                    
 
              
 
                       
 

                                                                

                                            

                                     
                                              
                                                            
 
              
 
                       
 





                                                               
 







                                                                  
 
                 


                                            

                                       
                                              
                                                         
 
              
 
                       
 

                                                                      

                                            

                                     
                                              








































                                                                           

 

                                                                         






















                                                                                                                          
                                                           































                                                                                                                          
                                                           




                                                              

 

                                                                                






















































































                                                                                                                 

 
                                                                                            
 











































                                                                                                                     
                                                                  









                                                                                              
                                                          









                                                                                              
                                                          





                                                                                                       


                                            
                                                                  
                                              
                                                                           
 
                                                    



                               
 








                                                                   
 

                        


                                            
                                 
                                              

                                                                           

                       
 


                                                                             
 
                                                                                                                         
                         
 
                 


                                            
                                 
                                              

                                                                  

                       
 
                       
 

                                
 


                                                     
                                                                                     



                                      
 
                                                              


                                          
 
                 


                                            
                                        
                                              

                                                                                
              
 
                       
 

                                                                 

                                                                                         

                                      
 
                 


                                            
                                      
                                              

                                                   
              
 
                       
 

                                
 

                                                         

                                                                                       




                                                          
 
                                           


                                                                         
 
                                                   
 



                                                                                                    
 



                                                            
 


                                                               
 





                                                                                                                                                       
 

                                                              
 


                                                                                      
 




                                                                                                                                            
 
                                                                                               
 

                                                                                              
 




                                                                        
 
                         
 


                                                                                                         
 


                                                                                                             
 
                                                                            
 
                                       
 







                                                                                             
 



                                                                
 


                          


                                              


























                                                                                            



                                                           




























                                                                                                                 
                                                                                                             






                                                                              
 
                                            
                                                            
                                              
                                                               
 
                               




                                           
                                             


                         
                                                                
         
                                             



                                   
                                                                                                   


                                                                                                         

                                                                                                                                              
                                                       


                         
                                                                            
         
                                                       



























                                                                                         
                                                                         





                                               

                                       

            
                                               








                                                   
                                                                        















                                                                
                                                                        


                                                                             
                                                                                 



                                                            
                                                                                  
         
                                                                                 



                                                       
                                                                            
         
                                                                                 



                                                       
                                                                            





                                                       
                                                                            





                                                       
                                                                            





                                                             
                                                                                  
         
        
                           
                                                       
                                                                               
                                                    
                                                                      

         

                                                    
                                                                    


         
                                                                            
                                  


                                                              





                                                                     
                                                       

                                                                     
                                                                                                           








                                                                       
                                         


                                  
                                     
                                                                                 



                                                                     
                                                       

                                                                     
                                                                                                           
                                                                
                                                                                                           



                                 

                                  
                 


                                            
                                                       



                                         
                                              
                                                                
                    



                                           
                                               



                                                   
                                                                                                             
         
                                               




                                                                   
                                               



                                    
                                                                                                    

                                                                
                                               










                                                                
                                                                        





                                                                                                              
                                                                        
         
                                                                                                            
                                           
                                                                                  
         
                                                                                                            
                                        
                                                                            
         
                                                                                                            
                                        
                                                                            


                                                                  
                                                                                                                                               
                                                                            


                                                                  
                                                                                                                                               
                                                                            


                                                                  
                                                                                                                                                  
                                                                                  


                                                     
                                                       
        
                                                                                                         
                                    
                                                        

         
                                                                 
                                                                                                                                         
                                                                    

         
                                                                   

                                                        
                                                                                                                                                                          
                                                         










                                                                                                                
                                  


                                                              






                                                                            
                                                       

                                                                     
                                                                                                           









                                                                             
                                        


                                     

                                                                                                             


                                    
                                                          
                                                                                                      



                                                                            
                                                       


                                                                     
                                                                                                           
                                                                  
                                                                                                             




                                 
                                  

                 


                                            

                                                          
                                              

                                             
                               





                                                                                                                                      

                                                                         

                                                            
                                                           
                                                                                                                                                                                     
                                                                                                         


                         
                                                 

                                                       
                                                           
                                                                                                                                                                           
                                                                                                      

                         










                                                                                                                                                                                       
                                                                                                         



                                                                            
                                                                                                                                                                                                                                           





                                                                                                                        

         
                                             






                                                         

                                                                           



                                      

         
                                             
                                        



                                     


                                            
                                        
                                              

                                                         
                                          
 

                                                 
 



                                                                                
 


                                             

                                            
                                                                        
                     
                                              

                                                




                           
                                                                  
                                                                
                                                                               
                            

                                            
                                                    
                                              
                                                                            
 
                                    
 
                           


                                      
 



                                                         
 

                                                                                                                          
                 


                                            
                            
          

                        
                                              

                                             





                                             

                                            
                                  
          

                   
                                              

                                                                           






                                                                            


                                            
                              
          

                   
                                              

                                           

                                      
 
                                              
                          
 

                                                 
 
                                                                     
                                            
                                                                               
                                                              
 

                         
 





                                                                                                                          
                                                                    
                                                                                                                              
                                                                      
         
 

                                              
 
                 


                                            
                                           
                                              

                                                                    
                                    
                                                      
                                                              
 
                    

 


                                              



                                                                    
                                                          
 
                    

 


                                              



                                                                    
                                                          
 
                    

 


                                               

                                                                   
                                                            
                                                      
                                                         
 
                    

 


                                                               
                                                                      
 
                           
 

                           
 








                                                                                     
 






                                                              
 

                                            
 
               

 


                                                                            
                                                                   
 
                           
 






                                                                
 






                                                                
 
                             
                                                  
 
               

 
                                            
                                      
                                              

                                                                            
                       
 


                                             
 
                 


                                            
                                             
                                              
                                                                  
 



                                                   
 



                                                                           
 
                                   
                                                                                                     




                                                                 
 

                                                              
 


                                         
 
                                  

                      
                          
 



                                                                      
 
                 

 

                                                                        
                                                                                                                       
                                                                                                                           
                                                   


                         
 


                                                  
                                                    
                                                                    
 
                               
 

                                                                                   
 
                              
                                        
 

                                                     
                                                                                              
                                                                           
                 




                                                  
                                                    
                                                                      
 
                               
 

                                                                                     
 
                             
                                          
 

                                                     
                                                                                                 
                                                                           
                 

 

                                              
 
                                                                   
                                                    


                                                      

 


                       


                                                        
 

                                                            
 
                                                               



                                                                                
 




                                                                        
 
               
 





                                                              




                                                                             

 


                                      
                                                          
   

                                                                           

 
                                                                            
 

                                    
 
                                                                                           
                         
 
                                                  
 
                                  
         

                                                                                                                                                             

                         
 

                                                                         
         
                                                                                                                                      

                         
 



                                                                                                             
 
                              
 
                 

 
                                                                           
 
                   
 
                       
 

                         

                                    
 
                                                       
         















                                                                                                                                                                                     
                 

 
                                                                
 



                       

                                    




                         


                                        



                                    


                                                                                      


                                     

                                                                          

         
                              
                 
 




                                                           
                                                                                     
 
                          
 

                                                 
 

                                
 

                                                         



                                               
 




                                                             
 
                    

      

                                              




















































                                                                                                                       
 









                                                                                          

                                    






































































































































































































                                                                                                                                                                                                                  
 







                                                                                         
 


                                                                                           
 









                                                                                                                             
 


                                                                                                                                                        
 


                                                                                                                                              
                                                                                                                                                                                                                                  







                                                                                                                     
         

                                         
 




                                                                                                 
 
                                                 
                                                                            
 
                             
 


                               
 



                                                                                          
 
                                        


                                                                                          
 
                                    
 

                                                                     
 
                                                          
 
                    

      
 





                                              
                     
                  
                               

                            
 
           


                                              
                                                           





                                                   
                                              


























                                                                                                                                                
                        
                                                      























                                                                                                                                                                         
                                                    









                                                                                                          
                                     
                                     
                                                                                                          
                                     
                                                                                                         
         
                                                                                                                                             
                  

                                                
                             
                                                 
                                                                                                  

                                                     
                                    









                                                                             

      





                                                            
                                                                





















                                                   
                        



















                                                                                                     
                                                                                                                                                  
                  
                                 


                                      
                                                                 













                                                                                            
                                




                                      
                                                                                                                                                           


                                                              
                                                                                                                      

                                    
                                                                   


                                                                

 









                                                                              
                                                                                             












                                                                              
                                                                                                                   






                                                                              
 
 
                                            
                    
                                              
                        
 
                              
 
                             

                                       
               
 
 
                      
 
                                                   
 
                     
 


                                                                                        
                                                                                      


                                                                                
                                                                          
                                                                      
 
                                                                                          
 
                               
                                                                
 



                                                                                 

                                                                                        
 

                                                                                                                                                                                                       
         
 
                            

                                                                                                             
 
                 
 






                                        
                   


                              

                                              


                   
                                           


                                                 
        
                                                 



                                                         






                                                 
        


                                                   
        



                                                 
        


                                                                           
        



                                           
        






                                                   
                              

                                 
        




                                                 
        

                                   
        


                                       
        
                                                       
        



                                           
        





                               
        
                                         
        

                                       
        

                                                 
        

                                               
        























                                                     
        


                                                   
        













                                           
        









                                                   
        



                                                       
        

                                                       
        






                                         
        

                                   
        

                                   
        

                                                    
        
                                
        

                                                       
        




                                             
        




                                                          
                        


                                                               
        

                                             
        
                                   
        
                                 
        
                                     
        
                                       
        

                                     
        
                                                   
                                                 
                                                     
      

                                                 
 
// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams

#include "../common/cbasetypes.h"
#include "../common/core.h" // get_svn_revision()
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/socket.h" // session[]
#include "../common/strlib.h" // safestrncpy()
#include "../common/timer.h"
#include "../common/utils.h"
#include "../common/conf.h"
#include "../common/mmo.h" //NAME_LENGTH

#include "pc.h"
#include "atcommand.h" // get_atcommand_level()
#include "battle.h" // battle_config
#include "battleground.h"
#include "chat.h"
#include "chrif.h"
#include "clif.h"
#include "date.h" // is_day_of_*()
#include "duel.h"
#include "intif.h"
#include "itemdb.h"
#include "log.h"
#include "mail.h"
#include "map.h"
#include "path.h"
#include "homunculus.h"
#include "instance.h"
#include "mercenary.h"
#include "elemental.h"
#include "npc.h" // fake_nd
#include "pet.h" // pet_unlocktarget()
#include "party.h" // party->search()
#include "guild.h" // guild->search(), guild_request_info()
#include "script.h" // script_config
#include "skill.h"
#include "status.h" // struct status_data
#include "storage.h"
#include "pc_groups.h"
#include "quest.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>


#define PVP_CALCRANK_INTERVAL 1000	// PVP calculation interval
static unsigned int exp_table[CLASS_COUNT][2][MAX_LEVEL];
static unsigned int max_level[CLASS_COUNT][2];
static unsigned int statp[MAX_LEVEL+1];
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
static unsigned int level_penalty[3][RC_MAX][MAX_LEVEL*2+1];
#endif

// h-files are for declarations, not for implementations... [Shinomori]
struct skill_tree_entry skill_tree[CLASS_COUNT][MAX_SKILL_TREE];
// timer for night.day implementation
int day_timer_tid;
int night_timer_tid;

struct fame_list smith_fame_list[MAX_FAME_LIST];
struct fame_list chemist_fame_list[MAX_FAME_LIST];
struct fame_list taekwon_fame_list[MAX_FAME_LIST];

static unsigned short equip_pos[EQI_MAX]={EQP_ACC_L,EQP_ACC_R,EQP_SHOES,EQP_GARMENT,EQP_HEAD_LOW,EQP_HEAD_MID,EQP_HEAD_TOP,EQP_ARMOR,EQP_HAND_L,EQP_HAND_R,EQP_COSTUME_HEAD_TOP,EQP_COSTUME_HEAD_MID,EQP_COSTUME_HEAD_LOW,EQP_COSTUME_GARMENT,EQP_AMMO};

//Links related info to the sd->hate_mob[]/sd->feel_map[] entries
const struct sg_data sg_info[MAX_PC_FEELHATE] = {
		{ SG_SUN_ANGER, SG_SUN_BLESS, SG_SUN_COMFORT, "PC_FEEL_SUN", "PC_HATE_MOB_SUN", is_day_of_sun },
		{ SG_MOON_ANGER, SG_MOON_BLESS, SG_MOON_COMFORT, "PC_FEEL_MOON", "PC_HATE_MOB_MOON", is_day_of_moon },
		{ SG_STAR_ANGER, SG_STAR_BLESS, SG_STAR_COMFORT, "PC_FEEL_STAR", "PC_HATE_MOB_STAR", is_day_of_star }
	};

/**
 * Item Cool Down Delay Saving
 * Struct item_cd is not a member of struct map_session_data
 * to keep cooldowns in memory between player log-ins.
 * All cooldowns are reset when server is restarted.
 **/
DBMap* itemcd_db = NULL; // char_id -> struct skill_cd
struct item_cd {
	unsigned int tick[MAX_ITEMDELAYS];//tick
	short nameid[MAX_ITEMDELAYS];//skill id
};

struct pc_interface pc_s;

//Converts a class to its array index for CLASS_COUNT defined arrays.
//Note that it does not do a validity check for speed purposes, where parsing
//player input make sure to use a pcdb_checkid first!
int pc_class2idx(int class_) {
	if (class_ >= JOB_NOVICE_HIGH)
		return class_- JOB_NOVICE_HIGH+JOB_MAX_BASIC;
	return class_;
}

/**
 * Creates a new dummy map session data.
 * Used when there is no real player attached, but it is
 * required to provide a session.
 * Caller must release dummy on its own when it's no longer needed.
 */
struct map_session_data* pc_get_dummy_sd(void)
{
	struct map_session_data *dummy_sd;
	CREATE(dummy_sd, struct map_session_data, 1);
	dummy_sd->group = pc_group_get_dummy_group(); // map_session_data.group is expected to be non-NULL at all times
	return dummy_sd;
}

/**
 * Gets player's group level.
 * @see pc_group_get_level()
 */
int pc_get_group_level(struct map_session_data *sd)
{
	return pc_group_get_level(sd->group);
}

/**
 * Sets player's group.
 * Caller should handle error (preferably display message and disconnect).
 * @param group_id Group ID
 * @return 1 on error, 0 on success
 */
int pc_set_group(struct map_session_data *sd, int group_id)
{
	GroupSettings *group = pc_group_id2group(group_id);
	if (group == NULL)
		return 1;
	sd->group_id = group_id;
	sd->group = group;
	return 0;
}

/**
 * Checks if player has permission to perform action.
 */
bool pc_has_permission(struct map_session_data *sd, enum e_pc_permission permission)
{
	return ((sd->extra_temp_permissions&permission) != 0 || pc_group_has_permission(sd->group, permission));
}

/**
 * Checks if commands used by player should be logged.
 */
bool pc_should_log_commands(struct map_session_data *sd)
{
	return pc_group_should_log_commands(sd->group);
}

static int pc_invincible_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd;

	if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if(sd->invincible_timer != tid){
		ShowError("invincible_timer %d != %d\n",sd->invincible_timer,tid);
		return 0;
	}
	sd->invincible_timer = INVALID_TIMER;
	skill->unit_move(&sd->bl,tick,1);

	return 0;
}

void pc_setinvincibletimer(struct map_session_data* sd, int val) {
	nullpo_retv(sd);

	val += map[sd->bl.m].invincible_time_inc;
	
	if( sd->invincible_timer != INVALID_TIMER )
		iTimer->delete_timer(sd->invincible_timer,pc_invincible_timer);
	sd->invincible_timer = iTimer->add_timer(iTimer->gettick()+val,pc_invincible_timer,sd->bl.id,0);
}

void pc_delinvincibletimer(struct map_session_data* sd)
{
	nullpo_retv(sd);

	if( sd->invincible_timer != INVALID_TIMER )
	{
		iTimer->delete_timer(sd->invincible_timer,pc_invincible_timer);
		sd->invincible_timer = INVALID_TIMER;
		skill->unit_move(&sd->bl,iTimer->gettick(),1);
	}
}

static int pc_spiritball_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd;
	int i;

	if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if( sd->spiritball <= 0 )
	{
		ShowError("pc_spiritball_timer: %d spiritball's available. (aid=%d cid=%d tid=%d)\n", sd->spiritball, sd->status.account_id, sd->status.char_id, tid);
		sd->spiritball = 0;
		return 0;
	}

	ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == tid);
	if( i == sd->spiritball )
	{
		ShowError("pc_spiritball_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
		return 0;
	}

	sd->spiritball--;
	if( i != sd->spiritball )
		memmove(sd->spirit_timer+i, sd->spirit_timer+i+1, (sd->spiritball-i)*sizeof(int));
	sd->spirit_timer[sd->spiritball] = INVALID_TIMER;

	clif->spiritball(&sd->bl);

	return 0;
}

int pc_addspiritball(struct map_session_data *sd,int interval,int max)
{
	int tid, i;

	nullpo_ret(sd);

	if(max > MAX_SPIRITBALL)
		max = MAX_SPIRITBALL;
	if(sd->spiritball < 0)
		sd->spiritball = 0;

	if( sd->spiritball && sd->spiritball >= max ) {
		if(sd->spirit_timer[0] != INVALID_TIMER)
			iTimer->delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
		sd->spiritball--;
		if( sd->spiritball != 0 )
			memmove(sd->spirit_timer+0, sd->spirit_timer+1, (sd->spiritball)*sizeof(int));
		sd->spirit_timer[sd->spiritball] = INVALID_TIMER;
	}

	tid = iTimer->add_timer(iTimer->gettick()+interval, pc_spiritball_timer, sd->bl.id, 0);
	ARR_FIND(0, sd->spiritball, i, sd->spirit_timer[i] == INVALID_TIMER || DIFF_TICK(iTimer->get_timer(tid)->tick, iTimer->get_timer(sd->spirit_timer[i])->tick) < 0);
	if( i != sd->spiritball )
		memmove(sd->spirit_timer+i+1, sd->spirit_timer+i, (sd->spiritball-i)*sizeof(int));
	sd->spirit_timer[i] = tid;
	sd->spiritball++;
	if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
		clif->millenniumshield(sd,sd->spiritball);
	else
		clif->spiritball(&sd->bl);

	return 0;
}

int pc_delspiritball(struct map_session_data *sd,int count,int type)
{
	int i;

	nullpo_ret(sd);

	if(sd->spiritball <= 0) {
		sd->spiritball = 0;
		return 0;
	}

	if(count <= 0)
		return 0;
	if(count > sd->spiritball)
		count = sd->spiritball;
	sd->spiritball -= count;
	if(count > MAX_SPIRITBALL)
		count = MAX_SPIRITBALL;

	for(i=0;i<count;i++) {
		if(sd->spirit_timer[i] != INVALID_TIMER) {
			iTimer->delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
			sd->spirit_timer[i] = INVALID_TIMER;
		}
	}
	for(i=count;i<MAX_SPIRITBALL;i++) {
		sd->spirit_timer[i-count] = sd->spirit_timer[i];
		sd->spirit_timer[i] = INVALID_TIMER;
	}

	if(!type) {
		if( (sd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD )
			clif->millenniumshield(sd,sd->spiritball);
		else
			clif->spiritball(&sd->bl);
	}
	return 0;
}
static int pc_check_banding( struct block_list *bl, va_list ap ) {
	int *c, *b_sd;
	struct block_list *src;
	struct map_session_data *tsd;
	struct status_change *sc;

	nullpo_ret(bl);
	nullpo_ret(tsd = (struct map_session_data*)bl);
	nullpo_ret(src = va_arg(ap,struct block_list *));
	c = va_arg(ap,int *);
	b_sd = va_arg(ap, int *);

	if(pc_isdead(tsd))
		return 0;

	sc = iStatus->get_sc(bl);

	if( bl == src )
		return 0;

	if( sc && sc->data[SC_BANDING] )
	{
		b_sd[(*c)++] = tsd->bl.id;
		return 1;
	}

	return 0;
}
int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
	int c;
	int b_sd[MAX_PARTY]; // In case of a full Royal Guard party.
	int i, j, hp, extra_hp = 0, tmp_qty = 0, tmp_hp;
	struct map_session_data *bsd;
	struct status_change *sc;
	int range = skill->get_splash(LG_BANDING,skill_lv);

	nullpo_ret(sd);

	c = 0;
	memset(b_sd, 0, sizeof(b_sd));
	i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);

	if( c < 1 ) //just recalc status no need to recalc hp
	{	// No more Royal Guards in Banding found.
		if( (sc = iStatus->get_sc(&sd->bl)) != NULL  && sc->data[SC_BANDING] )
		{
			sc->data[SC_BANDING]->val2 = 0; // Reset the counter
			status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_BANDING));
		}
		return 0;
	}

	//Add yourself
	hp = status_get_hp(&sd->bl);
	i++;

	// Get total HP of all Royal Guards in party.
	for( j = 0; j < i; j++ )
	{
		bsd = iMap->id2sd(b_sd[j]);
		if( bsd != NULL )
			hp += status_get_hp(&bsd->bl);
	}

	// Set average HP.
	hp = hp / i;

	// If a Royal Guard have full HP, give more HP to others that haven't full HP.
	for( j = 0; j < i; j++ )
	{
		bsd = iMap->id2sd(b_sd[j]);
		if( bsd != NULL && (tmp_hp = hp - status_get_max_hp(&bsd->bl)) > 0 )
		{
			extra_hp += tmp_hp;
			tmp_qty++;
		}
	}

	if( extra_hp > 0 && tmp_qty > 0 )
		hp += extra_hp / tmp_qty;

	for( j = 0; j < i; j++ )
	{
		bsd = iMap->id2sd(b_sd[j]);
		if( bsd != NULL )
		{
			iStatus->set_hp(&bsd->bl,hp,0);	// Set hp
			if( (sc = iStatus->get_sc(&bsd->bl)) != NULL  && sc->data[SC_BANDING] )
			{
				sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
				status_calc_bl(&bsd->bl, iStatus->sc2scb_flag(SC_BANDING));	// Set atk and def.
			}
		}
	}

	return c;
}

// Increases a player's fame points and displays a notice to him
void pc_addfame(struct map_session_data *sd,int count)
{
	nullpo_retv(sd);
	sd->status.fame += count;
	if(sd->status.fame > MAX_FAME)
		sd->status.fame = MAX_FAME;
	switch(sd->class_&MAPID_UPPERMASK){
		case MAPID_BLACKSMITH: // Blacksmith
			clif->fame_blacksmith(sd,count);
			break;
		case MAPID_ALCHEMIST: // Alchemist
			clif->fame_alchemist(sd,count);
			break;
		case MAPID_TAEKWON: // Taekwon
			clif->fame_taekwon(sd,count);
			break;
	}
	chrif->updatefamelist(sd);
}

// Check whether a player ID is in the fame rankers' list of its job, returns his/her position if so, 0 else
unsigned char pc_famerank(int char_id, int job)
{
	int i;

	switch(job){
		case MAPID_BLACKSMITH: // Blacksmith
		    for(i = 0; i < MAX_FAME_LIST; i++){
				if(smith_fame_list[i].id == char_id)
				    return i + 1;
			}
			break;
		case MAPID_ALCHEMIST: // Alchemist
			for(i = 0; i < MAX_FAME_LIST; i++){
				if(chemist_fame_list[i].id == char_id)
					return i + 1;
			}
			break;
		case MAPID_TAEKWON: // Taekwon
			for(i = 0; i < MAX_FAME_LIST; i++){
				if(taekwon_fame_list[i].id == char_id)
					return i + 1;
			}
			break;
	}

	return 0;
}

int pc_setrestartvalue(struct map_session_data *sd,int type) {
	struct status_data *status, *b_status;
	nullpo_ret(sd);

	b_status = &sd->base_status;
	status = &sd->battle_status;

	if (type&1) {	//Normal resurrection
		status->hp = 1; //Otherwise iStatus->heal may fail if dead.
		iStatus->heal(&sd->bl, b_status->hp, 0, 1);
		if( status->sp < b_status->sp )
			iStatus->set_sp(&sd->bl, b_status->sp, 1);
	} else { //Just for saving on the char-server (with values as if respawned)
		sd->status.hp = b_status->hp;
		sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
	}
	return 0;
}

/*==========================================
	Rental System
 *------------------------------------------*/
static int pc_inventory_rental_end(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd = iMap->id2sd(id);
	if( sd == NULL )
		return 0;
	if( tid != sd->rental_timer )
	{
		ShowError("pc_inventory_rental_end: invalid timer id.\n");
		return 0;
	}

	pc->inventory_rentals(sd);
	return 1;
}

int pc_inventory_rental_clear(struct map_session_data *sd)
{
	if( sd->rental_timer != INVALID_TIMER )
	{
		iTimer->delete_timer(sd->rental_timer, pc_inventory_rental_end);
		sd->rental_timer = INVALID_TIMER;
	}

	return 1;
}

void pc_inventory_rentals(struct map_session_data *sd)
{
	int i, c = 0;
	unsigned int expire_tick, next_tick = UINT_MAX;

	for( i = 0; i < MAX_INVENTORY; i++ )
	{ // Check for Rentals on Inventory
		if( sd->status.inventory[i].nameid == 0 )
			continue; // Nothing here
		if( sd->status.inventory[i].expire_time == 0 )
			continue;

		if( sd->status.inventory[i].expire_time <= time(NULL) ) {
			if( sd->status.inventory[i].nameid == ITEMID_REINS_OF_MOUNT
					&& sd->sc.data[SC_ALL_RIDING] ) {
				status_change_end(&sd->bl,SC_ALL_RIDING,INVALID_TIMER);
			}
			clif->rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
			pc->delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
		} else {
			expire_tick = (unsigned int)(sd->status.inventory[i].expire_time - time(NULL)) * 1000;
			clif->rental_time(sd->fd, sd->status.inventory[i].nameid, (int)(expire_tick / 1000));
			next_tick = min(expire_tick, next_tick);
			c++;
		}
	}

	if( c > 0 ) // min(next_tick,3600000) 1 hour each timer to keep announcing to the owner, and to avoid a but with rental time > 15 days
		sd->rental_timer = iTimer->add_timer(iTimer->gettick() + min(next_tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
	else
		sd->rental_timer = INVALID_TIMER;
}

void pc_inventory_rental_add(struct map_session_data *sd, int seconds)
{
	int tick = seconds * 1000;

	if( sd == NULL )
		return;

	if( sd->rental_timer != INVALID_TIMER )
	{
		const struct TimerData * td;
		td = iTimer->get_timer(sd->rental_timer);
		if( DIFF_TICK(td->tick, iTimer->gettick()) > tick )
		{ // Update Timer as this one ends first than the current one
			pc->inventory_rental_clear(sd);
			sd->rental_timer = iTimer->add_timer(iTimer->gettick() + tick, pc_inventory_rental_end, sd->bl.id, 0);
		}
	}
	else
		sd->rental_timer = iTimer->add_timer(iTimer->gettick() + min(tick,3600000), pc_inventory_rental_end, sd->bl.id, 0);
}

/**
 * Determines if player can give / drop / trade / vend items
 */
bool pc_can_give_items(struct map_session_data *sd)
{
	return pc->has_permission(sd, PC_PERM_TRADE);
}

/*==========================================
 * prepares character for saving.
 *------------------------------------------*/
int pc_makesavestatus(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(!battle_config.save_clothcolor)
		sd->status.clothes_color=0;

  	//Only copy the Cart/Peco/Falcon options, the rest are handled via
	//status change load/saving. [Skotlex]
#ifdef NEW_CARTS
	sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
#else
	sd->status.option = sd->sc.option&(OPTION_INVISIBLE|OPTION_CART|OPTION_FALCON|OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR);
#endif
	if (sd->sc.data[SC_JAILED]) { //When Jailed, do not move last point.
		if(pc_isdead(sd)){
			pc->setrestartvalue(sd,0);
		} else {
			sd->status.hp = sd->battle_status.hp;
			sd->status.sp = sd->battle_status.sp;
		}
		sd->status.last_point.map = sd->mapindex;
		sd->status.last_point.x = sd->bl.x;
		sd->status.last_point.y = sd->bl.y;
		return 0;
	}

	if(pc_isdead(sd)){
		pc->setrestartvalue(sd,0);
		memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
	} else {
		sd->status.hp = sd->battle_status.hp;
		sd->status.sp = sd->battle_status.sp;
		sd->status.last_point.map = sd->mapindex;
		sd->status.last_point.x = sd->bl.x;
		sd->status.last_point.y = sd->bl.y;
	}

	if(map[sd->bl.m].flag.nosave || map[sd->bl.m].instance_id >= 0){
		struct map_data *m=&map[sd->bl.m];
		if(m->save.map)
			memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
		else
			memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
	}
	if( sd->status.last_point.map == 0 ) {
		sd->status.last_point.map = 1;
		sd->status.last_point.x = 0;
		sd->status.last_point.y = 0;
	}
	
	if( sd->status.save_point.map == 0 ) {
		sd->status.save_point.map = 1;
		sd->status.save_point.x = 0;
		sd->status.save_point.y = 0;
	}


	return 0;
}

/*==========================================
 * Off init ? Connection?
 *------------------------------------------*/
int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, unsigned int client_tick, int sex, int fd)
{
	nullpo_ret(sd);

	sd->bl.id        = account_id;
	sd->status.account_id   = account_id;
	sd->status.char_id      = char_id;
	sd->status.sex   = sex;
	sd->login_id1    = login_id1;
	sd->login_id2    = 0; // at this point, we can not know the value :(
	sd->client_tick  = client_tick;
	sd->state.active = 0; //to be set to 1 after player is fully authed and loaded.
	sd->bl.type      = BL_PC;
	sd->canlog_tick  = iTimer->gettick();
	//Required to prevent homunculus copuing a base speed of 0.
	sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
	return 0;
}

int pc_equippoint(struct map_session_data *sd,int n)
{
	int ep = 0;

	nullpo_ret(sd);

	if(!sd->inventory_data[n])
		return 0;

	if (!itemdb_isequip2(sd->inventory_data[n]))
		return 0; //Not equippable by players.

	ep = sd->inventory_data[n]->equip;
	if(sd->inventory_data[n]->look == W_DAGGER	||
		sd->inventory_data[n]->look == W_1HSWORD ||
		sd->inventory_data[n]->look == W_1HAXE) {
		if(ep == EQP_HAND_R && (pc->checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN ||
			(sd->class_&MAPID_UPPERMASK) == MAPID_KAGEROUOBORO))//Kagerou and Oboro can dual wield daggers. [Rytech]
			return EQP_ARMS;
	}
	return ep;
}

int pc_setinventorydata(struct map_session_data *sd)
{
	int i,id;

	nullpo_ret(sd);

	for(i=0;i<MAX_INVENTORY;i++) {
		id = sd->status.inventory[i].nameid;
		sd->inventory_data[i] = id?itemdb->search(id):NULL;
	}
	return 0;
}

int pc_calcweapontype(struct map_session_data *sd)
{
	nullpo_ret(sd);

	// single-hand
	if(sd->weapontype2 == W_FIST) {
		sd->status.weapon = sd->weapontype1;
		return 1;
	}
	if(sd->weapontype1 == W_FIST) {
		sd->status.weapon = sd->weapontype2;
		return 1;
	}
	// dual-wield
	sd->status.weapon = 0;
	switch (sd->weapontype1){
	case W_DAGGER:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DD; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_DA; break;
		}
		break;
	case W_1HSWORD:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DS; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_SA; break;
		}
		break;
	case W_1HAXE:
		switch (sd->weapontype2) {
		case W_DAGGER:  sd->status.weapon = W_DOUBLE_DA; break;
		case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
		case W_1HAXE:   sd->status.weapon = W_DOUBLE_AA; break;
		}
	}
	// unknown, default to right hand type
	if (!sd->status.weapon)
		sd->status.weapon = sd->weapontype1;

	return 2;
}

int pc_setequipindex(struct map_session_data *sd)
{
	int i,j;

	nullpo_ret(sd);

	for(i=0;i<EQI_MAX;i++)
		sd->equip_index[i] = -1;

	for(i=0;i<MAX_INVENTORY;i++) {
		if(sd->status.inventory[i].nameid <= 0)
			continue;
		if(sd->status.inventory[i].equip) {
			for(j=0;j<EQI_MAX;j++)
				if(sd->status.inventory[i].equip & equip_pos[j])
					sd->equip_index[j] = i;

			if(sd->status.inventory[i].equip & EQP_HAND_R)
			{
				if(sd->inventory_data[i])
					sd->weapontype1 = sd->inventory_data[i]->look;
				else
					sd->weapontype1 = 0;
			}

			if( sd->status.inventory[i].equip & EQP_HAND_L )
			{
				if( sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON )
					sd->weapontype2 = sd->inventory_data[i]->look;
				else
					sd->weapontype2 = 0;
			}
		}
	}
	pc_calcweapontype(sd);

	return 0;
}
//static int pc_isAllowedCardOn(struct map_session_data *sd,int s,int eqindex,int flag)
//{
//	int i;
//	struct item *item = &sd->status.inventory[eqindex];
//	struct item_data *data;
//
//	//Crafted/made/hatched items.
//	if (itemdb_isspecial(item->card[0]))
//		return 1;
//
//	/* scan for enchant armor gems */
//	if( item->card[MAX_SLOTS - 1] && s < MAX_SLOTS - 1 )
//		s = MAX_SLOTS - 1;
//
//	ARR_FIND( 0, s, i, item->card[i] && (data = itemdb->exists(item->card[i])) != NULL && data->flag.no_equip&flag );
//	return( i < s ) ? 0 : 1;
//}


bool pc_isequipped(struct map_session_data *sd, int nameid)
{
	int i, j, index;

	for( i = 0; i < EQI_MAX; i++ )
	{
		index = sd->equip_index[i];
		if( index < 0 ) continue;

		if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index ) continue;
		if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index ) continue;
		if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;

		if( !sd->inventory_data[index] ) continue;

		if( sd->inventory_data[index]->nameid == nameid )
			return true;

		for( j = 0; j < sd->inventory_data[index]->slot; j++ )
			if( sd->status.inventory[index].card[j] == nameid )
				return true;
	}

	return false;
}

bool pc_can_Adopt(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd )
{
	if( !p1_sd || !p2_sd || !b_sd )
		return false;

	if( b_sd->status.father || b_sd->status.mother || b_sd->adopt_invite )
		return false; // already adopted baby / in adopt request

	if( !p1_sd->status.partner_id || !p1_sd->status.party_id || p1_sd->status.party_id != b_sd->status.party_id )
		return false; // You need to be married and in party with baby to adopt

	if( p1_sd->status.partner_id != p2_sd->status.char_id || p2_sd->status.partner_id != p1_sd->status.char_id )
		return false; // Not married, wrong married

	if( p2_sd->status.party_id != p1_sd->status.party_id )
		return false; // Both parents need to be in the same party

	// Parents need to have their ring equipped
	if( !pc->isequipped(p1_sd, WEDDING_RING_M) && !pc->isequipped(p1_sd, WEDDING_RING_F) )
		return false;

	if( !pc->isequipped(p2_sd, WEDDING_RING_M) && !pc->isequipped(p2_sd, WEDDING_RING_F) )
		return false;

	// Already adopted a baby
	if( p1_sd->status.child || p2_sd->status.child ) {
		clif->adopt_reply(p1_sd, 0);
		return false;
	}

	// Parents need at least lvl 70 to adopt
	if( p1_sd->status.base_level < 70 || p2_sd->status.base_level < 70 ) {
		clif->adopt_reply(p1_sd, 1);
		return false;
	}

	if( b_sd->status.partner_id ) {
		clif->adopt_reply(p1_sd, 2);
		return false;
	}

	if( !( ( b_sd->status.class_ >= JOB_NOVICE && b_sd->status.class_ <= JOB_THIEF ) || b_sd->status.class_ == JOB_SUPER_NOVICE ) )
		return false;

	return true;
}

/*==========================================
 * Adoption Process
 *------------------------------------------*/
bool pc_adoption(struct map_session_data *p1_sd, struct map_session_data *p2_sd, struct map_session_data *b_sd)
{
	int job, joblevel;
	unsigned int jobexp;

	if( !pc->can_Adopt(p1_sd, p2_sd, b_sd) )
		return false;

	// Preserve current job levels and progress
	joblevel = b_sd->status.job_level;
	jobexp = b_sd->status.job_exp;

	job = pc->mapid2jobid(b_sd->class_|JOBL_BABY, b_sd->status.sex);
	if( job != -1 && !pc->jobchange(b_sd, job, 0) )
	{ // Success, proceed to configure parents and baby skills
		p1_sd->status.child = b_sd->status.char_id;
		p2_sd->status.child = b_sd->status.char_id;
		b_sd->status.father = p1_sd->status.char_id;
		b_sd->status.mother = p2_sd->status.char_id;

		// Restore progress
		b_sd->status.job_level = joblevel;
		clif->updatestatus(b_sd, SP_JOBLEVEL);
		b_sd->status.job_exp = jobexp;
		clif->updatestatus(b_sd, SP_JOBEXP);

		// Baby Skills
		pc->skill(b_sd, WE_BABY, 1, 0);
		pc->skill(b_sd, WE_CALLPARENT, 1, 0);

		// Parents Skills
		pc->skill(p1_sd, WE_CALLBABY, 1, 0);
		pc->skill(p2_sd, WE_CALLBABY, 1, 0);

		return true;
	}

	return false; // Job Change Fail
}

/*=================================================
 * Checks if the player can equip the item at index n in inventory.
 * Returns 0 (no) or 1 (yes).
 *------------------------------------------------*/
int pc_isequip(struct map_session_data *sd,int n)
{
	struct item_data *item;

	nullpo_ret(sd);

	item = sd->inventory_data[n];

	if(pc->has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))
		return 1;

	if(item == NULL)
		return 0;
	if(item->elv && sd->status.base_level < (unsigned int)item->elv){
		clif->msg(sd, 0x6ED);
		return 0;
	}
#ifdef RENEWAL
	if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax){
		clif->msg(sd, 0x6ED);
		return 0;
	}
#endif
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;

	if (sd->sc.count) {

		if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_NOEQUIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
			return 0;
		if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_NOEQUIPSHIELD])
			return 0;
		if(item->equip & EQP_ARMOR && sd->sc.data[SC_NOEQUIPARMOR])
			return 0;
		if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_NOEQUIPHELM])
			return 0;
		if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSARY])
			return 0;
		if(item->equip && sd->sc.data[SC_KYOUGAKU])
			return 0;

		if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SUPERNOVICE) {
			//Spirit of Super Novice equip bonuses. [Skotlex]
			if (sd->status.base_level > 90 && item->equip & EQP_HELM)
				return 1; //Can equip all helms

			if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON)
				switch(item->look) { //In weapons, the look determines type of weapon.
					case W_DAGGER: //Level 4 Knives are equippable.. this means all knives, I'd guess?
					case W_1HSWORD: //All 1H swords
					case W_1HAXE: //All 1H Axes
					case W_MACE: //All 1H Maces
					case W_STAFF: //All 1H Staves
						return 1;
				}
		}
	}
	//Not equipable by class. [Skotlex]
	if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]))
		return 0;
	//Not usable by upper class. [Inkfish]
	while( 1 ) {
		if( item->class_upper&1 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
		if( item->class_upper&2 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
		if( item->class_upper&4 && sd->class_&JOBL_BABY ) break;
		if( item->class_upper&8 && sd->class_&JOBL_THIRD ) break;
		return 0;
	}

	return 1;
}

/*==========================================
 * No problem with the session id
 * set the status that has been sent from char server
 *------------------------------------------*/
bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_time, int group_id, struct mmo_charstatus *st, bool changing_mapservers) {
	int i;
	unsigned long tick = iTimer->gettick();
	uint32 ip = session[sd->fd]->client_addr;

	sd->login_id2 = login_id2;
	
	if (pc->set_group(sd, group_id) != 0) {
		ShowWarning("pc_authok: %s (AID:%d) logged in with unknown group id (%d)! kicking...\n",
			st->name, sd->status.account_id, group_id);
		clif->authfail_fd(sd->fd, 0);
		return false;
	}

	memcpy(&sd->status, st, sizeof(*st));

	if (st->sex != sd->status.sex) {
		clif->authfail_fd(sd->fd, 0);
		return false;
	}

	//Set the map-server used job id. [Skotlex]
	i = pc->jobid2mapid(sd->status.class_);
	if (i == -1) { //Invalid class?
		ShowError("pc_authok: Invalid class %d for player %s (%d:%d). Class was changed to novice.\n", sd->status.class_, sd->status.name, sd->status.account_id, sd->status.char_id);
		sd->status.class_ = JOB_NOVICE;
		sd->class_ = MAPID_NOVICE;
	} else
		sd->class_ = i;

	// Checks and fixes to character status data, that are required
	// in case of configuration change or stuff, which cannot be
	// checked on char-server.
	if( sd->status.hair < MIN_HAIR_STYLE || sd->status.hair > MAX_HAIR_STYLE ) {
		sd->status.hair = MIN_HAIR_STYLE;
	}
	if( sd->status.hair_color < MIN_HAIR_COLOR || sd->status.hair_color > MAX_HAIR_COLOR ) {
		sd->status.hair_color = MIN_HAIR_COLOR;
	}
	if( sd->status.clothes_color < MIN_CLOTH_COLOR || sd->status.clothes_color > MAX_CLOTH_COLOR ) {
		sd->status.clothes_color = MIN_CLOTH_COLOR;
	}
	
	//Initializations to null/0 unneeded since map_session_data was filled with 0 upon allocation.
	if(!sd->status.hp) pc_setdead(sd);
	sd->state.connect_new = 1;

	sd->followtimer = INVALID_TIMER; // [MouseJstr]
	sd->invincible_timer = INVALID_TIMER;
	sd->npc_timer_id = INVALID_TIMER;
	sd->pvp_timer = INVALID_TIMER;
	sd->fontcolor_tid = INVALID_TIMER;
	/**
	 * For the Secure NPC Timeout option (check config/Secure.h) [RR]
	 **/
#ifdef SECURE_NPCTIMEOUT
	/**
	 * Initialize to defaults/expected
	 **/
	sd->npc_idle_timer = INVALID_TIMER;
	sd->npc_idle_tick = tick;
	sd->npc_idle_type = NPCT_INPUT;
#endif

	sd->canuseitem_tick = tick;
	sd->canusecashfood_tick = tick;
	sd->canequip_tick = tick;
	sd->cantalk_tick = tick;
	sd->canskill_tick = tick;
	sd->cansendmail_tick = tick;
	sd->hchsysch_tick = tick;

	sd->idletime = last_tick;
	
	for(i = 0; i < MAX_SPIRITBALL; i++)
		sd->spirit_timer[i] = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus); i++)
		sd->autobonus[i].active = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus2); i++)
		sd->autobonus2[i].active = INVALID_TIMER;
	for(i = 0; i < ARRAYLENGTH(sd->autobonus3); i++)
		sd->autobonus3[i].active = INVALID_TIMER;

	if (battle_config.item_auto_get)
		sd->state.autoloot = 10000;

	if (battle_config.disp_experience)
		sd->state.showexp = 1;
	if (battle_config.disp_zeny)
		sd->state.showzeny = 1;

	if (!(battle_config.display_skill_fail&2))
		sd->state.showdelay = 1;

	pc->setinventorydata(sd);
	pc_setequipindex(sd);

	if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") )
		sd->status.option &=~ OPTION_INVISIBLE;
	
	iStatus->change_init(&sd->bl);
	
	sd->sc.option = sd->status.option; //This is the actual option used in battle.
		
	//Set here because we need the inventory data for weapon sprite parsing.
	iStatus->set_viewdata(&sd->bl, sd->status.class_);
	unit->dataset(&sd->bl);

	sd->guild_x = -1;
	sd->guild_y = -1;

	sd->disguise = -1;
	
	sd->instance = NULL;
	sd->instances = 0;
	
	sd->bg_queue.arena = NULL;
	sd->bg_queue.ready = 0;
	sd->bg_queue.client_has_bg_data = 0;
	sd->bg_queue.type = 0;
	
	sd->queues = NULL;
	sd->queues_count = 0;
	
	sd->state.dialog = 0;
	
	sd->delayed_damage = 0;
	
	// Event Timers
	for( i = 0; i < MAX_EVENTTIMER; i++ )
		sd->eventtimer[i] = INVALID_TIMER;
	// Rental Timer
	sd->rental_timer = INVALID_TIMER;

	for( i = 0; i < 3; i++ )
		sd->hate_mob[i] = -1;

    //warp player
	if ((i=pc->setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, CLR_OUTSIGHT)) != 0) {
		ShowError ("Last_point_map %s - id %d not found (error code %d)\n", mapindex_id2name(sd->status.last_point.map), sd->status.last_point.map, i);

		// try warping to a default map instead (church graveyard)
		if (pc->setpos(sd, mapindex_name2id(MAP_PRONTERA), 273, 354, CLR_OUTSIGHT) != 0) {
			// if we fail again
			clif->authfail_fd(sd->fd, 0);
			return false;
		}
	}

	clif->authok(sd);

	//Prevent S. Novices from getting the no-death bonus just yet. [Skotlex]
	sd->die_counter=-1;

	//display login notice
	ShowInfo("'"CL_WHITE"%s"CL_RESET"' logged in."
	         " (AID/CID: '"CL_WHITE"%d/%d"CL_RESET"',"
	         " IP: '"CL_WHITE"%d.%d.%d.%d"CL_RESET"',"
	         " Group '"CL_WHITE"%d"CL_RESET"').\n",
	         sd->status.name, sd->status.account_id, sd->status.char_id,
	         CONVIP(ip), sd->group_id);
	// Send friends list
	clif->friendslist_send(sd);

	if( !changing_mapservers ) {

		if (battle_config.display_version == 1) {
			const char* svn = get_svn_revision();
			const char* git = get_git_hash();
			char buf[256];
			if( git[0] != HERC_UNKNOWN_VER )
				sprintf(buf,"Git Hash: %s", git);
			else if( svn[0] != HERC_UNKNOWN_VER )
				sprintf(buf,"SVN Revision: %s", svn);
			else
				sprintf(buf,"Unknown Version");
			clif->message(sd->fd, buf);
		}
		
		// message of the limited time of the account
		if (expiration_time != 0) { // don't display if it's unlimited or unknow value
			char tmpstr[1024];
			strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&expiration_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
			clif->wis_message(sd->fd, iMap->wisp_server_name, tmpstr, strlen(tmpstr)+1);
		}

		/**
		 * Fixes login-without-aura glitch (the screen won't blink at this point, don't worry :P)
		 **/
		clif->changemap(sd,sd->bl.m,sd->bl.x,sd->bl.y);
	}

	/**
	 * Check if player have any cool downs on
	 **/
	skill->cooldown_load(sd);

	/**
	 * Check if player have any item cooldowns on
	 **/
	pc->itemcd_do(sd,true);
	
	/* [Ind/Hercules] */
	sd->sc_display = NULL;
	sd->sc_display_count = 0;
	
	// Request all registries (auth is considered completed whence they arrive)
	intif->request_registry(sd,7);
	return true;
}

/*==========================================
 * Closes a connection because it failed to be authenticated from the char server.
 *------------------------------------------*/
void pc_authfail(struct map_session_data *sd)
{
	clif->authfail_fd(sd->fd, 0);
	return;
}

//Attempts to set a mob.
int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
{
	int class_;
	if (!sd || !bl || pos < 0 || pos > 2)
		return 0;
	if (sd->hate_mob[pos] != -1)
	{	//Can't change hate targets.
		clif->hate_info(sd, pos, sd->hate_mob[pos], 0); //Display current
		return 0;
	}

	class_ = iStatus->get_class(bl);
	if (!pcdb_checkid(class_)) {
		unsigned int max_hp = status_get_max_hp(bl);
		if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
			return 0;
		if (pos != status_get_size(bl))
			return 0; //Wrong size
	}
	sd->hate_mob[pos] = class_;
	pc_setglobalreg(sd,sg_info[pos].hate_var,class_+1);
	clif->hate_info(sd, pos, class_, 1);
	return 1;
}

/*==========================================
 * Invoked once after the char/account/account2 registry variables are received. [Skotlex]
 *------------------------------------------*/
int pc_reg_received(struct map_session_data *sd)
{
	int i,j, idx = 0;

	sd->change_level_2nd = pc_readglobalreg(sd,"jobchange_level");
	sd->change_level_3rd = pc_readglobalreg(sd,"jobchange_level_3rd");
	sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");

	// Cash shop
	sd->cashPoints = pc_readaccountreg(sd,"#CASHPOINTS");
	sd->kafraPoints = pc_readaccountreg(sd,"#KAFRAPOINTS");

	// Cooking Exp
	sd->cook_mastery = pc_readglobalreg(sd,"COOK_MASTERY");

	if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
		// Better check for class rather than skill to prevent "skill resets" from unsetting this
		sd->mission_mobid = pc_readglobalreg(sd,"TK_MISSION_ID");
		sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
	}

	//SG map and mob read [Komurka]
	for(i=0;i<MAX_PC_FEELHATE;i++) { //for now - someone need to make reading from txt/sql
		if ((j = pc_readglobalreg(sd,sg_info[i].feel_var))!=0) {
			sd->feel_map[i].index = j;
			sd->feel_map[i].m = iMap->mapindex2mapid(j);
		} else {
			sd->feel_map[i].index = 0;
			sd->feel_map[i].m = -1;
		}
		sd->hate_mob[i] = pc_readglobalreg(sd,sg_info[i].hate_var)-1;
	}

	if ((i = pc->checkskill(sd,RG_PLAGIARISM)) > 0) {
		sd->cloneskill_id = pc_readglobalreg(sd,"CLONE_SKILL");
		if (sd->cloneskill_id > 0 && (idx = skill->get_index(sd->cloneskill_id))) {
			sd->status.skill[idx].id = sd->cloneskill_id;
			sd->status.skill[idx].lv = pc_readglobalreg(sd,"CLONE_SKILL_LV");
			if (sd->status.skill[idx].lv > i)
				sd->status.skill[idx].lv = i;
			sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
		}
	}
	if ((i = pc->checkskill(sd,SC_REPRODUCE)) > 0) {
		sd->reproduceskill_id = pc_readglobalreg(sd,"REPRODUCE_SKILL");
		if( sd->reproduceskill_id > 0 && (idx = skill->get_index(sd->reproduceskill_id))) {
			sd->status.skill[idx].id = sd->reproduceskill_id;
			sd->status.skill[idx].lv = pc_readglobalreg(sd,"REPRODUCE_SKILL_LV");
			if( i < sd->status.skill[idx].lv)
				sd->status.skill[idx].lv = i;
			sd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
		}
	}
	//Weird... maybe registries were reloaded?
	if (sd->state.active)
		return 0;
	sd->state.active = 1;

	if (sd->status.party_id)
		party->member_joined(sd);
	if (sd->status.guild_id)
		guild->member_joined(sd);

	// pet
	if (sd->status.pet_id > 0)
		intif->request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);

	// Homunculus [albator]
	if( sd->status.hom_id > 0 )
		intif->homunculus_requestload(sd->status.account_id, sd->status.hom_id);
	if( sd->status.mer_id > 0 )
		intif->mercenary_request(sd->status.mer_id, sd->status.char_id);
	if( sd->status.ele_id > 0 )
		intif->elemental_request(sd->status.ele_id, sd->status.char_id);

	iMap->addiddb(&sd->bl);
	iMap->delnickdb(sd->status.char_id, sd->status.name);
	if (!chrif->auth_finished(sd))
		ShowError("pc_reg_received: Failed to properly remove player %d:%d from logging db!\n", sd->status.account_id, sd->status.char_id);

	pc->load_combo(sd);

	status_calc_pc(sd,1);
	chrif->scdata_request(sd->status.account_id, sd->status.char_id);

	intif->Mail_requestinbox(sd->status.char_id, 0); // MAIL SYSTEM - Request Mail Inbox
	intif->request_questlog(sd);

	if (sd->state.connect_new == 0 && sd->fd) { //Character already loaded map! Gotta trigger LoadEndAck manually.
		sd->state.connect_new = 1;
		clif->pLoadEndAck(sd->fd, sd);
	}

	pc->inventory_rentals(sd);

	if( sd->sc.option & OPTION_INVISIBLE ) {
		sd->vd.class_ = INVISIBLE_CLASS;
		clif->message(sd->fd, msg_txt(11)); // Invisible: On
		// decrement the number of pvp players on the map
		map[sd->bl.m].users_pvp--;
		
		if( map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.pvp_nocalcrank && sd->pvp_timer != INVALID_TIMER ) {// unregister the player for ranking
			iTimer->delete_timer( sd->pvp_timer, pc->calc_pvprank_timer );
			sd->pvp_timer = INVALID_TIMER;
		}
		clif->changeoption(&sd->bl);
	}

	if( npc->motd ) /* [Ind/Hercules] */
		script->run(npc->motd->u.scr.script, 0, sd->bl.id, fake_nd->bl.id);

	return 1;
}

int pc_calc_skillpoint(struct map_session_data* sd) {
	int  i,skill_lv,inf2,skill_point=0;

	nullpo_ret(sd);

	for(i=1;i<MAX_SKILL;i++){
		if( (skill_lv = pc->checkskill2(sd,i)) > 0) {
			inf2 = skill_db[i].inf2;
			if((!(inf2&INF2_QUEST_SKILL) || battle_config.quest_skill_learn) &&
				!(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL|INF2_GUILD_SKILL)) //Do not count wedding/link skills. [Skotlex]
				) {
				if(sd->status.skill[i].flag == SKILL_FLAG_PERMANENT)
					skill_point += skill_lv;
				else if(sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0)
					skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);
			}
		}
	}

	return skill_point;
}


/*==========================================
 * Calculation of skill level.
 *------------------------------------------*/
int pc_calc_skilltree(struct map_session_data *sd)
{
	int i,id=0,flag;
	int c=0;

	nullpo_ret(sd);
	i = pc->calc_skilltree_normalize_job(sd);
	c = pc->mapid2jobid(i, sd->status.sex);
	if( c == -1 )
	{ //Unable to normalize job??
		ShowError("pc_calc_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
		return 1;
	}
	c = pc->class2idx(c);
	
	for( i = 0; i < MAX_SKILL; i++ ) {
		if( sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED ) //Don't touch these
			sd->status.skill[i].id = 0; //First clear skills.
		/* permanent skills that must be re-checked */
		if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) {
			switch( skill_db[i].nameid ) {
				case NV_TRICKDEAD:
					if( (sd->class_&MAPID_BASEMASK) != MAPID_NOVICE ) {
							sd->status.skill[i].id = 0;
							sd->status.skill[i].lv = 0;
							sd->status.skill[i].flag = 0;
					}
					break;
			}
		}
	}

	for( i = 0; i < MAX_SKILL; i++ ) {
		if( sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED )
		{ // Restore original level of skills after deleting earned skills.
			sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
			sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
		}

		if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_BARDDANCER && skill_db[i].nameid >= DC_HUMMING && skill_db[i].nameid <= DC_SERVICEFORYOU )
		{ //Enable Bard/Dancer spirit linked skills.
			if( sd->status.sex )
			{ //Link dancer skills to bard.
				if( sd->status.skill[i-8].lv < 10 )
					continue;
				sd->status.skill[i].id = skill_db[i].nameid;
				sd->status.skill[i].lv = sd->status.skill[i-8].lv; // Set the level to the same as the linking skill
				sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
			} else { //Link bard skills to dancer.
				if( sd->status.skill[i].lv < 10 )
					continue;
				sd->status.skill[i-8].id = skill_db[i-8].nameid;
				sd->status.skill[i-8].lv = sd->status.skill[i].lv; // Set the level to the same as the linking skill
				sd->status.skill[i-8].flag = SKILL_FLAG_TEMPORARY; // Tag it as a non-savable, non-uppable, bonus skill
			}
		}
	}

	if( pc->has_permission(sd, PC_PERM_ALL_SKILL) ) {
		for( i = 0; i < MAX_SKILL; i++ ) {
			switch(skill_db[i].nameid) {
				/**
				 * Dummy skills must be added here otherwise they'll be displayed in the,
				 * skill tree and since they have no icons they'll give resource errors
				 **/
				case SM_SELFPROVOKE:
				case AB_DUPLELIGHT_MELEE:
				case AB_DUPLELIGHT_MAGIC:
				case WL_CHAINLIGHTNING_ATK:
				case WL_TETRAVORTEX_FIRE:
				case WL_TETRAVORTEX_WATER:
				case WL_TETRAVORTEX_WIND:
				case WL_TETRAVORTEX_GROUND:
				case WL_SUMMON_ATK_FIRE:
				case WL_SUMMON_ATK_WIND:
				case WL_SUMMON_ATK_WATER:
				case WL_SUMMON_ATK_GROUND:
				case LG_OVERBRAND_BRANDISH:
				case LG_OVERBRAND_PLUSATK:
				case WM_SEVERE_RAINSTORM_MELEE:
					continue;
				default:
					break;
			}
			if( skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL) )
				continue; //Only skills you can't have are npc/guild ones
			if( skill_db[i].max > 0 )
				sd->status.skill[i].id = skill_db[i].nameid;
		}
		return 0;
	}

	do {
		flag = 0;
		for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) {
			int f, idx = skill_tree[c][i].idx;
			if( sd->status.skill[idx].id )
				continue; //Skill already known.

			f = 1;
			if(!battle_config.skillfree) {
				int j;
				for(j = 0; j < MAX_PC_SKILL_REQUIRE; j++) {
					int k;
					if((k=skill_tree[c][i].need[j].id)) {
						int idx2 = skill_tree[c][i].need[j].idx;
						if (sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED)
							k = 0; //Not learned.
						else if (sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
							k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0;
						else
							k = pc->checkskill2(sd,idx2);
						if (k < skill_tree[c][i].need[j].lv) {
							f = 0;
							break;
						}
					}
				}
				if( sd->status.job_level < skill_tree[c][i].joblv )
					f = 0; // job level requirement wasn't satisfied
			}
			if( f ) {
				int inf2;
				inf2 = skill_db[idx].inf2;
				
				if(!sd->status.skill[idx].lv && (
					(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
					inf2&INF2_WEDDING_SKILL ||
					(inf2&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK])
				))
					continue; //Cannot be learned via normal means. Note this check DOES allows raising already known skills.

				sd->status.skill[idx].id = id;
				
				if(inf2&INF2_SPIRIT_SKILL) { //Spirit skills cannot be learned, they will only show up on your tree when you get buffed.
					sd->status.skill[idx].lv = 1; // need to manually specify a skill level
					sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; //So it is not saved, and tagged as a "bonus" skill.
				}
				flag = 1; // skill list has changed, perform another pass
			}
		}
	} while(flag);

	//
	if( c > 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && sd->status.skill_point == 0 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )
	{
		/* Taekwon Ranger Bonus Skill Tree
		============================================
		- Grant All Taekwon Tree, but only as Bonus Skills in case they drop from ranking.
		- (c > 0) to avoid grant Novice Skill Tree in case of Skill Reset (need more logic)
		- (sd->status.skill_point == 0) to wait until all skill points are asigned to avoid problems with Job Change quest. */

		for( i = 0; i < MAX_SKILL_TREE && (id = skill_tree[c][i].id) > 0; i++ ) {
			int idx = skill_tree[c][i].idx;
			if( (skill_db[idx].inf2&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
				continue; //Do not include Quest/Wedding skills.

			if( sd->status.skill[idx].id == 0 ) {
				sd->status.skill[idx].id = id;
				sd->status.skill[idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
			} else if( id != NV_BASIC ) {
				sd->status.skill[idx].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[idx].lv; // Remember original level
			}

			sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_);
		}
	}

	return 0;
}

//Checks if you can learn a new skill after having leveled up a skill.
static void pc_check_skilltree(struct map_session_data *sd, int skill_id)
{
	int i,id=0,flag;
	int c=0;

	if(battle_config.skillfree)
		return; //Function serves no purpose if this is set

	i = pc->calc_skilltree_normalize_job(sd);
	c = pc->mapid2jobid(i, sd->status.sex);
	if (c == -1) { //Unable to normalize job??
		ShowError("pc_check_skilltree: Unable to normalize job %d for character %s (%d:%d)\n", i, sd->status.name, sd->status.account_id, sd->status.char_id);
		return;
	}
	c = pc->class2idx(c);
	do {
		flag = 0;
		for( i = 0; i < MAX_SKILL_TREE && (id=skill_tree[c][i].id)>0; i++ ) {
			int j, f = 1, k, idx = skill_tree[c][i].idx;

			if( sd->status.skill[idx].id ) //Already learned
				continue;

			for( j = 0; j < MAX_PC_SKILL_REQUIRE; j++ ) {
				if( (k = skill_tree[c][i].need[j].id) ) {
					int idx2 = skill_tree[c][i].need[j].idx;
					if( sd->status.skill[idx2].id == 0 || sd->status.skill[idx2].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[idx2].flag == SKILL_FLAG_PLAGIARIZED )
						k = 0; //Not learned.
					else if( sd->status.skill[idx2].flag >= SKILL_FLAG_REPLACED_LV_0) //Real lerned level
						k = sd->status.skill[idx2].flag - SKILL_FLAG_REPLACED_LV_0;
					else
						k = pc->checkskill2(sd,idx2);
					if( k < skill_tree[c][i].need[j].lv ) {
						f = 0;
						break;
					}
				}
			}
			if( !f )
				continue;
			if( sd->status.job_level < skill_tree[c][i].joblv )
				continue;

			j = skill_db[idx].inf2;
			if( !sd->status.skill[idx].lv && (
				(j&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
				j&INF2_WEDDING_SKILL ||
				(j&INF2_SPIRIT_SKILL && !sd->sc.data[SC_SOULLINK])
			) )
				continue; //Cannot be learned via normal means.

			sd->status.skill[idx].id = id;

			flag = 1;
		}
	} while(flag);
}

// Make sure all the skills are in the correct condition
// before persisting to the backend.. [MouseJstr]
int pc_clean_skilltree(struct map_session_data *sd)
{
	int i;
	for (i = 0; i < MAX_SKILL; i++){
		if (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY || sd->status.skill[i].flag == SKILL_FLAG_PLAGIARIZED) {
			sd->status.skill[i].id = 0;
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
		} else if (sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0) {
			sd->status.skill[i].lv = sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
			sd->status.skill[i].flag = 0;
		}
	}

	return 0;
}

int pc_calc_skilltree_normalize_job(struct map_session_data *sd)
{
	int skill_point, novice_skills;
	int c = sd->class_;

	if (!battle_config.skillup_limit || pc->has_permission(sd, PC_PERM_ALL_SKILL))
		return c;

	skill_point = pc->calc_skillpoint(sd);

	novice_skills = max_level[pc->class2idx(JOB_NOVICE)][1] - 1;

	sd->sktree.second = sd->sktree.third = 0;
	
	// limit 1st class and above to novice job levels
	if(skill_point < novice_skills) {
		c = MAPID_NOVICE;
	}
	// limit 2nd class and above to first class job levels (super novices are exempt)
	else if ((sd->class_&JOBL_2) && (sd->class_&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE)
	{
		// regenerate change_level_2nd
		if (!sd->change_level_2nd)
		{
			if (sd->class_&JOBL_THIRD)
			{
				// if neither 2nd nor 3rd jobchange levels are known, we have to assume a default for 2nd
				if (!sd->change_level_3rd)
					sd->change_level_2nd = max_level[pc->class2idx(pc->mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex))][1];
				else
					sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
						- (sd->status.job_level - 1)
						- (sd->change_level_3rd - 1)
						- novice_skills;
			}
			else
			{
				sd->change_level_2nd = 1 + skill_point + sd->status.skill_point
						- (sd->status.job_level - 1)
						- novice_skills;

			}

			pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
		}

		if (skill_point < novice_skills + (sd->change_level_2nd - 1)) {
			c &= MAPID_BASEMASK;
			sd->sktree.second = ( novice_skills + (sd->change_level_2nd - 1) ) - skill_point;
		} else if(sd->class_&JOBL_THIRD) { // limit 3rd class to 2nd class/trans job levels
			// regenerate change_level_3rd
			if (!sd->change_level_3rd) {
					sd->change_level_3rd = 1 + skill_point + sd->status.skill_point
						- (sd->status.job_level - 1)
						- (sd->change_level_2nd - 1)
						- novice_skills;
					pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
			}

			if (skill_point < novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) {
				c &= MAPID_UPPERMASK;
				sd->sktree.third = (novice_skills + (sd->change_level_2nd - 1) + (sd->change_level_3rd - 1)) - skill_point;
			}
		}
	}

	// restore non-limiting flags
	c |= sd->class_&(JOBL_UPPER|JOBL_BABY);
	
	return c;
}

/*==========================================
 * Updates the weight status
 *------------------------------------------
 * 1: overweight 50%
 * 2: overweight 90%
 * It's assumed that SC_WEIGHTOVER50 and SC_WEIGHTOVER90 are only started/stopped here.
 */
int pc_updateweightstatus(struct map_session_data *sd)
{
	int old_overweight;
	int new_overweight;

	nullpo_retr(1, sd);

	old_overweight = (sd->sc.data[SC_WEIGHTOVER90]) ? 2 : (sd->sc.data[SC_WEIGHTOVER50]) ? 1 : 0;
	new_overweight = (pc_is90overweight(sd)) ? 2 : (pc_is50overweight(sd)) ? 1 : 0;

	if( old_overweight == new_overweight )
		return 0; // no change

	// stop old status change
	if( old_overweight == 1 )
		status_change_end(&sd->bl, SC_WEIGHTOVER50, INVALID_TIMER);
	else if( old_overweight == 2 )
		status_change_end(&sd->bl, SC_WEIGHTOVER90, INVALID_TIMER);

	// start new status change
	if( new_overweight == 1 )
		sc_start(&sd->bl, SC_WEIGHTOVER50, 100, 0, 0);
	else if( new_overweight == 2 )
		sc_start(&sd->bl, SC_WEIGHTOVER90, 100, 0, 0);

	// update overweight status
	sd->regen.state.overweight = new_overweight;

	return 0;
}

int pc_disguise(struct map_session_data *sd, int class_) {
	if (class_ == -1 && sd->disguise == -1)
		return 0;
	if (class_ >= 0 && sd->disguise == class_)
		return 0;

	if(sd->sc.option&OPTION_INVISIBLE) { //Character is invisible. Stealth class-change. [Skotlex]
		sd->disguise = class_; //viewdata is set on uncloaking.
		return 2;
	}

	if (sd->bl.prev != NULL) {
		if( class_ == -1 && sd->disguise == sd->status.class_ ) {
			clif->clearunit_single(-sd->bl.id,CLR_OUTSIGHT,sd->fd);
		} else if ( class_ != sd->status.class_ ) {
			pc_stop_walking(sd, 0);
			clif->clearunit_area(&sd->bl, CLR_OUTSIGHT);
		}
	}

	if (class_ == -1) {
		sd->disguise = -1;
		class_ = sd->status.class_;
	} else
		sd->disguise = class_;

	iStatus->set_viewdata(&sd->bl, class_);
	clif->changeoption(&sd->bl);

	if (sd->bl.prev != NULL) {
		clif->spawn(&sd->bl);
		if (class_ == sd->status.class_ && pc_iscarton(sd)) {
			//It seems the cart info is lost on undisguise.
			clif->cartlist(sd);
			clif->updatestatus(sd,SP_CARTINFO);
		}
		if (sd->chatID) {
			struct chat_data* cd;
			nullpo_retr(1, sd);
			cd = (struct chat_data*)iMap->id2bl(sd->chatID);
			if( cd != NULL || (struct block_list*)sd == cd->owner )
				clif->dispchat(cd,0);
		}
	}
	return 1;
}

static int pc_bonus_autospell(struct s_autospell *spell, int max, short id, short lv, short rate, short flag, short card_id)
{
	int i;

	if( !rate )
		return 0;

	for( i = 0; i < max && spell[i].id; i++ )
	{
		if( (spell[i].card_id == card_id || spell[i].rate < 0 || rate < 0) && spell[i].id == id && spell[i].lv == lv )
		{
			if( !battle_config.autospell_stacking && spell[i].rate > 0 && rate > 0 )
				return 0;
			rate += spell[i].rate;
			break;
		}
	}
	if (i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
		return 0;
	}
	spell[i].id = id;
	spell[i].lv = lv;
	spell[i].rate = rate;
	//Auto-update flag value.
	if (!(flag&BF_RANGEMASK)) flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
	if (!(flag&BF_WEAPONMASK)) flag|=BF_WEAPON; //No attack type defined? Use weapon.
	if (!(flag&BF_SKILLMASK)) {
		if (flag&(BF_MAGIC|BF_MISC)) flag|=BF_SKILL; //These two would never trigger without BF_SKILL
		if (flag&BF_WEAPON) flag|=BF_NORMAL; //By default autospells should only trigger on normal weapon attacks.
	}
	spell[i].flag|= flag;
	spell[i].card_id = card_id;
	return 1;
}

static int pc_bonus_autospell_onskill(struct s_autospell *spell, int max, short src_skill, short id, short lv, short rate, short card_id)
{
	int i;

	if( !rate )
		return 0;

	for( i = 0; i < max && spell[i].id; i++ )
	{
		;  // each autospell works independently
	}

	if( i == max )
	{
		ShowWarning("pc_bonus: Reached max (%d) number of autospells per character!\n", max);
		return 0;
	}

	spell[i].flag = src_skill;
	spell[i].id	= id;
	spell[i].lv = lv;
	spell[i].rate = rate;
	spell[i].card_id = card_id;
	return 1;
}

static int pc_bonus_addeff(struct s_addeffect* effect, int max, enum sc_type id, short rate, short arrow_rate, unsigned char flag)
{
	int i;
	if (!(flag&(ATF_SHORT|ATF_LONG)))
		flag|=ATF_SHORT|ATF_LONG; //Default range: both
	if (!(flag&(ATF_TARGET|ATF_SELF)))
		flag|=ATF_TARGET; //Default target: enemy.
	if (!(flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)))
		flag|=ATF_WEAPON; //Default type: weapon.

	for (i = 0; i < max && effect[i].flag; i++) {
		if (effect[i].id == id && effect[i].flag == flag)
		{
			effect[i].rate += rate;
			effect[i].arrow_rate += arrow_rate;
			return 1;
		}
	}
	if (i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of add effects per character!\n", max);
		return 0;
	}
	effect[i].id = id;
	effect[i].rate = rate;
	effect[i].arrow_rate = arrow_rate;
	effect[i].flag = flag;
	return 1;
}

static int pc_bonus_addeff_onskill(struct s_addeffectonskill* effect, int max, enum sc_type id, short rate, short skill, unsigned char target)
{
	int i;
	for( i = 0; i < max && effect[i].skill; i++ )
	{
		if( effect[i].id == id && effect[i].skill == skill && effect[i].target == target )
		{
			effect[i].rate += rate;
			return 1;
		}
	}
	if( i == max ) {
		ShowWarning("pc_bonus: Reached max (%d) number of add effects on skill per character!\n", max);
		return 0;
	}
	effect[i].id = id;
	effect[i].rate = rate;
	effect[i].skill = skill;
	effect[i].target = target;
	return 1;
}

static int pc_bonus_item_drop(struct s_add_drop *drop, const short max, short id, short group, int race, int rate) {
	int i;

	//Apply config rate adjustment settings.
	if (rate >= 0) { //Absolute drop.
		if (battle_config.item_rate_adddrop != 100)
			rate = rate*battle_config.item_rate_adddrop/100;
		if (rate < battle_config.item_drop_adddrop_min)
			rate = battle_config.item_drop_adddrop_min;
		else if (rate > battle_config.item_drop_adddrop_max)
			rate = battle_config.item_drop_adddrop_max;
	} else { //Relative drop, max/min limits are applied at drop time.
		if (battle_config.item_rate_adddrop != 100)
			rate = rate*battle_config.item_rate_adddrop/100;
		if (rate > -1)
			rate = -1;
	}
	for(i = 0; i < max && (drop[i].id || drop[i].group); i++) {
		if(
			((id && drop[i].id == id) ||
			(group && drop[i].group == group))
			&& race > 0
		) {
			drop[i].race |= race;
			if(drop[i].rate > 0 && rate > 0)
			{	//Both are absolute rates.
				if (drop[i].rate < rate)
					drop[i].rate = rate;
			} else
			if(drop[i].rate < 0 && rate < 0) {
				//Both are relative rates.
				if (drop[i].rate > rate)
					drop[i].rate = rate;
			} else if (rate < 0) //Give preference to relative rate.
					drop[i].rate = rate;
			return 1;
		}
	}
	if(i == max) {
		ShowWarning("pc_bonus: Reached max (%d) number of added drops per character!\n", max);
		return 0;
	}
	drop[i].id = id;
	drop[i].group = group;
	drop[i].race |= race;
	drop[i].rate = rate;
	return 1;
}

int pc_addautobonus(struct s_autobonus *bonus,char max,const char *script,short rate,unsigned int dur,short flag,const char *other_script,unsigned short pos,bool onskill)
{
	int i;

	ARR_FIND(0, max, i, bonus[i].rate == 0);
	if( i == max )
	{
		ShowWarning("pc_addautobonus: Reached max (%d) number of autobonus per character!\n", max);
		return 0;
	}

	if( !onskill )
	{
		if( !(flag&BF_RANGEMASK) )
			flag|=BF_SHORT|BF_LONG; //No range defined? Use both.
		if( !(flag&BF_WEAPONMASK) )
			flag|=BF_WEAPON; //No attack type defined? Use weapon.
		if( !(flag&BF_SKILLMASK) )
		{
			if( flag&(BF_MAGIC|BF_MISC) )
				flag|=BF_SKILL; //These two would never trigger without BF_SKILL
			if( flag&BF_WEAPON )
				flag|=BF_NORMAL|BF_SKILL;
		}
	}

	bonus[i].rate = rate;
	bonus[i].duration = dur;
	bonus[i].active = INVALID_TIMER;
	bonus[i].atk_type = flag;
	bonus[i].pos = pos;
	bonus[i].bonus_script = aStrdup(script);
	bonus[i].other_script = other_script?aStrdup(other_script):NULL;
	return 1;
}

int pc_delautobonus(struct map_session_data* sd, struct s_autobonus *autobonus,char max,bool restore)
{
	int i;
	nullpo_ret(sd);

	for( i = 0; i < max; i++ )
	{
		if( autobonus[i].active != INVALID_TIMER )
		{
			if( restore && sd->state.autobonus&autobonus[i].pos )
			{
				if( autobonus[i].bonus_script )
				{
					int j;
					ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus[i].pos );
					if( j < EQI_MAX-1 )
						script->run_autobonus(autobonus[i].bonus_script,sd->bl.id,sd->equip_index[j]);
				}
				continue;
			}
			else
			{ // Logout / Unequipped an item with an activated bonus
				iTimer->delete_timer(autobonus[i].active,pc->endautobonus);
				autobonus[i].active = INVALID_TIMER;
			}
		}

		if( autobonus[i].bonus_script ) aFree(autobonus[i].bonus_script);
		if( autobonus[i].other_script ) aFree(autobonus[i].other_script);
		autobonus[i].bonus_script = autobonus[i].other_script = NULL;
		autobonus[i].rate = autobonus[i].atk_type = autobonus[i].duration = autobonus[i].pos = 0;
		autobonus[i].active = INVALID_TIMER;
	}

	return 0;
}

int pc_exeautobonus(struct map_session_data *sd,struct s_autobonus *autobonus)
{
	nullpo_ret(sd);
	nullpo_ret(autobonus);

	if( autobonus->other_script )
	{
		int j;
		ARR_FIND( 0, EQI_MAX-1, j, sd->equip_index[j] >= 0 && sd->status.inventory[sd->equip_index[j]].equip == autobonus->pos );
		if( j < EQI_MAX-1 )
			script->run_autobonus(autobonus->other_script,sd->bl.id,sd->equip_index[j]);
	}

	autobonus->active = iTimer->add_timer(iTimer->gettick()+autobonus->duration, pc->endautobonus, sd->bl.id, (intptr_t)autobonus);
	sd->state.autobonus |= autobonus->pos;
	status_calc_pc(sd,0);

	return 0;
}

int pc_endautobonus(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd = iMap->id2sd(id);
	struct s_autobonus *autobonus = (struct s_autobonus *)data;

	nullpo_ret(sd);
	nullpo_ret(autobonus);

	autobonus->active = INVALID_TIMER;
	sd->state.autobonus &= ~autobonus->pos;
	status_calc_pc(sd,0);
	return 0;
}

int pc_bonus_addele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
	int i;
	struct weapon_data* wd;

	wd = (sd->state.lr_flag ? &sd->left_weapon : &sd->right_weapon);

	ARR_FIND(0, MAX_PC_BONUS, i, wd->addele2[i].rate == 0);

	if (i == MAX_PC_BONUS)
	{
		ShowWarning("pc_addele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
		return 0;
	}

	if (!(flag&BF_RANGEMASK))
		flag |= BF_SHORT|BF_LONG;
	if (!(flag&BF_WEAPONMASK))
		flag |= BF_WEAPON;
	if (!(flag&BF_SKILLMASK))
	{
		if (flag&(BF_MAGIC|BF_MISC))
			flag |= BF_SKILL;
		if (flag&BF_WEAPON)
			flag |= BF_NORMAL|BF_SKILL;
	}

	wd->addele2[i].ele = ele;
	wd->addele2[i].rate = rate;
	wd->addele2[i].flag = flag;

	return 0;
}

int pc_bonus_subele(struct map_session_data* sd, unsigned char ele, short rate, short flag)
{
	int i;

	ARR_FIND(0, MAX_PC_BONUS, i, sd->subele2[i].rate == 0);

	if (i == MAX_PC_BONUS)
	{
		ShowWarning("pc_subele: Reached max (%d) possible bonuses for this player.\n", MAX_PC_BONUS);
		return 0;
	}

	if (!(flag&BF_RANGEMASK))
		flag |= BF_SHORT|BF_LONG;
	if (!(flag&BF_WEAPONMASK))
		flag |= BF_WEAPON;
	if (!(flag&BF_SKILLMASK))
	{
		if (flag&(BF_MAGIC|BF_MISC))
			flag |= BF_SKILL;
		if (flag&BF_WEAPON)
			flag |= BF_NORMAL|BF_SKILL;
	}

	sd->subele2[i].ele = ele;
	sd->subele2[i].rate = rate;
	sd->subele2[i].flag = flag;

	return 0;
}

/*==========================================
 * Add a bonus(type) to player sd
 *------------------------------------------*/
int pc_bonus(struct map_session_data *sd,int type,int val)
{
	struct status_data *status;
	int bonus;
	nullpo_ret(sd);

	status = &sd->base_status;

	switch(type){
		case SP_STR:
		case SP_AGI:
		case SP_VIT:
		case SP_INT:
		case SP_DEX:
		case SP_LUK:
			if(sd->state.lr_flag != 2)
				sd->param_bonus[type-SP_STR]+=val;
			break;
		case SP_ATK1:
			if(!sd->state.lr_flag) {
				bonus = status->rhw.atk + val;
				status->rhw.atk = cap_value(bonus, 0, USHRT_MAX);
			}
			else if(sd->state.lr_flag == 1) {
				bonus = status->lhw.atk + val;
				status->lhw.atk =  cap_value(bonus, 0, USHRT_MAX);
			}
			break;
		case SP_ATK2:
			if(!sd->state.lr_flag) {
				bonus = status->rhw.atk2 + val;
				status->rhw.atk2 = cap_value(bonus, 0, USHRT_MAX);
			}
			else if(sd->state.lr_flag == 1) {
				bonus = status->lhw.atk2 + val;
				status->lhw.atk2 =  cap_value(bonus, 0, USHRT_MAX);
			}
			break;
		case SP_BASE_ATK:
			if(sd->state.lr_flag != 2) {
#ifdef RENEWAL
				status->equip_atk += val;
#else
				bonus = status->batk + val;
				status->batk = cap_value(bonus, 0, USHRT_MAX);
#endif
			}
			break;
		case SP_DEF1:
			if(sd->state.lr_flag != 2) {
				bonus = status->def + val;
	#ifdef RENEWAL
				status->def = cap_value(bonus, SHRT_MIN, SHRT_MAX);
	#else
				status->def = cap_value(bonus, CHAR_MIN, CHAR_MAX);
	#endif
			}
			break;
		case SP_DEF2:
			if(sd->state.lr_flag != 2) {
				bonus = status->def2 + val;
				status->def2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			}
			break;
		case SP_MDEF1:
			if(sd->state.lr_flag != 2) {
				bonus = status->mdef + val;
	#ifdef RENEWAL
				status->mdef = cap_value(bonus, SHRT_MIN, SHRT_MAX);
	#else
				status->mdef = cap_value(bonus, CHAR_MIN, CHAR_MAX);
	#endif
				if( sd->state.lr_flag == 3 ) {//Shield, used for royal guard
					sd->bonus.shieldmdef += bonus;
				}
			}
			break;
		case SP_MDEF2:
			if(sd->state.lr_flag != 2) {
				bonus = status->mdef2 + val;
				status->mdef2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			}
			break;
		case SP_HIT:
			if(sd->state.lr_flag != 2) {
				bonus = status->hit + val;
				status->hit = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			} else
				sd->bonus.arrow_hit+=val;
			break;
		case SP_FLEE1:
			if(sd->state.lr_flag != 2) {
				bonus = status->flee + val;
				status->flee = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			}
			break;
		case SP_FLEE2:
			if(sd->state.lr_flag != 2) {
				bonus = status->flee2 + val*10;
				status->flee2 = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			}
			break;
		case SP_CRITICAL:
			if(sd->state.lr_flag != 2) {
				bonus = status->cri + val*10;
				status->cri = cap_value(bonus, SHRT_MIN, SHRT_MAX);
			} else
				sd->bonus.arrow_cri += val*10;
			break;
		case SP_ATKELE:
			if(val >= ELE_MAX) {
				ShowError("pc_bonus: SP_ATKELE: Invalid element %d\n", val);
				break;
			}
			switch (sd->state.lr_flag)
			{
			case 2:
				switch (sd->status.weapon) {
					case W_BOW:
					case W_REVOLVER:
					case W_RIFLE:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						//Become weapon element.
						status->rhw.ele=val;
						break;
					default: //Become arrow element.
						sd->bonus.arrow_ele=val;
						break;
				}
				break;
			case 1:
				status->lhw.ele=val;
				break;
			default:
				status->rhw.ele=val;
				break;
			}
			break;
		case SP_DEFELE:
			if(val >= ELE_MAX) {
				ShowError("pc_bonus: SP_DEFELE: Invalid element %d\n", val);
				break;
			}
			if(sd->state.lr_flag != 2)
				status->def_ele=val;
			break;
		case SP_MAXHP:
			if(sd->state.lr_flag == 2)
				break;
			val += (int)status->max_hp;
			//Negative bonuses will underflow, this will be handled in status_calc_pc through casting
			//If this is called outside of status_calc_pc, you'd better pray they do not underflow and end with UINT_MAX max_hp.
			status->max_hp = (unsigned int)val;
			break;
		case SP_MAXSP:
			if(sd->state.lr_flag == 2)
				break;
			val += (int)status->max_sp;
			status->max_sp = (unsigned int)val;
			break;
	#ifndef RENEWAL_CAST
		case SP_VARCASTRATE:
	#endif
		case SP_CASTRATE:
			if(sd->state.lr_flag != 2)
				sd->castrate+=val;
			break;
		case SP_MAXHPRATE:
			if(sd->state.lr_flag != 2)
				sd->hprate+=val;
			break;
		case SP_MAXSPRATE:
			if(sd->state.lr_flag != 2)
				sd->sprate+=val;
			break;
		case SP_SPRATE:
			if(sd->state.lr_flag != 2)
				sd->dsprate+=val;
			break;
		case SP_ATTACKRANGE:
			switch (sd->state.lr_flag) {
			case 2:
				switch (sd->status.weapon) {
					case W_BOW:
					case W_REVOLVER:
					case W_RIFLE:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						status->rhw.range += val;
				}
				break;
			case 1:
				status->lhw.range += val;
				break;
			default:
				status->rhw.range += val;
				break;
			}
			break;
		case SP_SPEED_RATE:	//Non stackable increase
			if(sd->state.lr_flag != 2)
				sd->bonus.speed_rate = min(sd->bonus.speed_rate, -val);
			break;
		case SP_SPEED_ADDRATE:	//Stackable increase
			if(sd->state.lr_flag != 2)
				sd->bonus.speed_add_rate -= val;
			break;
		case SP_ASPD:	//Raw increase
			if(sd->state.lr_flag != 2)
				sd->bonus.aspd_add -= 10*val;
			break;
		case SP_ASPD_RATE:	//Stackable increase - Made it linear as per rodatazone
			if(sd->state.lr_flag != 2)
	#ifndef RENEWAL_ASPD
				status->aspd_rate -= 10*val;
	#else
				status->aspd_rate2 += val;
	#endif
			break;
		case SP_HP_RECOV_RATE:
			if(sd->state.lr_flag != 2)
				sd->hprecov_rate += val;
			break;
		case SP_SP_RECOV_RATE:
			if(sd->state.lr_flag != 2)
				sd->sprecov_rate += val;
			break;
		case SP_CRITICAL_DEF:
			if(sd->state.lr_flag != 2)
				sd->bonus.critical_def += val;
			break;
		case SP_NEAR_ATK_DEF:
			if(sd->state.lr_flag != 2)
				sd->bonus.near_attack_def_rate += val;
			break;
		case SP_LONG_ATK_DEF:
			if(sd->state.lr_flag != 2)
				sd->bonus.long_attack_def_rate += val;
			break;
		case SP_DOUBLE_RATE:
			if(sd->state.lr_flag == 0 && sd->bonus.double_rate < val)
				sd->bonus.double_rate = val;
			break;
		case SP_DOUBLE_ADD_RATE:
			if(sd->state.lr_flag == 0)
				sd->bonus.double_add_rate += val;
			break;
		case SP_MATK_RATE:
			if(sd->state.lr_flag != 2)
				sd->matk_rate += val;
			break;
		case SP_IGNORE_DEF_ELE:
			if(val >= ELE_MAX) {
				ShowError("pc_bonus: SP_IGNORE_DEF_ELE: Invalid element %d\n", val);
				break;
			}
			if(!sd->state.lr_flag)
				sd->right_weapon.ignore_def_ele |= 1<<val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.ignore_def_ele |= 1<<val;
			break;
		case SP_IGNORE_DEF_RACE:
			if(!sd->state.lr_flag)
				sd->right_weapon.ignore_def_race |= 1<<val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.ignore_def_race |= 1<<val;
			break;
		case SP_ATK_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.atk_rate += val;
			break;
		case SP_MAGIC_ATK_DEF:
			if(sd->state.lr_flag != 2)
				sd->bonus.magic_def_rate += val;
			break;
		case SP_MISC_ATK_DEF:
			if(sd->state.lr_flag != 2)
				sd->bonus.misc_def_rate += val;
			break;
		case SP_IGNORE_MDEF_RATE:
			if(sd->state.lr_flag != 2) {
				sd->ignore_mdef[RC_NONBOSS] += val;
				sd->ignore_mdef[RC_BOSS] += val;
			}
			break;
		case SP_IGNORE_MDEF_ELE:
			if(val >= ELE_MAX) {
				ShowError("pc_bonus: SP_IGNORE_MDEF_ELE: Invalid element %d\n", val);
				break;
			}
			if(sd->state.lr_flag != 2)
				sd->bonus.ignore_mdef_ele |= 1<<val;
			break;
		case SP_IGNORE_MDEF_RACE:
			if(sd->state.lr_flag != 2)
				sd->bonus.ignore_mdef_race |= 1<<val;
			break;
		case SP_PERFECT_HIT_RATE:
			if(sd->state.lr_flag != 2 && sd->bonus.perfect_hit < val)
				sd->bonus.perfect_hit = val;
			break;
		case SP_PERFECT_HIT_ADD_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.perfect_hit_add += val;
			break;
		case SP_CRITICAL_RATE:
			if(sd->state.lr_flag != 2)
				sd->critical_rate+=val;
			break;
		case SP_DEF_RATIO_ATK_ELE:
			if(val >= ELE_MAX) {
				ShowError("pc_bonus: SP_DEF_RATIO_ATK_ELE: Invalid element %d\n", val);
				break;
			}
			if(!sd->state.lr_flag)
				sd->right_weapon.def_ratio_atk_ele |= 1<<val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.def_ratio_atk_ele |= 1<<val;
			break;
		case SP_DEF_RATIO_ATK_RACE:
			if(val >= RC_MAX) {
				ShowError("pc_bonus: SP_DEF_RATIO_ATK_RACE: Invalid race %d\n", val);
				break;
			}
			if(!sd->state.lr_flag)
				sd->right_weapon.def_ratio_atk_race |= 1<<val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.def_ratio_atk_race |= 1<<val;
			break;
		case SP_HIT_RATE:
			if(sd->state.lr_flag != 2)
				sd->hit_rate += val;
			break;
		case SP_FLEE_RATE:
			if(sd->state.lr_flag != 2)
				sd->flee_rate += val;
			break;
		case SP_FLEE2_RATE:
			if(sd->state.lr_flag != 2)
				sd->flee2_rate += val;
			break;
		case SP_DEF_RATE:
			if(sd->state.lr_flag != 2)
				sd->def_rate += val;
			break;
		case SP_DEF2_RATE:
			if(sd->state.lr_flag != 2)
				sd->def2_rate += val;
			break;
		case SP_MDEF_RATE:
			if(sd->state.lr_flag != 2)
				sd->mdef_rate += val;
			break;
		case SP_MDEF2_RATE:
			if(sd->state.lr_flag != 2)
				sd->mdef2_rate += val;
			break;
		case SP_RESTART_FULL_RECOVER:
			if(sd->state.lr_flag != 2)
				sd->special_state.restart_full_recover = 1;
			break;
		case SP_NO_CASTCANCEL:
			if(sd->state.lr_flag != 2)
				sd->special_state.no_castcancel = 1;
			break;
		case SP_NO_CASTCANCEL2:
			if(sd->state.lr_flag != 2)
				sd->special_state.no_castcancel2 = 1;
			break;
		case SP_NO_SIZEFIX:
			if(sd->state.lr_flag != 2)
				sd->special_state.no_sizefix = 1;
			break;
		case SP_NO_MAGIC_DAMAGE:
			if(sd->state.lr_flag == 2)
				break;
			val+= sd->special_state.no_magic_damage;
			sd->special_state.no_magic_damage = cap_value(val,0,100);
			break;
		case SP_NO_WEAPON_DAMAGE:
			if(sd->state.lr_flag == 2)
				break;
			val+= sd->special_state.no_weapon_damage;
			sd->special_state.no_weapon_damage = cap_value(val,0,100);
			break;
		case SP_NO_MISC_DAMAGE:
			if(sd->state.lr_flag == 2)
				break;
			val+= sd->special_state.no_misc_damage;
			sd->special_state.no_misc_damage = cap_value(val,0,100);
			break;
		case SP_NO_GEMSTONE:
			if(sd->state.lr_flag != 2)
				sd->special_state.no_gemstone = 1;
			break;
		case SP_INTRAVISION: // Maya Purple Card effect allowing to see Hiding/Cloaking people [DracoRPG]
			if(sd->state.lr_flag != 2) {
				sd->special_state.intravision = 1;
				clif->status_change(&sd->bl, SI_CLAIRVOYANCE, 1, 0, 0, 0, 0);
			}
			break;
		case SP_NO_KNOCKBACK:
			if(sd->state.lr_flag != 2)
				sd->special_state.no_knockback = 1;
			break;
		case SP_SPLASH_RANGE:
			if(sd->bonus.splash_range < val)
				sd->bonus.splash_range = val;
			break;
		case SP_SPLASH_ADD_RANGE:
			sd->bonus.splash_add_range += val;
			break;
		case SP_SHORT_WEAPON_DAMAGE_RETURN:
			if(sd->state.lr_flag != 2)
				sd->bonus.short_weapon_damage_return += val;
			break;
		case SP_LONG_WEAPON_DAMAGE_RETURN:
			if(sd->state.lr_flag != 2)
				sd->bonus.long_weapon_damage_return += val;
			break;
		case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
			if(sd->state.lr_flag != 2)
				sd->bonus.magic_damage_return += val;
			break;
		case SP_ALL_STATS:	// [Valaris]
			if(sd->state.lr_flag!=2) {
				sd->param_bonus[SP_STR-SP_STR]+=val;
				sd->param_bonus[SP_AGI-SP_STR]+=val;
				sd->param_bonus[SP_VIT-SP_STR]+=val;
				sd->param_bonus[SP_INT-SP_STR]+=val;
				sd->param_bonus[SP_DEX-SP_STR]+=val;
				sd->param_bonus[SP_LUK-SP_STR]+=val;
			}
			break;
		case SP_AGI_VIT:	// [Valaris]
			if(sd->state.lr_flag!=2) {
				sd->param_bonus[SP_AGI-SP_STR]+=val;
				sd->param_bonus[SP_VIT-SP_STR]+=val;
			}
			break;
		case SP_AGI_DEX_STR:	// [Valaris]
			if(sd->state.lr_flag!=2) {
				sd->param_bonus[SP_AGI-SP_STR]+=val;
				sd->param_bonus[SP_DEX-SP_STR]+=val;
				sd->param_bonus[SP_STR-SP_STR]+=val;
			}
			break;
		case SP_PERFECT_HIDE: // [Valaris]
			if(sd->state.lr_flag!=2)
				sd->special_state.perfect_hiding=1;
			break;
		case SP_UNBREAKABLE:
			if(sd->state.lr_flag!=2)
				sd->bonus.unbreakable += val;
			break;
		case SP_UNBREAKABLE_WEAPON:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_WEAPON;
			break;
		case SP_UNBREAKABLE_ARMOR:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_ARMOR;
			break;
		case SP_UNBREAKABLE_HELM:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_HELM;
			break;
		case SP_UNBREAKABLE_SHIELD:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_SHIELD;
			break;
		case SP_UNBREAKABLE_GARMENT:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_GARMENT;
			break;
		case SP_UNBREAKABLE_SHOES:
			if(sd->state.lr_flag != 2)
				sd->bonus.unbreakable_equip |= EQP_SHOES;
			break;
		case SP_CLASSCHANGE: // [Valaris]
			if(sd->state.lr_flag !=2)
				sd->bonus.classchange=val;
			break;
		case SP_LONG_ATK_RATE:
			if(sd->state.lr_flag != 2)	//[Lupus] it should stack, too. As any other cards rate bonuses
				sd->bonus.long_attack_atk_rate+=val;
			break;
		case SP_BREAK_WEAPON_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.break_weapon_rate+=val;
			break;
		case SP_BREAK_ARMOR_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.break_armor_rate+=val;
			break;
		case SP_ADD_STEAL_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.add_steal_rate+=val;
			break;
		case SP_DELAYRATE:
			if(sd->state.lr_flag != 2)
				sd->delayrate+=val;
			break;
		case SP_CRIT_ATK_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.crit_atk_rate += val;
			break;
		case SP_NO_REGEN:
			if(sd->state.lr_flag != 2)
				sd->regen.state.block|=val;
			break;
		case SP_UNSTRIPABLE_WEAPON:
			if(sd->state.lr_flag != 2)
				sd->bonus.unstripable_equip |= EQP_WEAPON;
			break;
		case SP_UNSTRIPABLE:
		case SP_UNSTRIPABLE_ARMOR:
			if(sd->state.lr_flag != 2)
				sd->bonus.unstripable_equip |= EQP_ARMOR;
			break;
		case SP_UNSTRIPABLE_HELM:
			if(sd->state.lr_flag != 2)
				sd->bonus.unstripable_equip |= EQP_HELM;
			break;
		case SP_UNSTRIPABLE_SHIELD:
			if(sd->state.lr_flag != 2)
				sd->bonus.unstripable_equip |= EQP_SHIELD;
			break;
		case SP_HP_DRAIN_VALUE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.hp_drain[RC_NONBOSS].value += val;
				sd->right_weapon.hp_drain[RC_BOSS].value += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.hp_drain[RC_NONBOSS].value += val;
				sd->left_weapon.hp_drain[RC_BOSS].value += val;
			}
			break;
		case SP_SP_DRAIN_VALUE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[RC_NONBOSS].value += val;
				sd->right_weapon.sp_drain[RC_BOSS].value += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[RC_NONBOSS].value += val;
				sd->left_weapon.sp_drain[RC_BOSS].value += val;
			}
			break;
		case SP_SP_GAIN_VALUE:
			if(!sd->state.lr_flag)
				sd->bonus.sp_gain_value += val;
			break;
		case SP_HP_GAIN_VALUE:
			if(!sd->state.lr_flag)
				sd->bonus.hp_gain_value += val;
			break;
		case SP_MAGIC_SP_GAIN_VALUE:
			if(!sd->state.lr_flag)
				sd->bonus.magic_sp_gain_value += val;
			break;
		case SP_MAGIC_HP_GAIN_VALUE:
			if(!sd->state.lr_flag)
				sd->bonus.magic_hp_gain_value += val;
			break;
		case SP_ADD_HEAL_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.add_heal_rate += val;
			break;
		case SP_ADD_HEAL2_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.add_heal2_rate += val;
			break;
		case SP_ADD_ITEM_HEAL_RATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.itemhealrate2 += val;
			break;
		case SP_EMATK:
			   if(sd->state.lr_flag != 2)
				   sd->bonus.ematk += val;
			   break;
		case SP_FIXCASTRATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.fixcastrate -= val;
			break;
		case SP_ADD_FIXEDCAST:
			if(sd->state.lr_flag != 2)
				sd->bonus.add_fixcast += val;

			break;
	#ifdef RENEWAL_CAST
		case SP_VARCASTRATE:
			if(sd->state.lr_flag != 2)
				sd->bonus.varcastrate -= val;
			break;
		case SP_ADD_VARIABLECAST:
			if(sd->state.lr_flag != 2)

				sd->bonus.add_varcast += val;

			break;
	#endif
		case SP_ADD_MONSTER_DROP_CHAINITEM:
			if (sd->state.lr_flag != 2)
				pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, val, (1<<RC_BOSS)|(1<<RC_NONBOSS), 10000);
		break;
		default:
			ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
			break;
	}
	return 0;
}

/*==========================================
 * Player bonus (type) with args type2 and val, called trough bonus2 (npc)
 *------------------------------------------*/
int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
{
	int i;

	nullpo_ret(sd);

	switch(type){
		case SP_ADDELE:
			if(type2 >= ELE_MAX) {
				ShowError("pc_bonus2: SP_ADDELE: Invalid element %d\n", type2);
				break;
			}
			if(!sd->state.lr_flag)
				sd->right_weapon.addele[type2]+=val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.addele[type2]+=val;
			else if(sd->state.lr_flag == 2)
				sd->arrow_addele[type2]+=val;
			break;
		case SP_ADDRACE:
			if(!sd->state.lr_flag)
				sd->right_weapon.addrace[type2]+=val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.addrace[type2]+=val;
			else if(sd->state.lr_flag == 2)
				sd->arrow_addrace[type2]+=val;
			break;
		case SP_ADDSIZE:
			if(!sd->state.lr_flag)
				sd->right_weapon.addsize[type2]+=val;
			else if(sd->state.lr_flag == 1)
				sd->left_weapon.addsize[type2]+=val;
			else if(sd->state.lr_flag == 2)
				sd->arrow_addsize[type2]+=val;
			break;
		case SP_SUBELE:
			if(type2 >= ELE_MAX) {
				ShowError("pc_bonus2: SP_SUBELE: Invalid element %d\n", type2);
				break;
			}
			if(sd->state.lr_flag != 2)
				sd->subele[type2]+=val;
			break;
		case SP_SUBRACE:
			if(sd->state.lr_flag != 2)
				sd->subrace[type2]+=val;
			break;
		case SP_ADDEFF:
			if (type2 > SC_MAX) {
				ShowWarning("pc_bonus2 (Add Effect): %d is not supported.\n", type2);
				break;
			}
			pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
				sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, 0);
			break;
		case SP_ADDEFF2:
			if (type2 > SC_MAX) {
				ShowWarning("pc_bonus2 (Add Effect2): %d is not supported.\n", type2);
				break;
			}
			pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
				sd->state.lr_flag!=2?val:0, sd->state.lr_flag==2?val:0, ATF_SELF);
			break;
		case SP_RESEFF:
			if (type2 < SC_COMMON_MIN || type2 > SC_COMMON_MAX) {
				ShowWarning("pc_bonus2 (Resist Effect): %d is not supported.\n", type2);
				break;
			}
			if(sd->state.lr_flag == 2)
				break;
			i = sd->reseff[type2-SC_COMMON_MIN]+val;
			sd->reseff[type2-SC_COMMON_MIN]= cap_value(i, 0, 10000);
			break;
		case SP_MAGIC_ADDELE:
			if(type2 >= ELE_MAX) {
				ShowError("pc_bonus2: SP_MAGIC_ADDELE: Invalid element %d\n", type2);
				break;
			}
			if(sd->state.lr_flag != 2)
				sd->magic_addele[type2]+=val;
			break;
		case SP_MAGIC_ADDRACE:
			if(sd->state.lr_flag != 2)
				sd->magic_addrace[type2]+=val;
			break;
		case SP_MAGIC_ADDSIZE:
			if(sd->state.lr_flag != 2)
				sd->magic_addsize[type2]+=val;
			break;
		case SP_MAGIC_ATK_ELE:
			if(sd->state.lr_flag != 2)
				sd->magic_atk_ele[type2]+=val;
			break;
		case SP_ADD_DAMAGE_CLASS:
			switch (sd->state.lr_flag) {
			case 0: //Right hand
				ARR_FIND(0, ARRAYLENGTH(sd->right_weapon.add_dmg), i, sd->right_weapon.add_dmg[i].rate == 0 || sd->right_weapon.add_dmg[i].class_ == type2);
				if (i == ARRAYLENGTH(sd->right_weapon.add_dmg))
				{
					ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->right_weapon.add_dmg));
					break;
				}
				sd->right_weapon.add_dmg[i].class_ = type2;
				sd->right_weapon.add_dmg[i].rate += val;
				if (!sd->right_weapon.add_dmg[i].rate) //Shift the rest of elements up.
					memmove(&sd->right_weapon.add_dmg[i], &sd->right_weapon.add_dmg[i+1], sizeof(sd->right_weapon.add_dmg) - (i+1)*sizeof(sd->right_weapon.add_dmg[0]));
				break;
			case 1: //Left hand
				ARR_FIND(0, ARRAYLENGTH(sd->left_weapon.add_dmg), i, sd->left_weapon.add_dmg[i].rate == 0 || sd->left_weapon.add_dmg[i].class_ == type2);
				if (i == ARRAYLENGTH(sd->left_weapon.add_dmg))
				{
					ShowWarning("pc_bonus2: Reached max (%d) number of add Class dmg bonuses per character!\n", ARRAYLENGTH(sd->left_weapon.add_dmg));
					break;
				}
				sd->left_weapon.add_dmg[i].class_ = type2;
				sd->left_weapon.add_dmg[i].rate += val;
				if (!sd->left_weapon.add_dmg[i].rate) //Shift the rest of elements up.
					memmove(&sd->left_weapon.add_dmg[i], &sd->left_weapon.add_dmg[i+1], sizeof(sd->left_weapon.add_dmg) - (i+1)*sizeof(sd->left_weapon.add_dmg[0]));
				break;
			}
			break;
		case SP_ADD_MAGIC_DAMAGE_CLASS:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->add_mdmg), i, sd->add_mdmg[i].rate == 0 || sd->add_mdmg[i].class_ == type2);
			if (i == ARRAYLENGTH(sd->add_mdmg))
			{
				ShowWarning("pc_bonus2: Reached max (%d) number of add Class magic dmg bonuses per character!\n", ARRAYLENGTH(sd->add_mdmg));
				break;
			}
			sd->add_mdmg[i].class_ = type2;
			sd->add_mdmg[i].rate += val;
			if (!sd->add_mdmg[i].rate) //Shift the rest of elements up.
				memmove(&sd->add_mdmg[i], &sd->add_mdmg[i+1], sizeof(sd->add_mdmg) - (i+1)*sizeof(sd->add_mdmg[0]));
			break;
		case SP_ADD_DEF_CLASS:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->add_def), i, sd->add_def[i].rate == 0 || sd->add_def[i].class_ == type2);
			if (i == ARRAYLENGTH(sd->add_def))
			{
				ShowWarning("pc_bonus2: Reached max (%d) number of add Class def bonuses per character!\n", ARRAYLENGTH(sd->add_def));
				break;
			}
			sd->add_def[i].class_ = type2;
			sd->add_def[i].rate += val;
			if (!sd->add_def[i].rate) //Shift the rest of elements up.
				memmove(&sd->add_def[i], &sd->add_def[i+1], sizeof(sd->add_def) - (i+1)*sizeof(sd->add_def[0]));
			break;
		case SP_ADD_MDEF_CLASS:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->add_mdef), i, sd->add_mdef[i].rate == 0 || sd->add_mdef[i].class_ == type2);
			if (i == ARRAYLENGTH(sd->add_mdef))
			{
				ShowWarning("pc_bonus2: Reached max (%d) number of add Class mdef bonuses per character!\n", ARRAYLENGTH(sd->add_mdef));
				break;
			}
			sd->add_mdef[i].class_ = type2;
			sd->add_mdef[i].rate += val;
			if (!sd->add_mdef[i].rate) //Shift the rest of elements up.
				memmove(&sd->add_mdef[i], &sd->add_mdef[i+1], sizeof(sd->add_mdef) - (i+1)*sizeof(sd->add_mdef[0]));
			break;
		case SP_HP_DRAIN_RATE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.hp_drain[RC_NONBOSS].rate += type2;
				sd->right_weapon.hp_drain[RC_NONBOSS].per += val;
				sd->right_weapon.hp_drain[RC_BOSS].rate += type2;
				sd->right_weapon.hp_drain[RC_BOSS].per += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.hp_drain[RC_NONBOSS].rate += type2;
				sd->left_weapon.hp_drain[RC_NONBOSS].per += val;
				sd->left_weapon.hp_drain[RC_BOSS].rate += type2;
				sd->left_weapon.hp_drain[RC_BOSS].per += val;
			}
			break;
		case SP_HP_DRAIN_VALUE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.hp_drain[RC_NONBOSS].value += type2;
				sd->right_weapon.hp_drain[RC_NONBOSS].type = val;
				sd->right_weapon.hp_drain[RC_BOSS].value += type2;
				sd->right_weapon.hp_drain[RC_BOSS].type = val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.hp_drain[RC_NONBOSS].value += type2;
				sd->left_weapon.hp_drain[RC_NONBOSS].type = val;
				sd->left_weapon.hp_drain[RC_BOSS].value += type2;
				sd->left_weapon.hp_drain[RC_BOSS].type = val;
			}
			break;
		case SP_SP_DRAIN_RATE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
				sd->right_weapon.sp_drain[RC_NONBOSS].per += val;
				sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
				sd->right_weapon.sp_drain[RC_BOSS].per += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
				sd->left_weapon.sp_drain[RC_NONBOSS].per += val;
				sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
				sd->left_weapon.sp_drain[RC_BOSS].per += val;
			}
			break;
		case SP_SP_DRAIN_VALUE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[RC_NONBOSS].value += type2;
				sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
				sd->right_weapon.sp_drain[RC_BOSS].value += type2;
				sd->right_weapon.sp_drain[RC_BOSS].type = val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[RC_NONBOSS].value += type2;
				sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
				sd->left_weapon.sp_drain[RC_BOSS].value += type2;
				sd->left_weapon.sp_drain[RC_BOSS].type = val;
			}
			break;
		case SP_SP_VANISH_RATE:
			if(sd->state.lr_flag != 2) {
				sd->bonus.sp_vanish_rate += type2;
				sd->bonus.sp_vanish_per += val;
			}
			break;
		case SP_GET_ZENY_NUM:
			if(sd->state.lr_flag != 2 && sd->bonus.get_zeny_rate < val) {
				sd->bonus.get_zeny_rate = val;
				sd->bonus.get_zeny_num = type2;
			}
			break;
		case SP_ADD_GET_ZENY_NUM:
			if(sd->state.lr_flag != 2) {
				sd->bonus.get_zeny_rate += val;
				sd->bonus.get_zeny_num += type2;
			}
			break;
		case SP_WEAPON_COMA_ELE:
			if(type2 >= ELE_MAX) {
				ShowError("pc_bonus2: SP_WEAPON_COMA_ELE: Invalid element %d\n", type2);
				break;
			}
			if(sd->state.lr_flag == 2)
				break;
			sd->weapon_coma_ele[type2] += val;
			sd->special_state.bonus_coma = 1;
			break;
		case SP_WEAPON_COMA_RACE:
			if(sd->state.lr_flag == 2)
				break;
			sd->weapon_coma_race[type2] += val;
			sd->special_state.bonus_coma = 1;
			break;
		case SP_WEAPON_ATK:
			if(sd->state.lr_flag != 2)
				sd->weapon_atk[type2]+=val;
			break;
		case SP_WEAPON_ATK_RATE:
			if(sd->state.lr_flag != 2)
				sd->weapon_atk_rate[type2]+=val;
			break;
		case SP_CRITICAL_ADDRACE:
			if(sd->state.lr_flag != 2)
				sd->critaddrace[type2] += val*10;
			break;
		case SP_ADDEFF_WHENHIT:
			if (type2 > SC_MAX) {
				ShowWarning("pc_bonus2 (Add Effect when hit): %d is not supported.\n", type2);
				break;
			}
			if(sd->state.lr_flag != 2)
				pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, val, 0, 0);
			break;
		case SP_SKILL_ATK:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == 0 || sd->skillatk[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillatk))
			{	//Better mention this so the array length can be updated. [Skotlex]
				ShowDebug("script->run: bonus2 bSkillAtk reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillatk), type2, val);
				break;
			}
			if (sd->skillatk[i].id == type2)
				sd->skillatk[i].val += val;
			else {
				sd->skillatk[i].id = type2;
				sd->skillatk[i].val = val;
			}
			break;
		case SP_SKILL_HEAL:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillheal))
			{ // Better mention this so the array length can be updated. [Skotlex]
				ShowDebug("script->run: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val);
				break;
			}
			if (sd->skillheal[i].id == type2)
				sd->skillheal[i].val += val;
			else {
				sd->skillheal[i].id = type2;
				sd->skillheal[i].val = val;
			}
			break;
		case SP_SKILL_HEAL2:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillheal2))
			{ // Better mention this so the array length can be updated. [Skotlex]
				ShowDebug("script->run: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val);
				break;
			}
			if (sd->skillheal2[i].id == type2)
				sd->skillheal2[i].val += val;
			else {
				sd->skillheal2[i].id = type2;
				sd->skillheal2[i].val = val;
			}
			break;
		case SP_ADD_SKILL_BLOW:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillblown), i, sd->skillblown[i].id == 0 || sd->skillblown[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillblown))
			{	//Better mention this so the array length can be updated. [Skotlex]
				ShowDebug("script->run: bonus2 bSkillBlown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillblown), type2, val);
				break;
			}
			if(sd->skillblown[i].id == type2)
				sd->skillblown[i].val += val;
			else {
				sd->skillblown[i].id = type2;
				sd->skillblown[i].val = val;
			}
			break;
	#ifndef RENEWAL_CAST
		case SP_VARCASTRATE:
	#endif
		case SP_CASTRATE:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillcast))
			{	//Better mention this so the array length can be updated. [Skotlex]
				ShowDebug("script->run: bonus2 %s reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",

	#ifndef RENEWAL_CAST
					"bCastRate",
	#else
					"bVariableCastrate",
	#endif

					ARRAYLENGTH(sd->skillcast), type2, val);
				break;
			}
			if(sd->skillcast[i].id == type2)
				sd->skillcast[i].val += val;
			else {
				sd->skillcast[i].id = type2;
				sd->skillcast[i].val = val;
			}
			break;

		case SP_FIXCASTRATE:
			if(sd->state.lr_flag == 2)
				break;

			ARR_FIND(0, ARRAYLENGTH(sd->skillfixcastrate), i, sd->skillfixcastrate[i].id == 0 || sd->skillfixcastrate[i].id == type2);

			if (i == ARRAYLENGTH(sd->skillfixcastrate))

			{

				ShowDebug("script->run: bonus2 bFixedCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcastrate), type2, val);
				break;
			}

			if(sd->skillfixcastrate[i].id == type2)
				sd->skillfixcastrate[i].val += val;

			else {
				sd->skillfixcastrate[i].id = type2;
				sd->skillfixcastrate[i].val = val;
			}

			break;

		case SP_HP_LOSS_RATE:
			if(sd->state.lr_flag != 2) {
				sd->hp_loss.value = type2;
				sd->hp_loss.rate = val;
			}
			break;
		case SP_HP_REGEN_RATE:
			if(sd->state.lr_flag != 2) {
				sd->hp_regen.value = type2;
				sd->hp_regen.rate = val;
			}
			break;
		case SP_ADDRACE2:
			if (!(type2 > RC2_NONE && type2 < RC2_MAX))
				break;
			if(sd->state.lr_flag != 2)
				sd->right_weapon.addrace2[type2] += val;
			else
				sd->left_weapon.addrace2[type2] += val;
			break;
		case SP_SUBSIZE:
			if(sd->state.lr_flag != 2)
				sd->subsize[type2]+=val;
			break;
		case SP_SUBRACE2:
			if (!(type2 > RC2_NONE && type2 < RC2_MAX))
				break;
			if(sd->state.lr_flag != 2)
				sd->subrace2[type2]+=val;
			break;
		case SP_ADD_ITEM_HEAL_RATE:
			if(sd->state.lr_flag == 2)
				break;
			//Standard item bonus.
			for(i=0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid && sd->itemhealrate[i].nameid != type2; i++);
			if(i == ARRAYLENGTH(sd->itemhealrate)) {
				ShowWarning("pc_bonus2: Reached max (%d) number of item heal bonuses per character!\n", ARRAYLENGTH(sd->itemhealrate));
				break;
			}
			sd->itemhealrate[i].nameid = type2;
			sd->itemhealrate[i].rate += val;
			break;
		case SP_EXP_ADDRACE:
			if(sd->state.lr_flag != 2)
				sd->expaddrace[type2]+=val;
			break;
		case SP_SP_GAIN_RACE:
			if(sd->state.lr_flag != 2)
				sd->sp_gain_race[type2]+=val;
			break;
		case SP_ADD_MONSTER_DROP_ITEM:
			if (sd->state.lr_flag != 2)
				pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, (1<<RC_BOSS)|(1<<RC_NONBOSS), val);
			break;
		case SP_SP_LOSS_RATE:
			if(sd->state.lr_flag != 2) {
				sd->sp_loss.value = type2;
				sd->sp_loss.rate = val;
			}
			break;
		case SP_SP_REGEN_RATE:
			if(sd->state.lr_flag != 2) {
				sd->sp_regen.value = type2;
				sd->sp_regen.rate = val;
			}
			break;
		case SP_HP_DRAIN_VALUE_RACE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.hp_drain[type2].value += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.hp_drain[type2].value += val;
			}
			break;
		case SP_SP_DRAIN_VALUE_RACE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[type2].value += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[type2].value += val;
			}
			break;
		case SP_IGNORE_MDEF_RATE:
			if(sd->state.lr_flag != 2)
				sd->ignore_mdef[type2] += val;
			break;
		case SP_IGNORE_DEF_RATE:
			if(sd->state.lr_flag != 2)
				sd->ignore_def[type2] += val;
			break;
		case SP_SP_GAIN_RACE_ATTACK:
			if(sd->state.lr_flag != 2)
				sd->sp_gain_race_attack[type2] = cap_value(sd->sp_gain_race_attack[type2] + val, 0, INT16_MAX);
			break;
		case SP_HP_GAIN_RACE_ATTACK:
			if(sd->state.lr_flag != 2)
				sd->hp_gain_race_attack[type2] = cap_value(sd->hp_gain_race_attack[type2] + val, 0, INT16_MAX);
			break;
		case SP_SKILL_USE_SP_RATE: //bonus2 bSkillUseSPrate,n,x;
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == 0 || sd->skillusesprate[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillusesprate)) {
				ShowDebug("script->run: bonus2 bSkillUseSPrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesprate), type2, val);
				break;
			}
			if (sd->skillusesprate[i].id == type2)
				sd->skillusesprate[i].val += val;
			else {
				sd->skillusesprate[i].id = type2;
				sd->skillusesprate[i].val = val;
			}
			break;
		case SP_SKILL_COOLDOWN:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillcooldown), i, sd->skillcooldown[i].id == 0 || sd->skillcooldown[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillcooldown))
			{
				ShowDebug("script->run: bonus2 bSkillCoolDown reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillcooldown), type2, val);
				break;
			}
			if (sd->skillcooldown[i].id == type2)
				sd->skillcooldown[i].val += val;
			else {
				sd->skillcooldown[i].id = type2;
				sd->skillcooldown[i].val = val;
			}
			break;
		case SP_SKILL_FIXEDCAST:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillfixcast), i, sd->skillfixcast[i].id == 0 || sd->skillfixcast[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillfixcast))
			{
				ShowDebug("script->run: bonus2 bSkillFixedCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillfixcast), type2, val);
				break;
			}
			if (sd->skillfixcast[i].id == type2)
				sd->skillfixcast[i].val += val;
			else {
				sd->skillfixcast[i].id = type2;
				sd->skillfixcast[i].val = val;
			}
			break;
		case SP_SKILL_VARIABLECAST:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillvarcast), i, sd->skillvarcast[i].id == 0 || sd->skillvarcast[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillvarcast))
			{
				ShowDebug("script->run: bonus2 bSkillVariableCast reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillvarcast), type2, val);
				break;
			}
			if (sd->skillvarcast[i].id == type2)
				sd->skillvarcast[i].val += val;
			else {
				sd->skillvarcast[i].id = type2;
				sd->skillvarcast[i].val = val;
			}
			break;
	#ifdef RENEWAL_CAST
		case SP_VARCASTRATE:
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillcast), i, sd->skillcast[i].id == 0 || sd->skillcast[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillcast))
			{
				ShowDebug("script->run: bonus2 bVariableCastrate reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n",ARRAYLENGTH(sd->skillcast), type2, val);
				break;
			}
			if(sd->skillcast[i].id == type2)
				sd->skillcast[i].val -= val;
			else {
				sd->skillcast[i].id = type2;
				sd->skillcast[i].val -= val;
			}
			break;
	#endif
		case SP_SKILL_USE_SP: //bonus2 bSkillUseSP,n,x;
			if(sd->state.lr_flag == 2)
				break;
			ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == 0 || sd->skillusesp[i].id == type2);
			if (i == ARRAYLENGTH(sd->skillusesp)) {
				ShowDebug("script->run: bonus2 bSkillUseSP reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillusesp), type2, val);
				break;
			}
			if (sd->skillusesp[i].id == type2)
				sd->skillusesp[i].val += val;
			else {
				sd->skillusesp[i].id = type2;
				sd->skillusesp[i].val = val;
			}
			break;
		case SP_ADD_MONSTER_DROP_CHAINITEM:
			if (sd->state.lr_flag != 2)
				pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), 0, val, 1<<type2, 10000);
			break;
		default:
			ShowWarning("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
			break;
	}
	return 0;
}

int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
{
	nullpo_ret(sd);

	switch(type){
		case SP_ADD_MONSTER_DROP_ITEM:
			if(sd->state.lr_flag != 2)
				pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, 1<<type3, val);
			break;
		case SP_ADD_CLASS_DROP_ITEM:
			if(sd->state.lr_flag != 2)
				pc_bonus_item_drop(sd->add_drop, ARRAYLENGTH(sd->add_drop), type2, 0, -type3, val);
			break;
		case SP_AUTOSPELL:
			if(sd->state.lr_flag != 2)
			{
				int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
				target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
				pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
					target?-type2:type2, type3, val, 0, iStatus->current_equip_card_id);
			}
			break;
		case SP_AUTOSPELL_WHENHIT:
			if(sd->state.lr_flag != 2)
			{
				int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
				target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
				pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
					target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
			}
			break;
		case SP_SP_DRAIN_RATE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[RC_NONBOSS].rate += type2;
				sd->right_weapon.sp_drain[RC_NONBOSS].per += type3;
				sd->right_weapon.sp_drain[RC_NONBOSS].type = val;
				sd->right_weapon.sp_drain[RC_BOSS].rate += type2;
				sd->right_weapon.sp_drain[RC_BOSS].per += type3;
				sd->right_weapon.sp_drain[RC_BOSS].type = val;

			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[RC_NONBOSS].rate += type2;
				sd->left_weapon.sp_drain[RC_NONBOSS].per += type3;
				sd->left_weapon.sp_drain[RC_NONBOSS].type = val;
				sd->left_weapon.sp_drain[RC_BOSS].rate += type2;
				sd->left_weapon.sp_drain[RC_BOSS].per += type3;
				sd->left_weapon.sp_drain[RC_BOSS].type = val;
			}
			break;
		case SP_HP_DRAIN_RATE_RACE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.hp_drain[type2].rate += type3;
				sd->right_weapon.hp_drain[type2].per += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.hp_drain[type2].rate += type3;
				sd->left_weapon.hp_drain[type2].per += val;
			}
			break;
		case SP_SP_DRAIN_RATE_RACE:
			if(!sd->state.lr_flag) {
				sd->right_weapon.sp_drain[type2].rate += type3;
				sd->right_weapon.sp_drain[type2].per += val;
			}
			else if(sd->state.lr_flag == 1) {
				sd->left_weapon.sp_drain[type2].rate += type3;
				sd->left_weapon.sp_drain[type2].per += val;
			}
			break;
		case SP_ADDEFF:
			if (type2 > SC_MAX) {
				ShowWarning("pc_bonus3 (Add Effect): %d is not supported.\n", type2);
				break;
			}
			pc_bonus_addeff(sd->addeff, ARRAYLENGTH(sd->addeff), (sc_type)type2,
				sd->state.lr_flag!=2?type3:0, sd->state.lr_flag==2?type3:0, val);
			break;

		case SP_ADDEFF_WHENHIT:
			if (type2 > SC_MAX) {
				ShowWarning("pc_bonus3 (Add Effect when hit): %d is not supported.\n", type2);
				break;
			}
			if(sd->state.lr_flag != 2)
				pc_bonus_addeff(sd->addeff2, ARRAYLENGTH(sd->addeff2), (sc_type)type2, type3, 0, val);
			break;

		case SP_ADDEFF_ONSKILL:
			if( type3 > SC_MAX ) {
				ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type3);
				break;
			}
			if( sd->state.lr_flag != 2 )
				pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, val, type2, ATF_TARGET);
			break;

		case SP_ADDELE:
			if (type2 > ELE_MAX) {
				ShowWarning("pc_bonus3 (SP_ADDELE): element %d is out of range.\n", type2);
				break;
			}
			if (sd->state.lr_flag != 2)
				pc_bonus_addele(sd, (unsigned char)type2, type3, val);
			break;

		case SP_SUBELE:
			if (type2 > ELE_MAX) {
				ShowWarning("pc_bonus3 (SP_SUBELE): element %d is out of range.\n", type2);
				break;
			}
			if (sd->state.lr_flag != 2)
				pc_bonus_subele(sd, (unsigned char)type2, type3, val);
			break;

		default:
			ShowWarning("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
			break;
	}

	return 0;
}

int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
{
	nullpo_ret(sd);

	switch(type){
	case SP_AUTOSPELL:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, iStatus->current_equip_card_id);
		break;

	case SP_AUTOSPELL_WHENHIT:
		if(sd->state.lr_flag != 2)
			pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
		break;

	case SP_AUTOSPELL_ONSKILL:
		if(sd->state.lr_flag != 2)
		{
			int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
			target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));

			pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, iStatus->current_equip_card_id);
		}
		break;

	case SP_ADDEFF_ONSKILL:
		if( type2 > SC_MAX ) {
			ShowWarning("pc_bonus3 (Add Effect on skill): %d is not supported.\n", type2);
			break;
		}
		if( sd->state.lr_flag != 2 )
			pc_bonus_addeff_onskill(sd->addeff3, ARRAYLENGTH(sd->addeff3), (sc_type)type3, type4, type2, val);
		break;

	default:
		ShowWarning("pc_bonus4: unknown type %d %d %d %d %d!\n",type,type2,type3,type4,val);
		break;
	}

	return 0;
}

int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
{
	nullpo_ret(sd);

	switch(type){
		case SP_AUTOSPELL:
			if(sd->state.lr_flag != 2)
				pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
			break;

		case SP_AUTOSPELL_WHENHIT:
			if(sd->state.lr_flag != 2)
				pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
			break;

		case SP_AUTOSPELL_ONSKILL:
			if(sd->state.lr_flag != 2)
				pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, iStatus->current_equip_card_id);
			break;

		default:
			ShowWarning("pc_bonus5: unknown type %d %d %d %d %d %d!\n",type,type2,type3,type4,type5,val);
			break;
	}

	return 0;
}

/*==========================================
 * Grants a player a given skill. Flag values are:
 * 0 - Grant permanent skill to be bound to skill tree
 * 1 - Grant an item skill (temporary)
 * 2 - Like 1, except the level granted can stack with previously learned level.
 * 3 - Grant skill unconditionally and forever (persistent to job changes and skill resets)
 *------------------------------------------*/
int pc_skill(TBL_PC* sd, int id, int level, int flag) {
	uint16 index = 0;
	nullpo_ret(sd);

	if( !(index = skill->get_index(id)) || skill_db[index].name == NULL) {
		ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", id);
		return 0;
	}
	if( level > MAX_SKILL_LEVEL ) {
		ShowError("pc_skill: Skill level %d too high. Max lv supported is %d\n", level, MAX_SKILL_LEVEL);
		return 0;
	}
	if( flag == 2 && sd->status.skill[index].lv + level > MAX_SKILL_LEVEL ) {
		ShowError("pc_skill: Skill level bonus %d too high. Max lv supported is %d. Curr lv is %d\n", level, MAX_SKILL_LEVEL, sd->status.skill[index].lv);
		return 0;
	}

	switch( flag ){
		case 0: //Set skill data overwriting whatever was there before.
			sd->status.skill[index].id   = id;
			sd->status.skill[index].lv   = level;
			sd->status.skill[index].flag = SKILL_FLAG_PERMANENT;
			if( level == 0 ) { //Remove skill.
				sd->status.skill[index].id = 0;
				clif->deleteskill(sd,id);
			} else
				clif->addskill(sd,id);
			if( !skill_db[index].inf ) //Only recalculate for passive skills.
				status_calc_pc(sd, 0);
		break;
		case 1: //Item bonus skill.
			if( sd->status.skill[index].id == id ) {
				if( sd->status.skill[index].lv >= level )
					return 0;
				if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT ) //Non-granted skill, store it's level.
					sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv;
			} else {
				sd->status.skill[index].id   = id;
				sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY;
			}
			sd->status.skill[index].lv = level;
		break;
		case 2: //Add skill bonus on top of what you had.
			if( sd->status.skill[index].id == id ) {
				if( sd->status.skill[index].flag == SKILL_FLAG_PERMANENT )
					sd->status.skill[index].flag = SKILL_FLAG_REPLACED_LV_0 + sd->status.skill[index].lv; // Store previous level.
			} else {
				sd->status.skill[index].id   = id;
				sd->status.skill[index].flag = SKILL_FLAG_TEMPORARY; //Set that this is a bonus skill.
			}
			sd->status.skill[index].lv += level;
		break;
		case 3:
			sd->status.skill[index].id   = id;
			sd->status.skill[index].lv   = level;
			sd->status.skill[index].flag = SKILL_FLAG_PERM_GRANTED;
			if( level == 0 ) { //Remove skill.
				sd->status.skill[index].id = 0;
				clif->deleteskill(sd,id);
			} else
				clif->addskill(sd,id);
			if( !skill_db[index].inf ) //Only recalculate for passive skills.
				status_calc_pc(sd, 0);
			break;
	default: //Unknown flag?
		return 0;
	}
	return 1;
}
/*==========================================
 * Append a card to an item ?
 *------------------------------------------*/
int pc_insert_card(struct map_session_data* sd, int idx_card, int idx_equip)
{
	int i;
	int nameid;

	nullpo_ret(sd);

	if( idx_equip < 0 || idx_equip >= MAX_INVENTORY || sd->inventory_data[idx_equip] == NULL )
		return 0; //Invalid item index.
	if( idx_card < 0 || idx_card >= MAX_INVENTORY || sd->inventory_data[idx_card] == NULL )
		return 0; //Invalid card index.
	if( sd->status.inventory[idx_equip].nameid <= 0 || sd->status.inventory[idx_equip].amount < 1 )
		return 0; // target item missing
	if( sd->status.inventory[idx_card].nameid <= 0 || sd->status.inventory[idx_card].amount < 1 )
		return 0; // target card missing
	if( sd->inventory_data[idx_equip]->type != IT_WEAPON && sd->inventory_data[idx_equip]->type != IT_ARMOR )
		return 0; // only weapons and armor are allowed
	if( sd->inventory_data[idx_card]->type != IT_CARD )
		return 0; // must be a card
	if( sd->status.inventory[idx_equip].identify == 0 )
		return 0; // target must be identified
	if( itemdb_isspecial(sd->status.inventory[idx_equip].card[0]) )
		return 0; // card slots reserved for other purposes
	if( (sd->inventory_data[idx_equip]->equip & sd->inventory_data[idx_card]->equip) == 0 )
		return 0; // card cannot be compounded on this item type
	if( sd->inventory_data[idx_equip]->type == IT_WEAPON && sd->inventory_data[idx_card]->equip == EQP_SHIELD )
		return 0; // attempted to place shield card on left-hand weapon.
	if( sd->status.inventory[idx_equip].equip != 0 )
		return 0; // item must be unequipped

	ARR_FIND( 0, sd->inventory_data[idx_equip]->slot, i, sd->status.inventory[idx_equip].card[i] == 0 );
	if( i == sd->inventory_data[idx_equip]->slot )
		return 0; // no free slots

	// remember the card id to insert
	nameid = sd->status.inventory[idx_card].nameid;

	if( pc->delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER) == 1 )
	{// failed
		clif->insert_card(sd,idx_equip,idx_card,1);
	}
	else
	{// success
		logs->pick_pc(sd, LOG_TYPE_OTHER, -1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]);
		sd->status.inventory[idx_equip].card[i] = nameid;
		logs->pick_pc(sd, LOG_TYPE_OTHER,  1, &sd->status.inventory[idx_equip],sd->inventory_data[idx_equip]);
		clif->insert_card(sd,idx_equip,idx_card,0);
	}

	return 0;
}

//
// Items
//

/*==========================================
 * Update buying value by skills
 *------------------------------------------*/
int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate1 = 0,rate2 = 0;
	if((skill=pc->checkskill(sd,MC_DISCOUNT))>0)	// merchant discount
		rate1 = 5+skill*2-((skill==10)? 1:0);
	if((skill=pc->checkskill(sd,RG_COMPULSION))>0)	 // rogue discount
		rate2 = 5+skill*4;
	if(rate1 < rate2) rate1 = rate2;
	if(rate1)
		val = (int)((double)orig_value*(double)(100-rate1)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * Update selling value by skills
 *------------------------------------------*/
int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate = 0;
	if((skill=pc->checkskill(sd,MC_OVERCHARGE))>0)	//OverCharge
		rate = 5+skill*2-((skill==10)? 1:0);
	if(rate)
		val = (int)((double)orig_value*(double)(100+rate)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * Checking if we have enough place on inventory for new item
 * Make sure to take 30k as limit (for client I guess)
 *------------------------------------------*/
int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
{
	int i;
	struct item_data* data;

	nullpo_ret(sd);

	if(amount > MAX_AMOUNT)
		return ADDITEM_OVERAMOUNT;

	data = itemdb->search(nameid);

	if(!itemdb_isstackable2(data))
		return ADDITEM_NEW;

	if( data->stack.inventory && amount > data->stack.amount )
		return ADDITEM_OVERAMOUNT;

	for(i=0;i<MAX_INVENTORY;i++){
		// FIXME: This does not consider the checked item's cards, thus could check a wrong slot for stackability.
		if(sd->status.inventory[i].nameid==nameid){
			if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
				return ADDITEM_OVERAMOUNT;
			return ADDITEM_EXIST;
		}
	}

	return ADDITEM_NEW;
}

/*==========================================
 * Return number of available place in inventory
 * Each non stackable item will reduce place by 1
 *------------------------------------------*/
int pc_inventoryblank(struct map_session_data *sd)
{
	int i,b;

	nullpo_ret(sd);

	for(i=0,b=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].nameid==0)
			b++;
	}

	return b;
}

/*==========================================
 * attempts to remove zeny from player (sd)
 *------------------------------------------*/
int pc_payzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
{
	nullpo_retr(-1,sd);

	zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
	if( zeny < 0 )
	{
		ShowError("pc_payzeny: Paying negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
		return 1;
	}

	if( sd->status.zeny < zeny )
		return 1; //Not enough.

	sd->status.zeny -= zeny;
	clif->updatestatus(sd,SP_ZENY);

	if(!tsd) tsd = sd;
	logs->zeny(sd, type, tsd, -zeny);
	if( zeny > 0 && sd->state.showzeny ) {
		char output[255];
		sprintf(output, "Removed %dz.", zeny);
		clif->disp_onlyself(sd,output,strlen(output));
	}

	return 0;
}
/*==========================================
 * Cash Shop
 *------------------------------------------*/

int pc_paycash(struct map_session_data *sd, int price, int points)
{
	int cash;
	nullpo_retr(-1,sd);

	points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
	if( price < 0 || points < 0 )
	{
		ShowError("pc_paycash: Paying negative points (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
		return -2;
	}

	if( points > price )
	{
		ShowWarning("pc_paycash: More kafra points provided than needed (price=%d, points=%d, account_id=%d, char_id=%d).\n", price, points, sd->status.account_id, sd->status.char_id);
		points = price;
	}

	cash = price-points;

	if( sd->cashPoints < cash || sd->kafraPoints < points )
	{
		ShowError("pc_paycash: Not enough points (cash=%d, kafra=%d) to cover the price (cash=%d, kafra=%d) (account_id=%d, char_id=%d).\n", sd->cashPoints, sd->kafraPoints, cash, points, sd->status.account_id, sd->status.char_id);
		return -1;
	}

	pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints-cash);
	pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints-points);

	if( battle_config.cashshop_show_points )
	{
		char output[128];
		sprintf(output, msg_txt(504), points, cash, sd->kafraPoints, sd->cashPoints);
		clif->disp_onlyself(sd, output, strlen(output));
	}
	return cash+points;
}

int pc_getcash(struct map_session_data *sd, int cash, int points)
{
	char output[128];
	nullpo_retr(-1,sd);

	cash = cap_value(cash,-MAX_ZENY,MAX_ZENY); //prevent command UB
	points = cap_value(points,-MAX_ZENY,MAX_ZENY); //prevent command UB
	if( cash > 0 )
	{
		if( cash > MAX_ZENY-sd->cashPoints )
		{
			ShowWarning("pc_getcash: Cash point overflow (cash=%d, have cash=%d, account_id=%d, char_id=%d).\n", cash, sd->cashPoints, sd->status.account_id, sd->status.char_id);
			cash = MAX_ZENY-sd->cashPoints;
		}

		pc_setaccountreg(sd, "#CASHPOINTS", sd->cashPoints+cash);

		if( battle_config.cashshop_show_points )
		{
			sprintf(output, msg_txt(505), cash, sd->cashPoints);
			clif->disp_onlyself(sd, output, strlen(output));
		}
		return cash;
	}
	else if( cash < 0 )
	{
		ShowError("pc_getcash: Obtaining negative cash points (cash=%d, account_id=%d, char_id=%d).\n", cash, sd->status.account_id, sd->status.char_id);
		return -1;
	}

	if( points > 0 )
	{
		if( points > MAX_ZENY-sd->kafraPoints )
		{
			ShowWarning("pc_getcash: Kafra point overflow (points=%d, have points=%d, account_id=%d, char_id=%d).\n", points, sd->kafraPoints, sd->status.account_id, sd->status.char_id);
			points = MAX_ZENY-sd->kafraPoints;
		}

		pc_setaccountreg(sd, "#KAFRAPOINTS", sd->kafraPoints+points);

		if( battle_config.cashshop_show_points )
		{
			sprintf(output, msg_txt(506), points, sd->kafraPoints);
			clif->disp_onlyself(sd, output, strlen(output));
		}
		return points;
	}
	else if( points < 0 )
	{
		ShowError("pc_getcash: Obtaining negative kafra points (points=%d, account_id=%d, char_id=%d).\n", points, sd->status.account_id, sd->status.char_id);
		return -1;
	}
	return -2; //shouldn't happen but jsut in case
}

/*==========================================
 * Attempts to give zeny to player (sd)
 * tsd (optional) from who for log (if null take sd)
 *------------------------------------------*/
int pc_getzeny(struct map_session_data *sd,int zeny, enum e_log_pick_type type, struct map_session_data *tsd)
{
	nullpo_retr(-1,sd);

	zeny = cap_value(zeny,-MAX_ZENY,MAX_ZENY); //prevent command UB
	if( zeny < 0 )
	{
		ShowError("pc_getzeny: Obtaining negative Zeny (zeny=%d, account_id=%d, char_id=%d).\n", zeny, sd->status.account_id, sd->status.char_id);
		return 1;
	}

	if( zeny > MAX_ZENY - sd->status.zeny )
		zeny = MAX_ZENY - sd->status.zeny;

	sd->status.zeny += zeny;
	clif->updatestatus(sd,SP_ZENY);

	if(!tsd) tsd = sd;
	logs->zeny(sd, type, tsd, zeny);
	if( zeny > 0 && sd->state.showzeny ) {
		char output[255];
		sprintf(output, "Gained %dz.", zeny);
		clif->disp_onlyself(sd,output,strlen(output));
	}

	return 0;
}

/*==========================================
 * Searching a specified itemid in inventory and return his stored index
 *------------------------------------------*/
int pc_search_inventory(struct map_session_data *sd,int item_id)
{
	int i;
	nullpo_retr(-1, sd);

	ARR_FIND( 0, MAX_INVENTORY, i, sd->status.inventory[i].nameid == item_id && (sd->status.inventory[i].amount > 0 || item_id == 0) );
	return ( i < MAX_INVENTORY ) ? i : -1;
}

/*==========================================
 * Attempt to add a new item to inventory.
 * Return:
        0 = success
        1 = invalid itemid not found or negative amount
        2 = overweight
		3 = ?
        4 = no free place found
        5 = max amount reached
		6 = ?
		7 = stack limitation
 *------------------------------------------*/
int pc_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
{
	struct item_data *data;
	int i;
	unsigned int w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if( item_data->nameid <= 0 || amount <= 0 )
		return 1;
	if( amount > MAX_AMOUNT )
		return 5;

	data = itemdb->search(item_data->nameid);

	if( data->stack.inventory && amount > data->stack.amount )
	{// item stack limitation
		return 7;
	}

	w = data->weight*amount;
	if(sd->weight + w > sd->max_weight)
		return 2;

	i = MAX_INVENTORY;

	if( itemdb_isstackable2(data) && item_data->expire_time == 0 )
	{ // Stackable | Non Rental
		for( i = 0; i < MAX_INVENTORY; i++ )
		{
			if( sd->status.inventory[i].nameid == item_data->nameid && memcmp(&sd->status.inventory[i].card, &item_data->card, sizeof(item_data->card)) == 0 )
			{
				if( amount > MAX_AMOUNT - sd->status.inventory[i].amount || ( data->stack.inventory && amount > data->stack.amount - sd->status.inventory[i].amount ) )
					return 5;
				sd->status.inventory[i].amount += amount;
				clif->additem(sd,i,amount,0);
				break;
			}
		}
	}
	
	if( i >= MAX_INVENTORY )
	{
		i = pc->search_inventory(sd,0);
		if( i < 0 )
			return 4;

		memcpy(&sd->status.inventory[i], item_data, sizeof(sd->status.inventory[0]));
		// clear equips field first, just in case
		if( item_data->equip )
			sd->status.inventory[i].equip = 0;

		sd->status.inventory[i].amount = amount;
		sd->inventory_data[i] = data;
		clif->additem(sd,i,amount,0);
	}
#ifdef NSI_UNIQUE_ID
	if( !itemdb_isstackable2(data) && !item_data->unique_id )
		sd->status.inventory[i].unique_id = itemdb_unique_id(0,0);
#endif
	logs->pick_pc(sd, log_type, amount, &sd->status.inventory[i],sd->inventory_data[i]);

	sd->weight += w;
	clif->updatestatus(sd,SP_WEIGHT);
	//Auto-equip
	if(data->flag.autoequip)
		pc->equipitem(sd, i, data->equip);

	/* rental item check */
	if( item_data->expire_time ) {
		if( time(NULL) > item_data->expire_time ) {
			clif->rental_expired(sd->fd, i, sd->status.inventory[i].nameid);
			pc->delitem(sd, i, sd->status.inventory[i].amount, 1, 0, LOG_TYPE_OTHER);
		} else {
			int seconds = (int)( item_data->expire_time - time(NULL) );
			clif->rental_time(sd->fd, sd->status.inventory[i].nameid, seconds);
			pc->inventory_rental_add(sd, seconds);
		}
	}

	return 0;
}

/*==========================================
 * Remove an item at index n from inventory by amount.
 * Parameters :
 * @type
 *	1 : don't notify deletion
 *	2 : don't notify weight change
 * Return:
 *	0 = success
 *	1 = invalid itemid or negative amount
 *------------------------------------------*/
int pc_delitem(struct map_session_data *sd,int n,int amount,int type, short reason, e_log_pick_type log_type)
{
	nullpo_retr(1, sd);

	if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
		return 1;

	logs->pick_pc(sd, log_type, -amount, &sd->status.inventory[n],sd->inventory_data[n]);

	sd->status.inventory[n].amount -= amount;
	sd->weight -= sd->inventory_data[n]->weight*amount ;
	if( sd->status.inventory[n].amount <= 0 ){
		if(sd->status.inventory[n].equip)
			pc->unequipitem(sd,n,3);
		memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
		sd->inventory_data[n] = NULL;
	}
	if(!(type&1))
		clif->delitem(sd,n,amount,reason);
	if(!(type&2))
		clif->updatestatus(sd,SP_WEIGHT);

	return 0;
}

/*==========================================
 * Attempt to drop an item.
 * Return:
 *	0 = fail
 *	1 = success
 *------------------------------------------*/
int pc_dropitem(struct map_session_data *sd,int n,int amount)
{
	nullpo_retr(1, sd);

	if(n < 0 || n >= MAX_INVENTORY)
		return 0;

	if(amount <= 0)
		return 0;

	if(sd->status.inventory[n].nameid <= 0 ||
		sd->status.inventory[n].amount <= 0 ||
		sd->status.inventory[n].amount < amount ||
		sd->state.trading || sd->state.vending ||
		!sd->inventory_data[n] //pc->delitem would fail on this case.
		)
		return 0;

	if( map[sd->bl.m].flag.nodrop )
	{
		clif->message (sd->fd, msg_txt(271));
		return 0; //Can't drop items in nodrop mapflag maps.
	}

	if( !pc->candrop(sd,&sd->status.inventory[n]) )
	{
		clif->message (sd->fd, msg_txt(263));
		return 0;
	}

	if (!iMap->addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, 0, 0, 0, 2))
		return 0;

	pc->delitem(sd, n, amount, 1, 0, LOG_TYPE_PICKDROP_PLAYER);
	clif->dropitem(sd, n, amount);
	return 1;
}

/*==========================================
 * Attempt to pick up an item.
 * Return:
 *	0 = fail
 *	1 = success
 *------------------------------------------*/
int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
{
	int flag=0;
	unsigned int tick = iTimer->gettick();
	struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;
	struct party_data *p=NULL;

	nullpo_ret(sd);
	nullpo_ret(fitem);

	if(!check_distance_bl(&fitem->bl, &sd->bl, 2) && sd->ud.skill_id!=BS_GREED)
		return 0;	// Distance is too far

	if (sd->status.party_id)
		p = party->search(sd->status.party_id);

	if(fitem->first_get_charid > 0 && fitem->first_get_charid != sd->status.char_id)
  	{
		first_sd = iMap->charid2sd(fitem->first_get_charid);
		if(DIFF_TICK(tick,fitem->first_get_tick) < 0) {
			if (!(p && p->party.item&1 &&
				first_sd && first_sd->status.party_id == sd->status.party_id
			))
				return 0;
		}
		else
		if(fitem->second_get_charid > 0 && fitem->second_get_charid != sd->status.char_id)
	  	{
			second_sd = iMap->charid2sd(fitem->second_get_charid);
			if(DIFF_TICK(tick, fitem->second_get_tick) < 0) {
				if(!(p && p->party.item&1 &&
					((first_sd && first_sd->status.party_id == sd->status.party_id) ||
					(second_sd && second_sd->status.party_id == sd->status.party_id))
				))
					return 0;
			}
			else
			if(fitem->third_get_charid > 0 && fitem->third_get_charid != sd->status.char_id)
		  	{
				third_sd = iMap->charid2sd(fitem->third_get_charid);
				if(DIFF_TICK(tick,fitem->third_get_tick) < 0) {
					if(!(p && p->party.item&1 &&
						((first_sd && first_sd->status.party_id == sd->status.party_id) ||
						(second_sd && second_sd->status.party_id == sd->status.party_id) ||
						(third_sd && third_sd->status.party_id == sd->status.party_id))
					))
						return 0;
				}
			}
		}
	}

	//This function takes care of giving the item to whoever should have it, considering party-share options.
	if ((flag = party->share_loot(p,sd,&fitem->item_data, fitem->first_get_charid))) {
		clif->additem(sd,0,0,flag);
		return 1;
	}

	//Display pickup animation.
	pc_stop_attack(sd);
	clif->takeitem(&sd->bl,&fitem->bl);
	iMap->clearflooritem(&fitem->bl);
	return 1;
}

/*==========================================
 * Check if item is usable.
 * Return:
 *	0 = no
 *	1 = yes
 *------------------------------------------*/
int pc_isUseitem(struct map_session_data *sd,int n)
{
	struct item_data *item;
	int nameid;

	nullpo_ret(sd);

	item = sd->inventory_data[n];
	nameid = sd->status.inventory[n].nameid;

	if( item == NULL )
		return 0;
	//Not consumable item
	if( item->type != IT_HEALING && item->type != IT_USABLE && item->type != IT_CASH )
		return 0;
	if( !item->script ) //if it has no script, you can't really consume it!
		return 0;

	if( (item->item_usage.flag&NOUSE_SITTING) && (pc_issit(sd) == 1) && (pc->get_group_level(sd) < item->item_usage.override) ) {
		clif->msgtable(sd->fd,0x297);
		//clif->colormes(sd->fd,COLOR_WHITE,msg_txt(1474));
		return 0; // You cannot use this item while sitting.
	}

	switch( nameid ) //@TODO, lot oh harcoded nameid here
	{
		case 605: // Anodyne
			if( map_flag_gvg2(sd->bl.m) )
				return 0;
		case 606:
			if( pc_issit(sd) )
				return 0;
			break;
		case 601: // Fly Wing
		case 12212: // Giant Fly Wing
			if( map[sd->bl.m].flag.noteleport || map_flag_gvg2(sd->bl.m) )
			{
				clif->skill_mapinfomessage(sd,0);
				return 0;
			}
		case 602: // ButterFly Wing
		case 14527: // Dungeon Teleport Scroll
		case 14581: // Dungeon Teleport Scroll
		case 14582: // Yellow Butterfly Wing
		case 14583: // Green Butterfly Wing
		case 14584: // Red Butterfly Wing
		case 14585: // Blue Butterfly Wing
		case 14591: // Siege Teleport Scroll
			if( sd->duel_group && !battle_config.duel_allow_teleport )
			{
				clif->message(sd->fd, msg_txt(663));
				return 0;
			}
			if( nameid != 601 && nameid != 12212 && map[sd->bl.m].flag.noreturn )
				return 0;
			break;
		case 604: // Dead Branch
		case 12024: // Red Pouch
		case 12103: // Bloody Branch
		case 12109: // Poring Box
			if( map[sd->bl.m].flag.nobranch || map_flag_gvg2(sd->bl.m) )
				return 0;
			break;
		case 12210: // Bubble Gum
		case 12264: // Comp Bubble Gum
			if( sd->sc.data[SC_CASH_RECEIVEITEM] )
				return 0;
			break;
		case 12208: // Battle Manual
		case 12263: // Comp Battle Manual
		case 12312: // Thick Battle Manual
		case 12705: // Noble Nameplate
		case 14532: // Battle_Manual25
		case 14533: // Battle_Manual100
		case 14545: // Battle_Manual300
			if( sd->sc.data[SC_CASH_PLUSEXP] )
				return 0;
			break;
		case 14592: // JOB_Battle_Manual
			if( sd->sc.data[SC_CASH_PLUSONLYJOBEXP] )
				return 0;
			break;

		// Mercenary Items

		case 12184: // Mercenary's Red Potion
		case 12185: // Mercenary's Blue Potion
		case 12241: // Mercenary's Concentration Potion
		case 12242: // Mercenary's Awakening Potion
		case 12243: // Mercenary's Berserk Potion
			if( sd->md == NULL || sd->md->db == NULL )
				return 0;
			if (sd->md->sc.data[SC_BERSERK] || sd->md->sc.data[SC_SATURDAY_NIGHT_FEVER])
				return 0;
			if( nameid == 12242 && sd->md->db->lv < 40 )
				return 0;
			if( nameid == 12243 && sd->md->db->lv < 80 )
				return 0;
			break;

		case 12213: //Neuralizer
			if( !map[sd->bl.m].flag.reset )
				return 0;
			break;
	}

	if( nameid >= 12153 && nameid <= 12182 && sd->md != NULL )
		return 0; // Mercenary Scrolls

	/**
	 * Only Rune Knights may use runes
	 **/
	if( itemdb_is_rune(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_RUNE_KNIGHT )
		return 0;
	/**
	 * Only GCross may use poisons
	 **/
	else if( itemdb_is_poison(nameid) && (sd->class_&MAPID_THIRDMASK) != MAPID_GUILLOTINE_CROSS )
		return 0;

	if( (item->package || item->group) && pc_is90overweight(sd) ) {
		//##TODO## find official response to this
		clif->colormes(sd->fd,COLOR_RED,msg_txt(1477));// Item cannot be open when overweight by 90%
		return 0;
	}
	
	//Gender check
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;
	//Required level check
	if(item->elv && sd->status.base_level < (unsigned int)item->elv){
		clif->msg(sd, 0x6EE);
		return 0;
	}

#ifdef RENEWAL
	if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax){
		clif->msg(sd, 0x6EE);
		return 0;
	}
#endif

	//Not equipable by class. [Skotlex]
	if (!(
		(1<<(sd->class_&MAPID_BASEMASK)) &
		(item->class_base[sd->class_&JOBL_2_1?1:(sd->class_&JOBL_2_2?2:0)])
	))
		return 0;
	
	//Not usable by upper class. [Haru]
	while( 1 ) {
		// Normal classes (no upper, no baby, no third classes)
		if( item->class_upper&0x01 && !(sd->class_&(JOBL_UPPER|JOBL_THIRD|JOBL_BABY)) ) break;
#ifdef RENEWAL
		// Upper classes (no third classes)
		if( item->class_upper&0x02 && sd->class_&JOBL_UPPER && !(sd->class_&JOBL_THIRD) ) break;
#else
		//pre-re has no use for the extra, so we maintain the previous for backwards compatibility
		if( item->class_upper&0x02 && sd->class_&(JOBL_UPPER|JOBL_THIRD) ) break;
#endif
		// Baby classes (no third classes)
		if( item->class_upper&0x04 && sd->class_&JOBL_BABY && !(sd->class_&JOBL_THIRD) ) break;
		// Third classes (no upper, no baby classes)
		if( item->class_upper&0x08 && sd->class_&JOBL_THIRD && !(sd->class_&(JOBL_UPPER|JOBL_BABY)) ) break;
		// Upper third classes
		if( item->class_upper&0x10 && sd->class_&JOBL_THIRD && sd->class_&JOBL_UPPER ) break;
		// Baby third classes
		if( item->class_upper&0x20 && sd->class_&JOBL_THIRD && sd->class_&JOBL_BABY ) break;
		return 0;
	}

	//Dead Branch & Bloody Branch & Porings Box
	// FIXME: outdated, use constants or database
	if( nameid == 604 || nameid == 12103 || nameid == 12109 )
		logs->branch(sd);

	return 1;
}

/*==========================================
 * Last checks to use an item.
 * Return:
 *	0 = fail
 *	1 = success
 *------------------------------------------*/
int pc_useitem(struct map_session_data *sd,int n) {
	unsigned int tick = iTimer->gettick();
	int amount, nameid, i;
	struct script_code *item_script;

	nullpo_ret(sd);

	if( sd->npc_id || sd->state.workinprogress&1 ){
		/* TODO: add to clif->messages enum */
#ifdef RENEWAL
		clif->msg(sd, 0x783); // TODO look for the client date that has this message.
#endif
		return 0;
	}

	if( sd->status.inventory[n].nameid <= 0 || sd->status.inventory[n].amount <= 0 )
		return 0;

	if( !pc_isUseitem(sd,n) )
		return 0;

	// Store information for later use before it is lost (via pc->delitem) [Paradox924X]
	nameid = sd->inventory_data[n]->nameid;

	if (nameid != ITEMID_NAUTHIZ && sd->sc.opt1 > 0 && sd->sc.opt1 != OPT1_STONEWAIT && sd->sc.opt1 != OPT1_BURNING)
		return 0;

	if (sd->sc.count && (
		sd->sc.data[SC_BERSERK] ||
		(sd->sc.data[SC_GRAVITATION] && sd->sc.data[SC_GRAVITATION]->val3 == BCT_SELF) ||
		sd->sc.data[SC_TRICKDEAD] ||
		sd->sc.data[SC_HIDING] ||
		sd->sc.data[SC__SHADOWFORM] ||
		sd->sc.data[SC__MANHOLE] ||
		sd->sc.data[SC_KG_KAGEHUMI] ||
		sd->sc.data[SC_WHITEIMPRISON] ||
		(sd->sc.data[SC_NOCHAT] && sd->sc.data[SC_NOCHAT]->val1&MANNER_NOITEM)
	    ))
		return 0;

	//Prevent mass item usage. [Skotlex]
	if( DIFF_TICK(sd->canuseitem_tick, tick) > 0 ||
		(itemdb_iscashfood(nameid) && DIFF_TICK(sd->canusecashfood_tick, tick) > 0)
	)
		return 0;
	
	/* Items with delayed consume are not meant to work while in mounts except reins of mount(12622) */
	if( sd->inventory_data[n]->flag.delay_consume && nameid != ITEMID_REINS_OF_MOUNT ) {
		if( sd->sc.data[SC_ALL_RIDING] )
			return 0;
		else if( pc_issit(sd) )
			return 0;
	}
	//Since most delay-consume items involve using a "skill-type" target cursor,
	//perform a skill-use check before going through. [Skotlex]
	//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
	//FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
	if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !iStatus->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
		return 0;

	if( sd->inventory_data[n]->delay > 0 ) {
		int i;
		ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid );
			if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */
				ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid );
		if( i < MAX_ITEMDELAYS ) {
			if( sd->item_delay[i].nameid ) {// found
				if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
					int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
					clif->msgtable_num(sd->fd, 0x746, e_tick + 1); // [%d] seconds left until you can use
					return 0; // Delay has not expired yet
				}
			} else {// not yet used item (all slots are initially empty)
				sd->item_delay[i].nameid = nameid;
			}
			if( !(nameid == ITEMID_REINS_OF_MOUNT && sd->sc.option&(OPTION_WUGRIDER|OPTION_RIDING|OPTION_DRAGON|OPTION_MADOGEAR)) )
				sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay;
		} else {// should not happen
			ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id);
		}
		//clean up used delays so we can give room for more
		for(i = 0; i < MAX_ITEMDELAYS; i++) {
			if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) {
				sd->item_delay[i].tick = 0;
				sd->item_delay[i].nameid = 0;
			}
		}
	}

	/* on restricted maps the item is consumed but the effect is not used */	
	for(i = 0; i < map[sd->bl.m].zone->disabled_items_count; i++) {
		if( map[sd->bl.m].zone->disabled_items[i] == nameid ) {
			clif->msg(sd, ITEM_CANT_USE_AREA); // This item cannot be used within this area
			if( battle_config.item_restricted_consumption_type ) {
				clif->useitemack(sd,n,sd->status.inventory[n].amount-1,true);
				pc->delitem(sd,n,1,1,0,LOG_TYPE_CONSUME);
			}
			return 0;
		}
	}
	
	sd->itemid = sd->status.inventory[n].nameid;
	sd->itemindex = n;
	if(sd->catch_target_class != -1) //Abort pet catching.
		sd->catch_target_class = -1;

	amount = sd->status.inventory[n].amount;
	item_script = sd->inventory_data[n]->script;
	//Check if the item is to be consumed immediately [Skotlex]
	if( sd->inventory_data[n]->flag.delay_consume )
		clif->useitemack(sd,n,amount,true);
	else {
		if( sd->status.inventory[n].expire_time == 0 ) {
			clif->useitemack(sd,n,amount-1,true);
			pc->delitem(sd,n,1,1,0,LOG_TYPE_CONSUME); // Rental Usable Items are not deleted until expiration
		} else
			clif->useitemack(sd,n,0,false);
	}
	if(sd->status.inventory[n].card[0]==CARD0_CREATE &&
		pc->famerank(MakeDWord(sd->status.inventory[n].card[2],sd->status.inventory[n].card[3]), MAPID_ALCHEMIST))
	{
	    script->potion_flag = 2; // Famous player's potions have 50% more efficiency
		 if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_ROGUE)
			 script->potion_flag = 3; //Even more effective potions.
	}

	//Update item use time.
	sd->canuseitem_tick = tick + battle_config.item_use_interval;
	if( itemdb_iscashfood(nameid) )
		sd->canusecashfood_tick = tick + battle_config.cashfood_use_interval;
	
	script->current_item_id = nameid;
	
	script->run(item_script,0,sd->bl.id,fake_nd->bl.id);
	
	script->current_item_id = 0;
	script->potion_flag = 0;
	
	return 1;
}

/*==========================================
 * Add item on cart for given index.
 * Return:
 *	0 = success
 *	1 = fail
 *------------------------------------------*/
int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount,e_log_pick_type log_type)
{
	struct item_data *data;
	int i,w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if(item_data->nameid <= 0 || amount <= 0)
		return 1;
	data = itemdb->search(item_data->nameid);

	if( data->stack.cart && amount > data->stack.amount )
	{// item stack limitation
		return 1;
	}

	if( !itemdb_cancartstore(item_data, pc->get_group_level(sd)) )
	{ // Check item trade restrictions	[Skotlex]
		clif->message (sd->fd, msg_txt(264));
		return 1;/* TODO: there is no official response to this? */
	}

	if( (w = data->weight*amount) + sd->cart_weight > sd->cart_weight_max )
		return 1;

	i = MAX_CART;
	if( itemdb_isstackable2(data) && !item_data->expire_time )
	{
		ARR_FIND( 0, MAX_CART, i,
			sd->status.cart[i].nameid == item_data->nameid &&
			sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
			sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3] );
	};

	if( i < MAX_CART )
	{// item already in cart, stack it
		if( amount > MAX_AMOUNT - sd->status.cart[i].amount || ( data->stack.cart && amount > data->stack.amount - sd->status.cart[i].amount ) )
			return 2; // no room

		sd->status.cart[i].amount+=amount;
		clif->cart_additem(sd,i,amount,0);
	}
	else
	{// item not stackable or not present, add it
		ARR_FIND( 0, MAX_CART, i, sd->status.cart[i].nameid == 0 );
		if( i == MAX_CART )
			return 2; // no room

		memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
		sd->status.cart[i].amount=amount;
		sd->cart_num++;
		clif->cart_additem(sd,i,amount,0);
	}
	sd->status.cart[i].favorite = 0;/* clear */
	logs->pick_pc(sd, log_type, amount, &sd->status.cart[i],data);

	sd->cart_weight += w;
	clif->updatestatus(sd,SP_CARTINFO);

	return 0;
}

/*==========================================
 * Delete item on cart for given index.
 * Return:
 *	0 = success
 *	1 = fail
 *------------------------------------------*/
int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type,e_log_pick_type log_type) {
	struct item_data * data;
	nullpo_retr(1, sd);

	if( sd->status.cart[n].nameid == 0 || sd->status.cart[n].amount < amount || !(data = itemdb->exists(sd->status.cart[n].nameid)) )
		return 1;

	logs->pick_pc(sd, log_type, -amount, &sd->status.cart[n],data);

	sd->status.cart[n].amount -= amount;
	sd->cart_weight -= data->weight*amount ;
	if(sd->status.cart[n].amount <= 0){
		memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
		sd->cart_num--;
	}
	if(!type) {
		clif->cart_delitem(sd,n,amount);
		clif->updatestatus(sd,SP_CARTINFO);
	}

	return 0;
}

/*==========================================
 * Transfer item from inventory to cart.
 * Return:
 *	0 = fail
 *	1 = succes
 *------------------------------------------*/
int pc_putitemtocart(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;
	int flag;

	nullpo_ret(sd);

	if (idx < 0 || idx >= MAX_INVENTORY) //Invalid index check [Skotlex]
		return 1;

	item_data = &sd->status.inventory[idx];

	if( item_data->nameid == 0 || amount < 1 || item_data->amount < amount || sd->state.vending )
		return 1;

	if( (flag = pc->cart_additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0 )
		return pc->delitem(sd,idx,amount,0,5,LOG_TYPE_NONE);

	return flag;
}

/*==========================================
 * Get number of item in cart.
 * Return:
        -1 = itemid not found or no amount found
        x = remaining itemid on cart after get
 *------------------------------------------*/
int pc_cartitem_amount(struct map_session_data* sd, int idx, int amount)
{
	struct item* item_data;

	nullpo_retr(-1, sd);

	item_data = &sd->status.cart[idx];
	if( item_data->nameid == 0 || item_data->amount == 0 )
		return -1;

	return item_data->amount - amount;
}

/*==========================================
 * Retrieve an item at index idx from cart.
 * Return:
 *	0 = player not found or (FIXME) succes (from pc->cart_delitem)
 *	1 = failure
 *------------------------------------------*/
int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;
	int flag;

	nullpo_ret(sd);

	if (idx < 0 || idx >= MAX_CART) //Invalid index check [Skotlex]
		return 1;

	item_data=&sd->status.cart[idx];

	if(item_data->nameid==0 || amount < 1 || item_data->amount<amount || sd->state.vending )
		return 1;
	
	if((flag = pc->additem(sd,item_data,amount,LOG_TYPE_NONE)) == 0)
		return pc->cart_delitem(sd,idx,amount,0,LOG_TYPE_NONE);

	return flag;
}

/*==========================================
 *  Display item stolen msg to player sd
 *------------------------------------------*/
int pc_show_steal(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	int itemid;

	struct item_data *item=NULL;
	char output[100];

	sd=va_arg(ap,struct map_session_data *);
	itemid=va_arg(ap,int);

	if((item=itemdb->exists(itemid))==NULL)
		sprintf(output,"%s stole an Unknown Item (id: %i).",sd->status.name, itemid);
	else
		sprintf(output,"%s stole %s.",sd->status.name,item->jname);
	clif->message( ((struct map_session_data *)bl)->fd, output);

	return 0;
}
/*==========================================
 * Steal an item from bl (mob).
 * Return:
 *	0 = fail
 *	1 = succes
 *------------------------------------------*/
int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skill_lv)
{
	int i,itemid,flag;
	double rate;
	struct status_data *sd_status, *md_status;
	struct mob_data *md;
	struct item tmp_item;
	struct item_data *data = NULL;

	if(!sd || !bl || bl->type!=BL_MOB)
		return 0;

	md = (TBL_MOB *)bl;

	if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
		return 0;

	sd_status= iStatus->get_status_data(&sd->bl);
	md_status= iStatus->get_status_data(bl);

	if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
		map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
		(battle_config.skill_steal_max_tries && //Reached limit of steal attempts. [Lupus]
			md->state.steal_flag++ >= battle_config.skill_steal_max_tries)
  	) { //Can't steal from
		md->state.steal_flag = UCHAR_MAX;
		return 0;
	}

	// base skill success chance (percentual)
	rate = (sd_status->dex - md_status->dex)/2 + skill_lv*6 + 4;
	rate += sd->bonus.add_steal_rate;

	if( rate < 1 )
		return 0;

	// Try dropping one item, in the order from first to last possible slot.
	// Droprate is affected by the skill success rate.
	for( i = 0; i < MAX_STEAL_DROP; i++ )
		if( md->db->dropitem[i].nameid > 0 && (data = itemdb->exists(md->db->dropitem[i].nameid)) && rnd() % 10000 < md->db->dropitem[i].p * rate/100. )
			break;
	if( i == MAX_STEAL_DROP )
		return 0;

	itemid = md->db->dropitem[i].nameid;
	memset(&tmp_item,0,sizeof(tmp_item));
	tmp_item.nameid = itemid;
	tmp_item.amount = 1;
	tmp_item.identify = itemdb_isidentified2(data);
	flag = pc->additem(sd,&tmp_item,1,LOG_TYPE_PICKDROP_PLAYER);

	//TODO: Should we disable stealing when the item you stole couldn't be added to your inventory? Perhaps players will figure out a way to exploit this behaviour otherwise?
	md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more

	if(flag) { //Failed to steal due to overweight
		clif->additem(sd,0,0,flag);
		return 0;
	}

	if(battle_config.show_steal_in_same_party)
		party_foreachsamemap(pc_show_steal,sd,AREA_SIZE,sd,tmp_item.nameid);

	//Logs items, Stolen from mobs [Lupus]
	logs->pick_mob(md, LOG_TYPE_STEAL, -1, &tmp_item, data);

	//A Rare Steal Global Announce by Lupus
	if(md->db->dropitem[i].p<=battle_config.rare_drop_announce) {
		char message[128];
		sprintf (message, msg_txt(542), (sd->status.name != NULL)?sd->status.name :"GM", md->db->jname, data->jname, (float)md->db->dropitem[i].p/100);
		//MSG: "'%s' stole %s's %s (chance: %0.02f%%)"
		intif->broadcast(message, strlen(message)+1, BC_DEFAULT);
	}
	return 1;
}

/*==========================================
 * Stole zeny from bl (mob)
 * return
 *	0 = fail
 *	1 = success
 *------------------------------------------*/
int pc_steal_coin(struct map_session_data *sd,struct block_list *target)
{
	int rate,skill;
	struct mob_data *md;
	if(!sd || !target || target->type != BL_MOB)
		return 0;

	md = (TBL_MOB*)target;
	if( md->state.steal_coin_flag || md->sc.data[SC_STONE] || md->sc.data[SC_FREEZE] || md->status.mode&MD_BOSS )
		return 0;

	if( mob_is_treasure(md) )
		return 0;

	// FIXME: This formula is either custom or outdated.
	skill = pc->checkskill(sd,RG_STEALCOIN)*10;
	rate = skill + (sd->status.base_level - md->level)*3 + sd->battle_status.dex*2 + sd->battle_status.luk*2;
	if(rnd()%1000 < rate)
	{
		int amount = md->level*10 + rnd()%100;

		pc->getzeny(sd, amount, LOG_TYPE_STEAL, NULL);
		md->state.steal_coin_flag = 1;
		return 1;
	}
	return 0;
}

/*==========================================
 * Set's a player position.
 * Return values:
 * 0 - Success.
 * 1 - Invalid map index.
 * 2 - Map not in this map-server, and failed to locate alternate map-server.
 *------------------------------------------*/
int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y, clr_type clrtype) {
	int16 m;

	nullpo_ret(sd);

	if( !mapindex || !mapindex_id2name(mapindex) || ( m = iMap->mapindex2mapid(mapindex) ) == -1 ) {
		ShowDebug("pc_setpos: Passed mapindex(%d) is invalid!\n", mapindex);
		return 1;
	}

	if( pc_isdead(sd) ) { //Revive dead people before warping them
		pc->setstand(sd);
		pc->setrestartvalue(sd,1);
	}

	if( map[m].flag.src4instance ) {
		struct party_data *p;
		bool stop = false;
		int i = 0, j = 0;

		if( sd->instances ) {
			for( i = 0; i < sd->instances; i++ ) {
				if( sd->instance[i] >= 0 ) {
					ARR_FIND(0, instances[sd->instance[i]].num_map, j, map[instances[sd->instance[i]].map[j]].instance_src_map == m && !map[instances[sd->instance[i]].map[j]].custom_name);
					if( j != instances[sd->instance[i]].num_map )
						break;
				}
			}
			if( i != sd->instances ) {
				m = instances[sd->instance[i]].map[j];
				mapindex = map[m].index;
				stop = true;
			}
		}
		if ( !stop && sd->status.party_id && (p = party->search(sd->status.party_id)) && p->instances ) {
			for( i = 0; i < p->instances; i++ ) {
				if( p->instance[i] >= 0 ) {
					ARR_FIND(0, instances[p->instance[i]].num_map, j, map[instances[p->instance[i]].map[j]].instance_src_map == m && !map[instances[p->instance[i]].map[j]].custom_name);
					if( j != instances[p->instance[i]].num_map )
						break;
				}
			}
			if( i != p->instances ) {
				m = instances[p->instance[i]].map[j];
				mapindex = map[m].index;
				stop = true;
			}
		}
		if ( !stop && sd->status.guild_id && sd->guild && sd->guild->instances ) {
			for( i = 0; i < sd->guild->instances; i++ ) {
				if( sd->guild->instance[i] >= 0 ) {
					ARR_FIND(0, instances[sd->guild->instance[i]].num_map, j, map[instances[sd->guild->instance[i]].map[j]].instance_src_map == m && !map[instances[sd->guild->instance[i]].map[j]].custom_name);
					if( j != instances[sd->guild->instance[i]].num_map )
						break;
				}
			}
			if( i != sd->guild->instances ) {
				m = instances[sd->guild->instance[i]].map[j];
				mapindex = map[m].index;
				stop = true;
			}
		}
	}

	sd->state.changemap = (sd->mapindex != mapindex);
	sd->state.warping = 1;
	sd->state.workinprogress = 0;
	if( sd->state.changemap ) { // Misc map-changing settings
		int i;
		sd->state.pmap = sd->bl.m;
		
		for( i = 0; i < sd->queues_count; i++ ) {
			struct hQueue *queue;
			if( (queue = script->queue(sd->queues[i])) && queue->onMapChange[0] != '\0' ) {
				pc->setregstr(sd, script->add_str("QMapChangeTo"), map[m].name);
				npc_event(sd, queue->onMapChange, 0);
			}
		}
		
		if( map[m].cell == (struct mapcell *)0xdeadbeaf )
			iMap->cellfromcache(&map[m]);
		if (sd->sc.count) { // Cancel some map related stuff.
			if (sd->sc.data[SC_JAILED])
				return 1; //You may not get out!
			status_change_end(&sd->bl, SC_CASH_BOSS_ALARM, INVALID_TIMER);
			status_change_end(&sd->bl, SC_WARM, INVALID_TIMER);
			status_change_end(&sd->bl, SC_SUN_COMFORT, INVALID_TIMER);
			status_change_end(&sd->bl, SC_MOON_COMFORT, INVALID_TIMER);
			status_change_end(&sd->bl, SC_STAR_COMFORT, INVALID_TIMER);
			status_change_end(&sd->bl, SC_MIRACLE, INVALID_TIMER);
			if (sd->sc.data[SC_KNOWLEDGE]) {
				struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
				if (sce->timer != INVALID_TIMER)
					iTimer->delete_timer(sce->timer, iStatus->change_timer);
				sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), iStatus->change_timer, sd->bl.id, SC_KNOWLEDGE);
			}
			status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
			status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
			status_change_end(&sd->bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
		}
		for( i = 0; i < EQI_MAX; i++ ) {
			if( sd->equip_index[ i ] >= 0 )
				if( !pc->isequip( sd , sd->equip_index[ i ] ) )
					pc->unequipitem( sd , sd->equip_index[ i ] , 2 );
		}
		if (battle_config.clear_unit_onwarp&BL_PC)
			skill->clear_unitgroup(&sd->bl);
		party->send_dot_remove(sd); //minimap dot fix [Kevin]
		guild->send_dot_remove(sd);
		bg_send_dot_remove(sd);
		if (sd->regen.state.gc)
			sd->regen.state.gc = 0;
		// make sure vending is allowed here
		if (sd->state.vending && map[m].flag.novending) {
			clif->message (sd->fd, msg_txt(276)); // "You can't open a shop on this map"
			vending->close(sd);
		}
		
		if( hChSys.local && map[sd->bl.m].channel && idb_exists(map[sd->bl.m].channel->users, sd->status.char_id) ) {
			clif->chsys_left(map[sd->bl.m].channel,sd);
		}
	}

	if( m < 0 ) {
		uint32 ip;
		uint16 port;
		//if can't find any map-servers, just abort setting position.
		if(!sd->mapindex || iMap->mapname2ipport(mapindex,&ip,&port))
			return 2;

		if (sd->npc_id)
			npc_event_dequeue(sd);
		npc_script_event(sd, NPCE_LOGOUT);
		//remove from map, THEN change x/y coordinates
		unit->remove_map_pc(sd,clrtype);
		sd->mapindex = mapindex;
		sd->bl.x=x;
		sd->bl.y=y;
		pc->clean_skilltree(sd);
		chrif->save(sd,2);
		chrif->changemapserver(sd, ip, (short)port);

		//Free session data from this map server [Kevin]
		unit->free_pc(sd);

		return 0;
	}

	if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys ) {
		ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
		x = y = 0; // make it random
	}

	if( x == 0 && y == 0 ) {// pick a random walkable cell
		do {
			x=rnd()%(map[m].xs-2)+1;
			y=rnd()%(map[m].ys-2)+1;
		} while(iMap->getcell(m,x,y,CELL_CHKNOPASS));
	}

	if (sd->state.vending && iMap->getcell(m,x,y,CELL_CHKNOVENDING)) {
		clif->message (sd->fd, msg_txt(204)); // "You can't open a shop on this cell."
		vending->close(sd);
	}

	if(sd->bl.prev != NULL){
		unit->remove_map_pc(sd,clrtype);
		clif->changemap(sd,m,x,y); // [MouseJstr]
	} else if(sd->state.active)
		//Tag player for rewarping after map-loading is done. [Skotlex]
		sd->state.rewarp = 1;

	sd->mapindex = mapindex;
	sd->bl.m = m;
	sd->bl.x = sd->ud.to_x = x;
	sd->bl.y = sd->ud.to_y = y;

	if( sd->status.guild_id > 0 && map[m].flag.gvg_castle ) { // Increased guild castle regen [Valaris]
		struct guild_castle *gc = guild->mapindex2gc(sd->mapindex);
		if(gc && gc->guild_id == sd->status.guild_id)
			sd->regen.state.gc = 1;
	}

	if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) {
		sd->pd->bl.m = m;
		sd->pd->bl.x = sd->pd->ud.to_x = x;
		sd->pd->bl.y = sd->pd->ud.to_y = y;
		sd->pd->ud.dir = sd->ud.dir;
	}

	if( homun_alive(sd->hd) ) {
		sd->hd->bl.m = m;
		sd->hd->bl.x = sd->hd->ud.to_x = x;
		sd->hd->bl.y = sd->hd->ud.to_y = y;
		sd->hd->ud.dir = sd->ud.dir;
	}

	if( sd->md ) {
		sd->md->bl.m = m;
		sd->md->bl.x = sd->md->ud.to_x = x;
		sd->md->bl.y = sd->md->ud.to_y = y;
		sd->md->ud.dir = sd->ud.dir;
	}

	return 0;
}

/*==========================================
 * Warp player sd to random location on current map.
 * May fail if no walkable cell found (1000 attempts).
 * Return:
 *	0 = fail or FIXME success (from pc->setpos)
 *	x(1|2) = fail
 *------------------------------------------*/
int pc_randomwarp(struct map_session_data *sd, clr_type type)
{
	int x,y,i=0;
	int16 m;

	nullpo_ret(sd);

	m=sd->bl.m;

	if (map[sd->bl.m].flag.noteleport) //Teleport forbidden
		return 0;

	do{
		x=rnd()%(map[m].xs-2)+1;
		y=rnd()%(map[m].ys-2)+1;
	}while(iMap->getcell(m,x,y,CELL_CHKNOPASS) && (i++)<1000 );

	if (i < 1000)
		return pc->setpos(sd,map[sd->bl.m].index,x,y,type);

	return 0;
}

/*==========================================
 * Records a memo point at sd's current position
 * pos - entry to replace, (-1: shift oldest entry out)
 *------------------------------------------*/
int pc_memo(struct map_session_data* sd, int pos)
{
	int skill;

	nullpo_ret(sd);

	// check mapflags
	if( sd->bl.m >= 0 && (map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto) && !pc->has_permission(sd, PC_PERM_WARP_ANYWHERE) ) {
		clif->skill_mapinfomessage(sd, 1); // "Saved point cannot be memorized."
		return 0;
	}

	// check inputs
	if( pos < -1 || pos >= MAX_MEMOPOINTS )
		return 0; // invalid input

	// check required skill level
	skill = pc->checkskill(sd, AL_WARP);
	if( skill < 1 ) {
		clif->skill_memomessage(sd,2); // "You haven't learned Warp."
		return 0;
	}
	if( skill < 2 || skill - 2 < pos ) {
		clif->skill_memomessage(sd,1); // "Skill Level is not high enough."
		return 0;
	}

	if( pos == -1 )
	{
		int i;
		// prevent memo-ing the same map multiple times
		ARR_FIND( 0, MAX_MEMOPOINTS, i, sd->status.memo_point[i].map == map_id2index(sd->bl.m) );
		memmove(&sd->status.memo_point[1], &sd->status.memo_point[0], (min(i,MAX_MEMOPOINTS-1))*sizeof(struct point));
		pos = 0;
	}

	sd->status.memo_point[pos].map = map_id2index(sd->bl.m);
	sd->status.memo_point[pos].x = sd->bl.x;
	sd->status.memo_point[pos].y = sd->bl.y;

	clif->skill_memomessage(sd, 0);

	return 1;
}

//
// Skills
//
/*==========================================
 * Return player sd skill_lv learned for given skill
 *------------------------------------------*/
int pc_checkskill(struct map_session_data *sd,uint16 skill_id) {
	uint16 index = 0;
	if(sd == NULL) return 0;
	if( skill_id >= GD_SKILLBASE && skill_id < GD_MAX ) {
		struct guild *g;

		if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
			return guild->checkskill(g,skill_id);
		return 0;
	} else if(!(index = skill->get_index(skill_id)) || index >= ARRAYLENGTH(sd->status.skill) ) {
		ShowError("pc_checkskill: Invalid skill id %d (char_id=%d).\n", skill_id, sd->status.char_id);
		return 0;
	}

	if(sd->status.skill[index].id == skill_id)
		return (sd->status.skill[index].lv);

	return 0;
}
int pc_checkskill2(struct map_session_data *sd,uint16 index) {
	if(sd == NULL) return 0;
	if(index >= ARRAYLENGTH(sd->status.skill) ) {
		ShowError("pc_checkskill: Invalid skill index %d (char_id=%d).\n", index, sd->status.char_id);
		return 0;
	}
	if( skill_db[index].nameid >= GD_SKILLBASE && skill_db[index].nameid < GD_MAX ) {
		struct guild *g;
		
		if( sd->status.guild_id>0 && (g=sd->guild)!=NULL)
			return guild->checkskill(g,skill_db[index].nameid);
		return 0;
	}
	if(sd->status.skill[index].id == skill_db[index].nameid)
		return (sd->status.skill[index].lv);
	
	return 0;
}

/*==========================================
 * Chk if we still have the correct weapon to continue the skill (actually status)
 * If not ending it
 * Return
 *	0 - No status found or all done
 *------------------------------------------*/
int pc_checkallowskill(struct map_session_data *sd)
{
	const enum sc_type scw_list[] = {
		SC_TWOHANDQUICKEN,
		SC_ONEHANDQUICKEN,
		SC_AURABLADE,
		SC_PARRYING,
		SC_SPEARQUICKEN,
		SC_ADRENALINE,
		SC_ADRENALINE2,
		SC_DANCING,
		SC_GS_GATLINGFEVER,
#ifdef RENEWAL
		SC_LKCONCENTRATION,
		SC_EDP,
#endif
		SC_FEARBREEZE
	};
	const enum sc_type scs_list[] = {
		SC_AUTOGUARD,
		SC_DEFENDER,
		SC_REFLECTSHIELD,
		SC_LG_REFLECTDAMAGE
	};
	int i;
	nullpo_ret(sd);

	if(!sd->sc.count)
		return 0;

	for (i = 0; i < ARRAYLENGTH(scw_list); i++)
	{	// Skills requiring specific weapon types
		if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
			continue;
		if(sd->sc.data[scw_list[i]] &&
			!pc_check_weapontype(sd,skill->get_weapontype(iStatus->sc2skill(scw_list[i]))))
			status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
	}

	if(sd->sc.data[SC_STRUP] && sd->status.weapon)
		// Spurt requires bare hands (feet, in fact xD)
		status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER);

	if(sd->status.shield <= 0) { // Skills requiring a shield
		for (i = 0; i < ARRAYLENGTH(scs_list); i++)
			if(sd->sc.data[scs_list[i]])
				status_change_end(&sd->bl, scs_list[i], INVALID_TIMER);
	}
	return 0;
}

/*==========================================
 * Return equiped itemid? on player sd at pos
 * Return
 * -1 : mean nothing equiped
 * idx : (this index could be used in inventory to found item_data)
 *------------------------------------------*/
int pc_checkequip(struct map_session_data *sd,int pos)
{
	int i;

	nullpo_retr(-1, sd);

	for(i=0;i<EQI_MAX;i++){
		if(pos & equip_pos[i])
			return sd->equip_index[i];
	}

	return -1;
}

/*==========================================
 * Convert's from the client's lame Job ID system
 * to the map server's 'makes sense' system. [Skotlex]
 *------------------------------------------*/
int pc_jobid2mapid(unsigned short b_class)
{
	switch(b_class)
	{
	//Novice And 1-1 Jobs
		case JOB_NOVICE:                return MAPID_NOVICE;
		case JOB_SWORDMAN:              return MAPID_SWORDMAN;
		case JOB_MAGE:                  return MAPID_MAGE;
		case JOB_ARCHER:                return MAPID_ARCHER;
		case JOB_ACOLYTE:               return MAPID_ACOLYTE;
		case JOB_MERCHANT:              return MAPID_MERCHANT;
		case JOB_THIEF:                 return MAPID_THIEF;
		case JOB_TAEKWON:               return MAPID_TAEKWON;
		case JOB_WEDDING:               return MAPID_WEDDING;
		case JOB_GUNSLINGER:            return MAPID_GUNSLINGER;
		case JOB_NINJA:                 return MAPID_NINJA;
		case JOB_XMAS:                  return MAPID_XMAS;
		case JOB_SUMMER:                return MAPID_SUMMER;
		case JOB_GANGSI:                return MAPID_GANGSI;
	//2-1 Jobs
		case JOB_SUPER_NOVICE:          return MAPID_SUPER_NOVICE;
		case JOB_KNIGHT:                return MAPID_KNIGHT;
		case JOB_WIZARD:                return MAPID_WIZARD;
		case JOB_HUNTER:                return MAPID_HUNTER;
		case JOB_PRIEST:                return MAPID_PRIEST;
		case JOB_BLACKSMITH:            return MAPID_BLACKSMITH;
		case JOB_ASSASSIN:              return MAPID_ASSASSIN;
		case JOB_STAR_GLADIATOR:        return MAPID_STAR_GLADIATOR;
		case JOB_KAGEROU:
		case JOB_OBORO:                 return MAPID_KAGEROUOBORO;
		case JOB_DEATH_KNIGHT:          return MAPID_DEATH_KNIGHT;
	//2-2 Jobs
		case JOB_CRUSADER:              return MAPID_CRUSADER;
		case JOB_SAGE:                  return MAPID_SAGE;
		case JOB_BARD:
		case JOB_DANCER:                return MAPID_BARDDANCER;
		case JOB_MONK:                  return MAPID_MONK;
		case JOB_ALCHEMIST:             return MAPID_ALCHEMIST;
		case JOB_ROGUE:                 return MAPID_ROGUE;
		case JOB_SOUL_LINKER:           return MAPID_SOUL_LINKER;
		case JOB_DARK_COLLECTOR:        return MAPID_DARK_COLLECTOR;
	//Trans Novice And Trans 1-1 Jobs
		case JOB_NOVICE_HIGH:           return MAPID_NOVICE_HIGH;
		case JOB_SWORDMAN_HIGH:         return MAPID_SWORDMAN_HIGH;
		case JOB_MAGE_HIGH:             return MAPID_MAGE_HIGH;
		case JOB_ARCHER_HIGH:           return MAPID_ARCHER_HIGH;
		case JOB_ACOLYTE_HIGH:          return MAPID_ACOLYTE_HIGH;
		case JOB_MERCHANT_HIGH:         return MAPID_MERCHANT_HIGH;
		case JOB_THIEF_HIGH:            return MAPID_THIEF_HIGH;
	//Trans 2-1 Jobs
		case JOB_LORD_KNIGHT:           return MAPID_LORD_KNIGHT;
		case JOB_HIGH_WIZARD:           return MAPID_HIGH_WIZARD;
		case JOB_SNIPER:                return MAPID_SNIPER;
		case JOB_HIGH_PRIEST:           return MAPID_HIGH_PRIEST;
		case JOB_WHITESMITH:            return MAPID_WHITESMITH;
		case JOB_ASSASSIN_CROSS:        return MAPID_ASSASSIN_CROSS;
	//Trans 2-2 Jobs
		case JOB_PALADIN:               return MAPID_PALADIN;
		case JOB_PROFESSOR:             return MAPID_PROFESSOR;
		case JOB_CLOWN:
		case JOB_GYPSY:                 return MAPID_CLOWNGYPSY;
		case JOB_CHAMPION:              return MAPID_CHAMPION;
		case JOB_CREATOR:               return MAPID_CREATOR;
		case JOB_STALKER:               return MAPID_STALKER;
	//Baby Novice And Baby 1-1 Jobs
		case JOB_BABY:                  return MAPID_BABY;
		case JOB_BABY_SWORDMAN:         return MAPID_BABY_SWORDMAN;
		case JOB_BABY_MAGE:             return MAPID_BABY_MAGE;
		case JOB_BABY_ARCHER:           return MAPID_BABY_ARCHER;
		case JOB_BABY_ACOLYTE:          return MAPID_BABY_ACOLYTE;
		case JOB_BABY_MERCHANT:         return MAPID_BABY_MERCHANT;
		case JOB_BABY_THIEF:            return MAPID_BABY_THIEF;
	//Baby 2-1 Jobs
		case JOB_SUPER_BABY:            return MAPID_SUPER_BABY;
		case JOB_BABY_KNIGHT:           return MAPID_BABY_KNIGHT;
		case JOB_BABY_WIZARD:           return MAPID_BABY_WIZARD;
		case JOB_BABY_HUNTER:           return MAPID_BABY_HUNTER;
		case JOB_BABY_PRIEST:           return MAPID_BABY_PRIEST;
		case JOB_BABY_BLACKSMITH:       return MAPID_BABY_BLACKSMITH;
		case JOB_BABY_ASSASSIN:         return MAPID_BABY_ASSASSIN;
	//Baby 2-2 Jobs
		case JOB_BABY_CRUSADER:         return MAPID_BABY_CRUSADER;
		case JOB_BABY_SAGE:             return MAPID_BABY_SAGE;
		case JOB_BABY_BARD:
		case JOB_BABY_DANCER:           return MAPID_BABY_BARDDANCER;
		case JOB_BABY_MONK:             return MAPID_BABY_MONK;
		case JOB_BABY_ALCHEMIST:        return MAPID_BABY_ALCHEMIST;
		case JOB_BABY_ROGUE:            return MAPID_BABY_ROGUE;
	//3-1 Jobs
		case JOB_SUPER_NOVICE_E:        return MAPID_SUPER_NOVICE_E;
		case JOB_RUNE_KNIGHT:           return MAPID_RUNE_KNIGHT;
		case JOB_WARLOCK:               return MAPID_WARLOCK;
		case JOB_RANGER:                return MAPID_RANGER;
		case JOB_ARCH_BISHOP:           return MAPID_ARCH_BISHOP;
		case JOB_MECHANIC:              return MAPID_MECHANIC;
		case JOB_GUILLOTINE_CROSS:      return MAPID_GUILLOTINE_CROSS;
	//3-2 Jobs
		case JOB_ROYAL_GUARD:           return MAPID_ROYAL_GUARD;
		case JOB_SORCERER:              return MAPID_SORCERER;
		case JOB_MINSTREL:
		case JOB_WANDERER:              return MAPID_MINSTRELWANDERER;
		case JOB_SURA:                  return MAPID_SURA;
		case JOB_GENETIC:               return MAPID_GENETIC;
		case JOB_SHADOW_CHASER:         return MAPID_SHADOW_CHASER;
	//Trans 3-1 Jobs
		case JOB_RUNE_KNIGHT_T:         return MAPID_RUNE_KNIGHT_T;
		case JOB_WARLOCK_T:             return MAPID_WARLOCK_T;
		case JOB_RANGER_T:              return MAPID_RANGER_T;
		case JOB_ARCH_BISHOP_T:         return MAPID_ARCH_BISHOP_T;
		case JOB_MECHANIC_T:            return MAPID_MECHANIC_T;
		case JOB_GUILLOTINE_CROSS_T:    return MAPID_GUILLOTINE_CROSS_T;
	//Trans 3-2 Jobs
		case JOB_ROYAL_GUARD_T:         return MAPID_ROYAL_GUARD_T;
		case JOB_SORCERER_T:            return MAPID_SORCERER_T;
		case JOB_MINSTREL_T:
		case JOB_WANDERER_T:            return MAPID_MINSTRELWANDERER_T;
		case JOB_SURA_T:                return MAPID_SURA_T;
		case JOB_GENETIC_T:             return MAPID_GENETIC_T;
		case JOB_SHADOW_CHASER_T:       return MAPID_SHADOW_CHASER_T;
	//Baby 3-1 Jobs
		case JOB_SUPER_BABY_E:          return MAPID_SUPER_BABY_E;
		case JOB_BABY_RUNE:             return MAPID_BABY_RUNE;
		case JOB_BABY_WARLOCK:          return MAPID_BABY_WARLOCK;
		case JOB_BABY_RANGER:           return MAPID_BABY_RANGER;
		case JOB_BABY_BISHOP:           return MAPID_BABY_BISHOP;
		case JOB_BABY_MECHANIC:         return MAPID_BABY_MECHANIC;
		case JOB_BABY_CROSS:            return MAPID_BABY_CROSS;
	//Baby 3-2 Jobs
		case JOB_BABY_GUARD:            return MAPID_BABY_GUARD;
		case JOB_BABY_SORCERER:         return MAPID_BABY_SORCERER;
		case JOB_BABY_MINSTREL:
		case JOB_BABY_WANDERER:         return MAPID_BABY_MINSTRELWANDERER;
		case JOB_BABY_SURA:             return MAPID_BABY_SURA;
		case JOB_BABY_GENETIC:          return MAPID_BABY_GENETIC;
		case JOB_BABY_CHASER:           return MAPID_BABY_CHASER;
		default:
			return -1;
	}
}

//Reverts the map-style class id to the client-style one.
int pc_mapid2jobid(unsigned short class_, int sex)
{
	switch(class_)
	{
	//Novice And 1-1 Jobs
		case MAPID_NOVICE:                return JOB_NOVICE;
		case MAPID_SWORDMAN:              return JOB_SWORDMAN;
		case MAPID_MAGE:                  return JOB_MAGE;
		case MAPID_ARCHER:                return JOB_ARCHER;
		case MAPID_ACOLYTE:               return JOB_ACOLYTE;
		case MAPID_MERCHANT:              return JOB_MERCHANT;
		case MAPID_THIEF:                 return JOB_THIEF;
		case MAPID_TAEKWON:               return JOB_TAEKWON;
		case MAPID_WEDDING:               return JOB_WEDDING;
		case MAPID_GUNSLINGER:            return JOB_GUNSLINGER;
		case MAPID_NINJA:                 return JOB_NINJA;
		case MAPID_XMAS:                  return JOB_XMAS;
		case MAPID_SUMMER:                return JOB_SUMMER;
		case MAPID_GANGSI:                return JOB_GANGSI;
	//2-1 Jobs
		case MAPID_SUPER_NOVICE:          return JOB_SUPER_NOVICE;
		case MAPID_KNIGHT:                return JOB_KNIGHT;
		case MAPID_WIZARD:                return JOB_WIZARD;
		case MAPID_HUNTER:                return JOB_HUNTER;
		case MAPID_PRIEST:                return JOB_PRIEST;
		case MAPID_BLACKSMITH:            return JOB_BLACKSMITH;
		case MAPID_ASSASSIN:              return JOB_ASSASSIN;
		case MAPID_STAR_GLADIATOR:        return JOB_STAR_GLADIATOR;
		case MAPID_KAGEROUOBORO:          return sex?JOB_KAGEROU:JOB_OBORO;
		case MAPID_DEATH_KNIGHT:          return JOB_DEATH_KNIGHT;
	//2-2 Jobs
		case MAPID_CRUSADER:              return JOB_CRUSADER;
		case MAPID_SAGE:                  return JOB_SAGE;
		case MAPID_BARDDANCER:            return sex?JOB_BARD:JOB_DANCER;
		case MAPID_MONK:                  return JOB_MONK;
		case MAPID_ALCHEMIST:             return JOB_ALCHEMIST;
		case MAPID_ROGUE:                 return JOB_ROGUE;
		case MAPID_SOUL_LINKER:           return JOB_SOUL_LINKER;
		case MAPID_DARK_COLLECTOR:        return JOB_DARK_COLLECTOR;
	//Trans Novice And Trans 2-1 Jobs
		case MAPID_NOVICE_HIGH:           return JOB_NOVICE_HIGH;
		case MAPID_SWORDMAN_HIGH:         return JOB_SWORDMAN_HIGH;
		case MAPID_MAGE_HIGH:             return JOB_MAGE_HIGH;
		case MAPID_ARCHER_HIGH:           return JOB_ARCHER_HIGH;
		case MAPID_ACOLYTE_HIGH:          return JOB_ACOLYTE_HIGH;
		case MAPID_MERCHANT_HIGH:         return JOB_MERCHANT_HIGH;
		case MAPID_THIEF_HIGH:            return JOB_THIEF_HIGH;
	//Trans 2-1 Jobs
		case MAPID_LORD_KNIGHT:           return JOB_LORD_KNIGHT;
		case MAPID_HIGH_WIZARD:           return JOB_HIGH_WIZARD;
		case MAPID_SNIPER:                return JOB_SNIPER;
		case MAPID_HIGH_PRIEST:           return JOB_HIGH_PRIEST;
		case MAPID_WHITESMITH:            return JOB_WHITESMITH;
		case MAPID_ASSASSIN_CROSS:        return JOB_ASSASSIN_CROSS;
	//Trans 2-2 Jobs
		case MAPID_PALADIN:               return JOB_PALADIN;
		case MAPID_PROFESSOR:             return JOB_PROFESSOR;
		case MAPID_CLOWNGYPSY:            return sex?JOB_CLOWN:JOB_GYPSY;
		case MAPID_CHAMPION:              return JOB_CHAMPION;
		case MAPID_CREATOR:               return JOB_CREATOR;
		case MAPID_STALKER:               return JOB_STALKER;
	//Baby Novice And Baby 1-1 Jobs
		case MAPID_BABY:                  return JOB_BABY;
		case MAPID_BABY_SWORDMAN:         return JOB_BABY_SWORDMAN;
		case MAPID_BABY_MAGE:             return JOB_BABY_MAGE;
		case MAPID_BABY_ARCHER:           return JOB_BABY_ARCHER;
		case MAPID_BABY_ACOLYTE:          return JOB_BABY_ACOLYTE;
		case MAPID_BABY_MERCHANT:         return JOB_BABY_MERCHANT;
		case MAPID_BABY_THIEF:            return JOB_BABY_THIEF;
	//Baby 2-1 Jobs
		case MAPID_SUPER_BABY:            return JOB_SUPER_BABY;
		case MAPID_BABY_KNIGHT:           return JOB_BABY_KNIGHT;
		case MAPID_BABY_WIZARD:           return JOB_BABY_WIZARD;
		case MAPID_BABY_HUNTER:           return JOB_BABY_HUNTER;
		case MAPID_BABY_PRIEST:           return JOB_BABY_PRIEST;
		case MAPID_BABY_BLACKSMITH:       return JOB_BABY_BLACKSMITH;
		case MAPID_BABY_ASSASSIN:         return JOB_BABY_ASSASSIN;
	//Baby 2-2 Jobs
		case MAPID_BABY_CRUSADER:         return JOB_BABY_CRUSADER;
		case MAPID_BABY_SAGE:             return JOB_BABY_SAGE;
		case MAPID_BABY_BARDDANCER:       return sex?JOB_BABY_BARD:JOB_BABY_DANCER;
		case MAPID_BABY_MONK:             return JOB_BABY_MONK;
		case MAPID_BABY_ALCHEMIST:        return JOB_BABY_ALCHEMIST;
		case MAPID_BABY_ROGUE:            return JOB_BABY_ROGUE;
	//3-1 Jobs
		case MAPID_SUPER_NOVICE_E:        return JOB_SUPER_NOVICE_E;
		case MAPID_RUNE_KNIGHT:           return JOB_RUNE_KNIGHT;
		case MAPID_WARLOCK:               return JOB_WARLOCK;
		case MAPID_RANGER:                return JOB_RANGER;
		case MAPID_ARCH_BISHOP:           return JOB_ARCH_BISHOP;
		case MAPID_MECHANIC:              return JOB_MECHANIC;
		case MAPID_GUILLOTINE_CROSS:      return JOB_GUILLOTINE_CROSS;
	//3-2 Jobs
		case MAPID_ROYAL_GUARD:           return JOB_ROYAL_GUARD;
		case MAPID_SORCERER:              return JOB_SORCERER;
		case MAPID_MINSTRELWANDERER:      return sex?JOB_MINSTREL:JOB_WANDERER;
		case MAPID_SURA:                  return JOB_SURA;
		case MAPID_GENETIC:               return JOB_GENETIC;
		case MAPID_SHADOW_CHASER:         return JOB_SHADOW_CHASER;
	//Trans 3-1 Jobs
		case MAPID_RUNE_KNIGHT_T:         return JOB_RUNE_KNIGHT_T;
		case MAPID_WARLOCK_T:             return JOB_WARLOCK_T;
		case MAPID_RANGER_T:              return JOB_RANGER_T;
		case MAPID_ARCH_BISHOP_T:         return JOB_ARCH_BISHOP_T;
		case MAPID_MECHANIC_T:            return JOB_MECHANIC_T;
		case MAPID_GUILLOTINE_CROSS_T:    return JOB_GUILLOTINE_CROSS_T;
	//Trans 3-2 Jobs
		case MAPID_ROYAL_GUARD_T:         return JOB_ROYAL_GUARD_T;
		case MAPID_SORCERER_T:            return JOB_SORCERER_T;
		case MAPID_MINSTRELWANDERER_T:    return sex?JOB_MINSTREL_T:JOB_WANDERER_T;
		case MAPID_SURA_T:                return JOB_SURA_T;
		case MAPID_GENETIC_T:             return JOB_GENETIC_T;
		case MAPID_SHADOW_CHASER_T:       return JOB_SHADOW_CHASER_T;
	//Baby 3-1 Jobs
		case MAPID_SUPER_BABY_E:          return JOB_SUPER_BABY_E;
		case MAPID_BABY_RUNE:             return JOB_BABY_RUNE;
		case MAPID_BABY_WARLOCK:          return JOB_BABY_WARLOCK;
		case MAPID_BABY_RANGER:           return JOB_BABY_RANGER;
		case MAPID_BABY_BISHOP:           return JOB_BABY_BISHOP;
		case MAPID_BABY_MECHANIC:         return JOB_BABY_MECHANIC;
		case MAPID_BABY_CROSS:            return JOB_BABY_CROSS;
	//Baby 3-2 Jobs
		case MAPID_BABY_GUARD:            return JOB_BABY_GUARD;
		case MAPID_BABY_SORCERER:         return JOB_BABY_SORCERER;
		case MAPID_BABY_MINSTRELWANDERER: return sex?JOB_BABY_MINSTREL:JOB_BABY_WANDERER;
		case MAPID_BABY_SURA:             return JOB_BABY_SURA;
		case MAPID_BABY_GENETIC:          return JOB_BABY_GENETIC;
		case MAPID_BABY_CHASER:           return JOB_BABY_CHASER;
		default:
			return -1;
	}
}

/*====================================================
 * This function return the name of the job (by [Yor])
 *----------------------------------------------------*/
const char* job_name(int class_)
{
	switch (class_) {
	case JOB_NOVICE:
	case JOB_SWORDMAN:
	case JOB_MAGE:
	case JOB_ARCHER:
	case JOB_ACOLYTE:
	case JOB_MERCHANT:
	case JOB_THIEF:
		return msg_txt(550 - JOB_NOVICE+class_);

	case JOB_KNIGHT:
	case JOB_PRIEST:
	case JOB_WIZARD:
	case JOB_BLACKSMITH:
	case JOB_HUNTER:
	case JOB_ASSASSIN:
		return msg_txt(557 - JOB_KNIGHT+class_);

	case JOB_KNIGHT2:
		return msg_txt(557);

	case JOB_CRUSADER:
	case JOB_MONK:
	case JOB_SAGE:
	case JOB_ROGUE:
	case JOB_ALCHEMIST:
	case JOB_BARD:
	case JOB_DANCER:
		return msg_txt(563 - JOB_CRUSADER+class_);

	case JOB_CRUSADER2:
		return msg_txt(563);

	case JOB_WEDDING:
	case JOB_SUPER_NOVICE:
	case JOB_GUNSLINGER:
	case JOB_NINJA:
	case JOB_XMAS:
		return msg_txt(570 - JOB_WEDDING+class_);

	case JOB_SUMMER:
		return msg_txt(621);

	case JOB_NOVICE_HIGH:
	case JOB_SWORDMAN_HIGH:
	case JOB_MAGE_HIGH:
	case JOB_ARCHER_HIGH:
	case JOB_ACOLYTE_HIGH:
	case JOB_MERCHANT_HIGH:
	case JOB_THIEF_HIGH:
		return msg_txt(575 - JOB_NOVICE_HIGH+class_);

	case JOB_LORD_KNIGHT:
	case JOB_HIGH_PRIEST:
	case JOB_HIGH_WIZARD:
	case JOB_WHITESMITH:
	case JOB_SNIPER:
	case JOB_ASSASSIN_CROSS:
		return msg_txt(582 - JOB_LORD_KNIGHT+class_);

	case JOB_LORD_KNIGHT2:
		return msg_txt(582);

	case JOB_PALADIN:
	case JOB_CHAMPION:
	case JOB_PROFESSOR:
	case JOB_STALKER:
	case JOB_CREATOR:
	case JOB_CLOWN:
	case JOB_GYPSY:
		return msg_txt(588 - JOB_PALADIN + class_);

	case JOB_PALADIN2:
		return msg_txt(588);

	case JOB_BABY:
	case JOB_BABY_SWORDMAN:
	case JOB_BABY_MAGE:
	case JOB_BABY_ARCHER:
	case JOB_BABY_ACOLYTE:
	case JOB_BABY_MERCHANT:
	case JOB_BABY_THIEF:
		return msg_txt(595 - JOB_BABY + class_);

	case JOB_BABY_KNIGHT:
	case JOB_BABY_PRIEST:
	case JOB_BABY_WIZARD:
	case JOB_BABY_BLACKSMITH:
	case JOB_BABY_HUNTER:
	case JOB_BABY_ASSASSIN:
		return msg_txt(602 - JOB_BABY_KNIGHT + class_);

	case JOB_BABY_KNIGHT2:
		return msg_txt(602);

	case JOB_BABY_CRUSADER:
	case JOB_BABY_MONK:
	case JOB_BABY_SAGE:
	case JOB_BABY_ROGUE:
	case JOB_BABY_ALCHEMIST:
	case JOB_BABY_BARD:
	case JOB_BABY_DANCER:
		return msg_txt(608 - JOB_BABY_CRUSADER + class_);

	case JOB_BABY_CRUSADER2:
		return msg_txt(608);

	case JOB_SUPER_BABY:
		return msg_txt(615);

	case JOB_TAEKWON:
		return msg_txt(616);
	case JOB_STAR_GLADIATOR:
	case JOB_STAR_GLADIATOR2:
		return msg_txt(617);
	case JOB_SOUL_LINKER:
		return msg_txt(618);

	case JOB_GANGSI:
	case JOB_DEATH_KNIGHT:
	case JOB_DARK_COLLECTOR:
		return msg_txt(622 - JOB_GANGSI+class_);

	case JOB_RUNE_KNIGHT:
	case JOB_WARLOCK:
	case JOB_RANGER:
	case JOB_ARCH_BISHOP:
	case JOB_MECHANIC:
	case JOB_GUILLOTINE_CROSS:
		return msg_txt(625 - JOB_RUNE_KNIGHT+class_);

	case JOB_RUNE_KNIGHT_T:
	case JOB_WARLOCK_T:
	case JOB_RANGER_T:
	case JOB_ARCH_BISHOP_T:
	case JOB_MECHANIC_T:
	case JOB_GUILLOTINE_CROSS_T:
            return msg_txt(681 - JOB_RUNE_KNIGHT_T+class_);

	case JOB_ROYAL_GUARD:
	case JOB_SORCERER:
	case JOB_MINSTREL:
	case JOB_WANDERER:
	case JOB_SURA:
	case JOB_GENETIC:
	case JOB_SHADOW_CHASER:
		return msg_txt(631 - JOB_ROYAL_GUARD+class_);

	case JOB_ROYAL_GUARD_T:
	case JOB_SORCERER_T:
	case JOB_MINSTREL_T:
	case JOB_WANDERER_T:
	case JOB_SURA_T:
	case JOB_GENETIC_T:
	case JOB_SHADOW_CHASER_T:
            return msg_txt(687 - JOB_ROYAL_GUARD_T+class_);

	case JOB_RUNE_KNIGHT2:
	case JOB_RUNE_KNIGHT_T2:
		return msg_txt(625);

	case JOB_ROYAL_GUARD2:
	case JOB_ROYAL_GUARD_T2:
		return msg_txt(631);

	case JOB_RANGER2:
	case JOB_RANGER_T2:
		return msg_txt(627);

	case JOB_MECHANIC2:
	case JOB_MECHANIC_T2:
		return msg_txt(629);

	case JOB_BABY_RUNE:
	case JOB_BABY_WARLOCK:
	case JOB_BABY_RANGER:
	case JOB_BABY_BISHOP:
	case JOB_BABY_MECHANIC:
	case JOB_BABY_CROSS:
	case JOB_BABY_GUARD:
	case JOB_BABY_SORCERER:
	case JOB_BABY_MINSTREL:
	case JOB_BABY_WANDERER:
	case JOB_BABY_SURA:
	case JOB_BABY_GENETIC:
	case JOB_BABY_CHASER:
		return msg_txt(638 - JOB_BABY_RUNE+class_);

	case JOB_BABY_RUNE2:
		return msg_txt(638);

	case JOB_BABY_GUARD2:
		return msg_txt(644);

	case JOB_BABY_RANGER2:
		return msg_txt(640);

	case JOB_BABY_MECHANIC2:
		return msg_txt(642);

	case JOB_SUPER_NOVICE_E:
	case JOB_SUPER_BABY_E:
		return msg_txt(651 - JOB_SUPER_NOVICE_E+class_);

	case JOB_KAGEROU:
	case JOB_OBORO:
		return msg_txt(653 - JOB_KAGEROU+class_);

	default:
		return msg_txt(655);
	}
}

int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd;
	struct block_list *tbl;

	sd = iMap->id2sd(id);
	nullpo_ret(sd);

	if (sd->followtimer != tid){
		ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
		sd->followtimer = INVALID_TIMER;
		return 0;
	}

	sd->followtimer = INVALID_TIMER;
	tbl = iMap->id2bl(sd->followtarget);

	if (tbl == NULL || pc_isdead(sd) || iStatus->isdead(tbl))
	{
		pc->stop_following(sd);
		return 0;
	}

	// either player or target is currently detached from map blocks (could be teleporting),
	// but still connected to this map, so we'll just increment the timer and check back later
	if (sd->bl.prev != NULL && tbl->prev != NULL &&
		sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
	{
		if((sd->bl.m == tbl->m) && unit->can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
			if (!check_distance_bl(&sd->bl, tbl, 5))
				unit->walktobl(&sd->bl, tbl, 5, 0);
		} else
			pc->setpos(sd, map_id2index(tbl->m), tbl->x, tbl->y, CLR_TELEPORT);
	}
	sd->followtimer = iTimer->add_timer(
		tick + 1000,	// increase time a bit to loosen up map's load
		pc_follow_timer, sd->bl.id, 0);
	return 0;
}

int pc_stop_following (struct map_session_data *sd)
{
	nullpo_ret(sd);

	if (sd->followtimer != INVALID_TIMER) {
		iTimer->delete_timer(sd->followtimer,pc_follow_timer);
		sd->followtimer = INVALID_TIMER;
	}
	sd->followtarget = -1;
	sd->ud.target_to = 0;

	unit->stop_walking(&sd->bl, 1);
	
	return 0;
}

int pc_follow(struct map_session_data *sd,int target_id)
{
	struct block_list *bl = iMap->id2bl(target_id);
	if (bl == NULL /*|| bl->type != BL_PC*/)
		return 1;
	if (sd->followtimer != INVALID_TIMER)
		pc->stop_following(sd);

	sd->followtarget = target_id;
	pc_follow_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0);

	return 0;
}

int pc_checkbaselevelup(struct map_session_data *sd) {
	unsigned int next = pc->nextbaseexp(sd);

	if (!next || sd->status.base_exp < next)
		return 0;

	do {
		sd->status.base_exp -= next;
		//Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
		if(!battle_config.multi_level_up && sd->status.base_exp > next-1)
			sd->status.base_exp = next-1;

		next = pc->gets_status_point(sd->status.base_level);
		sd->status.base_level ++;
		sd->status.status_point += next;

	} while ((next=pc->nextbaseexp(sd)) > 0 && sd->status.base_exp >= next);

	if (battle_config.pet_lv_rate && sd->pd)	//<Skotlex> update pet's level
		status_calc_pet(sd->pd,0);

	clif->updatestatus(sd,SP_STATUSPOINT);
	clif->updatestatus(sd,SP_BASELEVEL);
	clif->updatestatus(sd,SP_BASEEXP);
	clif->updatestatus(sd,SP_NEXTBASEEXP);
	status_calc_pc(sd,0);
	status_percent_heal(&sd->bl,100,100);

	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
		sc_start(&sd->bl,iStatus->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
		sc_start(&sd->bl,iStatus->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
		sc_start(&sd->bl,iStatus->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
		sc_start(&sd->bl,iStatus->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
		sc_start(&sd->bl,iStatus->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
		if (sd->state.snovice_dead_flag)
			sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
	} else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
		sc_start(&sd->bl,iStatus->skill2sc(AL_INCAGI),100,10,600000);
		sc_start(&sd->bl,iStatus->skill2sc(AL_BLESSING),100,10,600000);
	}
	clif->misceffect(&sd->bl,0);
	npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT

	if(sd->status.party_id)
		party->send_levelup(sd);

	pc->baselevelchanged(sd);
	return 1;
}

void pc_baselevelchanged(struct map_session_data *sd) {
#ifdef RENEWAL
	int i;
	for( i = 0; i < EQI_MAX; i++ ) {
		if( sd->equip_index[i] >= 0 ) {
			if( sd->inventory_data[ sd->equip_index[i] ]->elvmax && sd->status.base_level > (unsigned int)sd->inventory_data[ sd->equip_index[i] ]->elvmax )
				pc->unequipitem(sd, sd->equip_index[i], 3);
		}
	}
#endif

}
int pc_checkjoblevelup(struct map_session_data *sd)
{
	unsigned int next = pc->nextjobexp(sd);

	nullpo_ret(sd);
	if(!next || sd->status.job_exp < next)
		return 0;

	do {
		sd->status.job_exp -= next;
		//Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex]
		if(!battle_config.multi_level_up && sd->status.job_exp > next-1)
			sd->status.job_exp = next-1;

		sd->status.job_level ++;
		sd->status.skill_point ++;

	} while ((next=pc->nextjobexp(sd)) > 0 && sd->status.job_exp >= next);

	clif->updatestatus(sd,SP_JOBLEVEL);
	clif->updatestatus(sd,SP_JOBEXP);
	clif->updatestatus(sd,SP_NEXTJOBEXP);
	clif->updatestatus(sd,SP_SKILLPOINT);
	status_calc_pc(sd,0);
	clif->misceffect(&sd->bl,1);
	if (pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd))
		clif->status_change(&sd->bl,SI_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.

	npc_script_event(sd, NPCE_JOBLVUP);
	return 1;
}

/*==========================================
 * Alters experienced based on self bonuses that do not get even shared to the party.
 *------------------------------------------*/
static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
{
	int bonus = 0;
	struct status_data *status = iStatus->get_status_data(src);

	if (sd->expaddrace[status->race])
		bonus += sd->expaddrace[status->race];
	bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];

	if (battle_config.pk_mode &&
		(int)(iStatus->get_lv(src) - sd->status.base_level) >= 20)
		bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]

	if (sd->sc.data[SC_CASH_PLUSEXP])
		bonus += sd->sc.data[SC_CASH_PLUSEXP]->val1;

	*base_exp = (unsigned int) cap_value(*base_exp + (double)*base_exp * bonus/100., 1, UINT_MAX);

	if (sd->sc.data[SC_CASH_PLUSONLYJOBEXP])
		bonus += sd->sc.data[SC_CASH_PLUSONLYJOBEXP]->val1;

	*job_exp = (unsigned int) cap_value(*job_exp + (double)*job_exp * bonus/100., 1, UINT_MAX);

	return;
}
/*==========================================
 * Give x exp at sd player and calculate remaining exp for next lvl
 *------------------------------------------*/
int pc_gainexp(struct map_session_data *sd, struct block_list *src, unsigned int base_exp,unsigned int job_exp,bool quest)
{
	float nextbp=0, nextjp=0;
	unsigned int nextb=0, nextj=0;
	nullpo_ret(sd);

	if(sd->bl.prev == NULL || pc_isdead(sd))
		return 0;

	if(!battle_config.pvp_exp && map[sd->bl.m].flag.pvp)  // [MouseJstr]
		return 0; // no exp on pvp maps

	if(sd->status.guild_id>0)
		base_exp-=guild->payexp(sd,base_exp);

	if(src) pc_calcexp(sd, &base_exp, &job_exp, src);

	nextb = pc->nextbaseexp(sd);
	nextj = pc->nextjobexp(sd);

	if(sd->state.showexp || battle_config.max_exp_gain_rate){
		if (nextb > 0)
			nextbp = (float) base_exp / (float) nextb;
		if (nextj > 0)
			nextjp = (float) job_exp / (float) nextj;

		if(battle_config.max_exp_gain_rate) {
			if (nextbp > battle_config.max_exp_gain_rate/1000.) {
				//Note that this value should never be greater than the original
				//base_exp, therefore no overflow checks are needed. [Skotlex]
				base_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextb);
				if (sd->state.showexp)
					nextbp = (float) base_exp / (float) nextb;
			}
			if (nextjp > battle_config.max_exp_gain_rate/1000.) {
				job_exp = (unsigned int)(battle_config.max_exp_gain_rate/1000.*nextj);
				if (sd->state.showexp)
					nextjp = (float) job_exp / (float) nextj;
			}
		}
	}

	//Cap exp to the level up requirement of the previous level when you are at max level, otherwise cap at UINT_MAX (this is required for some S. Novice bonuses). [Skotlex]
	if (base_exp) {
		nextb = nextb?UINT_MAX:pc->thisbaseexp(sd);
		if(sd->status.base_exp > nextb - base_exp)
			sd->status.base_exp = nextb;
		else
			sd->status.base_exp += base_exp;
		pc->checkbaselevelup(sd);
		clif->updatestatus(sd,SP_BASEEXP);
	}

	if (job_exp) {
		nextj = nextj?UINT_MAX:pc->thisjobexp(sd);
		if(sd->status.job_exp > nextj - job_exp)
			sd->status.job_exp = nextj;
		else
			sd->status.job_exp += job_exp;
		pc->checkjoblevelup(sd);
		clif->updatestatus(sd,SP_JOBEXP);
	}

#if PACKETVER >= 20091027
	if(base_exp)
		clif->displayexp(sd, base_exp, SP_BASEEXP, quest);
	if(job_exp)
		clif->displayexp(sd, job_exp,  SP_JOBEXP, quest);
#endif
	
	if(sd->state.showexp) {
		char output[256];
		sprintf(output,
			"Experience Gained Base:%u (%.2f%%) Job:%u (%.2f%%)",base_exp,nextbp*(float)100,job_exp,nextjp*(float)100);
		clif->disp_onlyself(sd,output,strlen(output));
	}

	return 1;
}

/*==========================================
 * Returns max level for this character.
 *------------------------------------------*/
unsigned int pc_maxbaselv(struct map_session_data *sd)
{
  	return max_level[pc->class2idx(sd->status.class_)][0];
}

unsigned int pc_maxjoblv(struct map_session_data *sd)
{
  	return max_level[pc->class2idx(sd->status.class_)][1];
}

/*==========================================
 * base level exp lookup.
 *------------------------------------------*/

//Base exp needed for next level.
unsigned int pc_nextbaseexp(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(sd->status.base_level>=pc->maxbaselv(sd) || sd->status.base_level<=0)
		return 0;

	return exp_table[pc->class2idx(sd->status.class_)][0][sd->status.base_level-1];
}

//Base exp needed for this level.
unsigned int pc_thisbaseexp(struct map_session_data *sd)
{
	if(sd->status.base_level>pc->maxbaselv(sd) || sd->status.base_level<=1)
		return 0;

	return exp_table[pc->class2idx(sd->status.class_)][0][sd->status.base_level-2];
}


/*==========================================
 * job level exp lookup
 * Return:
 *	0 = not found
 *	x = exp for level
 *------------------------------------------*/

//Job exp needed for next level.
unsigned int pc_nextjobexp(struct map_session_data *sd)
{
	nullpo_ret(sd);

	if(sd->status.job_level>=pc->maxjoblv(sd) || sd->status.job_level<=0)
		return 0;
	return exp_table[pc->class2idx(sd->status.class_)][1][sd->status.job_level-1];
}

//Job exp needed for this level.
unsigned int pc_thisjobexp(struct map_session_data *sd)
{
	if(sd->status.job_level>pc->maxjoblv(sd) || sd->status.job_level<=1)
		return 0;
	return exp_table[pc->class2idx(sd->status.class_)][1][sd->status.job_level-2];
}

/// Returns the value of the specified stat.
static int pc_getstat(struct map_session_data* sd, int type)
{
	nullpo_retr(-1, sd);

	switch( type ) {
	case SP_STR: return sd->status.str;
	case SP_AGI: return sd->status.agi;
	case SP_VIT: return sd->status.vit;
	case SP_INT: return sd->status.int_;
	case SP_DEX: return sd->status.dex;
	case SP_LUK: return sd->status.luk;
	default:
		return -1;
	}
}

/// Sets the specified stat to the specified value.
/// Returns the new value.
static int pc_setstat(struct map_session_data* sd, int type, int val)
{
	nullpo_retr(-1, sd);

	switch( type ) {
	case SP_STR: sd->status.str = val; break;
	case SP_AGI: sd->status.agi = val; break;
	case SP_VIT: sd->status.vit = val; break;
	case SP_INT: sd->status.int_ = val; break;
	case SP_DEX: sd->status.dex = val; break;
	case SP_LUK: sd->status.luk = val; break;
	default:
		return -1;
	}

	return val;
}

// Calculates the number of status points PC gets when leveling up (from level to level+1)
int pc_gets_status_point(int level)
{
	if (battle_config.use_statpoint_table) //Use values from "db/statpoint.txt"
		return (statp[level+1] - statp[level]);
	else //Default increase
		return ((level+15) / 5);
}

/// Returns the number of stat points needed to change the specified stat by val.
/// If val is negative, returns the number of stat points that would be needed to
/// raise the specified stat from (current value - val) to current value.
int pc_need_status_point(struct map_session_data* sd, int type, int val)
{
	int low, high, sp = 0;

	if ( val == 0 )
		return 0;

	low = pc_getstat(sd,type);

	if ( low >= pc_maxparameter(sd) && val > 0 )
		return 0; // Official servers show '0' when max is reached

	high = low + val;

	if ( val < 0 )
		swap(low, high);

	for ( ; low < high; low++ )
#ifdef RENEWAL // renewal status point cost formula
		sp += (low < 100) ? (2 + (low - 1) / 10) : (16 + 4 * ((low - 100) / 5));
#else
		sp += ( 1 + (low + 9) / 10 );
#endif

	return sp;
}

/// Raises a stat by 1.
/// Obeys max_parameter limits.
/// Subtracts stat points.
///
/// @param type The stat to change (see enum _sp)
int pc_statusup(struct map_session_data* sd, int type)
{
	int max, need, val;

	nullpo_ret(sd);

	// check conditions
	need = pc->need_status_point(sd,type,1);
	if( type < SP_STR || type > SP_LUK || need < 0 || need > sd->status.status_point )
	{
		clif->statusupack(sd,type,0,0);
		return 1;
	}

	// check limits
	max = pc_maxparameter(sd);
	if( pc_getstat(sd,type) >= max )
	{
		clif->statusupack(sd,type,0,0);
		return 1;
	}

	// set new values
	val = pc_setstat(sd, type, pc_getstat(sd,type) + 1);
	sd->status.status_point -= need;

	status_calc_pc(sd,0);

	// update increase cost indicator
	if( need != pc->need_status_point(sd,type,1) )
		clif->updatestatus(sd, SP_USTR + type-SP_STR);

	// update statpoint count
	clif->updatestatus(sd,SP_STATUSPOINT);

	// update stat value
	clif->statusupack(sd,type,1,val); // required
	if( val > 255 )
		clif->updatestatus(sd,type); // send after the 'ack' to override the truncated value

	return 0;
}

/// Raises a stat by the specified amount.
/// Obeys max_parameter limits.
/// Does not subtract stat points.
///
/// @param type The stat to change (see enum _sp)
/// @param val The stat increase amount.
int pc_statusup2(struct map_session_data* sd, int type, int val)
{
	int max, need;
	nullpo_ret(sd);

	if( type < SP_STR || type > SP_LUK )
	{
		clif->statusupack(sd,type,0,0);
		return 1;
	}

	need = pc->need_status_point(sd,type,1);

	// set new value
	max = pc_maxparameter(sd);
	val = pc_setstat(sd, type, cap_value(pc_getstat(sd,type) + val, 1, max));

	status_calc_pc(sd,0);

	// update increase cost indicator
	if( need != pc->need_status_point(sd,type,1) )
		clif->updatestatus(sd, SP_USTR + type-SP_STR);

	// update stat value
	clif->statusupack(sd,type,1,val); // required
	if( val > 255 )
		clif->updatestatus(sd,type); // send after the 'ack' to override the truncated value

	return 0;
}

/*==========================================
 * Update skill_lv for player sd
 * Skill point allocation
 *------------------------------------------*/
int pc_skillup(struct map_session_data *sd,uint16 skill_id) {
	uint16 index = 0;
	nullpo_ret(sd);

	if( skill_id >= GD_SKILLBASE && skill_id < GD_SKILLBASE+MAX_GUILDSKILL ) {
		guild->skillup(sd, skill_id);
		return 0;
	}

	if( skill_id >= HM_SKILLBASE && skill_id < HM_SKILLBASE+MAX_HOMUNSKILL && sd->hd ) {
		homun->skillup(sd->hd, skill_id);
		return 0;
	}

	if( !(index = skill->get_index(skill_id)) )
		return 0;
	
	if( sd->status.skill_point > 0 &&
		sd->status.skill[index].id &&
		sd->status.skill[index].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
		sd->status.skill[index].lv < skill->tree_get_max(skill_id, sd->status.class_) )
	{
		sd->status.skill[index].lv++;
		sd->status.skill_point--;
		if( !skill_db[index].inf )
			status_calc_pc(sd,0); // Only recalculate for passive skills.
		else if( sd->status.skill_point == 0 && (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )
			pc->calc_skilltree(sd); // Required to grant all TK Ranger skills.
		else
			pc_check_skilltree(sd, skill_id); // Check if a new skill can Lvlup

		clif->skillup(sd,skill_id);
		clif->updatestatus(sd,SP_SKILLPOINT);
		if( skill_id == GN_REMODELING_CART ) /* cart weight info was updated by status_calc_pc */
			clif->updatestatus(sd,SP_CARTINFO);
		if (!pc->has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
			clif->skillinfoblock(sd);
	} else if( battle_config.skillup_limit ){
		if( sd->sktree.second )
			clif->msg_value(sd, 0x61E, sd->sktree.second);
		else if( sd->sktree.third )
			clif->msg_value(sd, 0x61F, sd->sktree.third);
		else if( pc->calc_skillpoint(sd) < 9 ) {
			/* TODO: official response? */
			clif->colormes(sd->fd,COLOR_RED,"You need the basic skills");
		}
	}
	return 0;
}

/*==========================================
 * /allskill
 *------------------------------------------*/
int pc_allskillup(struct map_session_data *sd)
{
	int i,id;

	nullpo_ret(sd);

	for(i=0;i<MAX_SKILL;i++){
		if (sd->status.skill[i].flag != SKILL_FLAG_PERMANENT && sd->status.skill[i].flag != SKILL_FLAG_PERM_GRANTED && sd->status.skill[i].flag != SKILL_FLAG_PLAGIARIZED) {
			sd->status.skill[i].lv = (sd->status.skill[i].flag == SKILL_FLAG_TEMPORARY) ? 0 : sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0;
			sd->status.skill[i].flag = SKILL_FLAG_PERMANENT;
			if (sd->status.skill[i].lv == 0)
				sd->status.skill[i].id = 0;
		}
	}

	if (pc->has_permission(sd, PC_PERM_ALL_SKILL)) { //Get ALL skills except npc/guild ones. [Skotlex]
		//and except SG_DEVIL [Komurka] and MO_TRIPLEATTACK and RG_SNATCHER [ultramage]
		for(i=0;i<MAX_SKILL;i++){
			switch( skill_db[i].nameid ) {
				case SG_DEVIL:
				case MO_TRIPLEATTACK:
				case RG_SNATCHER:
					continue;
				default:
					if( !(skill_db[i].inf2&(INF2_NPC_SKILL|INF2_GUILD_SKILL)) )
						if ( ( sd->status.skill[i].lv = skill_db[i].max ) )//Nonexistant skills should return a max of 0 anyway.
							sd->status.skill[i].id = skill_db[i].nameid;
			}
		}
	} else {
		int inf2;
		for(i=0;i < MAX_SKILL_TREE && (id=skill_tree[pc->class2idx(sd->status.class_)][i].id)>0;i++){
			int idx = skill_tree[pc->class2idx(sd->status.class_)][i].idx;
			inf2 = skill_db[idx].inf2;
			if (
				(inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn) ||
				(inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL)) ||
				id==SG_DEVIL
			)
				continue; //Cannot be learned normally.

			sd->status.skill[idx].id = id;
			sd->status.skill[idx].lv = skill->tree_get_max(id, sd->status.class_);	// celest
		}
	}
	status_calc_pc(sd,0);
	//Required because if you could level up all skills previously,
	//the update will not be sent as only the lv variable changes.
	clif->skillinfoblock(sd);
	return 0;
}

/*==========================================
 * /resetlvl
 *------------------------------------------*/
int pc_resetlvl(struct map_session_data* sd,int type)
{
	int  i;

	nullpo_ret(sd);

	if (type != 3) //Also reset skills
		pc->resetskill(sd, 0);

	if(type == 1){
		sd->status.skill_point=0;
		sd->status.base_level=1;
		sd->status.job_level=1;
		sd->status.base_exp=0;
		sd->status.job_exp=0;
		if(sd->sc.option !=0)
			sd->sc.option = 0;

		sd->status.str=1;
		sd->status.agi=1;
		sd->status.vit=1;
		sd->status.int_=1;
		sd->status.dex=1;
		sd->status.luk=1;
		if(sd->status.class_ == JOB_NOVICE_HIGH) {
			sd->status.status_point=100;	// not 88 [celest]
			// give platinum skills upon changing
			pc->skill(sd,142,1,0);
			pc->skill(sd,143,1,0);
		}
	}

	if(type == 2){
		sd->status.skill_point=0;
		sd->status.base_level=1;
		sd->status.job_level=1;
		sd->status.base_exp=0;
		sd->status.job_exp=0;
	}
	if(type == 3){
		sd->status.base_level=1;
		sd->status.base_exp=0;
	}
	if(type == 4){
		sd->status.job_level=1;
		sd->status.job_exp=0;
	}

	clif->updatestatus(sd,SP_STATUSPOINT);
	clif->updatestatus(sd,SP_STR);
	clif->updatestatus(sd,SP_AGI);
	clif->updatestatus(sd,SP_VIT);
	clif->updatestatus(sd,SP_INT);
	clif->updatestatus(sd,SP_DEX);
	clif->updatestatus(sd,SP_LUK);
	clif->updatestatus(sd,SP_BASELEVEL);
	clif->updatestatus(sd,SP_JOBLEVEL);
	clif->updatestatus(sd,SP_STATUSPOINT);
	clif->updatestatus(sd,SP_BASEEXP);
	clif->updatestatus(sd,SP_JOBEXP);
	clif->updatestatus(sd,SP_NEXTBASEEXP);
	clif->updatestatus(sd,SP_NEXTJOBEXP);
	clif->updatestatus(sd,SP_SKILLPOINT);

	clif->updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif->updatestatus(sd,SP_UAGI);
	clif->updatestatus(sd,SP_UVIT);
	clif->updatestatus(sd,SP_UINT);
	clif->updatestatus(sd,SP_UDEX);
	clif->updatestatus(sd,SP_ULUK);	// End Addition

	for(i=0;i<EQI_MAX;i++) { // unequip items that can't be equipped by base 1 [Valaris]
		if(sd->equip_index[i] >= 0)
			if(!pc->isequip(sd,sd->equip_index[i]))
				pc->unequipitem(sd,sd->equip_index[i],2);
	}

	if ((type == 1 || type == 2 || type == 3) && sd->status.party_id)
		party->send_levelup(sd);

	status_calc_pc(sd,0);
	clif->skillinfoblock(sd);

	return 0;
}
/*==========================================
 * /resetstate
 *------------------------------------------*/
int pc_resetstate(struct map_session_data* sd)
{
	nullpo_ret(sd);

	if (battle_config.use_statpoint_table)
	{	// New statpoint table used here - Dexity
		if (sd->status.base_level > MAX_LEVEL)
		{	//statp[] goes out of bounds, can't reset!
			ShowError("pc_resetstate: Can't reset stats of %d:%d, the base level (%d) is greater than the max level supported (%d)\n",
				sd->status.account_id, sd->status.char_id, sd->status.base_level, MAX_LEVEL);
			return 0;
		}

		sd->status.status_point = statp[sd->status.base_level] + ( sd->class_&JOBL_UPPER ? 52 : 0 ); // extra 52+48=100 stat points
	}
	else
	{
		int add=0;
		add += pc->need_status_point(sd, SP_STR, 1-pc_getstat(sd, SP_STR));
		add += pc->need_status_point(sd, SP_AGI, 1-pc_getstat(sd, SP_AGI));
		add += pc->need_status_point(sd, SP_VIT, 1-pc_getstat(sd, SP_VIT));
		add += pc->need_status_point(sd, SP_INT, 1-pc_getstat(sd, SP_INT));
		add += pc->need_status_point(sd, SP_DEX, 1-pc_getstat(sd, SP_DEX));
		add += pc->need_status_point(sd, SP_LUK, 1-pc_getstat(sd, SP_LUK));

		sd->status.status_point+=add;
	}

	pc_setstat(sd, SP_STR, 1);
	pc_setstat(sd, SP_AGI, 1);
	pc_setstat(sd, SP_VIT, 1);
	pc_setstat(sd, SP_INT, 1);
	pc_setstat(sd, SP_DEX, 1);
	pc_setstat(sd, SP_LUK, 1);

	clif->updatestatus(sd,SP_STR);
	clif->updatestatus(sd,SP_AGI);
	clif->updatestatus(sd,SP_VIT);
	clif->updatestatus(sd,SP_INT);
	clif->updatestatus(sd,SP_DEX);
	clif->updatestatus(sd,SP_LUK);

	clif->updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif->updatestatus(sd,SP_UAGI);
	clif->updatestatus(sd,SP_UVIT);
	clif->updatestatus(sd,SP_UINT);
	clif->updatestatus(sd,SP_UDEX);
	clif->updatestatus(sd,SP_ULUK);	// End Addition

	clif->updatestatus(sd,SP_STATUSPOINT);

	if( sd->mission_mobid ) { //bugreport:2200
		sd->mission_mobid = 0;
		sd->mission_count = 0;
		pc_setglobalreg(sd,"TK_MISSION_ID", 0);
	}

	status_calc_pc(sd,0);

	return 1;
}

/*==========================================
 * /resetskill
 * if flag&1, perform block resync and status_calc call.
 * if flag&2, just count total amount of skill points used by player, do not really reset.
 * if flag&4, just reset the skills if the player class is a bard/dancer type (for changesex.)
 *------------------------------------------*/
int pc_resetskill(struct map_session_data* sd, int flag)
{
	int i, lv, inf2, skill_point=0;
	nullpo_ret(sd);

	if( flag&4 && (sd->class_&MAPID_UPPERMASK) != MAPID_BARDDANCER )
		return 0;

	if( !(flag&2) ) { //Remove stuff lost when resetting skills.

		/**
		 * It has been confirmed on official server that when you reset skills with a ranked tweakwon your skills are not reset (because you have all of them anyway)
		 **/
		if( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) )
			return 0;

		if( pc->checkskill(sd, SG_DEVIL) &&  !pc->nextjobexp(sd) ) //Remove perma blindness due to skill-reset. [Skotlex]
			clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_DEVIL1);
		i = sd->sc.option;
		if( i&OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) )
			i &= ~OPTION_RIDING;
		if( i&OPTION_FALCON && pc->checkskill(sd, HT_FALCON) )
			i &= ~OPTION_FALCON;
		if( i&OPTION_DRAGON && pc->checkskill(sd, RK_DRAGONTRAINING) )
			i &= ~OPTION_DRAGON;
		if( i&OPTION_WUG && pc->checkskill(sd, RA_WUGMASTERY) )
			i &= ~OPTION_WUG;
		if( i&OPTION_WUGRIDER && pc->checkskill(sd, RA_WUGRIDER) )
			i &= ~OPTION_WUGRIDER;
		if( i&OPTION_MADOGEAR && ( sd->class_&MAPID_THIRDMASK ) == MAPID_MECHANIC )
			i &= ~OPTION_MADOGEAR;
#ifndef NEW_CARTS
		if( i&OPTION_CART && pc->checkskill(sd, MC_PUSHCART) )
			i &= ~OPTION_CART;
#else
		if( sd->sc.data[SC_PUSH_CART] )
			pc->setcart(sd, 0);
#endif
		if( i != sd->sc.option )
			pc->setoption(sd, i);

		if( homun_alive(sd->hd) && pc->checkskill(sd, AM_CALLHOMUN) )
			homun->vaporize(sd, 0);
	}

	for( i = 1; i < MAX_SKILL; i++ ) {
		uint16 skill_id = 0;
		lv = sd->status.skill[i].lv;
		if (lv < 1) continue;

		inf2 = skill_db[i].inf2;

		if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
			continue;
		
		skill_id = skill_db[i].nameid;
		
		// Don't reset trick dead if not a novice/baby
		if( skill_id == NV_TRICKDEAD && (sd->class_&MAPID_BASEMASK) != MAPID_NOVICE ) {
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
			continue;
		}

		// do not reset basic skill
		if( skill_id == NV_BASIC && (sd->class_&MAPID_BASEMASK) != MAPID_NOVICE )
			continue;

		if( sd->status.skill[i].flag == SKILL_FLAG_PERM_GRANTED )
			continue;
		
		if( flag&4 && !skill_ischangesex(i) )
			continue;

		if( inf2&INF2_QUEST_SKILL && !battle_config.quest_skill_learn ) {
			//Only handle quest skills in a special way when you can't learn them manually
			if( battle_config.quest_skill_reset && !(flag&2) ) { //Wipe them
				sd->status.skill[i].lv = 0;
				sd->status.skill[i].flag = 0;
			}
			continue;
		}
		if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT )
			skill_point += lv;
		else if( sd->status.skill[i].flag >= SKILL_FLAG_REPLACED_LV_0 )
			skill_point += (sd->status.skill[i].flag - SKILL_FLAG_REPLACED_LV_0);

		if( !(flag&2) ) {// reset
			sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
		}
	}

	if( flag&2 || !skill_point ) return skill_point;

	sd->status.skill_point += skill_point;

	if( flag&1 ) {
		clif->updatestatus(sd,SP_SKILLPOINT);
		clif->skillinfoblock(sd);
		status_calc_pc(sd,0);
	}

	return skill_point;
}

/*==========================================
 * /resetfeel [Komurka]
 *------------------------------------------*/
int pc_resetfeel(struct map_session_data* sd)
{
	int i;
	nullpo_ret(sd);

	for (i=0; i<MAX_PC_FEELHATE; i++)
	{
		sd->feel_map[i].m = -1;
		sd->feel_map[i].index = 0;
		pc_setglobalreg(sd,sg_info[i].feel_var,0);
	}

	return 0;
}

int pc_resethate(struct map_session_data* sd)
{
	int i;
	nullpo_ret(sd);

	for (i=0; i<3; i++)
	{
		sd->hate_mob[i] = -1;
		pc_setglobalreg(sd,sg_info[i].hate_var,0);
	}
	return 0;
}

int pc_skillatk_bonus(struct map_session_data *sd, uint16 skill_id)
{
	int i, bonus = 0;
	nullpo_ret(sd);

	ARR_FIND(0, ARRAYLENGTH(sd->skillatk), i, sd->skillatk[i].id == skill_id);
	if( i < ARRAYLENGTH(sd->skillatk) ) bonus = sd->skillatk[i].val;

	if(sd->sc.data[SC_PYROTECHNIC_OPTION] || sd->sc.data[SC_AQUAPLAY_OPTION])
		bonus += 10;

	return bonus;
}

int pc_skillheal_bonus(struct map_session_data *sd, uint16 skill_id) {
	int i, bonus = sd->bonus.add_heal_rate;

	if( bonus ) {
		switch( skill_id ) {
			case AL_HEAL:           if( !(battle_config.skill_add_heal_rate&1) ) bonus = 0; break;
			case PR_SANCTUARY:      if( !(battle_config.skill_add_heal_rate&2) ) bonus = 0; break;
			case AM_POTIONPITCHER:  if( !(battle_config.skill_add_heal_rate&4) ) bonus = 0; break;
			case CR_SLIMPITCHER:    if( !(battle_config.skill_add_heal_rate&8) ) bonus = 0; break;
			case BA_APPLEIDUN:      if( !(battle_config.skill_add_heal_rate&16)) bonus = 0; break;
		}
	}

	ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == skill_id);

	if( i < ARRAYLENGTH(sd->skillheal) )
		bonus += sd->skillheal[i].val;

	return bonus;
}

int pc_skillheal2_bonus(struct map_session_data *sd, uint16 skill_id) {
	int i, bonus = sd->bonus.add_heal2_rate;

	ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == skill_id);

	if( i < ARRAYLENGTH(sd->skillheal2) )
		bonus += sd->skillheal2[i].val;

	return bonus;
}

void pc_respawn(struct map_session_data* sd, clr_type clrtype)
{
	if( !pc_isdead(sd) )
		return; // not applicable
	if( sd->bg_id && bg_member_respawn(sd) )
		return; // member revived by battleground

	pc->setstand(sd);
	pc->setrestartvalue(sd,3);
	if( pc->setpos(sd, sd->status.save_point.map, sd->status.save_point.x, sd->status.save_point.y, clrtype) )
		clif->resurrection(&sd->bl, 1); //If warping fails, send a normal stand up packet.
}

static int pc_respawn_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd = iMap->id2sd(id);
	if( sd != NULL )
	{
		sd->pvp_point=0;
		pc->respawn(sd,CLR_OUTSIGHT);
	}

	return 0;
}

/*==========================================
 * Invoked when a player has received damage
 *------------------------------------------*/
void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)
{
	if (sp) clif->updatestatus(sd,SP_SP);
	if (hp) clif->updatestatus(sd,SP_HP);
	else return;

	if( !src || src == &sd->bl )
		return;

	if( pc_issit(sd) ) {
		pc->setstand(sd);
		skill->sit(sd,0);
	}

	if( sd->progressbar.npc_id ){
		clif->progressbar_abort(sd);
		sd->state.workinprogress = 0;
	}

	if( sd->status.pet_id > 0 && sd->pd && battle_config.pet_damage_support )
		pet_target_check(sd,src,1);

	if( sd->status.ele_id > 0 )
		elemental->set_target(sd,src);

	sd->canlog_tick = iTimer->gettick();
}

/*==========================================
 * Invoked when a player has negative current hp
 *------------------------------------------*/
int pc_dead(struct map_session_data *sd,struct block_list *src) {
	int i=0,j=0,k=0;
	unsigned int tick = iTimer->gettick();

	for(k = 0; k < 5; k++)
		if (sd->devotion[k]){
			struct map_session_data *devsd = iMap->id2sd(sd->devotion[k]);
			if (devsd)
				status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER);
			sd->devotion[k] = 0;
		}

	if(sd->status.pet_id > 0 && sd->pd) {
		struct pet_data *pd = sd->pd;
		if( !map[sd->bl.m].flag.noexppenalty ) {
			pet_set_intimate(pd, pd->pet.intimate - pd->petDB->die);
			if( pd->pet.intimate < 0 )
				pd->pet.intimate = 0;
			clif->send_petdata(sd,sd->pd,1,pd->pet.intimate);
		}
		if( sd->pd->target_id ) // Unlock all targets...
			pet_unlocktarget(sd->pd);
	}

	if (sd->status.hom_id > 0){
	    if(battle_config.homunculus_auto_vapor && sd->hd && !sd->hd->sc.data[SC_LIGHT_OF_REGENE])
		    homun->vaporize(sd, 0);
	}

	if( sd->md )
		mercenary->delete(sd->md, 3); // Your mercenary soldier has ran away.

	if( sd->ed )
		elemental->delete(sd->ed, 0);

	// Leave duel if you die [LuzZza]
	if(battle_config.duel_autoleave_when_die) {
		if(sd->duel_group > 0)
			iDuel->leave(sd->duel_group, sd);
		if(sd->duel_invite > 0)
			iDuel->reject(sd->duel_invite, sd);
	}

	if (sd->npc_id && sd->st && sd->st->state != RUN)
		npc_event_dequeue(sd);
	
	pc_setglobalreg(sd,"PC_DIE_COUNTER",sd->die_counter+1);
	pc->setparam(sd, SP_KILLERRID, src?src->id:0);

	if( sd->bg_id ) {/* TODO: purge when bgqueue is deemed ok */
		struct battleground_data *bg;
		if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
			npc_event(sd, bg->die_event, 0);
	}
	
	for( i = 0; i < sd->queues_count; i++ ) {
		struct hQueue *queue;
		if( (queue = script->queue(sd->queues[i])) && queue->onDeath[0] != '\0' )
			npc_event(sd, queue->onDeath, 0);
	}
	
	npc_script_event(sd,NPCE_DIE);
		
	// Clear anything NPC-related when you die and was interacting with one.
	if (sd->npc_id || sd->npc_shopid) {
		if (sd->state.using_fake_npc) {
			clif->clearunit_single(sd->npc_id, CLR_OUTSIGHT, sd->fd);
			sd->state.using_fake_npc = 0;
		}
		if (sd->state.menu_or_input)
			sd->state.menu_or_input = 0;
		if (sd->npc_menu)
			sd->npc_menu = 0;

		sd->npc_id = 0;
		sd->npc_shopid = 0;
		if (sd->st && sd->st->state != END)
			sd->st->state = END;
	}

	/* e.g. not killed thru pc->damage */
	if( pc_issit(sd) ) {
		clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
	}

	pc_setdead(sd);
	//Reset menu skills/item skills
	if (sd->skillitem)
		sd->skillitem = sd->skillitemlv = 0;
	if (sd->menuskill_id)
		sd->menuskill_id = sd->menuskill_val = 0;
	//Reset ticks.
	sd->hp_loss.tick = sd->sp_loss.tick = sd->hp_regen.tick = sd->sp_regen.tick = 0;

	if ( sd && sd->spiritball )
		pc->delspiritball(sd,sd->spiritball,0);

	for(i = 1; i < 5; i++)
		pc->del_charm(sd, sd->charm[i], i);

	if (src) {
		switch (src->type) {
			case BL_MOB:
			{
				struct mob_data *md=(struct mob_data *)src;
				if(md->target_id==sd->bl.id)
					mob->unlocktarget(md,tick);
				if(battle_config.mobs_level_up && md->status.hp &&
					(unsigned int)md->level < pc->maxbaselv(sd) &&
					!md->guardian_data && !md->special_state.ai// Guardians/summons should not level. [Skotlex]
				) { 	// monster level up [Valaris]
					clif->misceffect(&md->bl,0);
					md->level++;
					status_calc_mob(md, 0);
					status_percent_heal(src,10,0);

					if( battle_config.show_mob_info&4 )
					{// update name with new level
						clif->charnameack(0, &md->bl);
					}
				}
				src = battle->get_master(src); // Maybe Player Summon
			}
			break;
			case BL_PET: //Pass on to master...
				src = &((TBL_PET*)src)->msd->bl;
			break;
			case BL_HOM:
				src = &((TBL_HOM*)src)->master->bl;
			break;
			case BL_MER:
				src = &((TBL_MER*)src)->master->bl;
			break;
		}
	}

	if (src && src->type == BL_PC) {
		struct map_session_data *ssd = (struct map_session_data *)src;
		pc->setparam(ssd, SP_KILLEDRID, sd->bl.id);
		npc_script_event(ssd, NPCE_KILLPC);

		if (battle_config.pk_mode&2) {
			ssd->status.manner -= 5;
			if(ssd->status.manner < 0)
				sc_start(src,SC_NOCHAT,100,0,0);
#if 0
			// PK/Karma system code (not enabled yet) [celest]
			// originally from Kade Online, so i don't know if any of these is correct ^^;
			// note: karma is measured REVERSE, so more karma = more 'evil' / less honourable,
			// karma going down = more 'good' / more honourable.
			// The Karma System way...

			if (sd->status.karma > ssd->status.karma) {	// If player killed was more evil
				sd->status.karma--;
				ssd->status.karma--;
			}
			else if (sd->status.karma < ssd->status.karma)	// If player killed was more good
				ssd->status.karma++;


			// or the PK System way...

			if (sd->status.karma > 0)	// player killed is dishonourable?
				ssd->status.karma--; // honour points earned
			sd->status.karma++;	// honour points lost

			// To-do: Receive exp on certain occasions
#endif
		}
	}

	if(battle_config.bone_drop==2
		|| (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
	{
		struct item item_tmp;
		memset(&item_tmp,0,sizeof(item_tmp));
		item_tmp.nameid=ITEMID_SKULL_;
		item_tmp.identify=1;
		item_tmp.card[0]=CARD0_CREATE;
		item_tmp.card[1]=0;
		item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
		item_tmp.card[3]=GetWord(sd->status.char_id,1);
		iMap->addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
	}

	// activate Steel body if a super novice dies at 99+% exp [celest]
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
  	{
		unsigned int next = pc->nextbaseexp(sd);
		if( next == 0 ) next = pc->thisbaseexp(sd);
		if( get_percentage(sd->status.base_exp,next) >= 99 ) {
			sd->state.snovice_dead_flag = 1;
			pc->setstand(sd);
			status_percent_heal(&sd->bl, 100, 100);
			clif->resurrection(&sd->bl, 1);
			if(battle_config.pc_invincible_time)
				pc->setinvincibletimer(sd, battle_config.pc_invincible_time);
			sc_start(&sd->bl,iStatus->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
			if(map_flag_gvg2(sd->bl.m))
				pc_respawn_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0);
			return 0;
		}
	}

	// changed penalty options, added death by player if pk_mode [Valaris]
	if(battle_config.death_penalty_type
		&& (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE	// only novices will receive no penalty
		&& !map[sd->bl.m].flag.noexppenalty && !map_flag_gvg2(sd->bl.m)
		&& !sd->sc.data[SC_BABY] && !sd->sc.data[SC_CASH_DEATHPENALTY])
	{
		unsigned int base_penalty =0;
		if (battle_config.death_penalty_base > 0) {
			switch (battle_config.death_penalty_type) {
				case 1:
					base_penalty = (unsigned int) ((double)pc->nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000);
				break;
				case 2:
					base_penalty = (unsigned int) ((double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000);
				break;
			}
			if(base_penalty) {
			  	if (battle_config.pk_mode && src && src->type==BL_PC)
					base_penalty*=2;
				sd->status.base_exp -= min(sd->status.base_exp, base_penalty);
				clif->updatestatus(sd,SP_BASEEXP);
			}
		}
		if(battle_config.death_penalty_job > 0)
	  	{
			base_penalty = 0;
			switch (battle_config.death_penalty_type) {
				case 1:
					base_penalty = (unsigned int) ((double)pc->nextjobexp(sd) * (double)battle_config.death_penalty_job/10000);
				break;
				case 2:
					base_penalty = (unsigned int) ((double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000);
				break;
			}
			if(base_penalty) {
			  	if (battle_config.pk_mode && src && src->type==BL_PC)
					base_penalty*=2;
				sd->status.job_exp -= min(sd->status.job_exp, base_penalty);
				clif->updatestatus(sd,SP_JOBEXP);
			}
		}
		if(battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty)
	  	{
			base_penalty = (unsigned int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
			if(base_penalty)
				pc->payzeny(sd, base_penalty, LOG_TYPE_PICKDROP_PLAYER, NULL);
		}
	}

	if(map[sd->bl.m].flag.pvp_nightmaredrop)
	{ // Moved this outside so it works when PVP isn't enabled and during pk mode [Ancyker]
		for(j=0;j<map[sd->bl.m].drop_list_count;j++){
			int id = map[sd->bl.m].drop_list[j].drop_id;
			int type = map[sd->bl.m].drop_list[j].drop_type;
			int per = map[sd->bl.m].drop_list[j].drop_per;
			if(id == 0)
				continue;
			if(id == -1){
				int eq_num=0,eq_n[MAX_INVENTORY];
				memset(eq_n,0,sizeof(eq_n));
				for(i=0;i<MAX_INVENTORY;i++){
					if( (type == 1 && !sd->status.inventory[i].equip)
						|| (type == 2 && sd->status.inventory[i].equip)
						||  type == 3)
					{
						int k;
						ARR_FIND( 0, MAX_INVENTORY, k, eq_n[k] <= 0 );
						if( k < MAX_INVENTORY )
							eq_n[k] = i;

						eq_num++;
					}
				}
				if(eq_num > 0){
					int n = eq_n[rnd()%eq_num];
					if(rnd()%10000 < per){
						if(sd->status.inventory[n].equip)
							pc->unequipitem(sd,n,3);
						pc->dropitem(sd,n,1);
					}
				}
			}
			else if(id > 0){
				for(i=0;i<MAX_INVENTORY;i++){
					if(sd->status.inventory[i].nameid == id
						&& rnd()%10000 < per
						&& ((type == 1 && !sd->status.inventory[i].equip)
							|| (type == 2 && sd->status.inventory[i].equip)
							|| type == 3) ){
						if(sd->status.inventory[i].equip)
							pc->unequipitem(sd,i,3);
						pc->dropitem(sd,i,1);
						break;
					}
				}
			}
		}
	}
	// pvp
	// disable certain pvp functions on pk_mode [Valaris]
	if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode && !map[sd->bl.m].flag.pvp_nocalcrank )
	{
		sd->pvp_point -= 5;
		sd->pvp_lost++;
		if( src && src->type == BL_PC )
		{
			struct map_session_data *ssd = (struct map_session_data *)src;
			ssd->pvp_point++;
			ssd->pvp_won++;
		}
		if( sd->pvp_point < 0 )
		{
			iTimer->add_timer(tick+1, pc_respawn_timer,sd->bl.id,0);
			return 1|8;
		}
	}
	//GvG
	if( map_flag_gvg2(sd->bl.m) ) {
		iTimer->add_timer(tick+1, pc_respawn_timer, sd->bl.id, 0);
		return 1|8;
	} else if( sd->bg_id ) {
		struct battleground_data *bg = bg_team_search(sd->bg_id);
		if( bg && bg->mapindex > 0 ) { // Respawn by BG
			iTimer->add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0);
			return 1|8;
		}
	}


	//Reset "can log out" tick.
	if( battle_config.prevent_logout )
		sd->canlog_tick = iTimer->gettick() - battle_config.prevent_logout;
	return 1;
}

void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp) {
	if(hp) clif->updatestatus(sd,SP_HP);
	if(sp) clif->updatestatus(sd,SP_SP);

	pc->setstand(sd);
	if(battle_config.pc_invincible_time > 0)
		pc->setinvincibletimer(sd, battle_config.pc_invincible_time);

	if( sd->state.gmaster_flag ) {
		guild->aura_refresh(sd,GD_LEADERSHIP,guild->checkskill(sd->guild,GD_LEADERSHIP));
		guild->aura_refresh(sd,GD_GLORYWOUNDS,guild->checkskill(sd->guild,GD_GLORYWOUNDS));
		guild->aura_refresh(sd,GD_SOULCOLD,guild->checkskill(sd->guild,GD_SOULCOLD));
		guild->aura_refresh(sd,GD_HAWKEYES,guild->checkskill(sd->guild,GD_HAWKEYES));
	}
}
// script
//
/*==========================================
 * script reading pc status registry
 *------------------------------------------*/
int pc_readparam(struct map_session_data* sd,int type)
{
	int val = 0;

	nullpo_ret(sd);

	switch(type) {
		case SP_SKILLPOINT:      val = sd->status.skill_point; break;
		case SP_STATUSPOINT:     val = sd->status.status_point; break;
		case SP_ZENY:            val = sd->status.zeny; break;
		case SP_BASELEVEL:       val = sd->status.base_level; break;
		case SP_JOBLEVEL:        val = sd->status.job_level; break;
		case SP_CLASS:           val = sd->status.class_; break;
		case SP_BASEJOB:         val = pc->mapid2jobid(sd->class_&MAPID_UPPERMASK, sd->status.sex); break; //Base job, extracting upper type.
		case SP_UPPER:           val = sd->class_&JOBL_UPPER?1:(sd->class_&JOBL_BABY?2:0); break;
		case SP_BASECLASS:       val = pc->mapid2jobid(sd->class_&MAPID_BASEMASK, sd->status.sex); break; //Extract base class tree. [Skotlex]
		case SP_SEX:             val = sd->status.sex; break;
		case SP_WEIGHT:          val = sd->weight; break;
		case SP_MAXWEIGHT:       val = sd->max_weight; break;
		case SP_BASEEXP:         val = sd->status.base_exp; break;
		case SP_JOBEXP:          val = sd->status.job_exp; break;
		case SP_NEXTBASEEXP:     val = pc->nextbaseexp(sd); break;
		case SP_NEXTJOBEXP:      val = pc->nextjobexp(sd); break;
		case SP_HP:              val = sd->battle_status.hp; break;
		case SP_MAXHP:           val = sd->battle_status.max_hp; break;
		case SP_SP:              val = sd->battle_status.sp; break;
		case SP_MAXSP:           val = sd->battle_status.max_sp; break;
		case SP_STR:             val = sd->status.str; break;
		case SP_AGI:             val = sd->status.agi; break;
		case SP_VIT:             val = sd->status.vit; break;
		case SP_INT:             val = sd->status.int_; break;
		case SP_DEX:             val = sd->status.dex; break;
		case SP_LUK:             val = sd->status.luk; break;
		case SP_KARMA:           val = sd->status.karma; break;
		case SP_MANNER:          val = sd->status.manner; break;
		case SP_FAME:            val = sd->status.fame; break;
		case SP_KILLERRID:       val = sd->killerrid; break;
		case SP_KILLEDRID:       val = sd->killedrid; break;
		case SP_SLOTCHANGE:		 val = sd->status.slotchange; break;
		case SP_CHARRENAME:		 val = sd->status.rename; break;
		case SP_CRITICAL:        val = sd->battle_status.cri/10; break;
		case SP_ASPD:            val = (2000-sd->battle_status.amotion)/10; break;
		case SP_BASE_ATK:	     val = sd->battle_status.batk; break;
		case SP_DEF1:		     val = sd->battle_status.def; break;
		case SP_DEF2:		     val = sd->battle_status.def2; break;
		case SP_MDEF1:		     val = sd->battle_status.mdef; break;
		case SP_MDEF2:		     val = sd->battle_status.mdef2; break;
		case SP_HIT:		     val = sd->battle_status.hit; break;
		case SP_FLEE1:		     val = sd->battle_status.flee; break;
		case SP_FLEE2:		     val = sd->battle_status.flee2; break;
		case SP_DEFELE:		     val = sd->battle_status.def_ele; break;
#ifndef RENEWAL_CAST
		case SP_VARCASTRATE:
#endif	
		case SP_CASTRATE:
				val = sd->castrate+=val;
			break;
		case SP_MAXHPRATE:	     val = sd->hprate; break;
		case SP_MAXSPRATE:	     val = sd->sprate; break;
		case SP_SPRATE:		     val = sd->dsprate; break;
		case SP_SPEED_RATE:	     val = sd->bonus.speed_rate; break;
		case SP_SPEED_ADDRATE:   val = sd->bonus.speed_add_rate; break;
		case SP_ASPD_RATE:
#ifndef RENEWAL_ASPD
			val = sd->battle_status.aspd_rate;
#else
			val = sd->battle_status.aspd_rate2;
#endif
			break;
		case SP_HP_RECOV_RATE:   val = sd->hprecov_rate; break;
		case SP_SP_RECOV_RATE:   val = sd->sprecov_rate; break;
		case SP_CRITICAL_DEF:    val = sd->bonus.critical_def; break;
		case SP_NEAR_ATK_DEF:    val = sd->bonus.near_attack_def_rate; break;
		case SP_LONG_ATK_DEF:    val = sd->bonus.long_attack_def_rate; break;
		case SP_DOUBLE_RATE:     val = sd->bonus.double_rate; break;
		case SP_DOUBLE_ADD_RATE: val = sd->bonus.double_add_rate; break;
		case SP_MATK_RATE:       val = sd->matk_rate; break;
		case SP_ATK_RATE:        val = sd->bonus.atk_rate; break;
		case SP_MAGIC_ATK_DEF:   val = sd->bonus.magic_def_rate; break;
		case SP_MISC_ATK_DEF:    val = sd->bonus.misc_def_rate; break;
		case SP_PERFECT_HIT_RATE:val = sd->bonus.perfect_hit; break;
		case SP_PERFECT_HIT_ADD_RATE: val = sd->bonus.perfect_hit_add; break;
		case SP_CRITICAL_RATE:   val = sd->critical_rate; break;
		case SP_HIT_RATE:        val = sd->hit_rate; break;
		case SP_FLEE_RATE:       val = sd->flee_rate; break;
		case SP_FLEE2_RATE:      val = sd->flee2_rate; break;
		case SP_DEF_RATE:        val = sd->def_rate; break;
		case SP_DEF2_RATE:       val = sd->def2_rate; break;
		case SP_MDEF_RATE:       val = sd->mdef_rate; break;
		case SP_MDEF2_RATE:      val = sd->mdef2_rate; break;
		case SP_RESTART_FULL_RECOVER: val = sd->special_state.restart_full_recover?1:0; break;
		case SP_NO_CASTCANCEL:   val = sd->special_state.no_castcancel?1:0; break;
		case SP_NO_CASTCANCEL2:  val = sd->special_state.no_castcancel2?1:0; break;
		case SP_NO_SIZEFIX:      val = sd->special_state.no_sizefix?1:0; break;
		case SP_NO_MAGIC_DAMAGE: val = sd->special_state.no_magic_damage; break;
		case SP_NO_WEAPON_DAMAGE:val = sd->special_state.no_weapon_damage; break;
		case SP_NO_MISC_DAMAGE:  val = sd->special_state.no_misc_damage; break;
		case SP_NO_GEMSTONE:     val = sd->special_state.no_gemstone?1:0; break;
		case SP_INTRAVISION:     val = sd->special_state.intravision?1:0; break;
		case SP_NO_KNOCKBACK:    val = sd->special_state.no_knockback?1:0; break;
		case SP_SPLASH_RANGE:    val = sd->bonus.splash_range; break;
		case SP_SPLASH_ADD_RANGE:val = sd->bonus.splash_add_range; break;
		case SP_SHORT_WEAPON_DAMAGE_RETURN: val = sd->bonus.short_weapon_damage_return; break;
		case SP_LONG_WEAPON_DAMAGE_RETURN: val = sd->bonus.long_weapon_damage_return; break;
		case SP_MAGIC_DAMAGE_RETURN: val = sd->bonus.magic_damage_return; break;
		case SP_PERFECT_HIDE:    val = sd->special_state.perfect_hiding?1:0; break;
		case SP_UNBREAKABLE:     val = sd->bonus.unbreakable; break;
		case SP_UNBREAKABLE_WEAPON: val = (sd->bonus.unbreakable_equip&EQP_WEAPON)?1:0; break;
		case SP_UNBREAKABLE_ARMOR: val = (sd->bonus.unbreakable_equip&EQP_ARMOR)?1:0; break;
		case SP_UNBREAKABLE_HELM: val = (sd->bonus.unbreakable_equip&EQP_HELM)?1:0; break;
		case SP_UNBREAKABLE_SHIELD: val = (sd->bonus.unbreakable_equip&EQP_SHIELD)?1:0; break;
		case SP_UNBREAKABLE_GARMENT: val = (sd->bonus.unbreakable_equip&EQP_GARMENT)?1:0; break;
		case SP_UNBREAKABLE_SHOES: val = (sd->bonus.unbreakable_equip&EQP_SHOES)?1:0; break;
		case SP_CLASSCHANGE:     val = sd->bonus.classchange; break;
		case SP_LONG_ATK_RATE:   val = sd->bonus.long_attack_atk_rate; break;
		case SP_BREAK_WEAPON_RATE: val = sd->bonus.break_weapon_rate; break;
		case SP_BREAK_ARMOR_RATE: val = sd->bonus.break_armor_rate; break;
		case SP_ADD_STEAL_RATE:  val = sd->bonus.add_steal_rate; break;
		case SP_DELAYRATE:       val = sd->delayrate; break;
		case SP_CRIT_ATK_RATE:   val = sd->bonus.crit_atk_rate; break;
		case SP_UNSTRIPABLE_WEAPON: val = (sd->bonus.unstripable_equip&EQP_WEAPON)?1:0; break;
		case SP_UNSTRIPABLE:
		case SP_UNSTRIPABLE_ARMOR:
			val = (sd->bonus.unstripable_equip&EQP_ARMOR)?1:0;
			break;
		case SP_UNSTRIPABLE_HELM: val = (sd->bonus.unstripable_equip&EQP_HELM)?1:0; break;
		case SP_UNSTRIPABLE_SHIELD: val = (sd->bonus.unstripable_equip&EQP_SHIELD)?1:0; break;
		case SP_SP_GAIN_VALUE:   val = sd->bonus.sp_gain_value; break;
		case SP_HP_GAIN_VALUE:   val = sd->bonus.hp_gain_value; break;
		case SP_MAGIC_SP_GAIN_VALUE: val = sd->bonus.magic_sp_gain_value; break;
		case SP_MAGIC_HP_GAIN_VALUE: val = sd->bonus.magic_hp_gain_value; break;
		case SP_ADD_HEAL_RATE:   val = sd->bonus.add_heal_rate; break;
		case SP_ADD_HEAL2_RATE:  val = sd->bonus.add_heal2_rate; break;
		case SP_ADD_ITEM_HEAL_RATE: val = sd->bonus.itemhealrate2; break;
		case SP_EMATK:           val = sd->bonus.ematk; break;
		case SP_FIXCASTRATE:     val = sd->bonus.fixcastrate; break;
		case SP_ADD_FIXEDCAST:   val = sd->bonus.add_fixcast; break;
#ifdef RENEWAL_CAST
		case SP_VARCASTRATE:     val = sd->bonus.varcastrate; break;
		case SP_ADD_VARIABLECAST:val = sd->bonus.add_varcast; break;
#endif
			
	}

	return val;
}

/*==========================================
 * script set pc status registry
 *------------------------------------------*/
int pc_setparam(struct map_session_data *sd,int type,int val)
{
	int i = 0;

	nullpo_ret(sd);

	switch(type){
	case SP_BASELEVEL:
		if ((unsigned int)val > pc->maxbaselv(sd)) //Capping to max
			val = pc->maxbaselv(sd);
		if ((unsigned int)val > sd->status.base_level) {
			int stat=0;
			for (i = 0; i < (int)((unsigned int)val - sd->status.base_level); i++)
				stat += pc->gets_status_point(sd->status.base_level + i);
			sd->status.status_point += stat;
		}
		sd->status.base_level = (unsigned int)val;
		sd->status.base_exp = 0;
		// clif->updatestatus(sd, SP_BASELEVEL);  // Gets updated at the bottom
		clif->updatestatus(sd, SP_NEXTBASEEXP);
		clif->updatestatus(sd, SP_STATUSPOINT);
		clif->updatestatus(sd, SP_BASEEXP);
		status_calc_pc(sd, 0);
		if(sd->status.party_id)
		{
			party->send_levelup(sd);
		}
		break;
	case SP_JOBLEVEL:
		if ((unsigned int)val >= sd->status.job_level) {
			if ((unsigned int)val > pc->maxjoblv(sd)) val = pc->maxjoblv(sd);
			sd->status.skill_point += val - sd->status.job_level;
			clif->updatestatus(sd, SP_SKILLPOINT);
		}
		sd->status.job_level = (unsigned int)val;
		sd->status.job_exp = 0;
		// clif->updatestatus(sd, SP_JOBLEVEL);  // Gets updated at the bottom
		clif->updatestatus(sd, SP_NEXTJOBEXP);
		clif->updatestatus(sd, SP_JOBEXP);
		status_calc_pc(sd, 0);
		break;
	case SP_SKILLPOINT:
		sd->status.skill_point = val;
		break;
	case SP_STATUSPOINT:
		sd->status.status_point = val;
		break;
	case SP_ZENY:
		if( val < 0 )
			return 0;// can't set negative zeny
		logs->zeny(sd, LOG_TYPE_SCRIPT, sd, -(sd->status.zeny - cap_value(val, 0, MAX_ZENY)));
		sd->status.zeny = cap_value(val, 0, MAX_ZENY);
		break;
	case SP_BASEEXP:
		if(pc->nextbaseexp(sd) > 0) {
			sd->status.base_exp = val;
			pc->checkbaselevelup(sd);
		}
		break;
	case SP_JOBEXP:
		if(pc->nextjobexp(sd) > 0) {
			sd->status.job_exp = val;
			pc->checkjoblevelup(sd);
		}
		break;
	case SP_SEX:
		sd->status.sex = val ? SEX_MALE : SEX_FEMALE;
		break;
	case SP_WEIGHT:
		sd->weight = val;
		break;
	case SP_MAXWEIGHT:
		sd->max_weight = val;
		break;
	case SP_HP:
		sd->battle_status.hp = cap_value(val, 1, (int)sd->battle_status.max_hp);
		break;
	case SP_MAXHP:
		sd->battle_status.max_hp = cap_value(val, 1, battle_config.max_hp);

		if( sd->battle_status.max_hp < sd->battle_status.hp )
		{
			sd->battle_status.hp = sd->battle_status.max_hp;
			clif->updatestatus(sd, SP_HP);
		}
		break;
	case SP_SP:
		sd->battle_status.sp = cap_value(val, 0, (int)sd->battle_status.max_sp);
		break;
	case SP_MAXSP:
		sd->battle_status.max_sp = cap_value(val, 1, battle_config.max_sp);

		if( sd->battle_status.max_sp < sd->battle_status.sp )
		{
			sd->battle_status.sp = sd->battle_status.max_sp;
			clif->updatestatus(sd, SP_SP);
		}
		break;
	case SP_STR:
		sd->status.str = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_AGI:
		sd->status.agi = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_VIT:
		sd->status.vit = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_INT:
		sd->status.int_ = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_DEX:
		sd->status.dex = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_LUK:
		sd->status.luk = cap_value(val, 1, pc_maxparameter(sd));
		break;
	case SP_KARMA:
		sd->status.karma = val;
		break;
	case SP_MANNER:
		sd->status.manner = val;
		break;
	case SP_FAME:
		sd->status.fame = val;
		break;
	case SP_KILLERRID:
		sd->killerrid = val;
		return 1;
	case SP_KILLEDRID:
		sd->killedrid = val;
		return 1;
	case SP_SLOTCHANGE:
		sd->status.slotchange = val;
		return 1;
	case SP_CHARRENAME:
		sd->status.rename = val;
		return 1;
	default:
		ShowError("pc_setparam: Attempted to set unknown parameter '%d'.\n", type);
		return 0;
	}
	clif->updatestatus(sd,type);

	return 1;
}

/*==========================================
 * HP/SP Healing. If flag is passed, the heal type is through clif->heal, otherwise update status.
 *------------------------------------------*/
void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type)
{
	if (type) {
		if (hp)
			clif->heal(sd->fd,SP_HP,hp);
		if (sp)
			clif->heal(sd->fd,SP_SP,sp);
	} else {
		if(hp)
			clif->updatestatus(sd,SP_HP);
		if(sp)
			clif->updatestatus(sd,SP_SP);
	}
	return;
}

/*==========================================
 * HP/SP Recovery
 * Heal player hp and/or sp linearly.
 * Calculate bonus by status.
 *------------------------------------------*/
int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
{
	int bonus;

	if(hp) {
		int i;
		bonus = 100 + (sd->battle_status.vit<<1)
			+ pc->checkskill(sd,SM_RECOVERY)*10
			+ pc->checkskill(sd,AM_LEARNINGPOTION)*5;
		// A potion produced by an Alchemist in the Fame Top 10 gets +50% effect [DracoRPG]
		if (script->potion_flag > 1)
			bonus += bonus*(script->potion_flag-1)*50/100;
		//All item bonuses.
		bonus += sd->bonus.itemhealrate2;
		//Individual item bonuses.
		for(i = 0; i < ARRAYLENGTH(sd->itemhealrate) && sd->itemhealrate[i].nameid; i++) {
			struct item_data *it = itemdb->exists(sd->itemhealrate[i].nameid);
			if (sd->itemhealrate[i].nameid == itemid || (it && it->group && itemdb->in_group(it->group,itemid))) {
				bonus += bonus*sd->itemhealrate[i].rate/100;
				break;
			}
		}
		if(bonus!=100)
			hp = hp * bonus / 100;

		// Recovery Potion
		if( sd->sc.data[SC_HEALPLUS] )
			hp += (int)(hp * sd->sc.data[SC_HEALPLUS]->val1/100.);
	}
	if(sp) {
		bonus = 100 + (sd->battle_status.int_<<1)
			+ pc->checkskill(sd,MG_SRECOVERY)*10
			+ pc->checkskill(sd,AM_LEARNINGPOTION)*5;
		if (script->potion_flag > 1)
			bonus += bonus*(script->potion_flag-1)*50/100;
		if(bonus != 100)
			sp = sp * bonus / 100;
	}
	if( sd->sc.count ) {
		if ( sd->sc.data[SC_CRITICALWOUND] ) {
			hp -= hp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
			sp -= sp * sd->sc.data[SC_CRITICALWOUND]->val2 / 100;
		}

		if ( sd->sc.data[SC_DEATHHURT] ) {
			hp -= hp * 20 / 100;
			sp -= sp * 20 / 100;
		}

		if( sd->sc.data[SC_WATER_INSIGNIA] && sd->sc.data[SC_WATER_INSIGNIA]->val1 == 2 ) {
			hp += hp / 10;
			sp += sp / 10;
		}
#ifdef RENEWAL
		if( sd->sc.data[SC_EXTREMITYFIST2] )
			sp = 0;
#endif
	}

	return iStatus->heal(&sd->bl, hp, sp, 1);
}

/*==========================================
 * HP/SP Recovery
 * Heal player hp nad/or sp by rate
 *------------------------------------------*/
int pc_percentheal(struct map_session_data *sd,int hp,int sp)
{
	nullpo_ret(sd);

	if(hp > 100) hp = 100;
	else
	if(hp <-100) hp =-100;

	if(sp > 100) sp = 100;
	else
	if(sp <-100) sp =-100;

	if(hp >= 0 && sp >= 0) //Heal
		return status_percent_heal(&sd->bl, hp, sp);

	if(hp <= 0 && sp <= 0) //Damage (negative rates indicate % of max rather than current), and only kill target IF the specified amount is 100%
		return status_percent_damage(NULL, &sd->bl, hp, sp, hp==-100);

	//Crossed signs
	if(hp) {
		if(hp > 0)
			status_percent_heal(&sd->bl, hp, 0);
		else
			status_percent_damage(NULL, &sd->bl, hp, 0, hp==-100);
	}

	if(sp) {
		if(sp > 0)
			status_percent_heal(&sd->bl, 0, sp);
		else
			status_percent_damage(NULL, &sd->bl, 0, sp, false);
	}
	return 0;
}

static int jobchange_killclone(struct block_list *bl, va_list ap)
{
	struct mob_data *md;
		int flag;
	md = (struct mob_data *)bl;
	nullpo_ret(md);
	flag = va_arg(ap, int);

	if (md->master_id && md->special_state.clone && md->master_id == flag)
		status_kill(&md->bl);
	return 1;
}

/*==========================================
 * Called when player changes job
 * Rewrote to make it tidider [Celest]
 *------------------------------------------*/
int pc_jobchange(struct map_session_data *sd,int job, int upper)
{
	int i, fame_flag=0;
	int b_class, idx = 0;

	nullpo_ret(sd);

	if (job < 0)
		return 1;

	//Normalize job.
	b_class = pc->jobid2mapid(job);
	if (b_class == -1)
		return 1;
	switch (upper) {
		case 1:
			b_class|= JOBL_UPPER;
			break;
		case 2:
			b_class|= JOBL_BABY;
			break;
	}
	//This will automatically adjust bard/dancer classes to the correct gender
	//That is, if you try to jobchange into dancer, it will turn you to bard.
	job = pc->mapid2jobid(b_class, sd->status.sex);
	if (job == -1)
		return 1;

	if ((unsigned short)b_class == sd->class_)
		return 1; //Nothing to change.

	// changing from 1st to 2nd job
	if ((b_class&JOBL_2) && !(sd->class_&JOBL_2) && (b_class&MAPID_UPPERMASK) != MAPID_SUPER_NOVICE) {
		sd->change_level_2nd = sd->status.job_level;
		pc_setglobalreg (sd, "jobchange_level", sd->change_level_2nd);
	}
	// changing from 2nd to 3rd job
	else if((b_class&JOBL_THIRD) && !(sd->class_&JOBL_THIRD)) {
		sd->change_level_3rd = sd->status.job_level;
		pc_setglobalreg (sd, "jobchange_level_3rd", sd->change_level_3rd);
	}

	if(sd->cloneskill_id) {
		idx = skill->get_index(sd->cloneskill_id);
		if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
			sd->status.skill[idx].id = 0;
			sd->status.skill[idx].lv = 0;
			sd->status.skill[idx].flag = 0;
			clif->deleteskill(sd,sd->cloneskill_id);
		}
		sd->cloneskill_id = 0;
		pc_setglobalreg(sd, "CLONE_SKILL", 0);
		pc_setglobalreg(sd, "CLONE_SKILL_LV", 0);
	}

	if(sd->reproduceskill_id) {
		idx = skill->get_index(sd->reproduceskill_id);
		if( sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED ) {
			sd->status.skill[idx].id = 0;
			sd->status.skill[idx].lv = 0;
			sd->status.skill[idx].flag = 0;
			clif->deleteskill(sd,sd->reproduceskill_id);
		}
		sd->reproduceskill_id = 0;
		pc_setglobalreg(sd, "REPRODUCE_SKILL",0);
		pc_setglobalreg(sd, "REPRODUCE_SKILL_LV",0);
	}

	if ( (b_class&MAPID_UPPERMASK) != (sd->class_&MAPID_UPPERMASK) ) { //Things to remove when changing class tree.
		const int class_ = pc->class2idx(sd->status.class_);
		short id;
		for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
			//Remove status specific to your current tree skills.
			enum sc_type sc = iStatus->skill2sc(id);
			if (sc > SC_COMMON_MAX && sd->sc.data[sc])
				status_change_end(&sd->bl, sc, INVALID_TIMER);
		}
	}

	if( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && (b_class&MAPID_UPPERMASK) != MAPID_STAR_GLADIATOR) {
		/* going off star glad lineage, reset feel to not store no-longer-used vars in the database */
		pc->resetfeel(sd);
	}
	
	sd->status.class_ = job;
	fame_flag = pc->famerank(sd->status.char_id,sd->class_&MAPID_UPPERMASK);
	sd->class_ = (unsigned short)b_class;
	sd->status.job_level=1;
	sd->status.job_exp=0;

	if (sd->status.base_level > pc->maxbaselv(sd)) {
		sd->status.base_level = pc->maxbaselv(sd);
		sd->status.base_exp=0;
		pc->resetstate(sd);
		clif->updatestatus(sd,SP_STATUSPOINT);
		clif->updatestatus(sd,SP_BASELEVEL);
		clif->updatestatus(sd,SP_BASEEXP);
		clif->updatestatus(sd,SP_NEXTBASEEXP);
	}

	clif->updatestatus(sd,SP_JOBLEVEL);
	clif->updatestatus(sd,SP_JOBEXP);
	clif->updatestatus(sd,SP_NEXTJOBEXP);

	for(i=0;i<EQI_MAX;i++) {
		if(sd->equip_index[i] >= 0)
			if(!pc->isequip(sd,sd->equip_index[i]))
				pc->unequipitem(sd,sd->equip_index[i],2);	// unequip invalid item for class
	}

	//Change look, if disguised, you need to undisguise
	//to correctly calculate new job sprite without
	if (sd->disguise != -1)
		pc->disguise(sd, -1);

	iStatus->set_viewdata(&sd->bl, job);
	clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
	if(sd->vd.cloth_color)
		clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);

	//Update skill tree.
	pc->calc_skilltree(sd);
	clif->skillinfoblock(sd);

	if (sd->ed)
		elemental->delete(sd->ed, 0);
	if (sd->state.vending)
		vending->close(sd);

	iMap->foreachinmap(jobchange_killclone, sd->bl.m, BL_MOB, sd->bl.id);

	//Remove peco/cart/falcon
	i = sd->sc.option;
	if( i&OPTION_RIDING && (!pc->checkskill(sd, KN_RIDING) || (sd->class_&MAPID_THIRDMASK) == MAPID_RUNE_KNIGHT) )
		i&=~OPTION_RIDING;
	if( i&OPTION_FALCON && !pc->checkskill(sd, HT_FALCON) )
		i&=~OPTION_FALCON;
	if( i&OPTION_DRAGON && !pc->checkskill(sd,RK_DRAGONTRAINING) )
		i&=~OPTION_DRAGON;
	if( i&OPTION_WUGRIDER && !pc->checkskill(sd,RA_WUGMASTERY) )
		i&=~OPTION_WUGRIDER;
	if( i&OPTION_WUG && !pc->checkskill(sd,RA_WUGMASTERY) )
		i&=~OPTION_WUG;
	if( i&OPTION_MADOGEAR ) //You do not need a skill for this.
		i&=~OPTION_MADOGEAR;
#ifndef NEW_CARTS
	if( i&OPTION_CART && !pc->checkskill(sd, MC_PUSHCART) )
		i&=~OPTION_CART;
#else
	if( sd->sc.data[SC_PUSH_CART] && !pc->checkskill(sd, MC_PUSHCART) )
		pc->setcart(sd, 0);
#endif
	if(i != sd->sc.option)
		pc->setoption(sd, i);

	if(homun_alive(sd->hd) && !pc->checkskill(sd, AM_CALLHOMUN))
		homun->vaporize(sd, 0);

	if(sd->status.manner < 0)
		clif->changestatus(sd,SP_MANNER,sd->status.manner);

	status_calc_pc(sd,0);
	pc->checkallowskill(sd);
	pc->equiplookall(sd);

	//if you were previously famous, not anymore.
	if (fame_flag) {
		chrif->save(sd,0);
		chrif->buildfamelist();
	} else if (sd->status.fame > 0) {
		//It may be that now they are famous?
 		switch (sd->class_&MAPID_UPPERMASK) {
			case MAPID_BLACKSMITH:
			case MAPID_ALCHEMIST:
			case MAPID_TAEKWON:
				chrif->save(sd,0);
				chrif->buildfamelist();
			break;
		}
	}

	return 0;
}

/*==========================================
 * Tell client player sd has change equipement
 *------------------------------------------*/
int pc_equiplookall(struct map_session_data *sd)
{
	nullpo_ret(sd);

	clif->changelook(&sd->bl,LOOK_WEAPON,0);
	clif->changelook(&sd->bl,LOOK_SHOES,0);
	clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	clif->changelook(&sd->bl,LOOK_ROBE, sd->status.robe);

	return 0;
}

/*==========================================
 * Tell client player sd has change look (hair,equip...)
 *------------------------------------------*/
int pc_changelook(struct map_session_data *sd,int type,int val)
{
	nullpo_ret(sd);

	switch(type){
		case LOOK_BASE:
			iStatus->set_viewdata(&sd->bl, val);
			clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
			clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
			if (sd->vd.cloth_color)
				clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
			clif->skillinfoblock(sd);
			return 0;
			break;
		case LOOK_HAIR:	//Use the battle_config limits! [Skotlex]
			val = cap_value(val, MIN_HAIR_STYLE, MAX_HAIR_STYLE);

			if (sd->status.hair != val) {
				sd->status.hair=val;
				if (sd->status.guild_id) //Update Guild Window. [Skotlex]
					intif->guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
					GMI_HAIR,&sd->status.hair,sizeof(sd->status.hair));
			}
			break;
		case LOOK_WEAPON:
			sd->status.weapon=val;
			break;
		case LOOK_HEAD_BOTTOM:
			sd->status.head_bottom=val;
			break;
		case LOOK_HEAD_TOP:
			sd->status.head_top=val;
			break;
		case LOOK_HEAD_MID:
			sd->status.head_mid=val;
			break;
		case LOOK_HAIR_COLOR:	//Use the battle_config limits! [Skotlex]
			val = cap_value(val, MIN_HAIR_COLOR, MAX_HAIR_COLOR);

			if (sd->status.hair_color != val) {
				sd->status.hair_color=val;
				if (sd->status.guild_id) //Update Guild Window. [Skotlex]
					intif->guild_change_memberinfo(sd->status.guild_id,sd->status.account_id,sd->status.char_id,
					GMI_HAIR_COLOR,&sd->status.hair_color,sizeof(sd->status.hair_color));
			}
			break;
		case LOOK_CLOTHES_COLOR:	//Use the battle_config limits! [Skotlex]
			val = cap_value(val, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);

			sd->status.clothes_color=val;
			break;
		case LOOK_SHIELD:
			sd->status.shield=val;
			break;
		case LOOK_SHOES:
			break;
		case LOOK_ROBE:
			sd->status.robe = val;
			break;
	}
	clif->changelook(&sd->bl,type,val);
	return 0;
}

/*==========================================
 * Give an option (type) to player (sd) and display it to client
 *------------------------------------------*/
int pc_setoption(struct map_session_data *sd,int type)
{
	int p_type, new_look=0;
	nullpo_ret(sd);
	p_type = sd->sc.option;

	//Option has to be changed client-side before the class sprite or it won't always work (eg: Wedding sprite) [Skotlex]
	sd->sc.option=type;
	clif->changeoption(&sd->bl);

	if( (type&OPTION_RIDING && !(p_type&OPTION_RIDING)) || (type&OPTION_DRAGON && !(p_type&OPTION_DRAGON) && pc->checkskill(sd,RK_DRAGONTRAINING) > 0) ) {
		// Mounting
		clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_RIDING, 0, 0, 0);
		status_calc_pc(sd,0);
	} else if( (!(type&OPTION_RIDING) && p_type&OPTION_RIDING) || (!(type&OPTION_DRAGON) && p_type&OPTION_DRAGON) ) {
		// Dismount
		clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_RIDING);
		status_calc_pc(sd,0);
	}

#ifndef NEW_CARTS
	if( type&OPTION_CART && !( p_type&OPTION_CART ) ) { //Cart On
		clif->cartlist(sd);
		clif->updatestatus(sd, SP_CARTINFO);
		if(pc->checkskill(sd, MC_PUSHCART) < 10)
			status_calc_pc(sd,0); //Apply speed penalty.
	} else if( !( type&OPTION_CART ) && p_type&OPTION_CART ){ //Cart Off
		clif->clearcart(sd->fd);
		if(pc->checkskill(sd, MC_PUSHCART) < 10)
			status_calc_pc(sd,0); //Remove speed penalty.
	}
#endif

	if (type&OPTION_FALCON && !(p_type&OPTION_FALCON)) //Falcon ON
		clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_FALCON, 0, 0, 0);
	else if (!(type&OPTION_FALCON) && p_type&OPTION_FALCON) //Falcon OFF
		clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_FALCON);

	if( (sd->class_&MAPID_THIRDMASK) == MAPID_RANGER ) {
		if( type&OPTION_WUGRIDER && !(p_type&OPTION_WUGRIDER) ) { // Mounting
			clif->sc_load(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER, 0, 0, 0);
			status_calc_pc(sd,0);
		} else if( !(type&OPTION_WUGRIDER) && p_type&OPTION_WUGRIDER ) { // Dismount
			clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_WUGRIDER);
			status_calc_pc(sd,0);
		}
	}
	if( (sd->class_&MAPID_THIRDMASK) == MAPID_MECHANIC ) {
		int i;
		if( type&OPTION_MADOGEAR && !(p_type&OPTION_MADOGEAR) )
			status_calc_pc(sd, 0);
		else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR )
			status_calc_pc(sd, 0);
		for( i = 0; i < SC_MAX; i++ ){
			if ( !sd->sc.data[i] || !iStatus->get_sc_type(i) )
				continue;
			if ( iStatus->get_sc_type(i)&SC_MADO_NO_RESET )
				continue;
			switch (i) {
				case SC_BERSERK:
				case SC_SATURDAY_NIGHT_FEVER:
					sd->sc.data[i]->val2 = 0;
					break;
			}
			status_change_end(&sd->bl, (sc_type)i, INVALID_TIMER);
		}
	}

	if (type&OPTION_FLYING && !(p_type&OPTION_FLYING))
		new_look = JOB_STAR_GLADIATOR2;
	else if (!(type&OPTION_FLYING) && p_type&OPTION_FLYING)
		new_look = -1;
	
	if (sd->disguise != -1 || !new_look)
		return 0; //Disguises break sprite changes

	if (new_look < 0) { //Restore normal look.
		iStatus->set_viewdata(&sd->bl, sd->status.class_);
		new_look = sd->vd.class_;
	}

	pc_stop_attack(sd); //Stop attacking on new view change (to prevent wedding/santa attacks.
	clif->changelook(&sd->bl,LOOK_BASE,new_look);
	if (sd->vd.cloth_color)
		clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
	clif->skillinfoblock(sd); // Skill list needs to be updated after base change.

	return 0;
}

/*==========================================
 * Give player a cart
 *------------------------------------------*/
int pc_setcart(struct map_session_data *sd,int type) {
#ifndef NEW_CARTS
	int cart[6] = {0x0000,OPTION_CART1,OPTION_CART2,OPTION_CART3,OPTION_CART4,OPTION_CART5};
	int option;
#endif
	nullpo_ret(sd);

	if( type < 0 || type > MAX_CARTS )
		return 1;// Never trust the values sent by the client! [Skotlex]

	if( pc->checkskill(sd,MC_PUSHCART) <= 0 && type != 0 )
		return 1;// Push cart is required

	if( type == 0 && pc_iscarton(sd) )
		status_change_end(&sd->bl,SC_GN_CARTBOOST,INVALID_TIMER);

#ifdef NEW_CARTS

	switch( type ) {
		case 0:
			if( !sd->sc.data[SC_PUSH_CART] )
				return 0;
			status_change_end(&sd->bl,SC_PUSH_CART,INVALID_TIMER);
			clif->clearcart(sd->fd);
			clif->updatestatus(sd, SP_CARTINFO);
			break;
		default:/* everything else is an allowed ID so we can move on */
			if( !sd->sc.data[SC_PUSH_CART] ) /* first time, so fill cart data */
				clif->cartlist(sd);
			clif->updatestatus(sd, SP_CARTINFO);
			sc_start(&sd->bl, SC_PUSH_CART, 100, type, 0);
			clif->sc_load(&sd->bl, sd->bl.id, AREA, SI_ON_PUSH_CART, type, 0, 0);
			if( sd->sc.data[SC_PUSH_CART] )/* forcefully update */
				sd->sc.data[SC_PUSH_CART]->val1 = type;
			break;
	}

	if(pc->checkskill(sd, MC_PUSHCART) < 10)
		status_calc_pc(sd,0); //Recalc speed penalty.
#else
	// Update option
	option = sd->sc.option;
	option &= ~OPTION_CART;// clear cart bits
	option |= cart[type]; // set cart
	pc->setoption(sd, option);
#endif

	return 0;
}

/*==========================================
 * Give player a falcon
 *------------------------------------------*/
int pc_setfalcon(TBL_PC* sd, int flag)
{
	if( flag ){
		if( pc->checkskill(sd,HT_FALCON)>0 )	// add falcon if he have the skill
			pc->setoption(sd,sd->sc.option|OPTION_FALCON);
	} else if( pc_isfalcon(sd) ){
		pc->setoption(sd,sd->sc.option&~OPTION_FALCON); // remove falcon
	}

	return 0;
}

/*==========================================
 *  Set player riding
 *------------------------------------------*/
int pc_setriding(TBL_PC* sd, int flag)
{
	if( flag ){
		if( pc->checkskill(sd,KN_RIDING) > 0 ) // add peco
			pc->setoption(sd, sd->sc.option|OPTION_RIDING);
	} else if( pc_isriding(sd) ){
			pc->setoption(sd, sd->sc.option&~OPTION_RIDING);
	}

	return 0;
}

/*==========================================
 * Give player a mado
 *------------------------------------------*/
int pc_setmadogear(TBL_PC* sd, int flag)
{
	if( flag ){
		if( pc->checkskill(sd,NC_MADOLICENCE) > 0 )
			pc->setoption(sd, sd->sc.option|OPTION_MADOGEAR);
	} else if( pc_ismadogear(sd) ){
			pc->setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
	}

	return 0;
}

/*==========================================
 * Check if player can drop an item
 *------------------------------------------*/
int pc_candrop(struct map_session_data *sd, struct item *item)
{
	if( item && item->expire_time )
		return 0;
	if( !pc->can_give_items(sd) ) //check if this GM level can drop items
		return 0;
	return (itemdb_isdropable(item, pc->get_group_level(sd)));
}

/*==========================================
 * Read ram register for player sd
 * get val (int) from reg for player sd
 *------------------------------------------*/
int pc_readreg(struct map_session_data* sd, int reg)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->reg_num, i,  sd->reg[i].index == reg );
	return ( i < sd->reg_num ) ? sd->reg[i].data : 0;
}
/*==========================================
 * Set ram register for player sd
 * memo val(int) at reg for player sd
 *------------------------------------------*/
int pc_setreg(struct map_session_data* sd, int reg, int val)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->reg_num, i, sd->reg[i].index == reg );
	if( i < sd->reg_num )
	{// overwrite existing entry
		sd->reg[i].data = val;
		return 1;
	}

	ARR_FIND( 0, sd->reg_num, i, sd->reg[i].data == 0 );
	if( i == sd->reg_num )
	{// nothing free, increase size
		sd->reg_num++;
		RECREATE(sd->reg, struct script_reg, sd->reg_num);
	}
	sd->reg[i].index = reg;
	sd->reg[i].data = val;

	return 1;
}

/*==========================================
 * Read ram register for player sd
 * get val (str) from reg for player sd
 *------------------------------------------*/
char* pc_readregstr(struct map_session_data* sd, int reg)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->regstr_num, i,  sd->regstr[i].index == reg );
	return ( i < sd->regstr_num ) ? sd->regstr[i].data : NULL;
}
/*==========================================
 * Set ram register for player sd
 * memo val(str) at reg for player sd
 *------------------------------------------*/
int pc_setregstr(struct map_session_data* sd, int reg, const char* str)
{
	int i;

	nullpo_ret(sd);

	ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].index == reg );
	if( i < sd->regstr_num )
	{// found entry, update
		if( str == NULL || *str == '\0' )
		{// empty string
			if( sd->regstr[i].data != NULL )
				aFree(sd->regstr[i].data);
			sd->regstr[i].data = NULL;
		}
		else if( sd->regstr[i].data )
		{// recreate
			size_t len = strlen(str)+1;
			RECREATE(sd->regstr[i].data, char, len);
			memcpy(sd->regstr[i].data, str, len*sizeof(char));
		}
		else
		{// create
			sd->regstr[i].data = aStrdup(str);
		}
		return 1;
	}

	if( str == NULL || *str == '\0' )
		return 1;// nothing to add, empty string

	ARR_FIND( 0, sd->regstr_num, i, sd->regstr[i].data == NULL );
	if( i == sd->regstr_num )
	{// nothing free, increase size
		sd->regstr_num++;
		RECREATE(sd->regstr, struct script_regstr, sd->regstr_num);
	}
	sd->regstr[i].index = reg;
	sd->regstr[i].data = aStrdup(str);

	return 1;
}

int pc_readregistry(struct map_session_data *sd,const char *reg,int type)
{
	struct global_reg *sd_reg;
	int i,max;

	nullpo_ret(sd);
	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = sd->save_reg.global_num;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = sd->save_reg.account_num;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = sd->save_reg.account2_num;
	break;
	default:
		return 0;
	}
	if (max == -1) {
		ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
		//This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
		intif->request_registry(sd,type==3?4:type);
		return 0;
	}

	ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
	return ( i < max ) ? atoi(sd_reg[i].value) : 0;
}

char* pc_readregistry_str(struct map_session_data *sd,const char *reg,int type)
{
	struct global_reg *sd_reg;
	int i,max;

	nullpo_ret(sd);
	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = sd->save_reg.global_num;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = sd->save_reg.account_num;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = sd->save_reg.account2_num;
	break;
	default:
		return NULL;
	}
	if (max == -1) {
		ShowError("pc_readregistry: Trying to read reg value %s (type %d) before it's been loaded!\n", reg, type);
		//This really shouldn't happen, so it's possible the data was lost somewhere, we should request it again.
		intif->request_registry(sd,type==3?4:type);
		return NULL;
	}

	ARR_FIND( 0, max, i, strcmp(sd_reg[i].str,reg) == 0 );
	return ( i < max ) ? sd_reg[i].value : NULL;
}

int pc_setregistry(struct map_session_data *sd,const char *reg,int val,int type)
{
	struct global_reg *sd_reg;
	int i,*max, regmax;

	nullpo_ret(sd);

	switch( type )
	{
	case 3: //Char reg
		if( !strcmp(reg,"PC_DIE_COUNTER") && sd->die_counter != val )
		{
			i = (!sd->die_counter && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE);
			sd->die_counter = val;
			if( i )
				status_calc_pc(sd,0); // Lost the bonus.
		}
		else if( !strcmp(reg,"COOK_MASTERY") && sd->cook_mastery != val )
		{
			val = cap_value(val, 0, 1999);
			sd->cook_mastery = val;
		}
		sd_reg = sd->save_reg.global;
		max = &sd->save_reg.global_num;
		regmax = GLOBAL_REG_NUM;
	break;
	case 2: //Account reg
		if( !strcmp(reg,"#CASHPOINTS") && sd->cashPoints != val )
		{
			val = cap_value(val, 0, MAX_ZENY);
			sd->cashPoints = val;
		}
		else if( !strcmp(reg,"#KAFRAPOINTS") && sd->kafraPoints != val )
		{
			val = cap_value(val, 0, MAX_ZENY);
			sd->kafraPoints = val;
		}
		sd_reg = sd->save_reg.account;
		max = &sd->save_reg.account_num;
		regmax = ACCOUNT_REG_NUM;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = &sd->save_reg.account2_num;
		regmax = ACCOUNT_REG2_NUM;
	break;
	default:
		return 0;
	}
	if (*max == -1) {
		ShowError("pc_setregistry : refusing to set %s (type %d) until vars are received.\n", reg, type);
		return 1;
	}

	// delete reg
	if (val == 0) {
		ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
		if( i < *max )
		{
			if (i != *max - 1)
				memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
			memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
			(*max)--;
			sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		}
		return 1;
	}
	// change value if found
	ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
	if( i < *max )
	{
		safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
		sd->state.reg_dirty |= 1<<(type-1);
		return 1;
	}

	// add value if not found
	if (i < regmax) {
		memset(&sd_reg[i], 0, sizeof(struct global_reg));
		safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
		safesnprintf(sd_reg[i].value, sizeof(sd_reg[i].value), "%d", val);
		(*max)++;
		sd->state.reg_dirty |= 1<<(type-1);
		return 1;
	}

	ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);

	return 0;
}

int pc_setregistry_str(struct map_session_data *sd,const char *reg,const char *val,int type)
{
	struct global_reg *sd_reg;
	int i,*max, regmax;

	nullpo_ret(sd);
	if (reg[strlen(reg)-1] != '$') {
		ShowError("pc_setregistry_str : reg %s must be string (end in '$') to use this!\n", reg);
		return 0;
	}

	switch (type) {
	case 3: //Char reg
		sd_reg = sd->save_reg.global;
		max = &sd->save_reg.global_num;
		regmax = GLOBAL_REG_NUM;
	break;
	case 2: //Account reg
		sd_reg = sd->save_reg.account;
		max = &sd->save_reg.account_num;
		regmax = ACCOUNT_REG_NUM;
	break;
	case 1: //Account2 reg
		sd_reg = sd->save_reg.account2;
		max = &sd->save_reg.account2_num;
		regmax = ACCOUNT_REG2_NUM;
	break;
	default:
		return 0;
	}
	if (*max == -1) {
		ShowError("pc_setregistry_str : refusing to set %s (type %d) until vars are received.\n", reg, type);
		return 0;
	}

	// delete reg
	if (!val || strcmp(val,"")==0)
	{
		ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
		if( i < *max )
		{
			if (i != *max - 1)
				memcpy(&sd_reg[i], &sd_reg[*max - 1], sizeof(struct global_reg));
			memset(&sd_reg[*max - 1], 0, sizeof(struct global_reg));
			(*max)--;
			sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
			if (type!=3) intif->saveregistry(sd,type);
		}
		return 1;
	}

	// change value if found
	ARR_FIND( 0, *max, i, strcmp(sd_reg[i].str, reg) == 0 );
	if( i < *max )
	{
		safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
		sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		if (type!=3) intif->saveregistry(sd,type);
		return 1;
	}

	// add value if not found
	if (i < regmax) {
		memset(&sd_reg[i], 0, sizeof(struct global_reg));
		safestrncpy(sd_reg[i].str, reg, sizeof(sd_reg[i].str));
		safestrncpy(sd_reg[i].value, val, sizeof(sd_reg[i].value));
		(*max)++;
		sd->state.reg_dirty |= 1<<(type-1); //Mark this registry as "need to be saved"
		if (type!=3) intif->saveregistry(sd,type);
		return 1;
	}

	ShowError("pc_setregistry : couldn't set %s, limit of registries reached (%d)\n", reg, regmax);

	return 0;
}

/*==========================================
 * Exec eventtimer for player sd (retrieved from map_session (id))
 *------------------------------------------*/
static int pc_eventtimer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd=iMap->id2sd(id);
	char *p = (char *)data;
	int i;
	if(sd==NULL)
		return 0;

	ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == tid );
	if( i < MAX_EVENTTIMER )
	{
		sd->eventtimer[i] = INVALID_TIMER;
		sd->eventcount--;
		npc_event(sd,p,0);
	}
	else
		ShowError("pc_eventtimer: no such event timer\n");

	if (p) aFree(p);
	return 0;
}

/*==========================================
 * Add eventtimer for player sd ?
 *------------------------------------------*/
int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
{
	int i;
	nullpo_ret(sd);

	ARR_FIND( 0, MAX_EVENTTIMER, i, sd->eventtimer[i] == INVALID_TIMER );
	if( i == MAX_EVENTTIMER )
		return 0;

	sd->eventtimer[i] = iTimer->add_timer(iTimer->gettick()+tick, pc_eventtimer, sd->bl.id, (intptr_t)aStrdup(name));
	sd->eventcount++;

	return 1;
}

/*==========================================
 * Del eventtimer for player sd ?
 *------------------------------------------*/
int pc_deleventtimer(struct map_session_data *sd,const char *name)
{
	char* p = NULL;
	int i;

	nullpo_ret(sd);

	if (sd->eventcount <= 0)
		return 0;

	// find the named event timer
	ARR_FIND( 0, MAX_EVENTTIMER, i,
		sd->eventtimer[i] != INVALID_TIMER &&
		(p = (char *)(iTimer->get_timer(sd->eventtimer[i])->data)) != NULL &&
		strcmp(p, name) == 0
	);
	if( i == MAX_EVENTTIMER )
		return 0; // not found

	iTimer->delete_timer(sd->eventtimer[i],pc_eventtimer);
	sd->eventtimer[i] = INVALID_TIMER;
	sd->eventcount--;
	aFree(p);

	return 1;
}

/*==========================================
 * Update eventtimer count for player sd
 *------------------------------------------*/
int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
{
	int i;

	nullpo_ret(sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i] != INVALID_TIMER && strcmp(
			(char *)(iTimer->get_timer(sd->eventtimer[i])->data), name)==0 ){
				iTimer->addtick_timer(sd->eventtimer[i],tick);
				break;
		}

	return 0;
}

/*==========================================
 * Remove all eventtimer for player sd
 *------------------------------------------*/
int pc_cleareventtimer(struct map_session_data *sd)
{
	int i;

	nullpo_ret(sd);

	if (sd->eventcount <= 0)
		return 0;

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i] != INVALID_TIMER ){
			char *p = (char *)(iTimer->get_timer(sd->eventtimer[i])->data);
			iTimer->delete_timer(sd->eventtimer[i],pc_eventtimer);
			sd->eventtimer[i] = INVALID_TIMER;
			sd->eventcount--;
			if (p) aFree(p);
		}
	return 0;
}
/* called when a item with combo is worn */
int pc_checkcombo(struct map_session_data *sd, struct item_data *data ) {
	int i, j, k, z;
	int index, idx, success = 0;

	for( i = 0; i < data->combos_count; i++ ) {

		/* ensure this isn't a duplicate combo */
		if( sd->combos.bonus != NULL ) {
			int x;
			ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );

			/* found a match, skip this combo */
			if( x < sd->combos.count )
				continue;
		}

		for( j = 0; j < data->combos[i]->count; j++ ) {
			int id = data->combos[i]->nameid[j];
			bool found = false;

			for( k = 0; k < EQI_MAX; k++ ) {
				index = sd->equip_index[k];
				if( index < 0 ) continue;
				if( k == EQI_HAND_R   &&  sd->equip_index[EQI_HAND_L] == index ) continue;
				if( k == EQI_HEAD_MID &&  sd->equip_index[EQI_HEAD_LOW] == index ) continue;
				if( k == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) ) continue;

				if(!sd->inventory_data[index])
					continue;

				if ( itemdb_type(id) != IT_CARD ) {
					if ( sd->inventory_data[index]->nameid != id )
						continue;

					found = true;
					break;
				} else { //Cards
					if ( sd->inventory_data[index]->slot == 0 || itemdb_isspecial(sd->status.inventory[index].card[0]) )
						continue;

					for (z = 0; z < sd->inventory_data[index]->slot; z++) {

						if (sd->status.inventory[index].card[z] != id)
							continue;

						// We have found a match
						found = true;
						break;
					}
				}

			}

			if( !found )
				break;/* we haven't found all the ids for this combo, so we can return */
		}

		/* means we broke out of the count loop w/o finding all ids, we can move to the next combo */
		if( j < data->combos[i]->count )
			continue;

		/* we got here, means all items in the combo are matching */

		idx = sd->combos.count;

		if( sd->combos.bonus == NULL ) {
			CREATE(sd->combos.bonus, struct script_code *, 1);
			CREATE(sd->combos.id, unsigned short, 1);
			sd->combos.count = 1;
		} else {
			RECREATE(sd->combos.bonus, struct script_code *, ++sd->combos.count);
			RECREATE(sd->combos.id, unsigned short, sd->combos.count);
		}

		/* we simply copy the pointer */
		sd->combos.bonus[idx] = data->combos[i]->script;
		/* save this combo's id */
		sd->combos.id[idx] = data->combos[i]->id;

		success++;
	}
	return success;
}

/* called when a item with combo is removed */
int pc_removecombo(struct map_session_data *sd, struct item_data *data ) {
	int i, retval = 0;

	if( sd->combos.bonus == NULL )
		return 0;/* nothing to do here, player has no combos */
	for( i = 0; i < data->combos_count; i++ ) {
		/* check if this combo exists in this user */
		int x = 0, cursor = 0, j;
		ARR_FIND( 0, sd->combos.count, x, sd->combos.id[x] == data->combos[i]->id );
		/* no match, skip this combo */
		if( !(x < sd->combos.count) )
			continue;

		sd->combos.bonus[x] = NULL;
		sd->combos.id[x] = 0;
		retval++;
		for( j = 0, cursor = 0; j < sd->combos.count; j++ ) {
			if( sd->combos.bonus[j] == NULL )
				continue;

			if( cursor != j ) {
				sd->combos.bonus[cursor] = sd->combos.bonus[j];
				sd->combos.id[cursor]    = sd->combos.id[j];
			}

			cursor++;
		}
		
		/* check if combo requirements still fit */
		if( pc_checkcombo( sd, data ) )
			continue;

		/* it's empty, we can clear all the memory */
		if( (sd->combos.count = cursor) == 0 ) {
			aFree(sd->combos.bonus);
			aFree(sd->combos.id);
			sd->combos.bonus = NULL;
			sd->combos.id = NULL;
			return retval; /* we also can return at this point for we have no more combos to check */
		}

	}

	return retval;
}
int pc_load_combo(struct map_session_data *sd) {
	int i, ret = 0;
	for( i = 0; i < EQI_MAX; i++ ) {
		struct item_data *id = NULL;
		int idx = sd->equip_index[i];
		if( sd->equip_index[i] < 0 || !(id = sd->inventory_data[idx] ) )
			continue;
		if( id->combos_count )
			ret += pc_checkcombo(sd,id);
		if(!itemdb_isspecial(sd->status.inventory[idx].card[0])) {
			struct item_data *data;
			int j;
			for( j = 0; j < id->slot; j++ ) {
				if (!sd->status.inventory[idx].card[j])
					continue;
				if ( ( data = itemdb->exists(sd->status.inventory[idx].card[j]) ) != NULL ) {
					if( data->combos_count )
						ret += pc_checkcombo(sd,data);
				}
			}
		}
	}
	return ret;
}
/*==========================================
 * Equip item on player sd at req_pos from inventory index n
 *------------------------------------------*/
int pc_equipitem(struct map_session_data *sd,int n,int req_pos)
{
	int i,pos,flag=0,iflag;
	struct item_data *id;

	nullpo_ret(sd);

	if( n < 0 || n >= MAX_INVENTORY ) {
		clif->equipitemack(sd,0,0,0);
		return 0;
	}

	if( DIFF_TICK(sd->canequip_tick,iTimer->gettick()) > 0 )
	{
		clif->equipitemack(sd,n,0,0);
		return 0;
	}

	id = sd->inventory_data[n];
	pos = pc->equippoint(sd,n); //With a few exceptions, item should go in all specified slots.

	if(battle_config.battle_log)
		ShowInfo("equip %d(%d) %x:%x\n",sd->status.inventory[n].nameid,n,id?id->equip:0,req_pos);
	if(!pc->isequip(sd,n) || !(pos&req_pos) || sd->status.inventory[n].equip != 0 || sd->status.inventory[n].attribute==1 ) { // [Valaris]
		// FIXME: pc->isequip: equip level failure uses 2 instead of 0
		clif->equipitemack(sd,n,0,0);	// fail
		return 0;
	}

	if (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAY_NIGHT_FEVER])
	{
		clif->equipitemack(sd,n,0,0);	// fail
		return 0;
	}

	if(pos == EQP_ACC) { //Accesories should only go in one of the two,
		pos = req_pos&EQP_ACC;
		if (pos == EQP_ACC) //User specified both slots..
			pos = sd->equip_index[EQI_ACC_R] >= 0 ? EQP_ACC_L : EQP_ACC_R;
	}

	if(pos == EQP_ARMS && id->equip == EQP_HAND_R)
	{	//Dual wield capable weapon.
	  	pos = (req_pos&EQP_ARMS);
		if (pos == EQP_ARMS) //User specified both slots, pick one for them.
			pos = sd->equip_index[EQI_HAND_R] >= 0 ? EQP_HAND_L : EQP_HAND_R;
	}

	if (pos&EQP_HAND_R && battle_config.use_weapon_skill_range&BL_PC)
	{	//Update skill-block range database when weapon range changes. [Skotlex]
		i = sd->equip_index[EQI_HAND_R];
		if (i < 0 || !sd->inventory_data[i]) //No data, or no weapon equipped
			flag = 1;
		else
			flag = id->range != sd->inventory_data[i]->range;
	}

	for(i=0;i<EQI_MAX;i++) {
		if(pos & equip_pos[i]) {
			if(sd->equip_index[i] >= 0) //Slot taken, remove item from there.
				pc->unequipitem(sd,sd->equip_index[i],2);

			sd->equip_index[i] = n;
		}
	}

	if(pos==EQP_AMMO){
		clif->arrowequip(sd,n);
		clif->arrow_fail(sd,3);
	}
	else
		clif->equipitemack(sd,n,pos,1);

	sd->status.inventory[n].equip=pos;

	if(pos & EQP_HAND_R) {
		if(id)
			sd->weapontype1 = id->look;
		else
			sd->weapontype1 = 0;
		pc_calcweapontype(sd);
		clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
	}
	if(pos & EQP_HAND_L) {
		if(id) {
			if(id->type == IT_WEAPON) {
				sd->status.shield = 0;
				sd->weapontype2 = id->look;
			}
			else
			if(id->type == IT_ARMOR) {
				sd->status.shield = id->look;
				sd->weapontype2 = 0;
			}
		}
		else
			sd->status.shield = sd->weapontype2 = 0;
		pc_calcweapontype(sd);
		clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
	}
	//Added check to prevent sending the same look on multiple slots ->
	//causes client to redraw item on top of itself. (suggested by Lupus)
	if(pos & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1) {
		if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID)))
			sd->status.head_bottom = id->look;
		else
			sd->status.head_bottom = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	if(pos & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1) {
		if(id)
			sd->status.head_top = id->look;
		else
			sd->status.head_top = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(pos & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1) {
		if(id && !(pos&EQP_HEAD_TOP))
			sd->status.head_mid = id->look;
		else
			sd->status.head_mid = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}
	if(pos & EQP_COSTUME_HEAD_TOP) {
		if(id){
			sd->status.head_top = id->look;
		} else
			sd->status.head_top = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(pos & EQP_COSTUME_HEAD_MID) {
		if(id && !(pos&EQP_HEAD_TOP)){
			sd->status.head_mid = id->look;
		} else
			sd->status.head_mid = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}
	if(pos & EQP_COSTUME_HEAD_LOW) {
		if(id && !(pos&(EQP_HEAD_TOP|EQP_HEAD_MID))){
			sd->status.head_bottom = id->look;
		} else
			sd->status.head_bottom = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	
	if(pos & EQP_SHOES)
		clif->changelook(&sd->bl,LOOK_SHOES,0);
	if( pos&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1 ) {
		sd->status.robe = id ? id->look : 0;
		clif->changelook(&sd->bl, LOOK_ROBE, sd->status.robe);
	}

	if(pos & EQP_COSTUME_GARMENT) {
		sd->status.robe = id ? id->look : 0;
		clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
	}

	
	pc->checkallowskill(sd); //Check if status changes should be halted.
	iflag = sd->npc_item_flag;

	/* check for combos (MUST be before status_calc_pc) */
	if ( id ) {
		if( id->combos_count )
			pc_checkcombo(sd,id);
		if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else {
			for( i = 0; i < id->slot; i++ ) {
				struct item_data *data;
				if (!sd->status.inventory[n].card[i])
					continue;
				if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
					if( data->combos_count )
						pc_checkcombo(sd,data);
				}
			}
		}
	}

	status_calc_pc(sd,0);
	if (flag) //Update skill data
		clif->skillinfoblock(sd);

	//OnEquip script [Skotlex]
	if (id) {
		if (id->equip_script)
			script->run(id->equip_script,0,sd->bl.id,fake_nd->bl.id);
		if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else {
			for( i = 0; i < id->slot; i++ ) {
				struct item_data *data;
				if (!sd->status.inventory[n].card[i])
					continue;
				if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
					if( data->equip_script )
						script->run(data->equip_script,0,sd->bl.id,fake_nd->bl.id);
				}
			}
		}
	}
	sd->npc_item_flag = iflag;

	return 0;
}

/*==========================================
 * Called when attemting to unequip an item from player
 * type:
 * 0 - only unequip
 * 1 - calculate status after unequipping
 * 2 - force unequip
 *------------------------------------------*/
int pc_unequipitem(struct map_session_data *sd,int n,int flag) {
	int i,iflag;
	bool status_cacl = false;
	nullpo_ret(sd);

	if( n < 0 || n >= MAX_INVENTORY ) {
		clif->unequipitemack(sd,0,0,0);
		return 0;
	}

	// if player is berserk then cannot unequip
	if (!(flag & 2) && sd->sc.count && (sd->sc.data[SC_BERSERK] || sd->sc.data[SC_SATURDAY_NIGHT_FEVER]))
	{
		clif->unequipitemack(sd,n,0,0);
		return 0;
	}

	if( !(flag&2) && sd->sc.count && sd->sc.data[SC_KYOUGAKU] )
	{
		clif->unequipitemack(sd,n,0,0);
		return 0;
	}

	if(battle_config.battle_log)
		ShowInfo("unequip %d %x:%x\n",n,pc->equippoint(sd,n),sd->status.inventory[n].equip);

	if(!sd->status.inventory[n].equip){ //Nothing to unequip
		clif->unequipitemack(sd,n,0,0);
		return 0;
	}
	for(i=0;i<EQI_MAX;i++) {
		if(sd->status.inventory[n].equip & equip_pos[i])
			sd->equip_index[i] = -1;
	}

	if(sd->status.inventory[n].equip & EQP_HAND_R) {
		sd->weapontype1 = 0;
		sd->status.weapon = sd->weapontype2;
		pc_calcweapontype(sd);
		clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
		if( !battle_config.dancing_weaponswitch_fix )
			status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing.
	}
	if(sd->status.inventory[n].equip & EQP_HAND_L) {
		sd->status.shield = sd->weapontype2 = 0;
		pc_calcweapontype(sd);
		clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_LOW && pc->checkequip(sd,EQP_COSTUME_HEAD_LOW) == -1 ) {
		sd->status.head_bottom = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_TOP && pc->checkequip(sd,EQP_COSTUME_HEAD_TOP) == -1 ) {
		sd->status.head_top = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(sd->status.inventory[n].equip & EQP_HEAD_MID && pc->checkequip(sd,EQP_COSTUME_HEAD_MID) == -1 ) {
		sd->status.head_mid = 0;
		clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}

	if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_TOP) {
		sd->status.head_top = ( pc->checkequip(sd,EQP_HEAD_TOP) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_TOP)]->look : 0;
		clif->changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}

	if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_MID) {
		sd->status.head_mid = ( pc->checkequip(sd,EQP_HEAD_MID) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_MID)]->look : 0;
		clif->changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}

	if(sd->status.inventory[n].equip & EQP_COSTUME_HEAD_LOW) {
		sd->status.head_bottom = ( pc->checkequip(sd,EQP_HEAD_LOW) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_HEAD_LOW)]->look : 0;
		clif->changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}

	if(sd->status.inventory[n].equip & EQP_SHOES)
		clif->changelook(&sd->bl,LOOK_SHOES,0);
	
	if( sd->status.inventory[n].equip&EQP_GARMENT && pc->checkequip(sd,EQP_COSTUME_GARMENT) == -1 ) {
		sd->status.robe = 0;
		clif->changelook(&sd->bl, LOOK_ROBE, 0);
	}

	if(sd->status.inventory[n].equip & EQP_COSTUME_GARMENT) {
		sd->status.robe = ( pc->checkequip(sd,EQP_GARMENT) >= 0 ) ? sd->inventory_data[pc->checkequip(sd,EQP_GARMENT)]->look : 0;
		clif->changelook(&sd->bl,LOOK_ROBE,sd->status.robe);
	}
	
	clif->unequipitemack(sd,n,sd->status.inventory[n].equip,1);

	if((sd->status.inventory[n].equip & EQP_ARMS) &&
		sd->weapontype1 == 0 && sd->weapontype2 == 0 && (!sd->sc.data[SC_TK_SEVENWIND] || sd->sc.data[SC_ASPERSIO])) //Check for seven wind (but not level seven!)
		skill->enchant_elemental_end(&sd->bl,-1);

	if(sd->status.inventory[n].equip & EQP_ARMOR) {
		// On Armor Change...
		status_change_end(&sd->bl, SC_BENEDICTIO, INVALID_TIMER);
		status_change_end(&sd->bl, SC_ARMOR_RESIST, INVALID_TIMER);
	}

	if( sd->state.autobonus&sd->status.inventory[n].equip )
		sd->state.autobonus &= ~sd->status.inventory[n].equip; //Check for activated autobonus [Inkfish]

	sd->status.inventory[n].equip=0;
	iflag = sd->npc_item_flag;

	/* check for combos (MUST be before status_calc_pc) */
	if ( sd->inventory_data[n] ) {
		if( sd->inventory_data[n]->combos_count ) {
			if( pc_removecombo(sd,sd->inventory_data[n]) )
				status_cacl = true;
		} if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else {
			for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
				struct item_data *data;
				if (!sd->status.inventory[n].card[i])
					continue;
				if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
					if( data->combos_count ) {
						if( pc_removecombo(sd,data) )
							status_cacl = true;
					}
				}
			}
		}
	}

	if(flag&1 || status_cacl) {
		pc->checkallowskill(sd);
		status_calc_pc(sd,0);
	}

	if(sd->sc.data[SC_CRUCIS] && !battle->check_undead(sd->battle_status.race,sd->battle_status.def_ele))
		status_change_end(&sd->bl, SC_CRUCIS, INVALID_TIMER);

	//OnUnEquip script [Skotlex]
	if (sd->inventory_data[n]) {
		if (sd->inventory_data[n]->unequip_script)
			script->run(sd->inventory_data[n]->unequip_script,0,sd->bl.id,fake_nd->bl.id);
		if(itemdb_isspecial(sd->status.inventory[n].card[0]))
			; //No cards
		else {
			for( i = 0; i < sd->inventory_data[n]->slot; i++ ) {
				struct item_data *data;
				if (!sd->status.inventory[n].card[i])
					continue;

				if ( ( data = itemdb->exists(sd->status.inventory[n].card[i]) ) != NULL ) {
					if( data->unequip_script )
						script->run(data->unequip_script,0,sd->bl.id,fake_nd->bl.id);
				}

			}
		}
	}
	sd->npc_item_flag = iflag;

	return 0;
}

/*==========================================
 * Checking if player (sd) have unauthorize, invalide item
 * on inventory, cart, equiped for the map (item_noequip)
 *------------------------------------------*/
int pc_checkitem(struct map_session_data *sd)
{
	int i,id,calc_flag = 0;

	nullpo_ret(sd);

	if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam)
		return 0;

	if( battle_config.item_check ) { // check for invalid(ated) items
		for( i = 0; i < MAX_INVENTORY; i++ ) {
			id = sd->status.inventory[i].nameid;

			if( id && !itemdb_available(id) ) {
				ShowWarning("Removed invalid/disabled item id %d from inventory (amount=%d, char_id=%d).\n", id, sd->status.inventory[i].amount, sd->status.char_id);
				pc->delitem(sd, i, sd->status.inventory[i].amount, 0, 0, LOG_TYPE_OTHER);
			}
		}

		for( i = 0; i < MAX_CART; i++ ) {
			id = sd->status.cart[i].nameid;

			if( id && !itemdb_available(id) ) {
				ShowWarning("Removed invalid/disabled item id %d from cart (amount=%d, char_id=%d).\n", id, sd->status.cart[i].amount, sd->status.char_id);
				pc->cart_delitem(sd, i, sd->status.cart[i].amount, 0, LOG_TYPE_OTHER);
			}
		}
		
		for( i = 0; i < MAX_STORAGE; i++ ) {
			id = sd->status.storage.items[i].nameid;
			if( id && !itemdb_available(id) ) {
				ShowWarning("Removed invalid/disabled item id %d from storage (amount=%d, char_id=%d).\n", id, sd->status.storage.items[i].amount, sd->status.char_id);
				storage->delitem(sd, i, sd->status.storage.items[i].amount);
				storage->close(sd); // force closing
			}
		}
		
		if (sd->state.gmaster_flag) {
			struct guild_storage *guild_storage = gstorage->id2storage2(sd->guild->guild_id);
			if (guild_storage) {
				for( i = 0; i < MAX_GUILD_STORAGE; i++ ) {
					id = guild_storage->items[i].nameid;
					if( id && !itemdb_available(id) ) {
						ShowWarning("Removed invalid/disabled item id %d from guild storage (amount=%d, char_id=%d, guild_id=%d).\n", id, guild_storage->items[i].amount, sd->status.char_id, sd->guild->guild_id);
						gstorage->delitem(sd, guild_storage, i, guild_storage->items[i].amount);
						gstorage->close(sd); // force closing
					}
				}
			}
		}
	}

	for( i = 0; i < MAX_INVENTORY; i++) {

		if( sd->status.inventory[i].nameid == 0 )
			continue;

		if( !sd->status.inventory[i].equip )
			continue;

		if( sd->status.inventory[i].equip&~pc->equippoint(sd,i) ) {
			pc->unequipitem(sd, i, 2);
			calc_flag = 1;
			continue;
		}

	}

	if( calc_flag && sd->state.active ) {
		pc->checkallowskill(sd);
		status_calc_pc(sd,0);
	}

	return 0;
}

/*==========================================
 * Update PVP rank for sd1 in cmp to sd2
 *------------------------------------------*/
int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd1,*sd2;

	sd1=(struct map_session_data *)bl;
	sd2=va_arg(ap,struct map_session_data *);

	if( sd1->sc.option&OPTION_INVISIBLE || sd2->sc.option&OPTION_INVISIBLE )
	{// cannot register pvp rank for hidden GMs
		return 0;
	}

	if( sd1->pvp_point > sd2->pvp_point )
		sd2->pvp_rank++;
	return 0;
}
/*==========================================
 * Calculate new rank beetween all present players (iMap->foreachinarea)
 * and display result
 *------------------------------------------*/
int pc_calc_pvprank(struct map_session_data *sd)
{
	int old;
	struct map_data *m;
	m=&map[sd->bl.m];
	old=sd->pvp_rank;
	sd->pvp_rank=1;
	iMap->foreachinmap(pc_calc_pvprank_sub,sd->bl.m,BL_PC,sd);
	if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users_pvp)
		clif->pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users_pvp,0);
	return sd->pvp_rank;
}
/*==========================================
 * Calculate next sd ranking calculation from config
 *------------------------------------------*/
int pc_calc_pvprank_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd;

	sd=iMap->id2sd(id);
	if(sd==NULL)
		return 0;
	sd->pvp_timer = INVALID_TIMER;

	if( sd->sc.option&OPTION_INVISIBLE )
	{// do not calculate the pvp rank for a hidden GM
		return 0;
	}

	if( pc->calc_pvprank(sd) > 0 )
		sd->pvp_timer = iTimer->add_timer(iTimer->gettick()+PVP_CALCRANK_INTERVAL,pc->calc_pvprank_timer,id,data);
	return 0;
}

/*==========================================
 * Checking if sd is married
 * Return:
 *	partner_id = yes
 *	0 = no
 *------------------------------------------*/
int pc_ismarried(struct map_session_data *sd)
{
	if(sd == NULL)
		return -1;
	if(sd->status.partner_id > 0)
		return sd->status.partner_id;
	else
		return 0;
}
/*==========================================
 * Marry player sd to player dstsd
 * Return:
 *	-1 = fail
 *	0 = success
 *------------------------------------------*/
int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
{
	if(sd == NULL || dstsd == NULL ||
		sd->status.partner_id > 0 || dstsd->status.partner_id > 0 ||
		(sd->class_&JOBL_BABY) || (dstsd->class_&JOBL_BABY))
		return -1;
	sd->status.partner_id = dstsd->status.char_id;
	dstsd->status.partner_id = sd->status.char_id;
	return 0;
}

/*==========================================
 * Divorce sd from its partner
 * Return:
 *	-1 = fail
 *	0 = success
 *------------------------------------------*/
int pc_divorce(struct map_session_data *sd)
{
	struct map_session_data *p_sd;
	int i;

	if( sd == NULL || !pc->ismarried(sd) )
		return -1;

	if( !sd->status.partner_id )
		return -1; // Char is not married

	if( (p_sd = iMap->charid2sd(sd->status.partner_id)) == NULL )
	{ // Lets char server do the divorce
		if( chrif->divorce(sd->status.char_id, sd->status.partner_id) )
			return -1; // No char server connected

		return 0;
	}

	// Both players online, lets do the divorce manually
	sd->status.partner_id = 0;
	p_sd->status.partner_id = 0;
	for( i = 0; i < MAX_INVENTORY; i++ )
	{
		if( sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F )
			pc->delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
		if( p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F )
			pc->delitem(p_sd, i, 1, 0, 0, LOG_TYPE_OTHER);
	}

	clif->divorced(sd, p_sd->status.name);
	clif->divorced(p_sd, sd->status.name);

	return 0;
}

/*==========================================
 * Get sd partner charid. (Married partner)
 *------------------------------------------*/
struct map_session_data *pc_get_partner(struct map_session_data *sd)
{
	if (sd && pc->ismarried(sd))
		// charid2sd returns NULL if not found
		return iMap->charid2sd(sd->status.partner_id);

	return NULL;
}

/*==========================================
 * Get sd father charid. (Need to be baby)
 *------------------------------------------*/
struct map_session_data *pc_get_father (struct map_session_data *sd)
{
	if (sd && sd->class_&JOBL_BABY && sd->status.father > 0)
		// charid2sd returns NULL if not found
		return iMap->charid2sd(sd->status.father);

	return NULL;
}

/*==========================================
 * Get sd mother charid. (Need to be baby)
 *------------------------------------------*/
struct map_session_data *pc_get_mother (struct map_session_data *sd)
{
	if (sd && sd->class_&JOBL_BABY && sd->status.mother > 0)
		// charid2sd returns NULL if not found
		return iMap->charid2sd(sd->status.mother);

	return NULL;
}

/*==========================================
 * Get sd children charid. (Need to be married)
 *------------------------------------------*/
struct map_session_data *pc_get_child (struct map_session_data *sd)
{
	if (sd && pc->ismarried(sd) && sd->status.child > 0)
		// charid2sd returns NULL if not found
		return iMap->charid2sd(sd->status.child);

	return NULL;
}

/*==========================================
 * Set player sd to bleed. (losing hp and/or sp each diff_tick)
 *------------------------------------------*/
void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
{
	int hp = 0, sp = 0;

	if( pc_isdead(sd) )
		return;

	if (sd->hp_loss.value) {
		sd->hp_loss.tick += diff_tick;
		while (sd->hp_loss.tick >= sd->hp_loss.rate) {
			hp += sd->hp_loss.value;
			sd->hp_loss.tick -= sd->hp_loss.rate;
		}
		if(hp >= sd->battle_status.hp)
			hp = sd->battle_status.hp-1; //Script drains cannot kill you.
	}

	if (sd->sp_loss.value) {
		sd->sp_loss.tick += diff_tick;
		while (sd->sp_loss.tick >= sd->sp_loss.rate) {
			sp += sd->sp_loss.value;
			sd->sp_loss.tick -= sd->sp_loss.rate;
		}
	}

	if (hp > 0 || sp > 0)
		status_zap(&sd->bl, hp, sp);

	return;
}

//Character regen. Flag is used to know which types of regen can take place.
//&1: HP regen
//&2: SP regen
void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
{
	int hp = 0, sp = 0;

	if (sd->hp_regen.value) {
		sd->hp_regen.tick += diff_tick;
		while (sd->hp_regen.tick >= sd->hp_regen.rate) {
			hp += sd->hp_regen.value;
			sd->hp_regen.tick -= sd->hp_regen.rate;
		}
	}

	if (sd->sp_regen.value) {
		sd->sp_regen.tick += diff_tick;
		while (sd->sp_regen.tick >= sd->sp_regen.rate) {
			sp += sd->sp_regen.value;
			sd->sp_regen.tick -= sd->sp_regen.rate;
		}
	}

	if (hp > 0 || sp > 0)
		iStatus->heal(&sd->bl, hp, sp, 0);

	return;
}

/*==========================================
 * Memo player sd savepoint. (map,x,y)
 *------------------------------------------*/
int pc_setsavepoint(struct map_session_data *sd, short mapindex,int x,int y)
{
	nullpo_ret(sd);

	sd->status.save_point.map = mapindex;
	sd->status.save_point.x = x;
	sd->status.save_point.y = y;

	return 0;
}

/*==========================================
 * Save 1 player data  at autosave intervalle
 *------------------------------------------*/
int pc_autosave(int tid, unsigned int tick, int id, intptr_t data)
{
	int interval;
	struct s_mapiterator* iter;
	struct map_session_data* sd;
	static int last_save_id = 0, save_flag = 0;

	if(save_flag == 2) //Someone was saved on last call, normal cycle
		save_flag = 0;
	else
		save_flag = 1; //Noone was saved, so save first found char.

	iter = mapit_getallusers();
	for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
	{
		if(sd->bl.id == last_save_id && save_flag != 1) {
			save_flag = 1;
			continue;
		}

		if(save_flag != 1) //Not our turn to save yet.
			continue;

		//Save char.
		last_save_id = sd->bl.id;
		save_flag = 2;

		chrif->save(sd,0);
		break;
	}
	mapit->free(iter);

	interval = iMap->autosave_interval/(iMap->usercount()+1);
	if(interval < iMap->minsave_interval)
		interval = iMap->minsave_interval;
	iTimer->add_timer(iTimer->gettick()+interval,pc_autosave,0,0);

	return 0;
}

static int pc_daynight_timer_sub(struct map_session_data *sd,va_list ap)
{
	if (sd->state.night != iMap->night_flag && map[sd->bl.m].flag.nightenabled) { //Night/day state does not match.
		clif->status_change(&sd->bl, SI_SKE, iMap->night_flag, 0, 0, 0, 0); //New night effect by dynamix [Skotlex]
		sd->state.night = iMap->night_flag;
		return 1;
	}
	return 0;
}
/*================================================
 * timer to do the day [Yor]
 * data: 0 = called by timer, 1 = gmcommand/script
 *------------------------------------------------*/
int map_day_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	char tmp_soutput[1024];

	if (data == 0 && battle_config.day_duration <= 0)	// if we want a day
		return 0;

	if (!iMap->night_flag)
		return 0; //Already day.

	iMap->night_flag = 0; // 0=day, 1=night [Yor]
	iMap->map_foreachpc(pc_daynight_timer_sub);
	strcpy(tmp_soutput, (data == 0) ? msg_txt(502) : msg_txt(60)); // The day has arrived!
	intif->broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT);
	return 0;
}

/*================================================
 * timer to do the night [Yor]
 * data: 0 = called by timer, 1 = gmcommand/script
 *------------------------------------------------*/
int map_night_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	char tmp_soutput[1024];

	if (data == 0 && battle_config.night_duration <= 0)	// if we want a night
		return 0;

	if (iMap->night_flag)
		return 0; //Already nigth.

	iMap->night_flag = 1; // 0=day, 1=night [Yor]
	iMap->map_foreachpc(pc_daynight_timer_sub);
	strcpy(tmp_soutput, (data == 0) ? msg_txt(503) : msg_txt(59)); // The night has fallen...
	intif->broadcast(tmp_soutput, strlen(tmp_soutput) + 1, BC_DEFAULT);
	return 0;
}

void pc_setstand(struct map_session_data *sd){
	nullpo_retv(sd);

	status_change_end(&sd->bl, SC_TENSIONRELAX, INVALID_TIMER);
	clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_SIT);
	//Reset sitting tick.
	sd->ssregen.tick.hp = sd->ssregen.tick.sp = 0;
	sd->state.dead_sit = sd->vd.dead_sit = 0;
}

/**
 * Mechanic (MADO GEAR)
 **/
void pc_overheat(struct map_session_data *sd, int val) {
	int heat = val, skill,
		limit[] = { 10, 20, 28, 46, 66 };

	if( !pc_ismadogear(sd) || sd->sc.data[SC_OVERHEAT] )
		return; // already burning

	skill = cap_value(pc->checkskill(sd,NC_MAINFRAME),0,4);
	if( sd->sc.data[SC_OVERHEAT_LIMITPOINT] ) {
		heat += sd->sc.data[SC_OVERHEAT_LIMITPOINT]->val1;
		status_change_end(&sd->bl,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
	}

	heat = max(0,heat); // Avoid negative HEAT
	if( heat >= limit[skill] )
		sc_start(&sd->bl,SC_OVERHEAT,100,0,1000);
	else
		sc_start(&sd->bl,SC_OVERHEAT_LIMITPOINT,100,heat,30000);

	return;
}

/**
 * Check if player is autolooting given itemID.
 */
bool pc_isautolooting(struct map_session_data *sd, int nameid)
{
	int i;
	if( !sd->state.autolooting )
		return false;
	ARR_FIND(0, AUTOLOOTITEM_SIZE, i, sd->state.autolootid[i] == nameid);
	return (i != AUTOLOOTITEM_SIZE);
}

/**
 * Checks if player can use @/#command
 * @param sd Player map session data
 * @param command Command name with @/# and without params
 */
bool pc_can_use_command(struct map_session_data *sd, const char *command) {
	return atcommand->can_use(sd,command);
}

static int pc_charm_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	struct map_session_data *sd;
	int i, type;

	if( (sd=(struct map_session_data *)iMap->id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	ARR_FIND(1, 5, type, sd->charm[type] > 0);

	if( sd->charm[type] <= 0 )
	{
		ShowError("pc_charm_timer: %d charm's available. (aid=%d cid=%d tid=%d)\n", sd->charm[type], sd->status.account_id, sd->status.char_id, tid);
		sd->charm[type] = 0;
		return 0;
	}

	ARR_FIND(0, sd->charm[type], i, sd->charm_timer[type][i] == tid);
	if( i == sd->charm[type] )
	{
		ShowError("pc_charm_timer: timer not found (aid=%d cid=%d tid=%d)\n", sd->status.account_id, sd->status.char_id, tid);
		return 0;
	}

	sd->charm[type]--;
	if( i != sd->charm[type] )
		memmove(sd->charm_timer[type]+i, sd->charm_timer[type]+i+1, (sd->charm[type]-i)*sizeof(int));
	sd->charm_timer[type][sd->charm[type]] = INVALID_TIMER;

	clif->charm(sd, type);

	return 0;
}

int pc_add_charm(struct map_session_data *sd,int interval,int max,int type)
{
	int tid, i;

	nullpo_ret(sd);

	if(max > 10)
		max = 10;
	if(sd->charm[type] < 0)
		sd->charm[type] = 0;

	if( sd->charm[type] && sd->charm[type] >= max )
	{
		if(sd->charm_timer[type][0] != INVALID_TIMER)
			iTimer->delete_timer(sd->charm_timer[type][0],pc_charm_timer);
		sd->charm[type]--;
		if( sd->charm[type] != 0 )
			memmove(sd->charm_timer[type]+0, sd->charm_timer[type]+1, (sd->charm[type])*sizeof(int));
		sd->charm_timer[type][sd->charm[type]] = INVALID_TIMER;
	}

	tid = iTimer->add_timer(iTimer->gettick()+interval, pc_charm_timer, sd->bl.id, 0);
	ARR_FIND(0, sd->charm[type], i, sd->charm_timer[type][i] == INVALID_TIMER || DIFF_TICK(iTimer->get_timer(tid)->tick, iTimer->get_timer(sd->charm_timer[type][i])->tick) < 0);
	if( i != sd->charm[type] )
		memmove(sd->charm_timer[type]+i+1, sd->charm_timer[type]+i, (sd->charm[type]-i)*sizeof(int));
	sd->charm_timer[type][i] = tid;
	sd->charm[type]++;

	clif->charm(sd, type);
	return 0;
}

int pc_del_charm(struct map_session_data *sd,int count,int type)
{
	int i;

	nullpo_ret(sd);

	if( sd->charm[type] <= 0 ) {
		sd->charm[type] = 0;
		return 0;
	}

	if( count <= 0 )
		return 0;
	if( count > sd->charm[type] )
		count = sd->charm[type];
	sd->charm[type] -= count;
	if( count > 10 )
		count = 10;

	for(i = 0; i < count; i++) {
		if(sd->charm_timer[type][i] != INVALID_TIMER) {
			iTimer->delete_timer(sd->charm_timer[type][i],pc_charm_timer);
			sd->charm_timer[type][i] = INVALID_TIMER;
		}
	}
	for(i = count; i < 10; i++) {
		sd->charm_timer[type][i-count] = sd->charm_timer[type][i];
		sd->charm_timer[type][i] = INVALID_TIMER;
	}

	clif->charm(sd, type);
	return 0;
}
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
/*==========================================
 * Renewal EXP/Itemdrop rate modifier base on level penalty
 * 1=exp 2=itemdrop
 *------------------------------------------*/
int pc_level_penalty_mod(int diff, unsigned char race, unsigned short mode, int type)
{
	int rate = 100, i;

	if( diff < 0 )
		diff = MAX_LEVEL + ( ~diff + 1 );

	for(i=0; i<RC_MAX; i++){
		int tmp;

		if( race != i ){
			if( mode&MD_BOSS && i < RC_BOSS )
				i = RC_BOSS;
			else if( i <= RC_BOSS )
				continue;
		}

		if( (tmp=level_penalty[type][i][diff]) > 0 ){
			rate = tmp;
			break;
		}
	}

	return rate;
}
#endif
int pc_split_str(char *str,char **val,int num)
{
	int i;

	for (i=0; i<num && str; i++){
		val[i] = str;
		str = strchr(str,',');
		if (str && i<num-1) //Do not remove a trailing comma.
			*str++=0;
	}
	return i;
}

int pc_split_atoi(char* str, int* val, char sep, int max)
{
	int i,j;
	for (i=0; i<max; i++) {
		if (!str) break;
		val[i] = atoi(str);
		str = strchr(str,sep);
		if (str)
			*str++=0;
	}
	//Zero up the remaining.
	for(j=i; j < max; j++)
		val[j] = 0;
	return i;
}

int pc_split_atoui(char* str, unsigned int* val, char sep, int max)
{
	static int warning=0;
	int i,j;
	double f;
	for (i=0; i<max; i++) {
		if (!str) break;
		f = atof(str);
		if (f < 0)
			val[i] = 0;
		else if (f > UINT_MAX) {
			val[i] = UINT_MAX;
			if (!warning) {
				warning = 1;
				ShowWarning("pc_readdb (exp.txt): Required exp per level is capped to %u\n", UINT_MAX);
			}
		} else
			val[i] = (unsigned int)f;
		str = strchr(str,sep);
		if (str)
			*str++=0;
	}
	//Zero up the remaining.
	for(j=i; j < max; j++)
		val[j] = 0;
	return i;
}
/* [Ind/Hercules] */
void pc_read_skill_tree(void) {
	config_t skill_tree_conf;
	config_setting_t *skt = NULL, *inherit = NULL, *skills = NULL, *sk = NULL;
#ifdef RENEWAL
	const char *config_filename = "db/re/skill_tree.conf"; // FIXME hardcoded name
#else
	const char *config_filename = "db/pre-re/skill_tree.conf"; // FIXME hardcoded name
#endif
	int i = 0, jnamelen = 0;
	struct s_mapiterator *iter;
	struct map_session_data *sd;
	struct {
		const char *name;
		int id;
	} jnames[] = {
		{ "Novice", JOB_NOVICE },
		{ "Swordsman", JOB_SWORDMAN },
		{ "Magician", JOB_MAGE },
		{ "Archer", JOB_ARCHER },
		{ "Acolyte", JOB_ACOLYTE },
		{ "Merchant", JOB_MERCHANT },
		{ "Thief", JOB_THIEF },
		{ "Knight", JOB_KNIGHT },
		{ "Priest", JOB_PRIEST },
		{ "Wizard", JOB_WIZARD },
		{ "Blacksmith", JOB_BLACKSMITH },
		{ "Hunter", JOB_HUNTER },
		{ "Assassin", JOB_ASSASSIN },
		{ "Crusader", JOB_CRUSADER },
		{ "Monk", JOB_MONK },
		{ "Sage", JOB_SAGE },
		{ "Rogue", JOB_ROGUE },
		{ "Alchemist", JOB_ALCHEMIST },
		{ "Bard", JOB_BARD },
		{ "Dancer", JOB_DANCER },
		{ "Super_Novice", JOB_SUPER_NOVICE },
		{ "Gunslinger", JOB_GUNSLINGER },
		{ "Ninja", JOB_NINJA },
		{ "Novice_High", JOB_NOVICE_HIGH },
		{ "Swordsman_High", JOB_SWORDMAN_HIGH },
		{ "Magician_High", JOB_MAGE_HIGH },
		{ "Archer_High", JOB_ARCHER_HIGH },
		{ "Acolyte_High", JOB_ACOLYTE_HIGH },
		{ "Merchant_High", JOB_MERCHANT_HIGH },
		{ "Thief_High", JOB_THIEF_HIGH },
		{ "Lord_Knight", JOB_LORD_KNIGHT },
		{ "High_Priest", JOB_HIGH_PRIEST },
		{ "High_Wizard", JOB_HIGH_WIZARD },
		{ "Whitesmith", JOB_WHITESMITH },
		{ "Sniper", JOB_SNIPER },
		{ "Assassin_Cross", JOB_ASSASSIN_CROSS },
		{ "Paladin", JOB_PALADIN },
		{ "Champion", JOB_CHAMPION },
		{ "Professor", JOB_PROFESSOR },
		{ "Stalker", JOB_STALKER },
		{ "Creator", JOB_CREATOR },
		{ "Clown", JOB_CLOWN },
		{ "Gypsy", JOB_GYPSY },
		{ "Baby_Novice", JOB_BABY },
		{ "Baby_Swordsman", JOB_BABY_SWORDMAN },
		{ "Baby_Magician", JOB_BABY_MAGE },
		{ "Baby_Archer", JOB_BABY_ARCHER },
		{ "Baby_Acolyte", JOB_BABY_ACOLYTE },
		{ "Baby_Merchant", JOB_BABY_MERCHANT },
		{ "Baby_Thief", JOB_BABY_THIEF },
		{ "Baby_Knight", JOB_BABY_KNIGHT },
		{ "Baby_Priest", JOB_BABY_PRIEST },
		{ "Baby_Wizard", JOB_BABY_WIZARD },
		{ "Baby_Blacksmith", JOB_BABY_BLACKSMITH },
		{ "Baby_Hunter", JOB_BABY_HUNTER },
		{ "Baby_Assassin", JOB_BABY_ASSASSIN },
		{ "Baby_Crusader", JOB_BABY_CRUSADER },
		{ "Baby_Monk", JOB_BABY_MONK },
		{ "Baby_Sage", JOB_BABY_SAGE },
		{ "Baby_Rogue", JOB_BABY_ROGUE },
		{ "Baby_Alchemist", JOB_BABY_ALCHEMIST },
		{ "Baby_Bard", JOB_BABY_BARD },
		{ "Baby_Dancer", JOB_BABY_DANCER },
		{ "Super_Baby", JOB_SUPER_BABY },
		{ "Taekwon", JOB_TAEKWON },
		{ "Star_Gladiator", JOB_STAR_GLADIATOR },
		{ "Soul_Linker", JOB_SOUL_LINKER },
		{ "Gangsi", JOB_GANGSI },
		{ "Death_Knight", JOB_DEATH_KNIGHT },
		{ "Dark_Collector", JOB_DARK_COLLECTOR },
		{ "Rune_Knight", JOB_RUNE_KNIGHT },
		{ "Warlock", JOB_WARLOCK },
		{ "Ranger", JOB_RANGER },
		{ "Arch_Bishop", JOB_ARCH_BISHOP },
		{ "Mechanic", JOB_MECHANIC },
		{ "Guillotine_Cross", JOB_GUILLOTINE_CROSS },
		{ "Rune_Knight_Trans", JOB_RUNE_KNIGHT_T },
		{ "Warlock_Trans", JOB_WARLOCK_T },
		{ "Ranger_Trans", JOB_RANGER_T },
		{ "Arch_Bishop_Trans", JOB_ARCH_BISHOP_T },
		{ "Mechanic_Trans", JOB_MECHANIC_T },
		{ "Guillotine_Cross_Trans", JOB_GUILLOTINE_CROSS_T },
		{ "Royal_Guard", JOB_ROYAL_GUARD },
		{ "Sorcerer", JOB_SORCERER },
		{ "Minstrel", JOB_MINSTREL },
		{ "Wanderer", JOB_WANDERER },
		{ "Sura", JOB_SURA },
		{ "Genetic", JOB_GENETIC },
		{ "Shadow_Chaser", JOB_SHADOW_CHASER },
		{ "Royal_Guard_Trans", JOB_ROYAL_GUARD_T },
		{ "Sorcerer_Trans", JOB_SORCERER_T },
		{ "Minstrel_Trans", JOB_MINSTREL_T },
		{ "Wanderer_Trans", JOB_WANDERER_T },
		{ "Sura_Trans", JOB_SURA_T },
		{ "Genetic_Trans", JOB_GENETIC_T },
		{ "Shadow_Chaser_Trans", JOB_SHADOW_CHASER_T },
		{ "Baby_Rune_Knight", JOB_BABY_RUNE },
		{ "Baby_Warlock", JOB_BABY_WARLOCK },
		{ "Baby_Ranger", JOB_BABY_RANGER },
		{ "Baby_Arch_Bishop", JOB_BABY_BISHOP },
		{ "Baby_Mechanic", JOB_BABY_MECHANIC },
		{ "Baby_Guillotine_Cross", JOB_BABY_CROSS },
		{ "Baby_Royal_Guard", JOB_BABY_GUARD },
		{ "Baby_Sorcerer", JOB_BABY_SORCERER },
		{ "Baby_Minstrel", JOB_BABY_MINSTREL },
		{ "Baby_Wanderer", JOB_BABY_WANDERER },
		{ "Baby_Sura", JOB_BABY_SURA },
		{ "Baby_Genetic", JOB_BABY_GENETIC },
		{ "Baby_Shadow_Chaser", JOB_BABY_CHASER },
		{ "Expanded_Super_Novice", JOB_SUPER_NOVICE_E },
		{ "Expanded_Super_Baby", JOB_SUPER_BABY_E },
		{ "Kagerou", JOB_KAGEROU },
		{ "Oboro", JOB_OBORO },
	};
	
	if (conf_read_file(&skill_tree_conf, config_filename)) {
		ShowError("can't read %s\n", config_filename);
		return;
	}
	
	jnamelen = ARRAYLENGTH(jnames);
	
	while( (skt = config_setting_get_elem(skill_tree_conf.root,i++)) ) {
		int k, idx;
		const char *name = config_setting_name(skt);
		
		ARR_FIND(0, jnamelen, k, strcmpi(jnames[k].name,name) == 0 );
		
		if( k == jnamelen ) {
			ShowWarning("pc_read_skill_tree: '%s' unknown job name!\n",name);
			continue;
		}
		
		
		if( ( skills = config_setting_get_member(skt,"skills") ) ) {
			int c = 0;
			
			idx = pc->class2idx(jnames[k].id);
			
			while( ( sk = config_setting_get_elem(skills,c++) ) ) {
				const char *sk_name = config_setting_name(sk);
				int skill_id;
				
				if( ( skill_id = skill->name2id(sk_name) ) ) {
					int skidx, offset = 0, h = 0, rlen = 0, rskid = 0;
					
					ARR_FIND( 0, MAX_SKILL_TREE, skidx, skill_tree[idx][skidx].id == 0 || skill_tree[idx][skidx].id == skill_id );
					if( skidx == MAX_SKILL_TREE ) {
						ShowWarning("pc_read_skill_tree: Unable to load skill %hu (%s) into '%s's tree. Maximum number of skills per class has been reached.\n", skill_id, sk_name, name);
						continue;
					} else if(skill_tree[idx][skidx].id) {
						ShowNotice("pc_read_skill_tree: Overwriting %hu for '%s' (%d)\n", skill_id, name, jnames[k].id);
					}
					
					skill_tree[idx][skidx].id    = skill_id;
					skill_tree[idx][skidx].idx   = skill->get_index(skill_id);
					
					if( config_setting_is_group(sk) ) {
						int max = 0, jlevel = 0;
						config_setting_lookup_int(sk, "MaxLevel", &max);
						config_setting_lookup_int(sk, "MinJobLevel", &jlevel);
						skill_tree[idx][skidx].max = (unsigned char)max;
						skill_tree[idx][skidx].joblv = (unsigned char)jlevel;
						rlen = config_setting_length(sk);
						offset += jlevel ? 2 : 1;
					} else {
						skill_tree[idx][skidx].max = (unsigned char)config_setting_get_int(sk);
						skill_tree[idx][skidx].joblv = 0;
					}
					
					for( h = offset; h < rlen && h < MAX_PC_SKILL_REQUIRE; h++ ) {
						config_setting_t *rsk = config_setting_get_elem(sk,h);
						if( rsk && ( rskid = skill->name2id(config_setting_name(rsk)) ) ) {
							skill_tree[idx][skidx].need[h].id  = rskid;
							skill_tree[idx][skidx].need[h].idx = skill->get_index(rskid);
							skill_tree[idx][skidx].need[h].lv  = (unsigned char)config_setting_get_int(rsk);
						} else if( rsk ) {
							ShowWarning("pc_read_skill_tree: unknown requirement '%s' for '%s' in '%s'\n",config_setting_name(rsk),sk_name,name);
						} else {
							ShowWarning("pc_read_skill_tree: error for '%s' in '%s'\n",sk_name,name);
						}
					}
					
				} else {
					ShowWarning("pc_read_skill_tree: unknown skill '%s' in '%s'\n",sk_name,name);
				}
			}
		}
	}
	
	i = 0;
	while( (skt = config_setting_get_elem(skill_tree_conf.root,i++)) ) {
		int k, idx, v = 0;
		const char *name = config_setting_name(skt);
		const char *iname;

		
		ARR_FIND(0, jnamelen, k, strcmpi(jnames[k].name,name) == 0 );
		
		if( k == jnamelen ) {
			ShowWarning("pc_read_skill_tree: '%s' unknown job name!\n",name);
			continue;
		}
		idx = pc->class2idx(jnames[k].id);

		if( ( inherit = config_setting_get_member(skt,"inherit") ) ) {
			while( ( iname = config_setting_get_string_elem(inherit, v++) ) ) {
				int b = 0, a, d, f, fidx;

				ARR_FIND(0, jnamelen, b, strcmpi(jnames[b].name,iname) == 0 );
				
				if( b == jnamelen ) {
					ShowWarning("pc_read_skill_tree: '%s' trying to inherit unknown '%s'!\n",name,iname);
					continue;
				}
				
				fidx = pc->class2idx(jnames[b].id);
							
				ARR_FIND( 0, MAX_SKILL_TREE, d, skill_tree[fidx][d].id == 0 );

				for( f = 0; f < d; f++ ) {
					
					ARR_FIND( 0, MAX_SKILL_TREE, a, skill_tree[idx][a].id == 0 || skill_tree[idx][a].id == skill_tree[fidx][f].id );

					if( a == MAX_SKILL_TREE ) {
						ShowWarning("pc_read_skill_tree: '%s' can't inherit '%s', skill tree is full!\n", name,iname);
						break;
					} else if ( skill_tree[idx][a].id || ( skill_tree[idx][a].id == NV_TRICKDEAD && ((pc->jobid2mapid(jnames[k].id)&MAPID_BASEMASK)!=MAPID_NOVICE) ) ) /* we skip trickdead for non-novices */
						continue;/* skip */
					
					memcpy(&skill_tree[idx][a],&skill_tree[fidx][f],sizeof(skill_tree[fidx][f]));
				}
				
			}
		}
		
	}
	
	config_destroy(&skill_tree_conf);

    /* lets update all players skill tree */
    iter = mapit_getallusers();
    for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
        clif->skillinfoblock(sd);
    mapit->free(iter);
}
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
static bool pc_readdb_levelpenalty(char* fields[], int columns, int current)
{
	int type, race, diff;

	type = atoi(fields[0]);
	race = atoi(fields[1]);
	diff = atoi(fields[2]);

	if( type != 1 && type != 2 ){
		ShowWarning("pc_readdb_levelpenalty: Invalid type %d specified.\n", type);
		return false;
	}

	if( race < 0 || race > RC_MAX ){
		ShowWarning("pc_readdb_levelpenalty: Invalid race %d specified.\n", race);
		return false;
	}

	diff = min(diff, MAX_LEVEL);

	if( diff < 0 )
		diff = min(MAX_LEVEL + ( ~(diff) + 1 ), MAX_LEVEL*2);

	level_penalty[type][race][diff] = atoi(fields[3]);

	return true;
}
#endif

/*==========================================
 * pc DB reading.
 * exp.txt        - required experience values
 * skill_tree.txt - skill tree for every class
 * attr_fix.txt   - elemental adjustment table
 *------------------------------------------*/
int pc_readdb(void) {
	int i,j,k;
	unsigned int count = 0;
	FILE *fp;
	char line[24000],*p;

    //reset
	memset(exp_table,0,sizeof(exp_table));
	memset(max_level,0,sizeof(max_level));

	sprintf(line, "%s/"DBPATH"exp.txt", iMap->db_path);

	fp=fopen(line, "r");
	if(fp==NULL){
		ShowError("can't read %s\n", line);
		return 1;
	}
	while(fgets(line, sizeof(line), fp)) {
		int jobs[CLASS_COUNT], job_count, job, job_id;
		int type;
		unsigned int ui,maxlv;
		char *split[4];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if (pc_split_str(line,split,4) < 4)
			continue;

		job_count = pc_split_atoi(split[1],jobs,':',CLASS_COUNT);
		if (job_count < 1)
			continue;
		job_id = jobs[0];
		if (!pcdb_checkid(job_id)) {
			ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
			continue;
		}
		type = atoi(split[2]);
		if (type < 0 || type > 1) {
			ShowError("pc_readdb: Invalid type %d (must be 0 for base levels, 1 for job levels).\n", type);
			continue;
		}
		maxlv = atoi(split[0]);
		if (maxlv > MAX_LEVEL) {
			ShowWarning("pc_readdb: Specified max level %u for job %d is beyond server's limit (%u).\n ", maxlv, job_id, MAX_LEVEL);
			maxlv = MAX_LEVEL;
		}
		count++;
		job = jobs[0] = pc->class2idx(job_id);
		//We send one less and then one more because the last entry in the exp array should hold 0.
		max_level[job][type] = pc_split_atoui(split[3], exp_table[job][type],',',maxlv-1)+1;
		//Reverse check in case the array has a bunch of trailing zeros... [Skotlex]
		//The reasoning behind the -2 is this... if the max level is 5, then the array
		//should look like this:
	   //0: x, 1: x, 2: x: 3: x 4: 0 <- last valid value is at 3.
		while ((ui = max_level[job][type]) >= 2 && exp_table[job][type][ui-2] <= 0)
			max_level[job][type]--;
		if (max_level[job][type] < maxlv) {
			ShowWarning("pc_readdb: Specified max %u for job %d, but that job's exp table only goes up to level %u.\n", maxlv, job_id, max_level[job][type]);
			ShowInfo("Filling the missing values with the last exp entry.\n");
			//Fill the requested values with the last entry.
			ui = (max_level[job][type] <= 2? 0: max_level[job][type]-2);
			for (; ui+2 < maxlv; ui++)
				exp_table[job][type][ui] = exp_table[job][type][ui-1];
			max_level[job][type] = maxlv;
		}
//		ShowDebug("%s - Class %d: %d\n", type?"Job":"Base", job_id, max_level[job][type]);
		for (i = 1; i < job_count; i++) {
			job_id = jobs[i];
			if (!pcdb_checkid(job_id)) {
				ShowError("pc_readdb: Invalid job ID %d.\n", job_id);
				continue;
			}
			job = pc->class2idx(job_id);
			memcpy(exp_table[job][type], exp_table[jobs[0]][type], sizeof(exp_table[0][0]));
			max_level[job][type] = maxlv;
//			ShowDebug("%s - Class %d: %u\n", type?"Job":"Base", job_id, max_level[job][type]);
		}
	}
	fclose(fp);
	for (i = 0; i < JOB_MAX; i++) {
		if (!pcdb_checkid(i)) continue;
		if (i == JOB_WEDDING || i == JOB_XMAS || i == JOB_SUMMER)
			continue; //Classes that do not need exp tables.
		j = pc->class2idx(i);
		if (!max_level[j][0])
			ShowWarning("Class %s (%d) does not has a base exp table.\n", pc->job_name(i), i);
		if (!max_level[j][1])
			ShowWarning("Class %s (%d) does not has a job exp table.\n", pc->job_name(i), i);
	}
	ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"exp.txt");
	count = 0;
	// Reset and read skilltree
	memset(skill_tree,0,sizeof(skill_tree));
	pc_read_skill_tree();
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
	sv->readdb(iMap->db_path, "re/level_penalty.txt", ',', 4, 4, -1, &pc_readdb_levelpenalty);
	for( k=1; k < 3; k++ ){ // fill in the blanks
		for( j = 0; j < RC_MAX; j++ ){
			int tmp = 0;
			for( i = 0; i < MAX_LEVEL*2; i++ ){
				if( i == MAX_LEVEL+1 )
					tmp = level_penalty[k][j][0];// reset
				if( level_penalty[k][j][i] > 0 )
					tmp = level_penalty[k][j][i];
				else
					level_penalty[k][j][i] = tmp;
			}
		}
	}
#endif

	// Reset then read attr_fix
	for(i=0;i<4;i++)
		for(j=0;j<ELE_MAX;j++)
			for(k=0;k<ELE_MAX;k++)
				attr_fix_table[i][j][k]=100;

	sprintf(line, "%s/"DBPATH"attr_fix.txt", iMap->db_path);

	fp=fopen(line,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", line);
		return 1;
	}
	while(fgets(line, sizeof(line), fp))
	{
		char *split[10];
		int lv,n;
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<3 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if( j < 2 )
			continue;

		lv=atoi(split[0]);
		n=atoi(split[1]);
		count++;
		for(i=0;i<n && i<ELE_MAX;){
			if( !fgets(line, sizeof(line), fp) )
				break;
			if(line[0]=='/' && line[1]=='/')
				continue;

			for(j=0,p=line;j<n && j<ELE_MAX && p;j++){
				while(*p==32 && *p>0)
					p++;
				attr_fix_table[lv-1][i][j]=atoi(p);
				if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
					attr_fix_table[lv-1][i][j] = 0;
				p=strchr(p,',');
				if(p) *p++=0;
			}

			i++;
		}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"attr_fix.txt");
	count = 0;
    // reset then read statspoint
	memset(statp,0,sizeof(statp));
	i=1;

	sprintf(line, "%s/"DBPATH"statpoint.txt", iMap->db_path);
	fp=fopen(line,"r");
	if(fp == NULL){
		ShowWarning("Can't read '"CL_WHITE"%s"CL_RESET"'... Generating DB.\n",line);
		//return 1;
	} else {
		while(fgets(line, sizeof(line), fp))
		{
			int stat;
			if(line[0]=='/' && line[1]=='/')
				continue;
			if ((stat=strtoul(line,NULL,10))<0)
				stat=0;
			if (i > MAX_LEVEL)
				break;
			count++;
			statp[i]=stat;
			i++;
		}
		fclose(fp);

		ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s/"DBPATH"%s"CL_RESET"'.\n",count,iMap->db_path,"statpoint.txt");
	}
	// generate the remaining parts of the db if necessary
	k = battle_config.use_statpoint_table; //save setting
	battle_config.use_statpoint_table = 0; //temporarily disable to force pc->gets_status_point use default values
	statp[0] = 45; // seed value
	for (; i <= MAX_LEVEL; i++)
		statp[i] = statp[i-1] + pc->gets_status_point(i-1);
	battle_config.use_statpoint_table = k; //restore setting

	return 0;
}

void pc_itemcd_do(struct map_session_data *sd, bool load) {
	int i,cursor = 0;
	struct item_cd* cd = NULL;

	if( load ) {
		if( !(cd = idb_get(itemcd_db, sd->status.char_id)) ) {
			// no skill cooldown is associated with this character
			return;
		}
		for(i = 0; i < MAX_ITEMDELAYS; i++) {
			if( cd->nameid[i] && DIFF_TICK(iTimer->gettick(),cd->tick[i]) < 0 ) {
				sd->item_delay[cursor].tick = cd->tick[i];
				sd->item_delay[cursor].nameid = cd->nameid[i];
				cursor++;
			}
		}
		idb_remove(itemcd_db,sd->status.char_id);
	} else {
		if( !(cd = idb_get(itemcd_db,sd->status.char_id)) ) {
			// create a new skill cooldown object for map storage
			CREATE( cd, struct item_cd, 1 );
			idb_put( itemcd_db, sd->status.char_id, cd );
		}
		for(i = 0; i < MAX_ITEMDELAYS; i++) {
			if( sd->item_delay[i].nameid && DIFF_TICK(iTimer->gettick(),sd->item_delay[i].tick) < 0 ) {
				cd->tick[cursor] = sd->item_delay[i].tick;
				cd->nameid[cursor] = sd->item_delay[i].nameid;
				cursor++;
			}
		}
	}
	return;
}

/*==========================================
 * pc Init/Terminate
 *------------------------------------------*/
void do_final_pc(void) {

	db_destroy(itemcd_db);

	do_final_pc_groups();
	
	ers_destroy(pc_sc_display_ers);
	return;
}

int do_init_pc(void) {

	itemcd_db = idb_alloc(DB_OPT_RELEASE_DATA);

	pc->readdb();

	iTimer->add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
	iTimer->add_timer_func_list(pc_eventtimer, "pc_eventtimer");
	iTimer->add_timer_func_list(pc_inventory_rental_end, "pc_inventory_rental_end");
	iTimer->add_timer_func_list(pc->calc_pvprank_timer, "pc->calc_pvprank_timer");
	iTimer->add_timer_func_list(pc_autosave, "pc_autosave");
	iTimer->add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
	iTimer->add_timer_func_list(pc_follow_timer, "pc_follow_timer");
	iTimer->add_timer_func_list(pc->endautobonus, "pc->endautobonus");
	iTimer->add_timer_func_list(pc_charm_timer, "pc_charm_timer");

	iTimer->add_timer(iTimer->gettick() + iMap->autosave_interval, pc_autosave, 0, 0);

	// 0=day, 1=night [Yor]
	iMap->night_flag = battle_config.night_at_start ? 1 : 0;

	if (battle_config.day_duration > 0 && battle_config.night_duration > 0) {
		int day_duration = battle_config.day_duration;
		int night_duration = battle_config.night_duration;
		// add night/day timer [Yor]
		iTimer->add_timer_func_list(pc->map_day_timer, "pc->map_day_timer");
		iTimer->add_timer_func_list(pc->map_night_timer, "pc->map_night_timer");

		pc->day_timer_tid   = iTimer->add_timer_interval(iTimer->gettick() + (iMap->night_flag ? 0 : day_duration) + night_duration, pc->map_day_timer,   0, 0, day_duration + night_duration);
		pc->night_timer_tid = iTimer->add_timer_interval(iTimer->gettick() + day_duration + (iMap->night_flag ? night_duration : 0), pc->map_night_timer, 0, 0, day_duration + night_duration);
	}

	do_init_pc_groups();
	
	pc_sc_display_ers = ers_new(sizeof(struct sc_display_entry), "pc.c:pc_sc_display_ers", ERS_OPT_NONE);

	return 0;
}

/*=====================================
* Default Functions : pc.h 
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
void pc_defaults(void) {
	pc = &pc_s;

	/* vars */
	// timer for night.day
	pc->day_timer_tid = day_timer_tid;
	pc->night_timer_tid = night_timer_tid;

	/* funcs */
	
	pc->get_dummy_sd = pc_get_dummy_sd;
	pc->class2idx = pc_class2idx;
	pc->get_group_level = pc_get_group_level;
	pc->can_give_items = pc_can_give_items;
	
	pc->can_use_command = pc_can_use_command;
	pc->has_permission = pc_has_permission;
	pc->set_group = pc_set_group;
	pc->should_log_commands = pc_should_log_commands;

	pc->setrestartvalue = pc_setrestartvalue;
	pc->makesavestatus = pc_makesavestatus;
	pc->respawn = pc_respawn;
	pc->setnewpc = pc_setnewpc;
	pc->authok = pc_authok;
	pc->authfail = pc_authfail;
	pc->reg_received = pc_reg_received;
	
	pc->isequip = pc_isequip;
	pc->equippoint = pc_equippoint;
	pc->setinventorydata = pc_setinventorydata;
	
	pc->checkskill = pc_checkskill;
	pc->checkskill2 = pc_checkskill2;
	pc->checkallowskill = pc_checkallowskill;
	pc->checkequip = pc_checkequip;
	
	pc->calc_skilltree = pc_calc_skilltree;
	pc->calc_skilltree_normalize_job = pc_calc_skilltree_normalize_job;
	pc->clean_skilltree = pc_clean_skilltree;
	
	pc->setpos = pc_setpos;
	pc->setsavepoint = pc_setsavepoint;
	pc->randomwarp = pc_randomwarp;
	pc->memo = pc_memo;
	
	pc->checkadditem = pc_checkadditem;
	pc->inventoryblank = pc_inventoryblank;
	pc->search_inventory = pc_search_inventory;
	pc->payzeny = pc_payzeny;
	pc->additem = pc_additem;
	pc->getzeny = pc_getzeny;
	pc->delitem = pc_delitem;
	// Special Shop System
	pc->paycash = pc_paycash;
	pc->getcash = pc_getcash;
	
	pc->cart_additem = pc_cart_additem;
	pc->cart_delitem = pc_cart_delitem;
	pc->putitemtocart = pc_putitemtocart;
	pc->getitemfromcart = pc_getitemfromcart;
	pc->cartitem_amount = pc_cartitem_amount;
	
	pc->takeitem = pc_takeitem;
	pc->dropitem = pc_dropitem;
	
	pc->isequipped = pc_isequipped;
	pc->can_Adopt = pc_can_Adopt;
	pc->adoption = pc_adoption;
	
	pc->updateweightstatus = pc_updateweightstatus;
	
	pc->addautobonus = pc_addautobonus;
	pc->exeautobonus = pc_exeautobonus;
	pc->endautobonus = pc_endautobonus;
	pc->delautobonus = pc_delautobonus;
	
	pc->bonus = pc_bonus;
	pc->bonus2 = pc_bonus2;
	pc->bonus3 = pc_bonus3;
	pc->bonus4 = pc_bonus4;
	pc->bonus5 = pc_bonus5;
	pc->skill = pc_skill;
	
	pc->insert_card = pc_insert_card;
	
	pc->steal_item = pc_steal_item;
	pc->steal_coin = pc_steal_coin;
	
	pc->modifybuyvalue = pc_modifybuyvalue;
	pc->modifysellvalue = pc_modifysellvalue;
	
	pc->follow = pc_follow; // [MouseJstr]
	pc->stop_following = pc_stop_following;
	
	pc->maxbaselv = pc_maxbaselv;
	pc->maxjoblv = pc_maxjoblv;
	pc->checkbaselevelup = pc_checkbaselevelup;
	pc->checkjoblevelup = pc_checkjoblevelup;
	pc->gainexp = pc_gainexp;
	pc->nextbaseexp = pc_nextbaseexp;
	pc->thisbaseexp = pc_thisbaseexp;
	pc->nextjobexp = pc_nextjobexp;
	pc->thisjobexp = pc_thisjobexp;
	pc->gets_status_point = pc_gets_status_point;
	pc->need_status_point = pc_need_status_point;
	pc->statusup = pc_statusup;
	pc->statusup2 = pc_statusup2;
	pc->skillup = pc_skillup;
	pc->allskillup = pc_allskillup;
	pc->resetlvl = pc_resetlvl;
	pc->resetstate = pc_resetstate;
	pc->resetskill = pc_resetskill;
	pc->resetfeel = pc_resetfeel;
	pc->resethate = pc_resethate;
	pc->equipitem = pc_equipitem;
	pc->unequipitem = pc_unequipitem;
	pc->checkitem = pc_checkitem;
	pc->useitem = pc_useitem;
	
	pc->skillatk_bonus = pc_skillatk_bonus;
	pc->skillheal_bonus = pc_skillheal_bonus;
	pc->skillheal2_bonus = pc_skillheal2_bonus;
	
	pc->damage = pc_damage;
	pc->dead = pc_dead;
	pc->revive = pc_revive;
	pc->heal = pc_heal;
	pc->itemheal = pc_itemheal;
	pc->percentheal = pc_percentheal;
	pc->jobchange = pc_jobchange;
	pc->setoption = pc_setoption;
	pc->setcart = pc_setcart;
	pc->setfalcon = pc_setfalcon;
	pc->setriding = pc_setriding;
	pc->setmadogear = pc_setmadogear;
	pc->changelook = pc_changelook;
	pc->equiplookall = pc_equiplookall;
	
	pc->readparam = pc_readparam;
	pc->setparam = pc_setparam;
	pc->readreg = pc_readreg;
	pc->setreg = pc_setreg;
	pc->readregstr = pc_readregstr;
	pc->setregstr = pc_setregstr;
	pc->readregistry = pc_readregistry;
	pc->setregistry = pc_setregistry;
	pc->readregistry_str = pc_readregistry_str;
	pc->setregistry_str = pc_setregistry_str;
	
	pc->addeventtimer = pc_addeventtimer;
	pc->deleventtimer = pc_deleventtimer;
	pc->cleareventtimer = pc_cleareventtimer;
	pc->addeventtimercount = pc_addeventtimercount;
	
	pc->calc_pvprank = pc_calc_pvprank;
	pc->calc_pvprank_timer = pc_calc_pvprank_timer;
	
	pc->ismarried = pc_ismarried;
	pc->marriage = pc_marriage;
	pc->divorce = pc_divorce;
	pc->get_partner = pc_get_partner;
	pc->get_father = pc_get_father;
	pc->get_mother = pc_get_mother;
	pc->get_child = pc_get_child;
	
	pc->bleeding = pc_bleeding;
	pc->regen = pc_regen;
	
	pc->setstand = pc_setstand;
	pc->candrop = pc_candrop;
	
	pc->jobid2mapid = pc_jobid2mapid; // Skotlex
	pc->mapid2jobid = pc_mapid2jobid; // Skotlex
	
	pc->job_name = job_name;
	
	pc->setinvincibletimer = pc_setinvincibletimer;
	pc->delinvincibletimer = pc_delinvincibletimer;
	
	pc->addspiritball = pc_addspiritball;
	pc->delspiritball = pc_delspiritball;
	pc->addfame = pc_addfame;
	pc->famerank = pc_famerank;
	pc->set_hate_mob = pc_set_hate_mob;
	
	pc->readdb = pc_readdb;
	pc->do_init_pc = do_init_pc;
	pc->do_final_pc = do_final_pc;
	pc->map_day_timer = map_day_timer; // by [yor]
	pc->map_night_timer = map_night_timer; // by [yor]
	// Rental System
	pc->inventory_rentals = pc_inventory_rentals;
	pc->inventory_rental_clear = pc_inventory_rental_clear;
	pc->inventory_rental_add = pc_inventory_rental_add;
	
	pc->disguise = pc_disguise;
	pc->isautolooting = pc_isautolooting;
	
	pc->overheat = pc_overheat;
	
	pc->banding = pc_banding;
	
	pc->itemcd_do = pc_itemcd_do;
	
	pc->load_combo = pc_load_combo;
	
	pc->add_charm = pc_add_charm;
	pc->del_charm = pc_del_charm;
	
	pc->baselevelchanged = pc_baselevelchanged;
#if defined(RENEWAL_DROP) || defined(RENEWAL_EXP)
	pc->level_penalty_mod = pc_level_penalty_mod;
#endif
	
	pc->calc_skillpoint = pc_calc_skillpoint;
}