summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: fc0fe1ada7855803120d2639615b34e14133a1f6 (plain) (tree)
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
























                                                          
                      





                              



                                                                                                          




















                                                                                                                     










                                                                              

                                                                       











                                                                  






                                                                                                            
                                                    



























                                                                                  
                                                       














                                                          
































                                                                                       
                                                                                          


































































                                                                                              
                                           













                                                                                       
                                                           





















                                                                               

                                                              





























































                                                                                                                              
                                                                    

























                                                                                                                                        
                                                               
                                                                     
 
                                                             



                                                                          






                                                                                           

                                                                                        














                                                                           

                                                    

                                                         



                                                              


                                                            

                                                                  







                                                         



























                                                                                                  



                                                                          










                                                                              
                                               

                                                                                                     


































                                                                               
                                                                                                           






                                                     









                                               

                         
 





                                                                                             




                                                                                         














































                                                                                                                       
                                                                                                      




                                                                                 
                                                                                                  




                                                           
                                             



                                     
                                            

















                                                                                         


                                                             
                              

                                                                       
         

































                                                                            
                       



















                                                              
                




                                                                                                  
                                                              











                                                   




                                                      



                                                                      

                
                                                                  

                                                         





                                                      
                
                                                                  






















                                                         


                                                     








                                                                       
                                                                                                                              



















                                                   















                                                                                           



                                                                              










                                                                                    
                                         




















                                                       













                                                                                                     
                                   
                                            
                      
 
                                                               




                                                 
                                                 




















                                                                                                         
                                           

                                         

                                                     
                                 
                                                                                             




                                         

                           



                                                                                   







                                                                                                                                             

                                                                          

















                                                                                                                     
                                                                                                      
                                                                                                       



                                                                     





                                                                                


                                                                                                
                                                                                                                                






                                                                                                                     






                                                                                                               










                                                                                                          











                                                                  






                                                                             
        

                             
                                                                                   






                                                                                                                                                    



                                                                                 
                                                





                                          
                                                                       

                                               





                                                                            




                                                                                                                                         
                                           




                                                                 
                                                   
                 




                                                            





                                         

















































                                                                                     













































                                                                                             
                                


                                                   
                                      

                   

                                             
                                            




                                                            
                                             
                                                                  



































                                                                                         
                            



























































































                                                                                                    
                                                                       













                                                                                


                                                 







































                                                                                           

                                                                                                      
                                                                                           




                                                                                            



                                                                             
                                                 
















                                                                                                                                            






































































                                                                                       
                                 


















                                                                                        








































                                                                                                                                    
































































                                                                                                            


                                              

                                             


                                           





                                           











                                                                                                                           








                                                                                               
                                 





                                                     

                                     




































































                                                            
                           
                                  


                                                                                                                                                                  
                                                                           
                                 
                                                                               
                                 
                                                                                                                           



















                                                                                          
                                                                                                






















                                                                                                    
                                                                            



















                                                                                                                                                      

                                                  
                                                                 


                                                                                    

                                                                                                   





                                                                        
                                                            


                                          
                     
                                  


                                                                                                                                                                  
                                                                           
                                 
                                                                               
                                 
                                                                                                                           






                                                
                                                                                 























                                                                                                                   
                                                                                                      




















                                                                                              








                                                          
                                                          

























































                                                                                                                     
                                                                                   
                                                      
                                                                                   
                                                      
                                                                                   
                                                      
                                                                                   
                                                       
                                                                                   
                                                      
                                                                                   






































































                                                                                                               



                                                               



                                                                                                  
                                                                   









                                                         



                                                                
 
                                                                                      

                                                                                                    
                                                                  




                                                 

                                                                                                 









                                                                                                                                     

                                                                              
            






                                                                                                                       
 

                                                                   

                                                                                      
                                             
                                                                          
                                              

                                                                                    
                                             
                           
                                                                                  




                                           


                                                 








































                                                                                             
                               




































































                                                                                    










































































                                                                                       







                                                                                         




























                                                                                                        
                                                                       


















































                                                                                     
                                                                       












































































































                                                                                                                
                                             
                               
                                                        

                                                                                      
                    






                                                                                   



                                                                                                  

                                                              
 
                                                                               















                                                                                                                   

                                                             


                                                                                                  




















                                                                                           
                            
                                               


                                                                                                 





                                             

                                             

















































































































                                                                                          



                                                                                                            


                           



                                                                                                               





                                                                     



                                                                                                                





                                                                        



                                                                                                                                                        

         

                                                      
                                                                           


                                                                                   
                                           



                                                                                                                    


                                               



                                                                                                                  



















                                                                                                  



                                                 





































                                                                                                       
                                                                

                                                                                        
                                                               
                                                                                          




                                                                                 






                                                                                               
                                                  





































                                                                                               
                                                  


                                                                                             

                                                            
































                                                                                               
                                                  

























                                                                                                
                                                   




















                                                               

                                         












                                                                                               
                                                  


                                                                                             


                                                            


































                                                                                               
                                                  

























                                                                                                 
                                                   







                                                                
                                                             



                                                                   



                                                               














                                                                                                 
                                                   











                                                                
                                                             













                                                                                                          



                                                               



                                                                 
 





                                                                                                 
                                                   







                                                                  
                                                                 





                                                                 
                                                                                                       

                             
                                                      









                                                               
                                              

 
                                                                                             


                             
                                                 



















                                                                             
                                         

 
                                                                                               




                                                                                                                                            

                                                  


























                                                                    
                                          

 
                                                                                                 

                             

                                                   

                                                      

                                           

 
                                                                                            

                             

                                                 











                                                                                      



                                                                  




                                                                 
                         
                                                                                                        
                                                           

                                                               

                                                           

                                         

 
                                                                                               

                             
                                                  












                                                                   

                                          


                                          
                                                             





                                                       

                                                             
 
                                          

 
                                                                                              

                             
                                                  








                                                        



                                                                  


                                                                          
                                          

 
                                                                                                 

                             

                                                   


                                              
                                                                   
 
                                           




                                                                                                   

                                                     
                           





                                                                                             

                                        
                                           
                                        
                                                
                                        

                                                   



                                                



                                                 

                                                             

                                                                



                                                                              
                                              
                                       
                                            
                                       
                                           
                                       
                                               
                                                                   
                                           
                                                               
                                                                                  
                                       

                                                     



                                                     

                                           
                                      
                                                                              
                                                                                
        
                                          
                                                              
                                                                     
                                                             
                                            
                                                                
                                               


                                           
        
                                             





                                                                                                  
                                                       





                                                                                  
 

                                                                     








                                                               















                                                             



                                                      



















                                                                         

                                                  
                                                                            










                                                            
                                 
                                      
                                 
                                             
                                                        
                                                                                  
                                 



                                                           
                                         

                                                     
                                         
                                                          
                                         







                                                                                                       
                                                      










                                                                                                          
                                                   















                                                                                                          

                                                   


























                                                                                                      





                                                                   

                                                         
                                 


























































































                                                                                                      
                                             
                           
                                                        
                            



                                                      












                                                                 

                                                                     
















                                                                 

                                                                   




                                    
                                                      




                                                                
                                                       




                                                                
                                                   










                                                                
                                                      
 

                                                                                  
                                                 

 
                                                               















































































                                                                                             

                                                                                                    







































                                                                                       





                                                                 





















                                                                       














































































                                                                                                                   
                                                  


















                                                      
                                   
                                 

                                    





























                                                                            
                                            

                     




                         
                                              
                      
                      
                                               




                            
                                               

                      
                                                    
                                                                                                 



                                                                                          
                                                              

                          
                                                              




                                                                         



                             

                                                                         






















                                                                          









                                                                                       
                                         





                                                                 
                                   


                                                                  

                                            




                                                              
                                   
                                    

                                         


                                                                    

                                
                             
                                 
                                
                              
                                               
                      








                                                 
                              



                                                               

                             
                                                 


                                                                                             
                                                                                
                                          
                                                







                                                                       





































                                                                                                                      
                                              




                                            
                                     






















                                                                                                       























































































                                                                                                                                     
                                                                                                    





























































































































































































































































































































































                                                                                                                             

                                       
                                   
                                                                         
                                                     

                                     
                                           
                              

















                                                                                                                   
                                                            
                                                                   







                                                        
                                                          




























































                                                                                                       

                                            







                                                                             
                                                   




































































                                                                                                                      
                                                                      
                                                                        

                                                                       



                                                                                                                     
                                                                                                                               




































































































































































































                                                                                                                            
                                                        















































































































































                                                                                                                                                               
                                           
                            
                                           


























                                                                                                 
                                                                                               






                                                                  
                                                       


                                                      








                                                         






                                                             
                                                     

                                                          



                                                          








































                                                                                                  








                                                
                                                                                               
                                                                     















































































                                                                                                            



                                         


















                                                                    


                                                  



































































                                                                                                                               

                                                                                                 































                                                                                                                        
                                  






















































                                                                                                      
                                                                                   






































































































































































































                                                                                                                                                 
                                                                     
























                                                   
                                                       


                                            
                             


                                                               
                             






                                              


                                           






























































                                                                 



                                  









                                             


                                                                                  


































































































































































































                                                                                                                                            
                                                   


































































































                                                                                                                                                                  
                                                                                                                       
















































                                                                                                               
                                                                                              





























































































                                                                                                                                                                              

                                                                                                                          






























































































































































































































                                                                                                                                  
                                          




                                                
                                                        



































                                                                                                                                     
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include <time.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <string.h>
#include <limits.h>

#include "pc.h"
#include "map.h"
#include "pet.h"
#include "npc.h"
#include "mob.h"
#include "clif.h"
#include "guild.h"
#include "skill.h"
#include "itemdb.h"
#include "battle.h"
#include "chrif.h"
#include "status.h"
#include "script.h"
#include "unit.h"
#include "mercenary.h"

#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/malloc.h"

//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
#define SC_HM_BASE 800
#define SC_GD_BASE 900
int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. 
unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.

static int max_weight_base[MAX_PC_CLASS];
static int hp_coefficient[MAX_PC_CLASS];
static int hp_coefficient2[MAX_PC_CLASS];
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
static int sp_coefficient[MAX_PC_CLASS];
static int aspd_base[MAX_PC_CLASS][MAX_WEAPON_TYPE];	//[blackhole89]
static int refinebonus[MAX_REFINE_BONUS][3];	// ���B�{�[�i�X�e�[�u��(refine_db.txt)
int percentrefinery[5][MAX_REFINE+1];	// ���B������(refine_db.txt)
static int atkmods[3][MAX_WEAPON_TYPE];	// ����ATK�T�C�Y�C��(size_fix.txt)
static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];

static struct status_data dummy_status;
int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits

static void add_sc(int skill, int sc)
{
	int sk = skill;
	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
	else
	if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
	if (sk < 0 || sk >= MAX_SKILL) {
		if (battle_config.error_log)
			ShowError("add_sc: Unsupported skill id %d\n", skill);
		return;
	}
	if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
	  	SkillStatusChangeTableArray[sk] = sc;
	if (StatusSkillChangeTable[sc]==0)
	  	StatusSkillChangeTable[sc] = skill;
}

static void set_sc(int skill, int sc, int icon, unsigned int flag)
{
	if (StatusIconChangeTable[sc]==SI_BLANK)
	  	StatusIconChangeTable[sc] = icon;
	StatusChangeFlagTable[sc] |= flag;
	add_sc(skill, sc);
}

//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
//but it is much less prone to errors. [Skotlex]
void initChangeTables(void) {
	int i;
	for (i = 0; i < SC_MAX; i++)
		StatusIconChangeTable[i] = SI_BLANK;
	for (i = 0; i < MAX_SKILL; i++)
		SkillStatusChangeTableArray[i] = -1;
	memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
	memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));

	//First we define the skill for common ailments. These are used in 
	//skill_additional_effect through sc cards. [Skotlex]
	StatusSkillChangeTable[SC_STONE] =     MG_STONECURSE;
	StatusSkillChangeTable[SC_FREEZE] =    MG_FROSTDIVER;
	StatusSkillChangeTable[SC_STUN] =      NPC_STUNATTACK;
	StatusSkillChangeTable[SC_SLEEP] =     NPC_SLEEPATTACK;
	StatusSkillChangeTable[SC_POISON] =    NPC_POISON;
	StatusSkillChangeTable[SC_CURSE] =     NPC_CURSEATTACK;
	StatusSkillChangeTable[SC_SILENCE] =   NPC_SILENCEATTACK;
	StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
	StatusSkillChangeTable[SC_BLIND] =     NPC_BLINDATTACK;
	StatusSkillChangeTable[SC_BLEEDING] =  LK_HEADCRUSH;
	StatusSkillChangeTable[SC_DPOISON] =   NPC_POISON;

	//These are the status-change flags for the common ailments.
	StatusChangeFlagTable[SC_STONE] =     SCB_DEF_ELE;
	StatusChangeFlagTable[SC_FREEZE] =    SCB_DEF_ELE;
//	StatusChangeFlagTable[SC_STUN] =      SCB_NONE;
//	StatusChangeFlagTable[SC_SLEEP] =     SCB_NONE;
	StatusChangeFlagTable[SC_POISON] =    SCB_DEF2;
	StatusChangeFlagTable[SC_CURSE] =     SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
//	StatusChangeFlagTable[SC_SILENCE] =   SCB_NONE;
//	StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
	StatusChangeFlagTable[SC_BLIND] =     SCB_HIT|SCB_FLEE;
//	StatusChangeFlagTable[SC_BLEEDING] =  SCB_NONE;
	StatusChangeFlagTable[SC_DPOISON] =   SCB_DEF2;

	//The icons for the common ailments
//	StatusIconChangeTable[SC_STONE] =     SI_BLANK;
//	StatusIconChangeTable[SC_FREEZE] =    SI_BLANK;
//	StatusIconChangeTable[SC_STUN] =      SI_BLANK;
//	StatusIconChangeTable[SC_SLEEP] =     SI_BLANK;
//	StatusIconChangeTable[SC_POISON] =    SI_BLANK;
//	StatusIconChangeTable[SC_CURSE] =     SI_BLANK;
//	StatusIconChangeTable[SC_SILENCE] =   SI_BLANK;
//	StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
//	StatusIconChangeTable[SC_BLIND] =     SI_BLANK;
	StatusIconChangeTable[SC_BLEEDING] =  SI_BLEEDING;
//	StatusIconChangeTable[SC_DPOISON] =   SI_BLANK;

	
	add_sc(SM_BASH, SC_STUN);
	set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
	add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
	set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
	add_sc(MG_SIGHT, SC_SIGHT);
	add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
	add_sc(MG_FROSTDIVER, SC_FREEZE);
	add_sc(MG_STONECURSE, SC_STONE);
	add_sc(AL_RUWACH, SC_RUWACH);
	set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
	set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
	set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
	set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
	set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
	set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
	set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
	add_sc(TF_POISON, SC_POISON);
	set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
	add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
	set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
	set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
	set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
	set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
	set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
	set_sc(PR_KYRIE, SC_KYRIE,	SI_KYRIE, SCB_NONE);
	set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
	set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
	add_sc(PR_LEXDIVINA, SC_SILENCE);
	set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
	add_sc(WZ_METEOR, SC_STUN);
	add_sc(WZ_VERMILION, SC_BLIND);
	add_sc(WZ_FROSTNOVA, SC_FREEZE);
	add_sc(WZ_STORMGUST, SC_FREEZE);
	set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
	set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
	set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
	set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
	set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
	add_sc(HT_LANDMINE, SC_STUN);
	add_sc(HT_ANKLESNARE, SC_ANKLE);
	add_sc(HT_SANDMAN, SC_SLEEP);
	add_sc(HT_FLASHER, SC_BLIND);
	add_sc(HT_FREEZINGTRAP, SC_FREEZE);
	set_sc(AS_CLOAKING, SC_CLOAKING,	SI_CLOAKING, SCB_CRI|SCB_SPEED);
	add_sc(AS_SONICBLOW, SC_STUN);
	set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
	set_sc(AS_ENCHANTPOISON, SC_ENCPOISON,	SI_ENCPOISON, SCB_ATK_ELE);
	set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
	add_sc(AS_VENOMDUST, SC_POISON);
	add_sc(AS_SPLASHER, SC_SPLASHER);
	set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
	set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
	add_sc(TF_SPRINKLESAND, SC_BLIND);
	add_sc(TF_THROWSTONE, SC_STUN);
	set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
	set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
	set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
	add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
	set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
	add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
	add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
	add_sc(NPC_POISON, SC_POISON);
	add_sc(NPC_BLINDATTACK, SC_BLIND);
	add_sc(NPC_SILENCEATTACK, SC_SILENCE);
	add_sc(NPC_STUNATTACK, SC_STUN);
	add_sc(NPC_PETRIFYATTACK, SC_STONE);
	add_sc(NPC_CURSEATTACK, SC_CURSE);
	add_sc(NPC_SLEEPATTACK, SC_SLEEP);
	set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
	add_sc(NPC_DARKBLESSING, SC_COMA);
	set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
	add_sc(NPC_LICK, SC_STUN);
	set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
	add_sc(NPC_REBIRTH, SC_KAIZEL);
	add_sc(RG_RAID, SC_STUN);
	set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
	set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
	set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
	set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
	add_sc(AM_ACIDTERROR, SC_BLEEDING);
	set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
	set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
	set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
	set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
	set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
	add_sc(CR_SHIELDCHARGE, SC_STUN);
	set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
	add_sc(CR_HOLYCROSS, SC_BLIND);
	add_sc(CR_GRANDCROSS, SC_BLIND);
	set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
	set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
	set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
	set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
	set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
	add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
	add_sc(MO_BLADESTOP, SC_BLADESTOP);
	set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
	add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
	add_sc(SA_MAGICROD, SC_MAGICROD);
	set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
	set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
	set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
	set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
	set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
	set_sc(SA_VOLCANO, SC_VOLCANO, SI_BLANK, SCB_WATK);
	set_sc(SA_DELUGE, SC_DELUGE, SI_BLANK, SCB_MAXHP);
	set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_BLANK, SCB_FLEE);
	add_sc(SA_LANDPROTECTOR, SC_LANDPROTECTOR);
	add_sc(SA_REVERSEORCISH, SC_ORCISH);
	add_sc(SA_COMA, SC_COMA);
	set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
	add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
	set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
	set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
	set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
	add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
	add_sc(BD_INTOABYSS, SC_INTOABYSS);
	set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
	add_sc(BA_FROSTJOKE, SC_FREEZE);
	set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
	set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
	add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
	set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
	add_sc(DC_SCREAM, SC_STUN);
	set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
	set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
	set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
	set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
	add_sc(NPC_DARKCROSS, SC_BLIND);
	add_sc(NPC_GRANDDARKNESS, SC_BLIND);
	add_sc(NPC_STOP, SC_STOP);
	set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
	set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
	set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
	set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
	add_sc(NPC_INVISIBLE, SC_CLOAKING);
	set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
	set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
	set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
	set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
	set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
//	set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
	set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
	add_sc(HP_BASILICA, SC_BASILICA);
	set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
	add_sc(PA_SACRIFICE, SC_SACRIFICE);
	set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
	add_sc(PA_GOSPEL, SC_SCRESIST);
	add_sc(CH_TIGERFIST, SC_STOP);
	set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
	set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
	set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
	set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
	set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
	set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_CHASEWALK, SCB_SPEED);
	set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
	add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
	set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
	set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
	set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
	add_sc(LK_SPIRALPIERCE, SC_STOP);
	add_sc(LK_HEADCRUSH, SC_BLEEDING);
	set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
	add_sc(HW_NAPALMVULCAN, SC_CURSE);
	set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
	add_sc(PF_MEMORIZE, SC_MEMORIZE);
	add_sc(PF_FOGWALL, SC_FOGWALL);
	set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
	add_sc(WE_BABY, SC_BABY);
	set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED);
	set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
	set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
	set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
	add_sc(TK_DOWNKICK, SC_STUN);
	set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
	set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
	set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
	set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
	set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
	set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
	set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
	add_sc(SG_MOON_WARM, SC_WARM);
	add_sc(SG_STAR_WARM, SC_WARM);
	set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
	set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
	set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
	add_sc(SG_FRIEND, SC_SKILLRATE_UP);
	set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
	set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
	set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
	set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
	set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
	set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
	set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
	add_sc(SL_STUN, SC_STUN);
	set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
	set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
	set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
	set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
	set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
	set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
	set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
	add_sc(WS_CARTTERMINATION, SC_STUN);
	set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
	set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
	add_sc(CG_HERMODE, SC_HERMODE);
	set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
	set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
	set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
	set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
	set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
	add_sc(MO_BALKYOUNG, SC_STUN);
	add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
	add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
	add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
	add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);

	//Until they're at right position - gs_set_sc- [Vicious] / some of these don't seem to have a status icon adequate [blackhole89]
	set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
	set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
	set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
	set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD);
	set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);

	//Uncomment and update when you plan on implementing.
//	set_sc(NJ_UTSUSEMI,             SC_UTSUSEMI,            SI_MAEMI);
//	set_sc(NJ_KAENSIN,              SC_KAENSIN,             SI_BLANK);
	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI);
	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
	set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
	set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_INT);
	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
	set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);

	set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_GUILDAURA, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
	set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BATTLEORDERS, SCB_STR|SCB_INT|SCB_DEX);

	// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
	SkillStatusChangeTableArray[SL_ALCHEMIST] =   MAPID_ALCHEMIST,
	SkillStatusChangeTableArray[SL_MONK] =        MAPID_MONK,
	SkillStatusChangeTableArray[SL_STAR] =        MAPID_STAR_GLADIATOR,
	SkillStatusChangeTableArray[SL_SAGE] =        MAPID_SAGE,
	SkillStatusChangeTableArray[SL_CRUSADER] =    MAPID_CRUSADER,
	SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
	SkillStatusChangeTableArray[SL_KNIGHT] =      MAPID_KNIGHT,
	SkillStatusChangeTableArray[SL_WIZARD] =      MAPID_WIZARD,
	SkillStatusChangeTableArray[SL_PRIEST] =      MAPID_PRIEST,
	SkillStatusChangeTableArray[SL_BARDDANCER] =  MAPID_BARDDANCER,
	SkillStatusChangeTableArray[SL_ROGUE] =       MAPID_ROGUE,
	SkillStatusChangeTableArray[SL_ASSASIN] =     MAPID_ASSASSIN,
	SkillStatusChangeTableArray[SL_BLACKSMITH] =  MAPID_BLACKSMITH,
	SkillStatusChangeTableArray[SL_HUNTER] =      MAPID_HUNTER,
	SkillStatusChangeTableArray[SL_SOULLINKER] =  MAPID_SOUL_LINKER,

	//Status that don't have a skill associated.
	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION;
	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION;
	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
	
	//Other SC which are not necessarily associated to skills.
	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
	StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
	StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
	StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
	StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
	StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
	StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
	StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
	StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;

	if (!battle_config.display_hallucination) //Disable Hallucination.
		StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}

int SkillStatusChangeTable(int skill)
{
	int sk = skill;
	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
	else
	if (sk > HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
	if (sk < 0 || sk >= MAX_SKILL) {
		if (battle_config.error_log)
			ShowError("add_sc: Unsupported skill id %d\n", skill);
		return -1;
	}
	return SkillStatusChangeTableArray[sk];
}
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
static void initDummyData(void) {
	memset(&dummy_status, 0, sizeof(dummy_status));
	dummy_status.hp = 
	dummy_status.max_hp = 
	dummy_status.max_sp = 
	dummy_status.str =
	dummy_status.agi =
	dummy_status.vit =
	dummy_status.int_ =
	dummy_status.dex =
	dummy_status.luk =
	dummy_status.hit = 1;
	dummy_status.speed = 2000;
	dummy_status.adelay = 4000;
	dummy_status.amotion = 2000;
	dummy_status.dmotion = 2000;
	dummy_status.ele_lv = 1; //Min elemental level.
	dummy_status.mode = MD_CANMOVE;
}

/*==========================================
 * ���B�{�[�i�X
 *------------------------------------------
 */
int status_getrefinebonus(int lv,int type)
{
	if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
		return refinebonus[lv][type];
	return 0;
}

//Inflicts damage on the target with the according walkdelay.
//If flag&1, damage is passive and does not triggers cancelling status changes.
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
	struct status_data *status;
	struct status_change *sc;

	if(sp && target->type != BL_PC)
		sp = 0; //Only players get SP damage.
	
	if (hp < 0) { //Assume absorbed damage.
		status_heal(target, -hp, 0, 1);
		hp = 0;
	}

	if (sp < 0) {
		status_heal(target, 0, -sp, 1);
		sp = 0;
	}
	
	if (!hp && !sp)
		return 0;

	
	if (target->type == BL_SKILL)
		return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
	
	status = status_get_status_data(target);
	
	if (status == &dummy_status || !status->hp)
		return 0; //Invalid targets: no damage or dead

	if (!target->prev && !(flag&2))
		return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp

	sc = status_get_sc(target);

	if (sc && !sc->count)
		sc = NULL;

	if (hp && !(flag&1)) {
		if (sc) {
			if (sc->data[SC_FREEZE].timer != -1)
				status_change_end(target,SC_FREEZE,-1);
			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
				status_change_end(target,SC_STONE,-1);
			if (sc->data[SC_SLEEP].timer != -1)
				status_change_end(target,SC_SLEEP,-1);
			if (sc->data[SC_WINKCHARM].timer != -1)
				status_change_end(target,SC_WINKCHARM,-1);
			if (sc->data[SC_CONFUSION].timer != -1)
				status_change_end(target, SC_CONFUSION, -1);
			if (sc->data[SC_TRICKDEAD].timer != -1)
				status_change_end(target, SC_TRICKDEAD, -1);
			if (sc->data[SC_HIDING].timer != -1)
				status_change_end(target, SC_HIDING, -1);
			if (sc->data[SC_CLOAKING].timer != -1)
				status_change_end(target, SC_CLOAKING, -1);
			if (sc->data[SC_CHASEWALK].timer != -1)
				status_change_end(target, SC_CHASEWALK, -1);
			if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
				//Endure count is only reduced by non-players on non-gvg maps.
				//val4 signals infinite endure. [Skotlex]
				if (src && src->type != BL_PC && !map_flag_gvg(target->m)
					&& --(sc->data[SC_ENDURE].val2) < 0)
					status_change_end(target, SC_ENDURE, -1);
			}
			if (sc->data[SC_GRAVITATION].timer != -1 &&
				sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
				struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
				if (sg) {
					skill_delunitgroup(target,sg);
					sc->data[SC_GRAVITATION].val4 = 0;
					status_change_end(target, SC_GRAVITATION, -1);
				}
			}
			if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
			{
				struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
				if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
				{
					clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
					status_fix_damage(NULL, &sd2->bl, hp, 0);
					return 0;
				}
				status_change_end(target, SC_DEVOTION, -1);
			}
			if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
				skill_stop_dancing(target);
		}
		unit_skillcastcancel(target, 2);
	}

	if ((unsigned int)hp >= status->hp) {
		if (flag&2) return 0;
		hp = status->hp;
	}

	if ((unsigned int)sp > status->sp) {
		if (flag&2) return 0;
		sp = status->sp;
	}
	
	status->hp-= hp;
	status->sp-= sp;
	
	if (sc && hp && status->hp) {
		if (sc->data[SC_AUTOBERSERK].timer != -1 &&
			(sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
			status->hp < status->max_hp>>2)
			sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
	}
	
	switch (target->type)
	{
		case BL_MOB:
			mob_damage((TBL_MOB*)target, src, hp);
			break;
		case BL_PC:
			pc_damage((TBL_PC*)target,src,hp,sp);
			break;
		case BL_HOMUNCULUS:
			merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
	}

	if (status->hp)
  	{	//Still lives!
		if (walkdelay)
			unit_set_walkdelay(target, gettick(), walkdelay, 0);
		return hp+sp;
	}

	status->hp = 1; //To let the dead function cast skills and all that.
	//NOTE: These dead functions should return: [Skotlex]
	//0: Death cancelled, auto-revived.
	//Non-zero: Standard death. Clear status, cancel move/attack, etc
	//&2: Also remove object from map.
	//&4: Also delete object from memory.
	switch (target->type)
	{
		case BL_MOB:
			flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
			break;
		case BL_PC:
			flag = pc_dead((TBL_PC*)target,src);
			break;
		case BL_HOMUNCULUS:
			flag = merc_dead((TBL_HOMUNCULUS*)target,src);
			break;
		default:	//Unhandled case, do nothing to object.
			flag = 0;
			break;
	}

	if(!flag) //Death cancelled.
		return hp+sp;
  
	//Normal death
	status->hp = 0;
	if (battle_config.clear_unit_ondeath &&
		battle_config.clear_unit_ondeath&target->type)
		skill_clear_unitgroup(target);
	status_change_clear(target,0);

	if(flag&2) //remove the unit from the map.
		unit_remove_map(target,1);
	else { //These are handled by unit_remove_map.
		unit_stop_attack(target);
		unit_stop_walking(target,0);
		unit_skillcastcancel(target,0);
		clif_clearchar_area(target,1);
		skill_unit_move(target,gettick(),4);
		skill_cleartimerskill(target);
	}

	if(flag&4) { //Delete from memory.
		map_delblock(target);
		unit_free(target);
	}
		
	return hp+sp;
}

//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
//If flag&2, when the player is healed, show the HP/SP heal effect.
int status_heal(struct block_list *bl,int hp,int sp, int flag)
{
	struct status_data *status;
	struct status_change *sc;

	status = status_get_status_data(bl);

	if (status == &dummy_status || !status->hp)
		return 0;
	
	sc = status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;

	if (hp < 0) {
		status_damage(NULL, bl, -hp, 0, 0, 1);
		hp = 0;
	}
	
	if(hp) {
		if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
			hp = 0;

		
		if((unsigned int)hp > status->max_hp - status->hp)
			hp = status->max_hp - status->hp;
	}

	if(sp < 0) {
		status_damage(NULL, bl, 0, -sp, 0, 1);
		sp = 0;
	}

	if(sp) {
		if((unsigned int)sp > status->max_sp - status->sp)
			sp = status->max_sp - status->sp;
	}

	if(!sp && !hp) return 0;

	status->hp+= hp;
	status->sp+= sp;

	if(hp && sc &&
		sc->data[SC_AUTOBERSERK].timer != -1 &&
		sc->data[SC_PROVOKE].timer!=-1 &&
		sc->data[SC_PROVOKE].val2==1 &&
		status->hp>=status->max_hp>>2
	)	//End auto berserk.
		status_change_end(bl,SC_PROVOKE,-1);

	switch(bl->type) {
	case BL_MOB:
		mob_heal((TBL_MOB*)bl,hp);
		break;
	case BL_PC:
		pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
		break;
	case BL_HOMUNCULUS:
		merc_heal((TBL_HOMUNCULUS*)bl,hp,sp);
		break;
	}
	return hp+sp;
}

//Does percentual non-flinching damage/heal. If mob is killed this way,
//no exp/drops will be awarded if there is no src (or src is target)
//If rates are > 0, percent is of current HP/SP
//If rates are < 0, percent is of max HP/SP
//If flag, this is heal, otherwise it is damage.
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
{
	struct status_data *status;
	unsigned int hp  =0, sp = 0;

	status = status_get_status_data(target);
	
	if (hp_rate > 0)
		hp = (hp_rate*status->hp)/100;
	else if (hp_rate < 0)
		hp = (-hp_rate)*status->max_hp/100;
	if (hp_rate && !hp)
		hp = 1;

	if (sp_rate > 0)
		sp = (sp_rate*status->sp)/100;
	else if (sp_rate < 0)
		sp = (-sp_rate)*status->max_sp/100;
	if (sp_rate && !sp)
		sp = 1;

	//Ugly check in case damage dealt is too much for the received args of
	//status_heal / status_damage. [Skotlex]
	if (hp > INT_MAX) {
	  	hp -= INT_MAX;
		if (flag)
		  	status_heal(target, INT_MAX, 0, 0);
		else
			status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
	}
  	if (sp > INT_MAX) {
		sp -= INT_MAX;
		if (flag)
		  	status_heal(target, 0, INT_MAX, 0);
		else
			status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
	}	
	if (flag) return status_heal(target, hp, sp, 0);
	return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
}

int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
	struct status_data *status;
	unsigned int hp, sp;
	if (!status_isdead(bl)) return 0;

	status = status_get_status_data(bl);
	if (status == &dummy_status)
		return 0; //Invalid target.
	
	hp = status->max_hp * per_hp/100;
	sp = status->max_sp * per_sp/100;

	if(hp > status->max_hp - status->hp)
		hp = status->max_hp - status->hp;

	if(sp > status->max_sp - status->sp)
		sp = status->max_sp - status->sp;
	
	status->hp += hp;
	status->sp += sp;

	clif_resurrection(bl, 1);
	switch (bl->type) {
		case BL_MOB:
			mob_revive((TBL_MOB*)bl, hp);
			break;
		case BL_PC:
			pc_revive((TBL_PC*)bl, hp, sp);
			break;
	}
	return 1;
}
/*==========================================
 * Checks whether the src can use the skill on the target,
 * taking into account status/option of both source/target. [Skotlex]
 * flag:
 * 	0 - Trying to use skill on target.
 * 	1 - Cast bar is done.
 * 	2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
 * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
 * target MAY Be null, in which case the checks are only to see 
 * whether the source can cast or not the skill on the ground.
 *------------------------------------------
 */
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
{
	struct status_data *status;
	struct status_change *sc=NULL, *tsc;
	int hide_flag;

	status = src?status_get_status_data(src):&dummy_status;

	if (src && status_isdead(src))
		return 0;
	
	if (!skill_num) { //Normal attack checks.
		if (!(status->mode&MD_CANATTACK))
			return 0; //This mode is only needed for melee attacking.
		//Dead state is not checked for skills as some skills can be used 
		//on dead characters, said checks are left to skill.c [Skotlex]
		if (target && status_isdead(target))
			return 0;
	}

	if (skill_num == PA_PRESSURE && flag) {
	//Gloria Avoids pretty much everything....
		tsc = target?status_get_sc(target):NULL;
		if(tsc) {
			if (tsc->option&OPTION_HIDE)
				return 0;
			if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
				return 0;
		}
		return 1;
	}

	if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
		(target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
		&& !(status->mode&MD_BOSS))
	{	//Basilica Check
		if (!skill_num) return 0;
		hide_flag = skill_get_inf(skill_num);
		if (hide_flag&INF_ATTACK_SKILL)
			return 0;
		if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
			return 0;
	}	

	if (src) sc = status_get_sc(src);
	
	if(sc && sc->count)
	{
		if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
			//When sc do not cancel casting, the spell should come out.
			return 0;

		if (
			(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
			|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
			|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
			|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
		)
			return 0;

		if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
		{	//Prevents skill usage
			clif_emotion(src, 3);
			return 0;
		}
			
		if (sc->data[SC_BLADESTOP].timer != -1) {
			switch (sc->data[SC_BLADESTOP].val1)
			{
				case 5: if (skill_num == MO_EXTREMITYFIST) break;
				case 4: if (skill_num == MO_CHAINCOMBO) break;
				case 3: if (skill_num == MO_INVESTIGATE) break;
				case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
				default: return 0;
			}
		}
		if (skill_num && //Do not block item-casted skills.
			(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
		) {	//Skills blocked through status changes...
			if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
				(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
				(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
				sc->data[SC_STEELBODY].timer != -1 ||
				sc->data[SC_BERSERK].timer != -1
			))
				return 0;

			if (flag != 2 && ( //Those that block begin/end casting.
				sc->data[SC_SILENCE].timer != -1
			))
				return 0;

			//Skill blocking.
			if (
				(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
				(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
				(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
				sc->data[SC_NOCHAT].timer != -1
			)
				return 0;

			if (flag!=2 && sc->data[SC_DANCING].timer != -1)
			{
				if(sc->data[SC_LONGING].timer != -1)
			  	{	//Allow everything except dancing/re-dancing. [Skotlex]
					if (skill_num == BD_ENCORE ||
						skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
					)
						return 0;
				} else
				if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
					&& skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
					return 0;
				if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
					return 0;	//Can't amp out of Wand of Hermode :/ [Skotlex]
			}
		}
	}

	if (sc && sc->option)
	{
		if (sc->option&OPTION_HIDE)
		switch (skill_num) { //Usable skills while hiding.
			case TF_HIDING:
			case AS_GRIMTOOTH:
			case RG_BACKSTAP:
			case RG_RAID:
			case NJ_SHADOWJUMP:
			case NJ_KIRIKAGE:
				break;
			default:
				return 0;
		}
		if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
			return 0;
	}
	if (target == NULL || target == src) //No further checking needed.
		return 1;

	tsc = status_get_sc(target);
	
	if(tsc && tsc->count)
	{	
		if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
			return 0;
		if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
			return 0;
		if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
			return 0;
	}

	//If targetting, cloak+hide protect you, otherwise only hiding does.
	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
		
 	//You cannot hide from ground skills.
	if(skill_get_pl(skill_num) == ELE_EARTH)
		hide_flag &= ~OPTION_HIDE;
	
	switch (target->type)
	{
	case BL_PC:
		{
			struct map_session_data *sd = (TBL_PC*) target;
			if (pc_isinvisible(sd))
				return 0;
			if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
				&& (sd->state.perfect_hiding || !(
					status->race == RC_INSECT ||
				  	status->race == RC_DEMON ||
				  	status->mode&MD_DETECTOR
				)))
				return 0;
		}
		break;
	case BL_ITEM:	//Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
		//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
		if (status->mode&MD_LOOTER)
			return 1;
		else
			return 0;
	default:
		//Check for chase-walk/hiding/cloaking opponents.
		if (tsc && !(status->mode&MD_BOSS))
		{
			if (tsc->option&hide_flag && !(
				status->race == RC_INSECT ||
			  	status->race == RC_DEMON ||
			  	status->mode&MD_DETECTOR
			))
				return 0;
		}
	}
	return 1;
}

//Checks whether the source can see and chase target.
int status_check_visibility(struct block_list *src, struct block_list *target)
{
	int view_range;
	struct status_data* status = status_get_status_data(src);
	struct status_change* tsc = status_get_sc(target);
	switch (src->type) {
	case BL_MOB:
		view_range = ((TBL_MOB*)src)->min_chase;
		break;
	case BL_PET:
		view_range = ((TBL_PET*)src)->db->range2;
		break;
	default:
		view_range = AREA_SIZE;
	}

	if (src->m != target->m || !check_distance_bl(src, target, view_range))
		return 0;
	
	switch (target->type)
	{
	case BL_PC:
		{
			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
				&& !(status->mode&MD_BOSS) && (
					((TBL_PC*)target)->state.perfect_hiding || !(
					status->race == RC_INSECT ||
				  	status->race == RC_DEMON ||
				  	status->mode&MD_DETECTOR
				)))
				return 0;
		}
		break;
	default:
		//Check for chase-walk/hiding/cloaking opponents.
		if (tsc && !(status->mode&MD_BOSS))
		{
			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
				&& !(
					status->race == RC_INSECT ||
				  	status->race == RC_DEMON ||
				  	status->mode&MD_DETECTOR
				))
				return 0;
		}
	}
	return 1;
}

void status_calc_bl(struct block_list *bl, unsigned long flag);

static int status_base_atk(struct block_list *bl, struct status_data *status)
{
	int flag = 0, str, dex, dstr;
	if (bl->type == BL_PC)
	switch(((TBL_PC*)bl)->status.weapon){
		case W_BOW:
		case W_MUSICAL: 
		case W_WHIP:
		case W_REVOLVER:
		case W_RIFLE:
		case W_SHOTGUN:
		case W_GATLING:
		case W_GRENADE:
			flag = 1;
	}
	if (flag) {
		str = status->dex;
		dex = status->str;
	} else {
		str = status->str;
		dex = status->dex;
	}
	dstr = str/10;
	return str + dstr*dstr + dex/5 + status->luk/5;
}


//Fills in the misc data that can be calculated from the other status info (except for level)
void status_calc_misc(struct status_data *status, int level)
{
	status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
	status->matk_max = status->int_+(status->int_/5)*(status->int_/5);

	status->hit = level + status->dex;
	status->flee = level + status->agi;
	status->def2 = status->vit;
	status->mdef2 = status->int_ + (status->vit>>1);
	
	status->cri = status->luk*3 + 10;
	status->flee2 = status->luk + 10;
}

//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
//first&2: Class-change invoked.
int status_calc_mob(struct mob_data* md, int first)
{
	struct status_data *status;
	struct block_list *mbl = NULL;
	int flag=0;

	if(first)
	{	//Set basic level on respawn.
		if (md->spawn && !(first&2))
		  	md->level = md->spawn->level;
		else
			md->level = md->db->lv; // [Valaris]
	}

	//Check if we need custom base-status
	if (battle_config.mobs_level_up && md->level > md->db->lv)
		flag|=1;
	
	if (md->special_state.size)
		flag|=2;

	if (md->guardian_data && md->guardian_data->guardup_lv)
		flag|=4;
	
	if (battle_config.slaves_inherit_speed && md->master_id)
		flag|=8;
	
	if (md->master_id && md->special_state.ai>1)
		flag|=16;
		
	if (!flag)
	{ //No special status required.
		if (md->base_status) {
			aFree(md->base_status);
			md->base_status = NULL;
		}
		if(first)
			memcpy(&md->status, &md->db->status, sizeof(struct status_data));
		return 0;
	}
	if (!md->base_status)
		md->base_status = aCalloc(1, sizeof(struct status_data));
	
	status = md->base_status;
	memcpy(status, &md->db->status, sizeof(struct status_data));
	

	if (flag&(8|16))
		mbl = map_id2bl(md->master_id);

	if (flag&8 && mbl) {
		struct status_data *mstatus = status_get_base_status(mbl);
		if (mstatus)
			status->speed = mstatus->speed;
	}
		
	if (flag&16 && mbl)
	{	//Max HP setting from Summon Flora/marine Sphere
		struct unit_data *ud = unit_bl2ud(mbl);
		if (ud)
		{	// different levels of HP according to skill level
			if (ud->skillid == AM_SPHEREMINE) {
				status->max_hp = 2000 + 400*ud->skilllv;
				status->mode|= MD_CANMOVE; //Needed for the skill
			} else { //AM_CANNIBALIZE
				status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
				status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
			}
			status->hp = status->max_hp;
		}
	}

	if (flag&1)
	{	// increase from mobs leveling up [Valaris]
		int diff = md->level - md->db->lv;
		status->str+= diff;
		status->agi+= diff;
		status->vit+= diff;
		status->int_+= diff;
		status->dex+= diff;
		status->luk+= diff;
		status->max_hp += diff*status->vit;
		status->max_sp += diff*status->int_;
		status->hp = status->max_hp;
		status->sp = status->max_sp;
		status->speed -= diff;
	}
	
	
	if (flag&2)
	{	// change for sized monsters [Valaris]
		if (md->special_state.size==1) {
			status->max_hp>>=1;
			status->max_sp>>=1;
			if (!status->max_hp) status->max_hp = 1;
			if (!status->max_sp) status->max_sp = 1;
			status->hp=status->max_hp;
			status->sp=status->max_sp;
			status->str>>=1;
			status->agi>>=1;
			status->vit>>=1;
			status->int_>>=1;
			status->dex>>=1;
			status->luk>>=1;
			if (!status->str) status->str = 1;
			if (!status->agi) status->agi = 1;
			if (!status->vit) status->vit = 1;
			if (!status->int_) status->int_ = 1;
			if (!status->dex) status->dex = 1;
			if (!status->luk) status->luk = 1;
		} else if (md->special_state.size==2) {
			status->max_hp<<=1;
			status->max_sp<<=1;
			status->hp=status->max_hp;
			status->sp=status->max_sp;
			status->str<<=1;
			status->agi<<=1;
			status->vit<<=1;
			status->int_<<=1;
			status->dex<<=1;
			status->luk<<=1;
		}
	}

	status->batk = status_base_atk(&md->bl, status);
	status_calc_misc(status, md->level);

	if(flag&4)
	{	// Strengthen Guardians - custom value +10% / lv
		struct guild_castle *gc;
		gc=guild_mapname2gc(map[md->bl.m].name);
		if (!gc)
			ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
		else {
			status->max_hp += 2000 * gc->defense;
			status->max_sp += 200 * gc->defense;
			if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
				status->hp = gc->guardian[md->guardian_data->number].hp;
			else //Emperium
				status->hp = status->max_hp;
			status->sp = status->max_sp;
		}
		status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
		status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
		status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
		status->aspd_rate -= 100*md->guardian_data->guardup_lv;
	}

	if(!battle_config.enemy_str)
		status->batk = 0;
		
	if(battle_config.enemy_critical_rate != 100)
		status->cri = status->cri*battle_config.enemy_critical_rate/100;
	if (!status->cri && battle_config.enemy_critical_rate)
		status->cri = 1;

	if (!battle_config.enemy_perfect_flee)
		status->flee2 = 0;

	//Initial battle status
	if (!first)
		status_calc_bl(&md->bl, SCB_ALL);
	else
		memcpy(&md->status, status, sizeof(struct status_data));
	return 1;
}

//Skotlex: Calculates the stats of the given pet.
int status_calc_pet(struct pet_data *pd, int first)
{
	struct map_session_data *sd;
	int lv;
	
	nullpo_retr(0, pd);
	sd = pd->msd;
	if(!sd || sd->status.pet_id == 0 || sd->pd == NULL)
		return 0;

	if (first) {
		memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
		pd->status.speed = pd->petDB->speed;
	}

	if (battle_config.pet_lv_rate)
	{
		lv =sd->status.base_level*battle_config.pet_lv_rate/100;
		if (lv < 0)
			lv = 1;
		if (lv != sd->pet.level || first)
		{
			struct status_data *bstat = &pd->db->status, *status = &pd->status;
			sd->pet.level = lv;
			if (!first) //Lv Up animation
				clif_misceffect(&pd->bl, 0);
			status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
			status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
			status->str = (bstat->str*lv)/pd->db->lv;
			status->agi = (bstat->agi*lv)/pd->db->lv;
			status->vit = (bstat->vit*lv)/pd->db->lv;
			status->int_ = (bstat->int_*lv)/pd->db->lv;
			status->dex = (bstat->dex*lv)/pd->db->lv;
			status->luk = (bstat->luk*lv)/pd->db->lv;
		
			status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
			status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
			status->str = cap_value(status->str,1,battle_config.pet_max_stats);
			status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
			status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
			status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
			status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
			status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);

			status->batk = status_base_atk(&pd->bl, &pd->status);
			status_calc_misc(&pd->status, lv);
			if (!battle_config.pet_str)
				status->batk = 0;
			if (!first)	//Not done the first time because the pet is not visible yet
				clif_send_petstatus(sd);
		}
	} else if (first) {
		pd->status.batk = status_base_atk(&pd->bl, &pd->status);
		status_calc_misc(&pd->status, pd->db->lv);
		if (!battle_config.pet_str)
			pd->status.batk = 0;
	}
	
	//Support rate modifier (1000 = 100%)
	pd->rate_fix = 1000*(sd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
	if(battle_config.pet_support_rate != 100)
		pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
	return 1;
}	

int status_calc_homunculus(struct homun_data *hd, int first)
{
	struct status_data *status = &hd->base_status;
	int lv, i;
	/* very proprietary */
	lv=hd->level;
	memset(status, 0, sizeof(struct status_data));
	switch(hd->class_)
	{
	case 6001:	//LIF ~ int,dex,vit
		status->str = 3+lv/7;
		status->agi = 3+2*lv/5;
		status->vit = 4+lv;
		status->int_ = 4+3*lv/4;
		status->dex = 4+2*lv/3;
		status->luk = 3+lv/4;
		for(i=8001;i<8005;++i)
		{
			hd->hskill[i-8001].id=i;
			//hd->hskill[i-8001].level=1;
		}
		break;
	case 6003:	//FILIR ~ str,agi,dex
		status->str = 4+3*lv/4;
		status->agi = 4+2*lv/3;
		status->vit = 3+2*lv/5;
		status->int_ = 3+lv/4;
		status->dex = 4+lv;
		status->luk = 3+lv/7;
		for(i=8009;i<8013;++i)
		{
			hd->hskill[i-8009].id=i;
			//hd->hskill[i-8009].level=1;
		}
		break;
	case 6002:	//AMISTR ~ str,vit,luk
		status->str = 4+lv;
		status->agi = 3+lv/4;
		status->vit = 3+3*lv/4;
		status->int_ = 3+lv/10;
		status->dex = 3+2*lv/5;
		status->luk = 4+2*lv/3;
		for(i=8005;i<8009;++i)
		{
			hd->hskill[i-8005].id=i;
			//hd->hskill[i-8005].level=1;
		}
		break;
	case 6004:	//VANILMIRTH ~ int,dex,luk
		status->str = 3+lv/4;
		status->agi = 3+lv/7;
		status->vit = 3+2*lv/5;
		status->int_ = 4+lv;
		status->dex = 4+2*lv/3;
		status->luk = 4+3*lv/4;
		for(i=8013;i<8017;++i)
		{
			hd->hskill[i-8013].id=i;
			//hd->hskill[i-8013].level=1;
		}
		break;
	default:
		if (battle_config.error_log)
			ShowError("status_calc_homun: Unknown class %d\n", hd->class_);
		memcpy(status, &dummy_status, sizeof(struct status_data));
		break;
	}
	status->hp = 10; //Revive HP/SP?
	status->sp = 0;
	status->max_hp=500+lv*10+lv*lv;
	status->max_sp=300+lv*11+lv*lv*90/100;
	status->aspd_rate = 1000;
	status->speed=0x96;
	status->batk = status_base_atk(&hd->bl, status);
	status_calc_misc(status, hd->level);

	// hp recovery
	hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);

	// sp recovery
	hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
	if(status->int_ >= 120)
		hd->regensp += ((status->int_-120)>>1) + 4;

	status->amotion = 1800 - (1800 * status->agi / 250 + 1800 * status->dex / 1000);
	status->amotion	-= 200;
	status->dmotion=status->amotion;
	status_calc_bl(&hd->bl, SCB_ALL);
	return 1;
}

static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
{
	unsigned int val;
	val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
		+ hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
		* (100 + status->vit)/100 + sd->param_equip[2];
	if (sd->class_&JOBL_UPPER)
		val += val * 30/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
	return val;
}

static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
	unsigned int val;
	val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
		* (100 + status->int_)/100 + sd->param_equip[3];
	if (sd->class_&JOBL_UPPER)
		val += val * 30/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
		val *= 3; //Triple max SP for top ranking Taekwons over level 90.
	
	return val;
}


//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
int status_calc_pc(struct map_session_data* sd,int first)
{
	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
	struct status_data b_status, *status;
	struct weapon_atk b_lhw;
	struct skill b_skill[MAX_SKILL];
		
	int b_weight,b_max_weight;
	int i,index;
	int skill,refinedef=0;

	if (++calculating > 10) //Too many recursive calls!
		return -1;

	memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
	memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
	b_status.lhw = &b_lhw;
	
	memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
	b_weight = sd->weight;
	b_max_weight = sd->max_weight;
	
	pc_calc_skilltree(sd);	// �X�L���c��?�̌v�Z
	
	sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;

	if(first&1) {
		//Load Hp/SP from char-received data.
		sd->battle_status.hp = sd->status.hp;
		sd->battle_status.sp = sd->status.sp;
		sd->battle_status.lhw = &sd->battle_lhw;
		sd->base_status.lhw = &sd->base_lhw;
		
		sd->weight=0;
		for(i=0;i<MAX_INVENTORY;i++){
			if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
				continue;
			sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
		}
		sd->cart_max_weight=battle_config.max_cart_weight;
		sd->cart_weight=0;
		sd->cart_max_num=MAX_CART;
		sd->cart_num=0;
		for(i=0;i<MAX_CART;i++){
			if(sd->status.cart[i].nameid==0)
				continue;
			sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
			sd->cart_num++;
		}
	}

	status = &sd->base_status;
	// these are not zeroed. [zzo]
	sd->hprate=100;
	sd->sprate=100;
	sd->castrate=100;
	sd->delayrate=100;
	sd->dsprate=100;
	sd->speed_rate = 100;
	sd->hprecov_rate = 100;
	sd->sprecov_rate = 100;
	sd->atk_rate = sd->matk_rate = 100;
	sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
	sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;

	// zeroed arays, order follows the order in map.h.
	// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
	memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
		+ sizeof(sd->param_equip)
		+ sizeof(sd->subele)
		+ sizeof(sd->subrace)
		+ sizeof(sd->subrace2)
		+ sizeof(sd->subsize)
		+ sizeof(sd->reseff)
		+ sizeof(sd->weapon_coma_ele)
		+ sizeof(sd->weapon_coma_race)
		+ sizeof(sd->weapon_atk)
		+ sizeof(sd->weapon_atk_rate)
		+ sizeof(sd->arrow_addele) 
		+ sizeof(sd->arrow_addrace)
		+ sizeof(sd->arrow_addsize)
		+ sizeof(sd->magic_addele)
		+ sizeof(sd->magic_addrace)
		+ sizeof(sd->magic_addsize)
		+ sizeof(sd->critaddrace)
		+ sizeof(sd->expaddrace)
		+ sizeof(sd->itemhealrate)
		+ sizeof(sd->sp_gain_race)
		);

	memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
	memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));

	memset(&sd->special_state,0,sizeof(sd->special_state));
	memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
	memset(status->lhw, 0, sizeof(struct weapon_atk));

	//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
	status->speed = DEFAULT_WALK_SPEED;
	status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
	status->size = (sd->class_&JOBL_BABY)?0:1;
	if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
		if (sd->class_&JOBL_BABY) {
			if (battle_config.character_size&2)
				status->size++;
		} if(battle_config.character_size&1)
			status->size++;
	}
	status->aspd_rate = 1000;
	status->ele_lv = 1;
	status->race = RC_DEMIHUMAN;

	//zero up structures...
	memset(&sd->autospell,0,sizeof(sd->autospell)
		+ sizeof(sd->autospell2)
		+ sizeof(sd->addeff)
		+ sizeof(sd->addeff2)
		+ sizeof(sd->skillatk)
		+ sizeof(sd->skillblown)
		+ sizeof(sd->add_def)
		+ sizeof(sd->add_mdef)
		+ sizeof(sd->add_dmg)
		+ sizeof(sd->add_mdmg)
		+ sizeof(sd->add_drop)
	);
	
	// vars zeroing. ints, shorts, chars. in that order.
	memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
		+ sizeof(sd->arrow_ele)
		+ sizeof(sd->arrow_cri)
		+ sizeof(sd->arrow_hit)
		+ sizeof(sd->nhealhp)
		+ sizeof(sd->nhealsp)
		+ sizeof(sd->nshealhp)
		+ sizeof(sd->nshealsp)
		+ sizeof(sd->nsshealhp)
		+ sizeof(sd->nsshealsp)
		+ sizeof(sd->critical_def)
		+ sizeof(sd->double_rate)
		+ sizeof(sd->long_attack_atk_rate)
		+ sizeof(sd->near_attack_def_rate)
		+ sizeof(sd->long_attack_def_rate)
		+ sizeof(sd->magic_def_rate)
		+ sizeof(sd->misc_def_rate)
		+ sizeof(sd->ignore_mdef_ele)
		+ sizeof(sd->ignore_mdef_race)
		+ sizeof(sd->perfect_hit)
		+ sizeof(sd->perfect_hit_add)
		+ sizeof(sd->get_zeny_rate)
		+ sizeof(sd->get_zeny_num)
		+ sizeof(sd->double_add_rate)
		+ sizeof(sd->short_weapon_damage_return)
		+ sizeof(sd->long_weapon_damage_return)
		+ sizeof(sd->magic_damage_return)
		+ sizeof(sd->random_attack_increase_add)
		+ sizeof(sd->random_attack_increase_per)
		+ sizeof(sd->break_weapon_rate)
		+ sizeof(sd->break_armor_rate)
		+ sizeof(sd->crit_atk_rate)
		+ sizeof(sd->hp_loss_rate)
		+ sizeof(sd->sp_loss_rate)
		+ sizeof(sd->classchange)
		+ sizeof(sd->speed_add_rate)
		+ sizeof(sd->aspd_add_rate)
		+ sizeof(sd->setitem_hash)
		+ sizeof(sd->setitem_hash2)
		// shorts
		+ sizeof(sd->splash_range)
		+ sizeof(sd->splash_add_range)
		+ sizeof(sd->add_steal_rate)
		+ sizeof(sd->hp_loss_value)
		+ sizeof(sd->sp_loss_value)
		+ sizeof(sd->hp_loss_type)
		+ sizeof(sd->hp_gain_value)
		+ sizeof(sd->sp_gain_value)
		+ sizeof(sd->add_drop_count)
		+ sizeof(sd->unbreakable)
		+ sizeof(sd->unbreakable_equip)
		+ sizeof(sd->unstripable_equip)
		+ sizeof(sd->no_regen)
		+ sizeof(sd->add_def_count)
		+ sizeof(sd->add_mdef_count)
		+ sizeof(sd->add_dmg_count)
		+ sizeof(sd->add_mdmg_count)
		);

	// Parse equipment.
	for(i=0;i<EQI_MAX-1;i++) {
		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
		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;
		
		status->def += sd->inventory_data[index]->def;

		if(first&1 && sd->inventory_data[index]->equip_script)
	  	{	//Execute equip-script on login
			run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
			if (!calculating)
				return 1;
		}

		if(sd->inventory_data[index]->type == 4) {
			int r,wlv = sd->inventory_data[index]->wlv;
			struct weapon_data *wd;
			struct weapon_atk *wa;
			
			if (wlv >= MAX_REFINE_BONUS) 
				wlv = MAX_REFINE_BONUS - 1;
			if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
				wd = &sd->left_weapon; // Left-hand weapon
				wa = status->lhw;
			} else {
				wd = &sd->right_weapon;
				wa = &status->rhw;
			}
			wa->atk += sd->inventory_data[index]->atk;
			wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
			if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
				wd->overrefine = r*refinebonus[wlv][1];

			wa->range += sd->inventory_data[index]->range;
			if(sd->inventory_data[index]->script) {
				if (wd == &sd->left_weapon) {
					sd->state.lr_flag = 1;
					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				} else
					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
					return 1;
			}

			if(sd->status.inventory[index].card[0]==CARD0_FORGE)
			{	// Forged weapon
				wd->star += (sd->status.inventory[index].card[1]>>8);
				if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
				if(pc_famerank( MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
					wd->star += 10;
				
				if (!wa->ele) //Do not overwrite element from previous bonuses.
					wa->ele = (sd->status.inventory[index].card[1]&0x0f);
			}
		}
		else if(sd->inventory_data[index]->type == 5) {
			refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
			if(sd->inventory_data[index]->script) {
				run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
					return 1;
			}
		}
	}

	if(sd->equip_index[EQI_AMMO] >= 0){ // ��
		index = sd->equip_index[EQI_AMMO];
		if(sd->inventory_data[index]){		// Arrows
			sd->state.lr_flag = 2;
			run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
			sd->state.lr_flag = 0;
			if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
				return 1;
			sd->arrow_atk += sd->inventory_data[index]->atk;
		}
	}
	
	//Store equipment script bonuses 
	memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
	memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
	
	status->def += (refinedef+50)/100;

	//Parse Cards
	for(i=0;i<EQI_MAX-1;i++) {
		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
		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]) {
			int j,c;
			struct item_data *data;
	
			//Card script execution.
			if(itemdb_isspecial(sd->status.inventory[index].card[0]))
				continue;
			for(j=0;j<sd->inventory_data[index]->slot;j++){	
				current_equip_card_id= c= sd->status.inventory[index].card[j];
				if(!c)
					continue;
				data = itemdb_exists(c);
				if(!data)
					continue;
				if(first&1 && data->equip_script)
			  	{	//Execute equip-script on login
					run_script(data->equip_script,0,sd->bl.id,0);
					if (!calculating)
						return 1;
				}
				if(!data->script)
					continue;
				if(data->flag.no_equip) { //Card restriction checks.
					if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
						continue;
					if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
						continue;
					if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) 
						continue;
				}
				if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
				{	//Left hand status.
					sd->state.lr_flag = 1;
					run_script(data->script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				} else
					run_script(data->script,0,sd->bl.id,0);
				if (!calculating) //Abort, run_script his function. [Skotlex]
					return 1;
			}
		}
	}
	
	if(sd->status.pet_id > 0 && battle_config.pet_status_support && sd->pet.intimate > 0)
	{ // Pet
		struct pet_data *pd=sd->pd;
		if(pd && (!battle_config.pet_equip_required || pd->equip > 0) &&
			pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
			pc_bonus(sd,pd->bonus->type, pd->bonus->val);
	}
	//param_bonus now holds card bonuses.
	
	if(status->rhw.range < 1) status->rhw.range = 1;
	if(status->lhw->range < 1) status->lhw->range = 1;
	if(status->rhw.range < status->lhw->range)
		status->rhw.range = status->lhw->range;

	sd->double_rate += sd->double_add_rate;
	sd->perfect_hit += sd->perfect_hit_add;
	sd->splash_range += sd->splash_add_range;
	if(sd->aspd_add_rate)	
		status->aspd_rate += 10*sd->aspd_add_rate;
	if(sd->speed_add_rate)	
		sd->speed_rate += sd->speed_add_rate;

	// Damage modifiers from weapon type
	sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
	sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
	sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
	sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
	sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
	sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];

// ----- STATS CALCULATION -----

	// Job bonuses
	for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
		if(!job_bonus[sd->status.class_][i])
			continue;
		switch(job_bonus[sd->status.class_][i]) {
			case 1:
				status->str++;
				break;
			case 2:
				status->agi++;
				break;
			case 3:
				status->vit++;
				break;
			case 4:
				status->int_++;
				break;
			case 5:
				status->dex++;
				break;
			case 6:
				status->luk++;
				break;
		}
	}

	// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
		status->str += 10;
		status->agi += 10;
		status->vit += 10;
		status->int_+= 10;
		status->dex += 10;
		status->luk += 10;
	}

	// Absolute modifiers from passive skills
	if(pc_checkskill(sd,BS_HILTBINDING)>0)
		status->str++;
	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
		status->int_ += (skill+1)/2; // +1 INT / 2 lv
	if((skill=pc_checkskill(sd,AC_OWL))>0)
		status->dex += skill;

	// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
	i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
	status->str = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
	status->agi = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
	status->vit = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
	status->int_ = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
	status->dex = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
	status->luk = i<0?0:(i>USHRT_MAX?USHRT_MAX:i);
	
// ------ BASE ATTACK CALCULATION ------

	// Basic Base ATK value
	status->batk += status_base_atk(&sd->bl,status);
	// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
	if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
		status->batk += sd->weapon_atk[sd->status.weapon];
	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
		status->batk += 4;

// ----- MATK CALCULATION -----

	// Basic MATK value
	status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
	status->matk_min += status->int_+(status->int_/7)*(status->int_/7);

// ----- CRIT CALCULATION -----

	// Basic Crit value
	status->cri += (status->luk*3)+10;

// ----- HIT CALCULATION -----

	// Basic Hit value
	status->hit += status->dex + sd->status.base_level;

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
		status->hit += skill*2;
	if((skill=pc_checkskill(sd,AC_VULTURE))>0){
		status->hit += skill;
		if(sd->status.weapon == W_BOW)
			status->rhw.range += skill;
	}
	if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  	{
		if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
			status->hit += 2*skill;
		if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
			status->hit += skill;
			status->rhw.range += skill;
		}
	}

// ----- FLEE CALCULATION -----

	// Basic Flee value
	status->flee += status->agi + sd->status.base_level;

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,TF_MISS))>0)
		status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
	if((skill=pc_checkskill(sd,MO_DODGE))>0)
		status->flee += (skill*3)>>1;

// ----- PERFECT DODGE CALCULATION -----

	// Basic Perfect Dodge value
	status->flee2 += status->luk+10;

// ----- VIT-DEF CALCULATION -----

	// Basic VIT-DEF value
	status->def2 += status->vit;

// ----- EQUIPMENT-DEF CALCULATION -----

	// Apply relative modifiers from equipment
	if(sd->def_rate != 100) {
		i =  status->def * sd->def_rate/100;
		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
	}

	if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
	{
		status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
		status->def = (unsigned char)battle_config.max_def;
	}

// ----- INT-MDEF CALCULATION -----

	// Basic INT-MDEF value
	status->mdef2 += status->int_ + (status->vit>>1);

// ----- EQUIPMENT-MDEF CALCULATION -----

	// Apply relative modifiers from equipment
	if(sd->mdef_rate != 100) {
		i =  status->mdef * sd->mdef_rate/100;
		status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
	}

	if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
	{
		status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
		status->mdef = (signed char)battle_config.max_def;
	}
	
// ----- WALKING SPEED CALCULATION -----

	// Relative modifiers from passive skills
	if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
		status->speed -= status->speed * skill/100;
	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
		status->speed -= status->speed * 25/100;
	if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
		status->speed += status->speed * (100-10*skill)/100;

// ----- ASPD CALCULATION -----
// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied

	// Basic ASPD value
	if (sd->status.weapon < MAX_WEAPON_TYPE)
		i = (1000 -4*status->agi -status->dex)
			*aspd_base[sd->status.class_][sd->status.weapon]/1000;
	else
		i = ((
			(1000 -4*status->agi -status->dex)
			*aspd_base[sd->status.class_][sd->weapontype1]/1000
		)+(
			(1000 -4*status->agi -status->dex)
			*aspd_base[sd->status.class_][sd->weapontype2]/1000
		)) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]

	status->amotion = cap_value(i,battle_config.max_aspd,2000);

	// Relative modifiers from passive skills
	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
		status->aspd_rate -= 5*skill;
	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
		status->aspd_rate -= 30*skill;
	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
		status->aspd_rate -= 5*skill;
	if(pc_isriding(sd))
		status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
	
	status->adelay = 2*status->amotion;
	

// ----- DMOTION -----
//
	i =  800-status->agi*4;
	status->dmotion = cap_value(i, 400, 800);

// ----- HP MAX CALCULATION -----

	// Basic MaxHP value
	//We hold the standard Max HP here to make it faster to recalculate on vit changes.
	sd->status.max_hp = status_base_pc_maxhp(sd,status);
	status->max_hp += sd->status.max_hp;

	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
		status->max_hp += 2000;

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,CR_TRUST))>0)
		status->max_hp += skill*200;

// ----- SP MAX CALCULATION -----

	// Basic MaxSP value
	sd->status.max_sp = status_base_pc_maxsp(sd,status);
	status->max_sp += sd->status.max_sp;

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,SL_KAINA))>0)
		status->max_sp += 30*skill;

	if(status->sp>status->max_sp)
		status->sp=status->max_sp;

// ----- RESPAWN HP/SP -----
// 
	//Calc respawn hp and store it on base_status
	if (sd->special_state.restart_full_recover)
	{
		status->hp = status->max_hp;
		status->sp = status->max_sp;
	} else {
		if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) 
			&& battle_config.restart_hp_rate < 50) 
			status->hp=status->max_hp>>1;
		else 
			status->hp=status->max_hp * battle_config.restart_hp_rate/100;
		if(!status->hp)
			status->hp = 1;

		status->sp = status->max_sp * battle_config.restart_sp_rate /100;
	}

// ----- MISC CALCULATIONS -----

	// Weight
	if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
		sd->max_weight += 2000*skill;
	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
		sd->max_weight += 10000;
	if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
		sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
	
	// Skill SP cost
	if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
		sd->dsprate -= 4*skill;

	if(sd->sc.count){
		if(sd->sc.data[SC_SERVICE4U].timer!=-1)
			sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
	}

	if(sd->dsprate < 0) sd->dsprate = 0;

	// Anti-element and anti-race
	if((skill=pc_checkskill(sd,CR_TRUST))>0)
		sd->subele[6] += skill*5;
	if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
		sd->subele[0] += skill;
		sd->subele[3] += skill*4;
	}
	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
		skill = skill*4;
		sd->right_weapon.addrace[RC_DRAGON]+=skill;
		sd->left_weapon.addrace[RC_DRAGON]+=skill;
		sd->magic_addrace[RC_DRAGON]+=skill;
		sd->subrace[RC_DRAGON]+=skill;
	}

	if(sd->sc.count){
     	if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
		{	//Update the card-bonus data
			sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
			sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
		}
     	if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
			sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
			sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
		}
		if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
			sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
			sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
		}
	}

	status_cpy(&sd->battle_status, status);
	status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
	status = &sd->battle_status; //Need to compare versus this.
	
// ----- CLIENT-SIDE REFRESH -----
	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
		clif_skillinfoblock(sd);
	if(b_status.speed != status->speed)
		clif_updatestatus(sd,SP_SPEED);
	if(b_weight != sd->weight)
		clif_updatestatus(sd,SP_WEIGHT);
	if(b_max_weight != sd->max_weight) {
		clif_updatestatus(sd,SP_MAXWEIGHT);
		pc_checkweighticon(sd);
	}
	if(b_status.str != status->str)
		clif_updatestatus(sd,SP_STR);
	if(b_status.agi != status->agi)
		clif_updatestatus(sd,SP_AGI);
	if(b_status.vit != status->vit)
		clif_updatestatus(sd,SP_VIT);
	if(b_status.int_ != status->int_)
		clif_updatestatus(sd,SP_INT);
	if(b_status.dex != status->dex)
		clif_updatestatus(sd,SP_DEX);
	if(b_status.luk != status->luk)
		clif_updatestatus(sd,SP_LUK);
	if(b_status.hit != status->hit)
		clif_updatestatus(sd,SP_HIT);
	if(b_status.flee != status->flee)
		clif_updatestatus(sd,SP_FLEE1);
	if(b_status.amotion != status->amotion)
		clif_updatestatus(sd,SP_ASPD);
	if(b_status.rhw.atk != status->rhw.atk ||
		b_status.lhw->atk != status->lhw->atk ||
		b_status.batk != status->batk)
		clif_updatestatus(sd,SP_ATK1);
	if(b_status.def != status->def)
		clif_updatestatus(sd,SP_DEF1);
	if(b_status.rhw.atk2 != status->rhw.atk2 ||
		b_status.lhw->atk2 != status->lhw->atk2)
		clif_updatestatus(sd,SP_ATK2);
	if(b_status.def2 != status->def2)
		clif_updatestatus(sd,SP_DEF2);
	if(b_status.flee2 != status->flee2)
		clif_updatestatus(sd,SP_FLEE2);
	if(b_status.cri != status->cri)
		clif_updatestatus(sd,SP_CRITICAL);
	if(b_status.matk_max != status->matk_max)
		clif_updatestatus(sd,SP_MATK1);
	if(b_status.matk_min != status->matk_min)
		clif_updatestatus(sd,SP_MATK2);
	if(b_status.mdef != status->mdef)
		clif_updatestatus(sd,SP_MDEF1);
	if(b_status.mdef2 != status->mdef2)
		clif_updatestatus(sd,SP_MDEF2);
	if(b_status.rhw.range != status->rhw.range)
		clif_updatestatus(sd,SP_ATTACKRANGE);
	if(b_status.max_hp != status->max_hp)
		clif_updatestatus(sd,SP_MAXHP);
	if(b_status.max_sp != status->max_sp)
		clif_updatestatus(sd,SP_MAXSP);
	if(b_status.hp != status->hp)
		clif_updatestatus(sd,SP_HP);
	if(b_status.sp != status->sp)
		clif_updatestatus(sd,SP_SP);

	calculating = 0;
	return 0;
}

static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static signed char status_calc_def(struct block_list *,struct status_change *,int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);

//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
{
	struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
	int skill;

	if(flag&(SCB_MAXHP|SCB_VIT))
	{
		flag|=SCB_MAXHP; //Ensures client-side refresh
		
		status->max_hp = status_base_pc_maxhp(sd,status);
		status->max_hp += b_status->max_hp - sd->status.max_hp;
		
		status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
		// Apply relative modifiers from equipment
		if(sd->hprate!=100)
			status->max_hp = status->max_hp * sd->hprate/100;
		if(battle_config.hp_rate != 100)
			status->max_hp = status->max_hp * battle_config.hp_rate/100;
		
		if(status->max_hp > (unsigned int)battle_config.max_hp)
			status->max_hp = battle_config.max_hp;
		else if(!status->max_hp)
			status->max_hp = 1;
	
		if(status->hp > status->max_hp) {
			status->hp = status->max_hp;
			clif_updatestatus(sd,SP_HP);
		}

		sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);

		// Apply relative modifiers from equipment
		if(sd->hprecov_rate != 100)
			sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;

		if(sd->nhealhp < 1) sd->nhealhp = 1;
		else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;

		// Skill-related HP recovery
		if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
			sd->nshealhp = skill*5 + (status->max_hp*skill/500);
		// Skill-related HP recovery (only when sit)
		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
		if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
			sd->nsshealhp = skill*30 + (status->max_hp*skill/500);

		if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
		if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
	}

	if(flag&(SCB_MAXSP|SCB_INT))
	{	
		flag|=SCB_MAXSP;
		
		status->max_sp = status_base_pc_maxsp(sd,status);
		status->max_sp += b_status->max_sp - sd->status.max_sp;
		
		if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
			status->max_sp += status->max_sp * skill/100;
		if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
			status->max_sp += status->max_sp * 2*skill/100;

		status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
		
		// Apply relative modifiers from equipment
		if(sd->sprate!=100)
			status->max_sp = status->max_sp * sd->sprate/100;
		if(battle_config.sp_rate != 100)
			status->max_sp = status->max_sp * battle_config.sp_rate/100;
		
		if(status->max_sp > (unsigned int)battle_config.max_sp)
			status->max_sp = battle_config.max_sp;
		else if(!status->max_sp)
			status->max_sp = 1;
		
		if(status->sp > status->max_sp) {
			status->sp = status->max_sp;
			clif_updatestatus(sd,SP_SP);
		}

		sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
		if(status->int_ >= 120)
			sd->nhealsp += ((status->int_-120)>>1) + 4;

		// Relative modifiers from passive skills
		if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
			sd->nhealsp += sd->nhealsp * 3*skill/100;

		// Apply relative modifiers from equipment
		if(sd->sprecov_rate != 100)
			sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;

		if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
		else if(sd->nhealsp < 1) sd->nhealsp = 1;

		// Skill-related SP recovery
		if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
			sd->nshealsp = skill*3 + (status->max_sp*skill/500);
		if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
			sd->nshealsp = skill*3 + (status->max_sp*skill/500);
		// Skill-related SP recovery (only when sit)
		if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
		if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
		{
			sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
			if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
				sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
		}
		if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
		if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
	}

	if(flag&SCB_MATK) {
		//New matk
		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);

		//Bonuses from previous matk
		status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
		status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));

		status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
		status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
		if(sd->matk_rate != 100){
			status->matk_max = status->matk_max * sd->matk_rate/100;
			status->matk_min = status->matk_min * sd->matk_rate/100;
		}

		if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
			sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
			sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
		}
	}
	
	if(flag&SCB_HIT) {
		if(sd->hit_rate != 100)
			status->hit = status->hit * sd->hit_rate/100;

		if(status->hit < 1) status->hit = 1;
	}

	if(flag&SCB_FLEE) {
		if(sd->flee_rate != 100)
			status->flee = status->flee * sd->flee_rate/100;

		if(status->flee < 1) status->flee = 1;
	}

	if(flag&SCB_DEF2) {
		if(sd->def2_rate != 100)
			status->def2 = status->def2 * sd->def2_rate/100;

		if(status->def2 < 1) status->def2 = 1;
	}

	if(flag&SCB_MDEF2) {
		if(sd->mdef2_rate != 100)
			status->mdef2 = status->mdef2 * sd->mdef2_rate/100;

		if(status->mdef2 < 1) status->mdef2 = 1;
	}

	if(flag&SCB_SPEED) {
		if(sd->speed_rate != 100)
			status->speed = status->speed*sd->speed_rate/100;

		if(status->speed < battle_config.max_walk_speed)
			status->speed = battle_config.max_walk_speed;

		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
			//Store casting walk speed for quick restoration. [Skotlex]
			sd->prev_speed = status->speed * (175-5*skill)/100;
			if(sd->ud.skilltimer != -1) { //Swap speed.
				skill = status->speed;
				status->speed = sd->prev_speed;
				sd->prev_speed = skill;
			}
		}
	}
	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
		flag|=SCB_ASPD;
		if (sd->status.weapon < MAX_WEAPON_TYPE)
			skill = (1000 -4*status->agi -status->dex)
				*aspd_base[sd->status.class_][sd->status.weapon]/1000;
		else
			skill = ((
				(1000 -4*status->agi -status->dex)
				*aspd_base[sd->status.class_][sd->weapontype1]/1000
			)+(
				(1000 -4*status->agi -status->dex)
				*aspd_base[sd->status.class_][sd->weapontype2]/1000
			)) *2/3;

		status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
		
		// Apply all relative modifiers
		if(status->aspd_rate != 1000)
			skill = skill *status->aspd_rate/1000;

		status->amotion = cap_value(skill,battle_config.max_aspd,2000);

		status->adelay = 2*status->amotion;
		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
			//Store casting adelay for quick restoration. [Skotlex]
			sd->prev_adelay = status->adelay*(150-5*skill)/100;
			if(sd->ud.skilltimer != -1) { //Swap adelay.
				skill = status->adelay;
				status->adelay = sd->prev_adelay;
				sd->prev_adelay = skill;
			}
		}

	}
	
	if(flag&(SCB_AGI|SCB_DSPD)) {
		//Even though people insist this is too slow, packet data reports this is the actual real equation.
		skill = 800-status->agi*4;
		status->dmotion = cap_value(skill, 400, 800);

		if(battle_config.pc_damage_delay_rate != 100)
			status->dmotion  = status->dmotion*battle_config.pc_damage_delay_rate/100;
		status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
	}


	if(flag&SCB_CRI)
	{
		if(sd->critical_rate != 100)
			status->cri = status->cri * sd->critical_rate/100;

		if(status->cri < 10) status->cri = 10;
	}

	if(flag&SCB_FLEE2) {
		if(sd->flee2_rate != 100)
			status->flee2 = status->flee2 * sd->flee2_rate/100;

		if(status->flee2 < 10) status->flee2 = 10;
	}
	if (flag == SCB_ALL)
		return; //Refresh is done on invoking function (status_calc_pc)

	if(flag&SCB_SPEED) {
		clif_updatestatus(sd,SP_SPEED);
		if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
			unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
	}
	if(flag&SCB_STR)
		clif_updatestatus(sd,SP_STR);
	if(flag&SCB_AGI)
		clif_updatestatus(sd,SP_AGI);
	if(flag&SCB_VIT)
		clif_updatestatus(sd,SP_VIT);
	if(flag&SCB_INT)
		clif_updatestatus(sd,SP_INT);
	if(flag&SCB_DEX)
		clif_updatestatus(sd,SP_DEX);
	if(flag&SCB_LUK)
		clif_updatestatus(sd,SP_LUK);
	if(flag&SCB_HIT)
		clif_updatestatus(sd,SP_HIT);
	if(flag&SCB_FLEE)
		clif_updatestatus(sd,SP_FLEE1);
	if(flag&SCB_ASPD)
		clif_updatestatus(sd,SP_ASPD);
	if(flag&(SCB_BATK|SCB_WATK))
		clif_updatestatus(sd,SP_ATK1);
	if(flag&SCB_DEF)
		clif_updatestatus(sd,SP_DEF1);
	if(flag&SCB_WATK)
		clif_updatestatus(sd,SP_ATK2);
	if(flag&SCB_DEF2)
		clif_updatestatus(sd,SP_DEF2);
	if(flag&SCB_FLEE2)
		clif_updatestatus(sd,SP_FLEE2);
	if(flag&SCB_CRI)
		clif_updatestatus(sd,SP_CRITICAL);
	if(flag&SCB_MATK) {
		clif_updatestatus(sd,SP_MATK1);
		clif_updatestatus(sd,SP_MATK2);
	}
	if(flag&SCB_MDEF)
		clif_updatestatus(sd,SP_MDEF1);
	if(flag&SCB_MDEF2)
		clif_updatestatus(sd,SP_MDEF2);
	if(flag&SCB_RANGE)
		clif_updatestatus(sd,SP_ATTACKRANGE);
	if(flag&SCB_MAXHP)
		clif_updatestatus(sd,SP_MAXHP);
	if(flag&SCB_MAXSP)
		clif_updatestatus(sd,SP_MAXSP);
}

void status_calc_bl(struct block_list *bl, unsigned long flag)
{
	struct status_data *b_status, *status;
	struct status_change *sc;
	int temp;
	TBL_PC *sd;
	b_status = status_get_base_status(bl);
	status = status_get_status_data(bl);
	sc = status_get_sc(bl);
	
	if (!b_status || !status)
		return;

	BL_CAST(BL_PC,bl,sd);

	if(sd && flag&SCB_PC)
	{	//Recalc everything.
		status_calc_pc(sd,0);
		return;
	}
	
	if(!sd && (!sc || !sc->count)) { //No difference.
		status_cpy(status, b_status);
		return;
	}
	
	if(flag&SCB_STR) {
		status->str = status_calc_str(bl, sc, b_status->str);
		flag|=SCB_BATK;
	}

	if(flag&SCB_AGI) {
		status->agi = status_calc_agi(bl, sc, b_status->agi);
		flag|=SCB_FLEE;
	}

	if(flag&SCB_VIT) {
		status->vit = status_calc_vit(bl, sc, b_status->vit);
		flag|=SCB_DEF2|SCB_MDEF2;
	}

	if(flag&SCB_INT) {
		status->int_ = status_calc_int(bl, sc, b_status->int_);
		flag|=SCB_MATK|SCB_MDEF2;
	}

	if(flag&SCB_DEX) {
		status->dex = status_calc_dex(bl, sc, b_status->dex);
		flag|=SCB_BATK|SCB_HIT;
	}

	if(flag&SCB_LUK) {
		status->luk = status_calc_luk(bl, sc, b_status->luk);
		flag|=SCB_CRI|SCB_FLEE2;
	}

	if(flag&SCB_BATK && b_status->batk) {
		status->batk = status_base_atk(bl,status);
		temp = b_status->batk - status_base_atk(bl,b_status);
		if (temp)
			status->batk += temp;
		status->batk = status_calc_batk(bl, sc, status->batk);
	}

	if(flag&SCB_WATK) {
		status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
		status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
		if(status->lhw && b_status->lhw && b_status->lhw->atk) {
			if (sd) sd->state.lr_flag = 1;
			status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
			status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
			if (sd) sd->state.lr_flag = 0;
		}
	}

	if(flag&SCB_HIT) {
		if (status->dex == b_status->dex)
			status->hit = status_calc_hit(bl, sc, b_status->hit);
		else
			status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
	}

	if(flag&SCB_FLEE) {
		if (status->agi == b_status->agi)
			status->flee = status_calc_flee(bl, sc, b_status->flee);
		else
			status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
	}

	if(flag&SCB_DEF)
		status->def = status_calc_def(bl, sc, b_status->def);

	if(flag&SCB_DEF2) {
		if (status->vit == b_status->vit)
			status->def2 = status_calc_def2(bl, sc, b_status->def2);
		else
			status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
	}

	if(flag&SCB_MDEF)
		status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
		
	if(flag&SCB_MDEF2) {
		if (status->int_ == b_status->int_ && status->vit == b_status->vit)
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
		else
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
	}

	if(flag&SCB_SPEED) {
		struct unit_data *ud = unit_bl2ud(bl);
		status->speed = status_calc_speed(bl, sc, b_status->speed);
		if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
			unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
	}
	if(flag&SCB_CRI && b_status->cri) {
		if (status->luk == b_status->luk)
			status->cri = status_calc_critical(bl, sc, b_status->cri);
		else
			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
	}

	if(flag&SCB_FLEE2 && b_status->flee2) {
		if (status->luk == b_status->luk)
			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
		else
			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
	}

	if(flag&SCB_ATK_ELE) {
		status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
		if(status->lhw && b_status->lhw) {
			if (sd) sd->state.lr_flag = 1;
			status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
			if (sd) sd->state.lr_flag = 0;
		}
	}

	if(flag&SCB_DEF_ELE) {
		status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
		status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
	}

	if(flag&SCB_MODE)
	{
		status->mode = status_calc_mode(bl, sc, b_status->mode);
		//Since mode changed, reset their state.
		if (!(status->mode&MD_CANATTACK))
			unit_stop_attack(bl);
		if (!(status->mode&MD_CANMOVE))
			unit_stop_walking(bl,0);
	}

// No status changes alter these yet.
//	if(flag&SCB_SIZE)
// if(flag&SCB_RACE)
// if(flag&SCB_RANGE)

	if(sd) {
		//The remaining are handled quite different by players, so use their own function.
		status_calc_bl_sub_pc(sd, flag);
		return;
	}
	
	if(flag&SCB_MAXHP) {
		status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
		if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
			status->hp = status->max_hp;
	}

	if(flag&SCB_MAXSP) {
		status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
		if (status->sp > status->max_sp)
			status->sp = status->max_sp;
	}

	if(flag&SCB_MATK) {
		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
		status->matk_min = status_calc_matk(bl, sc, status->matk_min);
		status->matk_max = status_calc_matk(bl, sc, status->matk_max);
		if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
			sc->data[SC_MAGICPOWER].val3 = status->matk_min;
			sc->data[SC_MAGICPOWER].val4 = status->matk_max;
		}
	}
	
	if(flag&SCB_ASPD) {
		status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
		temp = status->aspd_rate*b_status->amotion/1000;
		status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
		
		temp = status->aspd_rate*b_status->adelay/1000;
		status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
	}

	if(flag&SCB_DSPD)
		status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
}
/*==========================================
 * Apply shared stat mods from status changes [DracoRPG]
 *------------------------------------------
 */
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
{
	if(!sc || !sc->count)
		return cap_value(str,1,USHRT_MAX);
	
	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		str += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCSTR].timer!=-1)
		str += sc->data[SC_INCSTR].val1;
	if(sc->data[SC_STRFOOD].timer!=-1)
		str += sc->data[SC_STRFOOD].val1;
	if(sc->data[SC_BATTLEORDERS].timer!=-1)
		str += 5;
	if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>12)&0xF))
		str += (sc->data[SC_GUILDAURA].val4>>12)&0xF;
	if(sc->data[SC_LOUD].timer!=-1)
		str += 4;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		str += 5;
	if(sc->data[SC_SPURT].timer!=-1)
		str += 10;
	if(sc->data[SC_NEN].timer!=-1)
		str += sc->data[SC_NEN].val1;
	if(sc->data[SC_BLESSING].timer != -1){
		if(sc->data[SC_BLESSING].val2)
			str += sc->data[SC_BLESSING].val2;
		else
			str >>= 1;
	}
	if(sc->data[SC_MARIONETTE].timer!=-1)
		str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
		str = 50;

	return cap_value(str,1,USHRT_MAX);
}

static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
{
	if(!sc || !sc->count)
		return cap_value(agi,1,USHRT_MAX);

	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
		agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
	if(sc->data[SC_INCAGIRATE].timer!=-1)
		agi += agi*sc->data[SC_INCAGIRATE].val1/100;
	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		agi += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCAGI].timer!=-1)
		agi += sc->data[SC_INCAGI].val1;
	if(sc->data[SC_AGIFOOD].timer!=-1)
		agi += sc->data[SC_AGIFOOD].val1;
	if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>4)&0xF))
		agi += (sc->data[SC_GUILDAURA].val4>>4)&0xF;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		agi += 5;
	if(sc->data[SC_INCREASEAGI].timer!=-1)
		agi += 2 + sc->data[SC_INCREASEAGI].val1;
	if(sc->data[SC_INCREASING].timer!=-1)
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DECREASEAGI].timer!=-1)
		agi -= 2 + sc->data[SC_DECREASEAGI].val1;
	if(sc->data[SC_QUAGMIRE].timer!=-1)
		agi -= sc->data[SC_QUAGMIRE].val2;
	if(sc->data[SC_SUITON].timer!=-1)
		agi -= sc->data[SC_SUITON].val2;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
		agi = 50;

	return cap_value(agi,1,USHRT_MAX);
}

static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
{
	if(!sc || !sc->count)
		return cap_value(vit,1,USHRT_MAX);

	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		vit += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCVIT].timer!=-1)
		vit += sc->data[SC_INCVIT].val1;
	if(sc->data[SC_VITFOOD].timer!=-1)
		vit += sc->data[SC_VITFOOD].val1;
	if(sc->data[SC_GUILDAURA].timer != -1 && ((sc->data[SC_GUILDAURA].val4>>8)&0xF))
		vit += (sc->data[SC_GUILDAURA].val4>>8)&0xF;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		vit += 5;
	if(sc->data[SC_STRIPARMOR].timer!=-1)
		vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		vit -= sc->data[SC_MARIONETTE].val3&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		vit += sc->data[SC_MARIONETTE2].val3&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
		vit = 50;

	return cap_value(vit,1,USHRT_MAX);
}

static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
{
	if(!sc || !sc->count)
		return cap_value(int_,1,USHRT_MAX);

	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		int_ += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCINT].timer!=-1)
		int_ += sc->data[SC_INCINT].val1;
	if(sc->data[SC_INTFOOD].timer!=-1)
		int_ += sc->data[SC_INTFOOD].val1;
	if(sc->data[SC_BATTLEORDERS].timer!=-1)
		int_ += 5;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		int_ += 5;
	if(sc->data[SC_BLESSING].timer != -1){
		if (sc->data[SC_BLESSING].val2)
			int_ += sc->data[SC_BLESSING].val2;
		else
			int_ >>= 1;
	}
	if(sc->data[SC_STRIPHELM].timer!=-1)
		int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
	if(sc->data[SC_NEN].timer!=-1)
		int_ += sc->data[SC_NEN].val1;
	if(sc->data[SC_CHANGE].timer!=-1)
		int_ += 60;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
		int_ = 50;

	return cap_value(int_,1,USHRT_MAX);
}

static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
{
	if(!sc || !sc->count)
		return cap_value(dex,1,USHRT_MAX);

	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
		dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;

	if(sc->data[SC_INCDEXRATE].timer!=-1)
		dex += dex*sc->data[SC_INCDEXRATE].val1/100;
	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		dex += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCDEX].timer!=-1)
		dex += sc->data[SC_INCDEX].val1;
	if(sc->data[SC_DEXFOOD].timer!=-1)
		dex += sc->data[SC_DEXFOOD].val1;
	if(sc->data[SC_BATTLEORDERS].timer!=-1)
		dex += 5;
	if(sc->data[SC_GUILDAURA].timer != -1 && (sc->data[SC_GUILDAURA].val4&0xF))
		dex += sc->data[SC_GUILDAURA].val4&0xF;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		dex += 5;
	if(sc->data[SC_QUAGMIRE].timer!=-1)
		dex -= sc->data[SC_QUAGMIRE].val2;
	if(sc->data[SC_BLESSING].timer != -1){
		if (sc->data[SC_BLESSING].val2)
			dex += sc->data[SC_BLESSING].val2;
		else
			dex >>= 1;
	}
	if(sc->data[SC_INCREASING].timer!=-1)
		dex += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_MARIONETTE].timer!=-1)
		dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
		dex  = 50;

	return cap_value(dex,1,USHRT_MAX);
}

static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
	if(!sc || !sc->count)
		return cap_value(luk,1,USHRT_MAX);

	if(sc->data[SC_CURSE].timer!=-1)
		return 0;
	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		luk += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCLUK].timer!=-1)
		luk += sc->data[SC_INCLUK].val1;
	if(sc->data[SC_LUKFOOD].timer!=-1)
		luk += sc->data[SC_LUKFOOD].val1;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		luk += 5;
	if(sc->data[SC_GLORIA].timer!=-1)
		luk += 30;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		luk -= sc->data[SC_MARIONETTE].val4&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		luk += sc->data[SC_MARIONETTE2].val4&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
		luk = 50;

	return cap_value(luk,1,USHRT_MAX);
}

static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
{
	if(!sc || !sc->count)
		return cap_value(batk,0,USHRT_MAX);

	if(sc->data[SC_ATKPOTION].timer!=-1)
		batk += sc->data[SC_ATKPOTION].val1;
	if(sc->data[SC_BATKFOOD].timer!=-1)
		batk += sc->data[SC_BATKFOOD].val1;
	if(sc->data[SC_INCATKRATE].timer!=-1)
		batk += batk * sc->data[SC_INCATKRATE].val1/100;
	if(sc->data[SC_PROVOKE].timer!=-1)
		batk += batk * sc->data[SC_PROVOKE].val3/100;
	if(sc->data[SC_CONCENTRATION].timer!=-1)
		batk += batk * sc->data[SC_CONCENTRATION].val2/100;
	if(sc->data[SC_SKE].timer!=-1)
		batk += batk * 3;
	if(sc->data[SC_BLOODLUST].timer!=-1)
		batk += batk * sc->data[SC_BLOODLUST].val2/100;
	if(sc->data[SC_FLEET].timer!=-1)
		batk += batk * sc->data[SC_FLEET].val3/100;
	if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
		batk -= batk * 25/100;
	if(sc->data[SC_CURSE].timer!=-1)
		batk -= batk * 25/100;
//Curse shouldn't effect on this?  <- Curse OR Bleeding??
//	if(sc->data[SC_BLEEDING].timer != -1)
//		batk -= batk * 25/100;
	if(sc->data[SC_MADNESSCANCEL].timer!=-1)
		batk += 100;
	return cap_value(batk,0,USHRT_MAX);
}

static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
{
	if(!sc || !sc->count)
		return cap_value(watk,0,USHRT_MAX);

	if(sc->data[SC_IMPOSITIO].timer!=-1)
		watk += sc->data[SC_IMPOSITIO].val2;
	if(sc->data[SC_WATKFOOD].timer!=-1)
		watk += sc->data[SC_WATKFOOD].val1;
	if(sc->data[SC_DRUMBATTLE].timer!=-1)
		watk += sc->data[SC_DRUMBATTLE].val2;
	if(sc->data[SC_VOLCANO].timer!=-1)
		watk += sc->data[SC_VOLCANO].val2;
	if(sc->data[SC_INCATKRATE].timer!=-1)
		watk += watk * sc->data[SC_INCATKRATE].val1/100;
	if(sc->data[SC_PROVOKE].timer!=-1)
		watk += watk * sc->data[SC_PROVOKE].val3/100;
	if(sc->data[SC_CONCENTRATION].timer!=-1)
		watk += watk * sc->data[SC_CONCENTRATION].val2/100;
	if(sc->data[SC_SKE].timer!=-1)
		watk += watk * 3;
	if(sc->data[SC_NIBELUNGEN].timer!=-1) {
		if (bl->type != BL_PC)
			watk += sc->data[SC_NIBELUNGEN].val2;
		else {
			TBL_PC *sd = (TBL_PC*)bl;
			int index = sd->equip_index[sd->state.lr_flag?8:9];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
				watk += sc->data[SC_NIBELUNGEN].val2;
		}
	}
	if(sc->data[SC_BLOODLUST].timer!=-1)
		watk += watk * sc->data[SC_BLOODLUST].val2/100;
	if(sc->data[SC_FLEET].timer!=-1)
		watk += watk * sc->data[SC_FLEET].val3/100;
	if(sc->data[SC_CURSE].timer!=-1)
		watk -= watk * 25/100;
	if(sc->data[SC_STRIPWEAPON].timer!=-1)
		watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;

	return cap_value(watk,0,USHRT_MAX);
}

static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
	if(!sc || !sc->count)
		return cap_value(matk,0,USHRT_MAX);

	if(sc->data[SC_MATKPOTION].timer!=-1)
		matk += sc->data[SC_MATKPOTION].val1;
	if(sc->data[SC_MATKFOOD].timer!=-1)
		matk += sc->data[SC_MATKFOOD].val1;
	if(sc->data[SC_MAGICPOWER].timer!=-1)
		matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
	if(sc->data[SC_MINDBREAKER].timer!=-1)
		matk += matk * sc->data[SC_MINDBREAKER].val2/100;
	if(sc->data[SC_INCMATKRATE].timer!=-1)
		matk += matk * sc->data[SC_INCMATKRATE].val1/100;

	return cap_value(matk,0,USHRT_MAX);
}

static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
{
	if(!sc || !sc->count)
		return cap_value(critical,0,SHRT_MAX);

	if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
		critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
	if (sc->data[SC_FORTUNE].timer!=-1)
		critical += sc->data[SC_FORTUNE].val2;
	if (sc->data[SC_TRUESIGHT].timer!=-1)
		critical += sc->data[SC_TRUESIGHT].val2;
	if(sc->data[SC_CLOAKING].timer!=-1)
		critical += critical;

	return cap_value(critical,0,SHRT_MAX);
}

static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
{
	
	if(!sc || !sc->count)
		return cap_value(hit,0,SHRT_MAX);

	if(sc->data[SC_INCHIT].timer != -1)
		hit += sc->data[SC_INCHIT].val1;
	if(sc->data[SC_HITFOOD].timer!=-1)
		hit += sc->data[SC_HITFOOD].val1;
	if(sc->data[SC_TRUESIGHT].timer != -1)
		hit += sc->data[SC_TRUESIGHT].val3;
	if(sc->data[SC_HUMMING].timer!=-1)
		hit += sc->data[SC_HUMMING].val2;
	if(sc->data[SC_CONCENTRATION].timer != -1)
		hit += sc->data[SC_CONCENTRATION].val3;
	if(sc->data[SC_INCHITRATE].timer != -1)
		hit += hit * sc->data[SC_INCHITRATE].val1/100;
	if(sc->data[SC_BLIND].timer != -1)
		hit -= hit * 25/100;
	if(sc->data[SC_ADJUSTMENT].timer!=-1)
		hit += 30;
	if(sc->data[SC_INCREASING].timer!=-1)
		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
	
	return cap_value(hit,0,SHRT_MAX);
}

static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
{
	if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
		flee -= flee * battle_config.gvg_flee_penalty/100;

	if(!sc || !sc->count)
		return cap_value(flee,0,SHRT_MAX);

	if(sc->data[SC_INCFLEE].timer!=-1)
		flee += sc->data[SC_INCFLEE].val1;
	if(sc->data[SC_FLEEFOOD].timer!=-1)
		flee += sc->data[SC_FLEEFOOD].val1;
	if(sc->data[SC_WHISTLE].timer!=-1)
		flee += sc->data[SC_WHISTLE].val2;
	if(sc->data[SC_WINDWALK].timer!=-1)
		flee += sc->data[SC_WINDWALK].val2;
	if(sc->data[SC_INCFLEERATE].timer!=-1)
		flee += flee * sc->data[SC_INCFLEERATE].val1/100;
	if(sc->data[SC_VIOLENTGALE].timer!=-1)
		flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
	if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT].val2;
	if(sc->data[SC_CLOSECONFINE].timer!=-1)
		flee += 10;
	if(sc->data[SC_SPIDERWEB].timer!=-1)
		flee -= flee * 50/100;
	if(sc->data[SC_BERSERK].timer!=-1)
		flee -= flee * 50/100;
	if(sc->data[SC_BLIND].timer!=-1)
		flee -= flee * 25/100;
	if(sc->data[SC_ADJUSTMENT].timer!=-1)
		flee += 30;
	if(sc->data[SC_GATLINGFEVER].timer!=-1)
		flee -= sc->data[SC_GATLINGFEVER].val1*5;

	return cap_value(flee,0,SHRT_MAX);
}

static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
{
	if(!sc || !sc->count)
		return cap_value(flee2,0,SHRT_MAX);

	if(sc->data[SC_WHISTLE].timer!=-1)
		flee2 += sc->data[SC_WHISTLE].val3*10;

	return cap_value(flee2,0,SHRT_MAX);
}

static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
{
	if(!sc || !sc->count)
		return cap_value(def,0,CHAR_MAX);

	if(sc->data[SC_BERSERK].timer!=-1)
		return 0;
	if(sc->data[SC_KEEPING].timer!=-1)
		return 100;
	if(sc->data[SC_SKA].timer != -1)
		return rand()%100; //Reports indicate SKA actually randomizes defense.
	if(sc->data[SC_STEELBODY].timer!=-1)
		return 90;
	if(sc->data[SC_DRUMBATTLE].timer!=-1)
		def += sc->data[SC_DRUMBATTLE].val3;
	if(sc->data[SC_INCDEFRATE].timer!=-1)
		def += def * sc->data[SC_INCDEFRATE].val1/100;
	if(sc->data[SC_FREEZE].timer!=-1)
		def >>=1;
	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
		def >>=1;
	if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
		def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
	if(sc->data[SC_CONCENTRATION].timer!=-1)
		def -= def * sc->data[SC_CONCENTRATION].val4/100;
	if(sc->data[SC_SKE].timer!=-1)
		def >>=1;
	if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
		def -= def * sc->data[SC_PROVOKE].val4/100;
	if(sc->data[SC_STRIPSHIELD].timer!=-1)
		def -= def * sc->data[SC_STRIPSHIELD].val2/100;
	if (sc->data[SC_FLING].timer!=-1)
		def -= def * (sc->data[SC_FLING].val2)/100;

	return cap_value(def,0,CHAR_MAX);
}

static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
{
	if(!sc || !sc->count)
		return cap_value(def2,0,SHRT_MAX);
	
	if(sc->data[SC_BERSERK].timer!=-1)
		return 0;
	if(sc->data[SC_ETERNALCHAOS].timer!=-1)
		return 0;
	if(sc->data[SC_SUN_COMFORT].timer!=-1)
		def2 += sc->data[SC_SUN_COMFORT].val2;
	if(sc->data[SC_ANGELUS].timer!=-1)
		def2 += def2 * sc->data[SC_ANGELUS].val2/100;
	if(sc->data[SC_CONCENTRATION].timer!=-1)
		def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
	if(sc->data[SC_POISON].timer!=-1)
		def2 -= def2 * 25/100;
	if(sc->data[SC_DPOISON].timer!=-1)
		def2 -= def2 * 25/100;
	if(sc->data[SC_SKE].timer!=-1)
		def2 -= def2 * 50/100;
	if(sc->data[SC_PROVOKE].timer!=-1)
		def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
	if(sc->data[SC_JOINTBEAT].timer!=-1){
		if(sc->data[SC_JOINTBEAT].val2==3)
			def2 -= def2 * 50/100;
		else if(sc->data[SC_JOINTBEAT].val2==4)
			def2 -= def2 * 25/100;
	}
	if(sc->data[SC_FLING].timer!=-1)
		def2 -= def2 * (sc->data[SC_FLING].val3)/100;

	return cap_value(def2,0,SHRT_MAX);
}

static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
{
	if(!sc || !sc->count)
		return cap_value(mdef,0,CHAR_MAX);

	if(sc->data[SC_BERSERK].timer!=-1)
		return 0;
	if(sc->data[SC_BARRIER].timer!=-1)
		return 100;
	if(sc->data[SC_STEELBODY].timer!=-1)
		return 90;
	if(sc->data[SC_SKA].timer != -1) // [marquis007]
		return 90;
	if(sc->data[SC_FREEZE].timer!=-1)
		mdef += 25*mdef/100;
	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
		mdef += 25*mdef/100;
	if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
		mdef += sc->data[SC_ENDURE].val1;

	return cap_value(mdef,0,CHAR_MAX);
}

static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
	if(!sc || !sc->count)
		return cap_value(mdef2,0,SHRT_MAX);

	if(sc->data[SC_BERSERK].timer!=-1)
		return 0;
	if(sc->data[SC_MINDBREAKER].timer!=-1)
		mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;

	return cap_value(mdef2,0,SHRT_MAX);
}

static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
	if(!sc || !sc->count)
		return cap_value(speed,10,USHRT_MAX);

	// Fixed reductions
	if(sc->data[SC_CURSE].timer!=-1)
		speed += 450;
	if(sc->data[SC_SWOO].timer != -1) // [marquis007]
		speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
	if(sc->data[SC_WEDDING].timer!=-1)
		speed += 300;

	//% increases (they don't stack)
	if(sc->data[SC_SPEEDUP1].timer!=-1)
		speed -= speed * 50/100;
	else if(sc->data[SC_SPEEDUP0].timer!=-1)
		speed -= speed * 25/100;
	else if(sc->data[SC_INCREASEAGI].timer!=-1)
		speed -= speed * 25/100;
	else if(sc->data[SC_RUN].timer!=-1)
		speed -= speed * 25/100;
	else if(sc->data[SC_FUSION].timer != -1)
		speed -= speed * 25/100;
	else if(sc->data[SC_CARTBOOST].timer!=-1)
		speed -= speed * 20/100;
	else if(sc->data[SC_BERSERK].timer!=-1)
		speed -= speed * 20/100;
	else if(sc->data[SC_AVOID].timer!=-1)
		speed -= speed * sc->data[SC_AVOID].val2/100;
	else if(sc->data[SC_WINDWALK].timer!=-1)
		speed -= speed * sc->data[SC_WINDWALK].val3/100;

	//% reductions	 (they stack)
	if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
		speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
	if(sc->data[SC_DECREASEAGI].timer!=-1)
		speed = speed * 100/75;
	if(sc->data[SC_STEELBODY].timer!=-1)
		speed = speed * 100/75;
	if(sc->data[SC_QUAGMIRE].timer!=-1)
		speed = speed * 100/50;
	if(sc->data[SC_DONTFORGETME].timer!=-1)
		speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
	if(sc->data[SC_DEFENDER].timer!=-1)
		speed = speed * 100/sc->data[SC_DEFENDER].val4;
	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
		speed = speed * 100/75;
	if(sc->data[SC_JOINTBEAT].timer!=-1) {
		if (sc->data[SC_JOINTBEAT].val2 == 0)
			speed = speed * 100/50;
		else
		if (sc->data[SC_JOINTBEAT].val2 == 2)
			speed = speed * 100/70;
	}
	if(sc->data[SC_CLOAKING].timer!=-1)
		speed = speed * 100 /(
			(sc->data[SC_CLOAKING].val4&2?25:0) //Wall speed bonus
			+sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
	
	if(sc->data[SC_LONGING].timer!=-1)
		speed = speed * 100/sc->data[SC_LONGING].val3;
	if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
		speed = speed * 100/sc->data[SC_HIDING].val3;
	if(sc->data[SC_CHASEWALK].timer!=-1)
		speed = speed * 100/sc->data[SC_CHASEWALK].val3;
	if(sc->data[SC_GATLINGFEVER].timer!=-1)
		speed = speed * 100/75;
	if(sc->data[SC_SLOWDOWN].timer!=-1)
		speed = speed * 100/75;
	
	return cap_value(speed,10,USHRT_MAX);
}

static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
	int i;
	if(!sc || !sc->count)
		return cap_value(aspd_rate,0,SHRT_MAX);

	if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
	{
		int max = 0;
		if(sc->data[SC_STAR_COMFORT].timer!=-1)
			max = sc->data[SC_STAR_COMFORT].val2;

		if(sc->data[SC_MADNESSCANCEL].timer!=-1 && max < 200)
			max = 200;
	
		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
			max < sc->data[SC_TWOHANDQUICKEN].val2)
			max = sc->data[SC_TWOHANDQUICKEN].val2;

		if(sc->data[SC_ONEHAND].timer!=-1 &&
			max < sc->data[SC_ONEHAND].val2)
			max = sc->data[SC_ONEHAND].val2;

		if(sc->data[SC_ADRENALINE2].timer!=-1 &&
			max < sc->data[SC_ADRENALINE2].val2)
			max = sc->data[SC_ADRENALINE2].val2;
		
		if(sc->data[SC_ADRENALINE].timer!=-1 &&
			max < sc->data[SC_ADRENALINE].val2)
			max = sc->data[SC_ADRENALINE].val2;
		
		if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
			max < sc->data[SC_SPEARQUICKEN].val2)
			max = sc->data[SC_SPEARQUICKEN].val2;

		if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
			max < sc->data[SC_GATLINGFEVER].val2)
			max = sc->data[SC_GATLINGFEVER].val2;
		
		if(sc->data[SC_FLEET].timer!=-1 &&
			max < sc->data[SC_FLEET].val2)
			max = sc->data[SC_FLEET].val2;

		if(sc->data[SC_ASSNCROS].timer!=-1 &&
			max < sc->data[SC_ASSNCROS].val2)
		{
			if (bl->type!=BL_PC)
				max = sc->data[SC_ASSNCROS].val2;
			else
			switch(((TBL_PC*)bl)->status.weapon)
			{
				case W_BOW:
				case W_REVOLVER:
				case W_RIFLE:
				case W_SHOTGUN:
				case W_GATLING:
				case W_GRENADE:
					break;
				default:
					max = sc->data[SC_ASSNCROS].val2;
			}
		}
		aspd_rate -= max;

		if(sc->data[SC_BERSERK].timer!=-1)
			aspd_rate -= 300; //Stacks with the rest of bonuses.
	}
	if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION0].timer!=-1)
		aspd_rate -= sc->data[i].val2;
	if(sc->data[SC_DONTFORGETME].timer!=-1)
		aspd_rate += sc->data[SC_DONTFORGETME].val2;
	if(sc->data[SC_LONGING].timer!=-1)
		aspd_rate += sc->data[SC_LONGING].val2;
	if(sc->data[SC_STEELBODY].timer!=-1)
		aspd_rate += 250;
	if(sc->data[SC_SKA].timer!=-1)
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER].timer != -1)
		aspd_rate += sc->data[SC_DEFENDER].val3;
	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION].timer!=-1)
		aspd_rate += sc->data[SC_GRAVITATION].val2;
//Curse shouldn't effect on this?
//		if(sc->data[SC_BLEEDING].timer != -1)
//			aspd_rate += 250;
	if(sc->data[SC_JOINTBEAT].timer!=-1) {
		if (sc->data[SC_JOINTBEAT].val2 == 1)
			aspd_rate += 250;
		else if (sc->data[SC_JOINTBEAT].val2 == 2)
			aspd_rate += 100;
	}

	return cap_value(aspd_rate,0,SHRT_MAX);
}

static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
	if(!sc || !sc->count || map_flag_gvg(bl->m))
		return cap_value(dmotion,0,USHRT_MAX);
		
	if (sc->data[SC_ENDURE].timer!=-1 ||
		sc->data[SC_CONCENTRATION].timer!=-1)
		return 0;

	return cap_value(dmotion,0,USHRT_MAX);
}

static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
{
	if(!sc || !sc->count)
		return cap_value(maxhp,1,UINT_MAX);

	if(sc->data[SC_INCMHPRATE].timer!=-1)
		maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
	if(sc->data[SC_APPLEIDUN].timer!=-1)
		maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
	if(sc->data[SC_DELUGE].timer!=-1)
		maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
	if(sc->data[SC_BERSERK].timer!=-1)
		maxhp += maxhp * 2;

	return cap_value(maxhp,1,UINT_MAX);
}

static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
{
	if(!sc || !sc->count)
		return cap_value(maxsp,1,UINT_MAX);

	if(sc->data[SC_INCMSPRATE].timer!=-1)
		maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
	if(sc->data[SC_SERVICE4U].timer!=-1)
		maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;

	return cap_value(maxsp,1,UINT_MAX);
}

static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
{
	if(!sc || !sc->count)
		return element;
	if( sc->data[SC_FREEZE].timer!=-1 )	
		return ELE_WATER;
	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
		return ELE_EARTH;
	if( sc->data[SC_BENEDICTIO].timer!=-1 )
		return ELE_HOLY;
	if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
		return sc->data[SC_ELEMENTALCHANGE].val3;
	return cap_value(element,0,UCHAR_MAX);
}

static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
	if(!sc || !sc->count)
		return lv;
	if( sc->data[SC_FREEZE].timer!=-1 )	
		return 1;
	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
		return 1;
	if( sc->data[SC_BENEDICTIO].timer!=-1 )
		return 1;
	if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
		return sc->data[SC_ELEMENTALCHANGE].val4;
	return cap_value(lv,1,4);
}


unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
	if(!sc || !sc->count)
		return element;
	if( sc->data[SC_WATERWEAPON].timer!=-1)
		return ELE_WATER;
	if( sc->data[SC_EARTHWEAPON].timer!=-1)
		return ELE_EARTH;
	if( sc->data[SC_FIREWEAPON].timer!=-1)
		return ELE_FIRE;
	if( sc->data[SC_WINDWEAPON].timer!=-1)
		return ELE_WIND;
	if( sc->data[SC_ENCPOISON].timer!=-1)
		return ELE_POISON;
	if( sc->data[SC_ASPERSIO].timer!=-1)
		return ELE_HOLY;
	if( sc->data[SC_SHADOWWEAPON].timer!=-1)
		return ELE_DARK;
	if( sc->data[SC_GHOSTWEAPON].timer!=-1)
		return ELE_GHOST;
	return cap_value(element,0,UCHAR_MAX);
}

static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
{
	if(!sc || !sc->count)
		return mode;
	if(sc->data[SC_MODECHANGE].timer!=-1) {
		if (sc->data[SC_MODECHANGE].val2)
			mode = sc->data[SC_MODECHANGE].val2; //Set mode
		if (sc->data[SC_MODECHANGE].val3)
			mode|= sc->data[SC_MODECHANGE].val3; //Add mode
		if (sc->data[SC_MODECHANGE].val4)
			mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
	}
	return cap_value(mode,0,USHRT_MAX);
}

/*==========================================
 * Quick swap of adelay/speed when starting ending SA_FREECAST
 *------------------------------------------
 */
void status_freecast_switch(struct map_session_data *sd)
{
	struct status_data *status;
	unsigned short b_speed,tmp;

	status = &sd->battle_status;

	b_speed = status->speed;

	tmp = status->speed;
	status->speed = sd->prev_speed;
	sd->prev_speed = tmp;

	tmp = status->adelay;
	status->adelay = sd->prev_adelay;
	sd->prev_adelay = tmp;

	if(b_speed != status->speed)
		clif_updatestatus(sd,SP_SPEED);
}

/*==========================================
 * �Ώۂ�Class��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
int status_get_class(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_MOB)	//Class used on all code should be the view class of the mob.
		return ((struct mob_data *)bl)->vd->class_;
	if(bl->type==BL_PC)
		return ((struct map_session_data *)bl)->status.class_;
	if(bl->type==BL_PET)
		return ((struct pet_data *)bl)->class_;
	return 0;
}
/*==========================================
 * �Ώۂ̃��x����Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
int status_get_lv(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_MOB)
		return ((TBL_MOB*)bl)->level;
	if(bl->type==BL_PC)
		return ((TBL_PC*)bl)->status.base_level;
	if(bl->type==BL_PET)
		return ((TBL_PET*)bl)->msd->pet.level;
	if(bl->type==BL_HOMUNCULUS)
		return ((TBL_HOMUNCULUS*)bl)->level;
	return 1;
}

struct status_data *status_get_status_data(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
		
	switch (bl->type) {
		case BL_PC:
			return &((TBL_PC*)bl)->battle_status;
		case BL_MOB:
			return &((TBL_MOB*)bl)->status;
		case BL_PET:
			return &((TBL_PET*)bl)->status;
		case BL_HOMUNCULUS:
			return &((TBL_HOMUNCULUS*)bl)->battle_status;
		default:
			return &dummy_status;
	}
}

struct status_data *status_get_base_status(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
		case BL_PC:
			return &((TBL_PC*)bl)->base_status;
		case BL_MOB:
			return ((TBL_MOB*)bl)->base_status?
				((TBL_MOB*)bl)->base_status:
				&((TBL_MOB*)bl)->db->status;
		case BL_PET:
			return &((TBL_PET*)bl)->db->status;
		case BL_HOMUNCULUS:
			return &((TBL_HOMUNCULUS*)bl)->base_status;
		default:
			return NULL;
	}
}

unsigned short status_get_lwatk(struct block_list *bl)
{
	struct status_data *status = status_get_status_data(bl);
	return status->lhw?status->lhw->atk:0;
}

unsigned short status_get_lwatk2(struct block_list *bl)
{
	struct status_data *status = status_get_status_data(bl);
	return status->lhw?status->lhw->atk2:0;
}

unsigned char status_get_def(struct block_list *bl)
{
	struct unit_data *ud;
	struct status_data *status = status_get_status_data(bl);
	int def = status?status->def:0;
	ud = unit_bl2ud(bl);
	if (ud && ud->skilltimer != -1)
		def -= def * skill_get_castdef(ud->skillid)/100;
	if(def < 0) def = 0;
	return def;
}

unsigned short status_get_speed(struct block_list *bl)
{
	if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
		return ((struct npc_data *)bl)->speed;
	return status_get_status_data(bl)->speed;
}

unsigned char status_get_attack_lelement(struct block_list *bl)
{
	struct status_data *status = status_get_status_data(bl);
	return status->lhw?status->lhw->ele:0;
}

int status_get_party_id(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_PC)
		return ((struct map_session_data *)bl)->status.party_id;
	if(bl->type==BL_PET)
		return ((struct pet_data *)bl)->msd->status.party_id;
	if(bl->type==BL_MOB){
		struct mob_data *md=(struct mob_data *)bl;
		if( md->master_id>0 )
		{
			struct map_session_data *msd;
			if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
				return msd->status.party_id;
			return -md->master_id;
		}
		return 0; //No party.
	}
	if(bl->type==BL_SKILL)
		return ((struct skill_unit *)bl)->group->party_id;
	return 0;
}

int status_get_guild_id(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_PC)
		return ((struct map_session_data *)bl)->status.guild_id;
	if(bl->type==BL_PET)
		return ((struct pet_data *)bl)->msd->status.guild_id;
	if(bl->type==BL_MOB)
	{
		struct map_session_data *msd;
		struct mob_data *md = (struct mob_data *)bl;
		if (md->guardian_data)	//Guardian's guild [Skotlex]
			return md->guardian_data->guild_id;
		if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
			return msd->status.guild_id; //Alchemist's mobs [Skotlex]
		return 0; //No guild.
	}
	if (bl->type == BL_NPC && bl->subtype == SCRIPT)
		return ((TBL_NPC*)bl)->u.scr.guild_id;
	if(bl->type==BL_SKILL)
		return ((struct skill_unit *)bl)->group->guild_id;
	return 0;
}

int status_get_mexp(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type==BL_MOB)
		return ((struct mob_data *)bl)->db->mexp;
	if(bl->type==BL_PET)
		return ((struct pet_data *)bl)->db->mexp;
	return 0;
}
int status_get_race2(struct block_list *bl)
{
	nullpo_retr(0, bl);
	if(bl->type == BL_MOB)
		return ((struct mob_data *)bl)->db->race2;
	if(bl->type==BL_PET)
		return ((struct pet_data *)bl)->db->race2;
	return 0;
}
int status_isdead(struct block_list *bl)
{
	nullpo_retr(0, bl);
	return status_get_status_data(bl)->hp == 0;
}

int status_isimmune(struct block_list *bl)
{
	struct status_change *sc =status_get_sc(bl);
	if (bl->type == BL_PC &&
		((TBL_PC*)bl)->special_state.no_magic_damage)
		return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
	if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
		return 1;
	return 0;
}

struct view_data *status_get_viewdata(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type)
	{
		case BL_PC:
			return &((TBL_PC*)bl)->vd;
		case BL_MOB:
			return ((TBL_MOB*)bl)->vd;
		case BL_PET:
			return &((TBL_PET*)bl)->vd;
		case BL_NPC:
			return ((TBL_NPC*)bl)->vd;
		case BL_HOMUNCULUS: //[blackhole89]
			return ((struct homun_data*)bl)->vd;
	}
	return NULL;
}

void status_set_viewdata(struct block_list *bl, int class_)
{
	struct view_data* vd;
	nullpo_retv(bl);
	if (mobdb_checkid(class_) || mob_is_clone(class_))
		vd =  mob_get_viewdata(class_);
	else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
		vd = npc_get_viewdata(class_);
	else
		vd = NULL;

	switch (bl->type) {
	case BL_PC:
		{
			TBL_PC* sd = (TBL_PC*)bl;
			if (pcdb_checkid(class_)) {
				if (sd->sc.option&OPTION_WEDDING)
					class_ = JOB_WEDDING;
				else
				if (sd->sc.option&OPTION_XMAS)
					class_ = JOB_XMAS;
				else
				if (sd->sc.option&OPTION_RIDING)
				switch (class_)
				{	//Adapt class to a Mounted one.
				case JOB_KNIGHT:
					class_ = JOB_KNIGHT2;
					break;
				case JOB_CRUSADER:
					class_ = JOB_CRUSADER2;
					break;
				case JOB_LORD_KNIGHT:
					class_ = JOB_LORD_KNIGHT2;
					break;
				case JOB_PALADIN:
					class_ = JOB_PALADIN2;
					break;
				case JOB_BABY_KNIGHT:
					class_ = JOB_BABY_KNIGHT2;
					break;
				case JOB_BABY_CRUSADER:
					class_ = JOB_BABY_CRUSADER2;
					break;
				}
				sd->vd.class_ = class_;
				clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
				sd->vd.head_top = sd->status.head_top;
				sd->vd.head_mid = sd->status.head_mid;
				sd->vd.head_bottom = sd->status.head_bottom;
				sd->vd.hair_style = sd->status.hair;
				sd->vd.hair_color = sd->status.hair_color;
				sd->vd.cloth_color = sd->status.clothes_color;
				sd->vd.sex = sd->status.sex;
			} else if (vd)
				memcpy(&sd->vd, vd, sizeof(struct view_data));
			else if (battle_config.error_log)
				ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
		}
	break;
	case BL_MOB:
		{
			TBL_MOB* md = (TBL_MOB*)bl;
			if (vd)
				md->vd = vd;
			else if (battle_config.error_log)
				ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
		}
	break;
	case BL_PET:
		{
			TBL_PET* pd = (TBL_PET*)bl;
			if (vd) {
				memcpy(&pd->vd, vd, sizeof(struct view_data));
				if (!pcdb_checkid(vd->class_)) {
					pd->vd.hair_style = battle_config.pet_hair_style;
					if(pd->equip) {
						pd->vd.head_bottom = itemdb_viewid(pd->equip);
						if (!pd->vd.head_bottom)
							pd->vd.head_bottom = pd->equip;
					}
				}
			} else if (battle_config.error_log)
				ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
		}
	break;
	case BL_NPC:
		{
			TBL_NPC* nd = (TBL_NPC*)bl;
			if (vd)
				nd->vd = vd;
			else if (battle_config.error_log)
				ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
		}
	break;
	case BL_HOMUNCULUS:		//[blackhole89]
		{
			struct homun_data *hd = (struct homun_data*)bl;
			if (vd)
				hd->vd = vd;
			else if (battle_config.error_log)
				ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
		}
		break;
	}
	vd = status_get_viewdata(bl);
	if (vd && vd->cloth_color && (
		(vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
		|| (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
	))
		vd->cloth_color = 0;
}

struct status_change *status_get_sc(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
	case BL_MOB:
		return &((TBL_MOB*)bl)->sc;
	case BL_PC:
		return &((TBL_PC*)bl)->sc;
	case BL_NPC:
		return &((TBL_NPC*)bl)->sc;
	case BL_HOMUNCULUS: //[blackhole89]
		return &((TBL_HOMUNCULUS*)bl)->sc;
	}
	return NULL;
}

void status_change_init(struct block_list *bl)
{
	struct status_change *sc = status_get_sc(bl);
	int i;
	nullpo_retv(sc);
	memset(sc, 0, sizeof (struct status_change));
	for (i=0; i< SC_MAX; i++)
		sc->data[i].timer = -1;
}

//Returns defense against the specified status change.
//Return range is 0 (no resist) to 10000 (inmunity)
int status_get_sc_def(struct block_list *bl, int type)
{
	int sc_def;
	struct status_data* status;
	struct status_change* sc;
	struct map_session_data *sd;

	nullpo_retr(0, bl);

	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
	if (status_isimmune(bl))
	switch (type)
	{
	case SC_DECREASEAGI:
	case SC_SILENCE:
	case SC_COMA:
	case SC_INCREASEAGI:
	case SC_BLESSING:
	case SC_SLOWPOISON:
	case SC_IMPOSITIO:
	case SC_AETERNA:
	case SC_SUFFRAGIUM:
	case SC_BENEDICTIO:
	case SC_PROVIDENCE:
	case SC_KYRIE:
	case SC_ASSUMPTIO:
	case SC_ANGELUS:
	case SC_MAGNIFICAT:
	case SC_GLORIA:
	case SC_WINDWALK:
	case SC_MAGICROD:
	case SC_HALLUCINATION:
	case SC_STONE:
	case SC_QUAGMIRE:
		return 10000;
	}
	
	status = status_get_status_data(bl);
	switch (type)
	{
	case SC_STUN:
	case SC_POISON:
	case SC_DPOISON:
	case SC_SILENCE:
	case SC_BLEEDING:
		sc_def = 300 +100*status->vit;
		break;
	case SC_SLEEP:
		sc_def = 300 +100*status->int_;
		break;
	case SC_STONE:
	case SC_FREEZE:
	case SC_DECREASEAGI:
	case SC_COMA:
		sc_def = 300 +100*status->mdef;
		break;
	case SC_CURSE:
		if (status->luk > status_get_lv(bl))
			return 10000; //Special property: inmunity when luk is greater than level
		else
			sc_def = 300 +100*status->luk;
		break;
	case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
		sc_def = 300 +50*status->vit +50*status->int_;
		break;
	case SC_CONFUSION:
		sc_def = 300 +50*status->str +50*status->int_;
		break;
	default:
		return 0; //Effect that cannot be reduced? Likely a buff.
	}

	BL_CAST(BL_PC,bl,sd);
	
	if (sd) {

		if (battle_config.pc_sc_def_rate != 100)
			sc_def = sc_def*battle_config.pc_sc_def_rate/100;

		if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
			&& sd->reseff[type-SC_COMMON_MIN] > 0)
			sc_def+= sd->reseff[type-SC_COMMON_MIN];

		if (sc_def < battle_config.pc_max_sc_def)
			sc_def += (battle_config.pc_max_sc_def - sc_def)*
				status->luk/battle_config.pc_luk_sc_def;
		else
			sc_def = battle_config.pc_max_sc_def;

	} else {

		if (battle_config.mob_sc_def_rate != 100)
			sc_def = sc_def*battle_config.mob_sc_def_rate/100;

		if (sc_def < battle_config.mob_max_sc_def)
			sc_def += (battle_config.mob_max_sc_def - sc_def)*
				status->luk/battle_config.mob_luk_sc_def;
		else
			sc_def = battle_config.mob_max_sc_def;

	}
	
	sc = status_get_sc(bl);
	if (sc && sc->count)
	{
		if (sc->data[SC_SCRESIST].timer != -1)
			sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
		else if (sc->data[SC_SIEGFRIED].timer != -1)
			sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
	}

	return sc_def>10000?10000:sc_def;
}

//Reduces tick delay based on type and character defenses.
int status_get_sc_tick(struct block_list *bl, int type, int tick)
{
	struct map_session_data *sd;
	struct status_data* status;
	int rate=0, min=0;
	//If rate is positive, it is a % reduction (10000 -> 100%)
	//if it is negative, it is an absolute reduction in ms.
	BL_CAST(BL_PC,bl,sd);
	status = status_get_status_data(bl);
	switch (type) {
		case SC_DECREASEAGI:		/* ���x���� */
			if (sd)	// Celest
				tick>>=1;
		break;
		case SC_ADRENALINE:
		case SC_ADRENALINE2:
		case SC_WEAPONPERFECTION:
		case SC_OVERTHRUST:
			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
		break;
		case SC_DPOISON:
		case SC_POISON:
		case SC_STUN:
		case SC_BLEEDING:
		case SC_SILENCE:
		case SC_CURSE:
			rate = 100*status->vit;
		break;
		case SC_SLEEP:
			rate = 100*status->int_;
		break;
		case SC_STONE:
			rate = -200*status->mdef;
		break;
		case SC_FREEZE:
			rate = 100*status->mdef;
		break;
		case SC_BLIND:
			rate = 50*status->vit +50*status->int_;
		break;
		case SC_CONFUSION:
			rate = 50*status->str +50*status->int_;
		break;
		case SC_SWOO:
			if (status->mode&MD_BOSS)
				tick /= 5; //TODO: Reduce skill's duration. But for how long?
		break;
		case SC_ANKLE:
			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
				tick /= 5;
			rate = -100*status->agi;
		// Minimum trap time of 3+0.03*skilllv seconds [celest]
		// Changed to 3 secs and moved from skill.c [Skotlex]
			min = 3000;
		break;
		case SC_SPIDERWEB:
			if (map[bl->m].flag.pvp)
				tick /=2;
		break;
	}
	if (rate) {
		if (bl->type == BL_PC) {
			if (battle_config.pc_sc_def_rate != 100)
				rate = rate*battle_config.pc_sc_def_rate/100;
			if (battle_config.pc_max_sc_def != 10000)
				min = tick*(10000-battle_config.pc_max_sc_def)/10000;
		} else {
			if (battle_config.mob_sc_def_rate != 100)
				rate = rate*battle_config.mob_sc_def_rate/100;
			if (battle_config.mob_max_sc_def != 10000)
				min = tick*(10000-battle_config.mob_max_sc_def)/10000;
		}
		
		if (rate >0)
			tick -= tick*rate/10000;
		else
			tick += rate;
	}
	return tick<min?min:tick;
}
/*==========================================
 * Starts a status change.
 * type = type, val1~4 depend on the type.
 * rate = base success rate. 10000 = 100%
 * Tick is base duration
 * flag:
 * &1: Cannot be avoided (it has to start)
 * &2: Tick should not be reduced (by vit, luk, lv, etc)
 * &4: sc_data loaded, no value has to be altered.
 * &8: rate should not be reduced
 *------------------------------------------
 */
int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
{
	struct map_session_data *sd = NULL;
	struct status_change* sc;
	struct status_data *status;
	int opt_flag , calc_flag, undead_flag;

	nullpo_retr(0, bl);
	sc=status_get_sc(bl);
	status = status_get_status_data(bl);

	if (!sc || status_isdead(bl))
		return 0;
	
	switch (bl->type)
	{
		case BL_PC:
			sd=(struct map_session_data *)bl;
			break;
		case BL_MOB:
			if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
				return 0; //Emperium can't be afflicted by status changes.
			break;
	}

	if(type < 0 || type >= SC_MAX) {
		if(battle_config.error_log)
			ShowError("status_change_start: invalid status change (%d)!\n", type);
		return 0;
	}

	//Check rate
	if (!(flag&(4|1))) {
		int def;
		def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.

		if (def)
			rate -= rate*def/10000;

		if (!(rand()%10000 < rate))
			return 0;
	}
	
	//SC duration reduction.
	if(!(flag&(2|4)) && tick) {
		tick = status_get_sc_tick(bl, type, tick);
		if (tick <= 0)
			return 0;
	}

	undead_flag=battle_check_undead(status->race,status->def_ele);

	//Check for inmunities / sc fails
	switch (type) {
		case SC_FREEZE:
		case SC_STONE:
			//Undead are inmune to Freeze/Stone
			if (undead_flag && !(flag&1))
				return 0;
		case SC_SLEEP:
		case SC_STUN:
			if (sc->opt1)
				return 0; //Cannot override other opt1 status changes. [Skotlex]
		break;
		case SC_CURSE:
			//Dark Elementals are inmune to curse.
			if (status->def_ele == ELE_DARK && !(flag&1))
				return 0;
		break;
		case SC_COMA:
			//Dark elementals and Demons are inmune to coma.
			if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
				return 0;
		break;
		case SC_SIGNUMCRUCIS:
			//Only affects demons and undead.
			if(status->race != RC_DEMON && !undead_flag)
				return 0;
			break;
		case SC_AETERNA:
		  if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
			  return 0;
		break;
		case SC_OVERTHRUST:
			if (sc->data[SC_MAXOVERTHRUST].timer != -1)
				return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
		break;
		case SC_ADRENALINE:
		 	if (sd && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
				return 0;
			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
				sc->data[SC_DONTFORGETME].timer!=-1 ||
				sc->data[SC_DECREASEAGI].timer!=-1
			)
				return 0;
		break;
		case SC_ADRENALINE2:
			if (sd && !(skill_get_weapontype(BS_ADRENALINE2)&(1<<sd->status.weapon)))
				return 0;
			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
				sc->data[SC_DONTFORGETME].timer!=-1 ||
				sc->data[SC_DECREASEAGI].timer!=-1
			)
				return 0;
		break;
		case SC_ONEHAND:
		case SC_TWOHANDQUICKEN:
			if(sc->data[SC_DECREASEAGI].timer!=-1)
				return 0;
		case SC_CONCENTRATE:
		case SC_INCREASEAGI:
		case SC_SPEARQUICKEN:
		case SC_TRUESIGHT:
		case SC_WINDWALK:
		case SC_CARTBOOST:
		case SC_ASSNCROS:
			if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
				return 0;
		break;
		case SC_CLOAKING:
		//Avoid cloaking with no wall and low skill level. [Skotlex]
		//Due to the cloaking card, we have to check the wall versus to known skill level rather than the used one. [Skotlex]
//			if (sd && skilllv < 3 && skill_check_cloaking(bl,&sd->sc))
			if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl, sc))
				return 0;
		break;
		case SC_MODECHANGE:
		{
			int mode;
			struct status_data *bstatus = status_get_base_status(bl);
			if (!bstatus) return 0;
			mode = val2?val2:bstatus->mode; //Base mode
			if (val3) mode|= val3; //Add mode
			if (val4) mode&=~val4; //Del mode
			if (mode == bstatus->mode) { //No change.
				if (sc->data[type].timer != -1) //Abort previous status
					return status_change_end(bl, type, -1);
				return 0;
			}
		}
	}

	//Check for BOSS resistances
	if(status->mode&MD_BOSS && !(flag&1)) {
		 if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
			 return 0;
		 switch (type) {
			case SC_BLESSING:
			  if (!undead_flag && status->race != RC_DEMON)
				  break;
			case SC_QUAGMIRE:
			case SC_DECREASEAGI:
			case SC_SIGNUMCRUCIS:
			case SC_PROVOKE:
			case SC_ROKISWEIL:
			case SC_COMA:
			case SC_GRAVITATION:
				return 0;
		}
	}
	//Before overlapping fail, one must check for status cured.
	switch (type) {
	case SC_BLESSING:
		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
			if (sc->data[SC_CURSE].timer!=-1)
				status_change_end(bl,SC_CURSE,-1);
			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
				status_change_end(bl,SC_STONE,-1);
		}
		break;
	case SC_INCREASEAGI:
		if(sc->data[SC_DECREASEAGI].timer!=-1 )
			status_change_end(bl,SC_DECREASEAGI,-1);
		break;
	case SC_DONTFORGETME:
		//is this correct? Maybe all three should stop the same subset of SCs...
		if(sc->data[SC_ASSNCROS].timer!=-1 )
			status_change_end(bl,SC_ASSNCROS,-1);
	case SC_QUAGMIRE:
		if(sc->data[SC_CONCENTRATE].timer!=-1 )
			status_change_end(bl,SC_CONCENTRATE,-1);
		if(sc->data[SC_TRUESIGHT].timer!=-1 )
			status_change_end(bl,SC_TRUESIGHT,-1);
		if(sc->data[SC_WINDWALK].timer!=-1 )
			status_change_end(bl,SC_WINDWALK,-1);
		//Also blocks the ones below...
	case SC_DECREASEAGI:
		if(sc->data[SC_INCREASEAGI].timer!=-1 )
			status_change_end(bl,SC_INCREASEAGI,-1);
		if(sc->data[SC_ADRENALINE].timer!=-1 )
			status_change_end(bl,SC_ADRENALINE,-1);
		if(sc->data[SC_ADRENALINE2].timer!=-1 )
			status_change_end(bl,SC_ADRENALINE2,-1);
		if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
			status_change_end(bl,SC_SPEARQUICKEN,-1);
		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
			status_change_end(bl,SC_TWOHANDQUICKEN,-1);
		if(sc->data[SC_CARTBOOST].timer!=-1 )
			status_change_end(bl,SC_CARTBOOST,-1);
		if(sc->data[SC_ONEHAND].timer!=-1 )
			status_change_end(bl,SC_ONEHAND,-1);
		break;
	case SC_ONEHAND:
	  	//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
		if(sc->data[SC_ASPDPOTION0].timer!=-1)
			status_change_end(bl,SC_ASPDPOTION0,-1);
		if(sc->data[SC_ASPDPOTION1].timer!=-1)
			status_change_end(bl,SC_ASPDPOTION1,-1);
		if(sc->data[SC_ASPDPOTION2].timer!=-1)
			status_change_end(bl,SC_ASPDPOTION2,-1);
		if(sc->data[SC_ASPDPOTION3].timer!=-1)
			status_change_end(bl,SC_ASPDPOTION3,-1);
		break;
	case SC_MAXOVERTHRUST:
	  	//Cancels Normal Overthrust. [Skotlex]
		if (sc->data[SC_OVERTHRUST].timer != -1)
			status_change_end(bl, SC_OVERTHRUST, -1);
		break;
	case SC_KYRIE:
		// -- moonsoul (added to undo assumptio status if target has it)
		if(sc->data[SC_ASSUMPTIO].timer!=-1 )
			status_change_end(bl,SC_ASSUMPTIO,-1);
		break;
	case SC_DELUGE:
		if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
			status_change_end(bl,SC_BLIND,-1);
		break;
	case SC_SILENCE:
		if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
		  	//Clear Gospel [Skotlex]
			status_change_end(bl,SC_GOSPEL,-1);
		break;
	case SC_HIDING:
		if(sc->data[SC_CLOSECONFINE].timer != -1)
			status_change_end(bl, SC_CLOSECONFINE, -1);
		if(sc->data[SC_CLOSECONFINE2].timer != -1)
			status_change_end(bl, SC_CLOSECONFINE2, -1);
		break;
	case SC_BERSERK:
		if(battle_config.berserk_cancels_buffs)
		{
			if (sc->data[SC_ONEHAND].timer != -1)
				status_change_end(bl,SC_ONEHAND,-1);
			if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
			if (sc->data[SC_CONCENTRATION].timer != -1)
				status_change_end(bl,SC_CONCENTRATION,-1);
			if (sc->data[SC_PARRYING].timer != -1)
				status_change_end(bl,SC_PARRYING,-1);
			if (sc->data[SC_AURABLADE].timer != -1)
				status_change_end(bl,SC_AURABLADE,-1);
		}
		break;
	case SC_ASSUMPTIO:
		if(sc->data[SC_KYRIE].timer!=-1)
			status_change_end(bl,SC_KYRIE,-1);
		break;
	case SC_CARTBOOST:
		if(sc->data[SC_DECREASEAGI].timer!=-1 )
		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
			status_change_end(bl,SC_DECREASEAGI,-1);
			return 0;
		}
		break;
	case SC_FUSION:
		if(sc->data[SC_SPIRIT].timer!=-1 )
			status_change_end(bl,SC_SPIRIT,-1);
		break;
	case SC_ADJUSTMENT:
		if(sc->data[SC_MADNESSCANCEL].timer != -1)
			status_change_end(bl,SC_MADNESSCANCEL,-1);
		break;
	case SC_MADNESSCANCEL:
		if(sc->data[SC_ADJUSTMENT].timer!=-1)
			status_change_end(bl,SC_ADJUSTMENT,-1);
		break;
	}
	//Check for overlapping fails
	if(sc->data[type].timer != -1){
		switch (type) {
			case SC_ADRENALINE:
			case SC_ADRENALINE2:
			case SC_WEAPONPERFECTION:
			case SC_OVERTHRUST:
				if (sc->data[type].val2 > val2)
					return 0;
			break;
			case SC_WARM:
			{	//Fetch the Group, half the attack interval. [Skotlex]
				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
				if (group)
					group->interval/=2;
				return 1;
			}
			case SC_STUN:
			case SC_SLEEP:
			case SC_POISON:
			case SC_CURSE:
			case SC_SILENCE:
			case SC_CONFUSION:
			case SC_BLIND:
			case SC_BLEEDING:
			case SC_DPOISON:
			case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
			case SC_CLOSECONFINE2: //Can't be re-closed in.
			case SC_MARIONETTE:
			case SC_MARIONETTE2:
				return 0;
			case SC_DANCING:
			case SC_DEVOTION:
			case SC_ASPDPOTION0:
			case SC_ASPDPOTION1:
			case SC_ASPDPOTION2:
			case SC_ASPDPOTION3:
			case SC_ATKPOTION:
			case SC_MATKPOTION:
				break;
			case SC_GOSPEL:
				 //Must not override a casting gospel char.
				if(sc->data[type].val4 == BCT_SELF)
					return 0;
				if(sc->data[type].val1 > val1)
					return 1;
				break;
			case SC_ENDURE:
				if(sc->data[type].val4 && !val4)
					return 1; //Don't let you override infinite endure.
				if(sc->data[type].val1 > val1)
					return 1;
				break;
			case SC_KAAHI:
				if(sc->data[type].val1 > val1)
					return 1;
				//Delete timer if it exists.
				if (sc->data[type].val4 != -1) {
					delete_timer(sc->data[type].val4,kaahi_heal_timer);
					sc->data[type].val4=-1;
				}
				break;
			default:
				if(sc->data[type].val1 > val1)
					return 1; //Return true to not mess up skill animations. [Skotlex
			}
		(sc->count)--;
		delete_timer(sc->data[type].timer, status_change_timer);
		sc->data[type].timer = -1;
	}

	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) //Do not parse val settings when loading SCs
	switch(type){
		case SC_ENDURE:				/* �C���f���A */
			val2 = 7; // Hit-count [Celest]
			break;
		case SC_AUTOBERSERK:
			if (status->hp < status->max_hp>>2 &&
				(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
					sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
			break;
		
		case SC_SIGNUMCRUCIS:
			val2 = 10 + val1*2; //Def reduction
			clif_emotion(bl,4);
			break;
		case SC_MAXIMIZEPOWER:
			val2 = tick>0?tick:60000;
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2; //Chance to Poison enemies.
			break;
		case SC_POISONREACT:
			val2=val1/2 + val1%2; // Number of counters [Celest]
			break;
		case SC_MAGICROD:
			val2 = val1*20; //SP gained
			break;
		case SC_KYRIE:
			val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
			val3 = (val1 / 2 + 5); //Hits
			break;
		case SC_MAGICPOWER:
			//val1: Skill lv
			val2 = 1; //Lasts 1 invocation
			//val3 will store matk_min (needed in case you use ground-spells)
			//val4 will store matk_max
			break;
		case SC_SACRIFICE:
			val2 = 5; //Lasts 5 hits
			break;
		case SC_ENCPOISON:
			val2= 25+5*val1;	//Poisoning Chance (2.5+5%)
		case SC_ASPERSIO:
		case SC_FIREWEAPON:
		case SC_WATERWEAPON:
		case SC_WINDWEAPON:
		case SC_EARTHWEAPON:
		case SC_SHADOWWEAPON:
		case SC_GHOSTWEAPON:
			skill_enchant_elemental_end(bl,type);
			break;
		case SC_ELEMENTALCHANGE:
			//Val1 is skill level, val2 is skill that invoked this.
			if (!val3) //Val 3 holds the element, when not given, a random one is picked.
				val3 = rand()%ELE_MAX;
			val4 =1+rand()%4; //Elemental Lv is always a random value between  1 and 4.
			break;
		case SC_PROVIDENCE:
			val2=val1*5; //Race/Ele resist
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3; //% Dmg reflected
			break;
		case SC_STRIPWEAPON:
			if (bl->type != BL_PC) //Watk reduction
				val2 = 5*val1;
			break;
		case SC_STRIPSHIELD:
			if (bl->type != BL_PC) //Def reduction
				val2 = 3*val1;
			break;
		case SC_STRIPARMOR:
			if (bl->type != BL_PC) //Vit reduction
				val2 = 8*val1;
			break;
		case SC_STRIPHELM:
			if (bl->type != BL_PC) //Int reduction
				val2 = 8*val1;
			break;
		case SC_AUTOSPELL:
			//Val1 Skill LV of Autospell
			//Val2 Skill ID to cast
			//Val3 Max Lv to cast
			val4 = 5 + val1*2; //Chance of casting
			break;
		case SC_VOLCANO:
			if (status->def_ele == ELE_FIRE)
				val2 = val1*10; //Watk increase
			else
				val2 = 0;
			break;
		case SC_VIOLENTGALE:
			if (status->def_ele == ELE_WIND)
				val2 = val1*3; //Flee increase
			else
				val2 = 0;
			break;
		case SC_DELUGE:
			if(status->def_ele == ELE_WATER)
				val2 = deluge_eff[val1-1]; //HP increase
			else
				val2 = 0;
			break;
		case SC_SUITON:
			if (status_get_class(bl) != JOB_NINJA) {
				//Is there some kind of formula behind this?
				switch ((val1+1)/3) {
				case 3:
					val2 = 8;
				break;
				case 2:
					val2 = 5;
				break;
				case 1:
					val2 = 3;
				break;
				case 0: 
					val2 = 0;
				break;
				default:
					val2 = 3*((val1+1)/3);
				break;
				}
			} else val2 = 0;
			break;
		case SC_ONEHAND:
		case SC_TWOHANDQUICKEN:
			val2 = 300;
			if (val1 > 10) //For boss casted skills [Skotlex]
				val2 += 20*(val1-10);
			break;
		case SC_SPEARQUICKEN:
			val2 = 200+10*val1;
			break;
		case SC_MOONLIT:
			val2 = bl->id;
			skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
			break;
		case SC_DANCING:
			//val1 : Skill which is being danced.
			//val2 : Skill Group of the Dance.
			//val4 : Partner
			val3 = 0; //Tick duration/Speed penalty.
			if (sd) { //Store walk speed change in lower part of val3
				val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
				if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
				val3 -= 40; //TODO: Figure out real bonus rate.
			}
			val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
			tick = 1000;
			break;
		case SC_LONGING:
			val2 = 500-100*val1; //Aspd penalty.
			val3 = 50+10*val1; //Walk speed adjustment.
			break;
		case SC_EXPLOSIONSPIRITS:
			val2 = 75 + 25*val1; //Cri bonus
			break;
		case SC_ASPDPOTION0:
		case SC_ASPDPOTION1:
		case SC_ASPDPOTION2:
		case SC_ASPDPOTION3:
			val2 = 50*(2+type-SC_ASPDPOTION0);
			break;

		case SC_WEDDING:
		case SC_XMAS:
		{
			struct view_data *vd = status_get_viewdata(bl);
			if (!vd) return 0;
			//Store previous values as they could be removed.
			val1 = vd->class_;
			val2 = vd->weapon;
			val3 = vd->shield;
			val4 = vd->cloth_color;
			unit_stop_attack(bl);
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
			clif_changelook(bl,LOOK_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
		}
			break;
		case SC_NOCHAT:
			if(!battle_config.muting_players) { 
				sd->status.manner = 0; //Zido
				return 0;
			}
			tick = 60000;
			if (sd) clif_updatestatus(sd,SP_MANNER);
			break;

		case SC_STONE:
			val2 = status->max_hp/100; //Petrified damage per second: 1%
			if (!val2) val2 = 1;
			val3 = tick/1000; //Petrified HP-damage iterations.
			if(val3 < 1) val3 = 1; 
			tick = 5000; //Petrifying time.
			break;

		case SC_DPOISON:
		//Lose 10/15% of your life as long as it doesn't brings life below 25%
		if (status->hp > status->max_hp>>2)
		{
			int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
			if (status->hp - diff < status->max_hp>>2)
				diff = status->hp - (status->max_hp>>2);
			status_zap(bl, diff, 0);
		}
		// fall through
		case SC_POISON:				/* �� */
		val3 = tick/1000; //Damage iterations
		if(val3 < 1) val3 = 1;
		tick = 1000;
		//val4: HP damage
		if (bl->type == BL_PC)
			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
		else
			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
		
		break;
		case SC_CONFUSION:
			clif_emotion(bl,1);
			break;
		case SC_BLEEDING:
			val4 = tick/10000;
			if (!val4) val4 = 1;
			tick = 10000;
			break;

		case SC_HIDING:
			val2 = tick/1000;
			tick = 1000;
 			//Store speed penalty on val3.
			if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
				val3 = 20 + 6*val3;
			val4 = val1+3; //Seconds before SP substraction happen.
			break;
		case SC_CHASEWALK:
			val2 = tick>0?tick:10000; //Interval at which SP is drained.
			val3 = 65+val1*5; //Speed adjustment.
			val4 = 10+val1*2; //SP cost.
			if (map_flag_gvg(bl->m)) val4 *= 5;
			break;
		case SC_CLOAKING:
			val2 = tick>0?tick:60000; //SP consumption rate.
			val3 = 0;
			if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
				(val3=pc_checkskill(sd,TF_MISS))>0)
				val3 *= -1; //Substract the Dodge speed bonus.
			val3+= 70+val1*3; //Speed adjustment without a wall.
			//With a wall, it is val3 +25.
			//val4&2 signals the presence of a wall.
			if (!val4)
			{ //val4&1 signals eternal cloaking (not cancelled on attack) [Skotlex]
				if (bl->type == BL_PC)	//Standard cloaking.
					val4 = battle_config.pc_cloak_check_type&2?1:0;
				else
					val4 = battle_config.monster_cloak_check_type&2?1:0;
			}
			break;
		case SC_SIGHT:			/* �T�C�g/���A�t */
		case SC_RUWACH:
		case SC_SIGHTBLASTER:
			val2 = tick/250;
			tick = 10;
			break;

		//Permanent effects.
		case SC_MODECHANGE:
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_BROKENWEAPON:
		case SC_BROKENARMOR:
		case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
		case SC_READYDOWN:
		case SC_READYCOUNTER:
		case SC_READYTURN:
		case SC_DODGE:
			tick = 600*1000;
			break;

		case SC_AUTOGUARD:
			if (!flag)
			{
				struct map_session_data *tsd;
				int i,t;
				for(i=val2=0;i<val1;i++) {
					t = 5-(i>>1);
					val2 += (t < 0)? 1:t;
				}
				if (sd)
				for (i = 0; i < 5; i++)
				{	//Pass the status to the other affected chars. [Skotlex]
					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
						status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
				}
			}
			break;

		case SC_DEFENDER:
			if (!flag)
			{	
				struct map_session_data *tsd;
				int i;
				val2 = 5 + 15*val1; //Damage reduction
				val3 = 250 - 50*val1; //Aspd adjustment 
				val4 = 135 - 5*val1; //Speed adjustment

				if (sd)
				for (i = 0; i < 5; i++)
				{	//See if there are devoted characters, and pass the status to them. [Skotlex]
					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
						status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
				}
			}
			break;

		case SC_TENSIONRELAX:
			if (sd) {
				pc_setsit(sd);
				clif_sitting(sd);
			}
			val2 = 12; //SP cost
			val4 = 10000; //Decrease at 10secs intervals.
			val3 = tick/val4;
			tick = val4;
			break;
		case SC_PARRYING:
		    val2 = 20 + val1*3; //Block Chance
			break;

		case SC_WINDWALK:
			val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
			val3 = 4*val2;	//movement speed % increase is 4 times that
			break;

		case SC_JOINTBEAT: // Random break [DracoRPG]
			val2 = rand()%6; //Type of break
			if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
			break;

		case SC_BERSERK:
			if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
				sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
			//HP healing is performing after the calc_status call.
			if (sd) sd->canregen_tick = gettick() + 300000;
			//Val2 holds HP penalty
			if (!val4) val4 = 10000; //Val4 holds damage interval
			val3 = tick/val4; //val3 holds skill duration
			tick = val4;
			break;

		case SC_GOSPEL:
			if(val4 == BCT_SELF) {	// self effect
				val2 = tick/10000;
				tick = 10000;
				status_change_clear_buffs(bl,3); //Remove buffs/debuffs
			}
			break;

		case SC_MARIONETTE:
			if (sd) {
				val3 = 0;
				val2 = sd->status.str>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2<<16;

				val2 = sd->status.agi>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2<<8;

				val2 = sd->status.vit>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2;

				val4 = 0;
				val2 = sd->status.int_>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2<<16;

				val2 = sd->status.dex>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2<<8;

				val2 = sd->status.luk>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2;
			} else {
				struct status_data *b_status = status_get_base_status(bl);
				if (!b_status)
					return 0;

				val3 = 0;
				val2 = b_status->str>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2<<16;

				val2 = b_status->agi>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2<<8;

				val2 = b_status->vit>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val3|=val2;

				val4 = 0;
				val2 = b_status->int_>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2<<16;

				val2 = b_status->dex>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2<<8;

				val2 = b_status->luk>>1;
				if (val2 > 0xFF) val2 = 0xFF;
				val4|=val2;
			}
			val2 = tick/1000;
			tick = 1000;
			break;
		case SC_MARIONETTE2:
		{
			struct block_list *pbl = map_id2bl(val1);
			struct status_change *psc = pbl?status_get_sc(pbl):NULL;
			int stat,max;
			if (!psc || psc->data[SC_MARIONETTE].timer == -1)
				return 0;
			val2 = tick /1000;
			val3 = val4 = 0;
			if (sd) {
				max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
				//Str
				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
				if (sd->status.str+stat > max)
					stat =max-sd->status.str;
				val3 |= stat<<16;
				//Agi
				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
				if (sd->status.agi+stat > max)
					stat =max-sd->status.agi;
				val3 |= stat<<8;
				//Vit
				stat = psc->data[SC_MARIONETTE].val3&0xFF;
				if (sd->status.vit+stat > max)
					stat =max-sd->status.vit;
				val3 |= stat;
				//Int
				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
				if (sd->status.int_+stat > max)
					stat =max-sd->status.int_;
				val4 |= stat<<16;
				//Dex
				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
				if (sd->status.dex+stat > max)
					stat =max-sd->status.dex;
				val4 |= stat<<8;
				//Luk
				stat = psc->data[SC_MARIONETTE].val4&0xFF;
				if (sd->status.luk+stat > max)
					stat =max-sd->status.luk;
				val4 |= stat;
			} else {
				struct status_data *status = status_get_base_status(bl);
				if (!status) return 0;
				max = 0xFF; //Assume a 256 max parameter
				//Str
				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
				if (status->str+stat > max)
					stat = max - status->str;
				val3 |= stat<<16;
				//Agi
				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
				if (status->agi+stat > max)
					stat = max - status->agi;
				val3 |= stat<<8;
				//Vit
				stat = psc->data[SC_MARIONETTE].val3&0xFF;
				if (status->vit+stat > max)
					stat = max - status->vit;
				val3 |= stat;
				//Int
				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
				if (status->int_+stat > max)
					stat = max - status->int_;
				val4 |= stat<<16;
				//Dex
				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
				if (status->dex+stat > max)
					stat = max - status->dex;
				val4 |= stat<<8;
				//Luk
				stat = psc->data[SC_MARIONETTE].val4&0xFF;
				if (status->luk+stat > max)
					stat = max - status->luk;
				val4 |= stat;
			}
			tick = 1000;
			break;
		}
		case SC_REJECTSWORD:
			val2 = 15*val1; //Reflect chance
			val3 = 3; //Reflections
			break;

		case SC_MEMORIZE:
			val2 = 5; //Memorized casts.
			break;

		case SC_GRAVITATION:
			val2 = 50*val1; //aspd reduction
			if (val3 == BCT_SELF) {
				struct unit_data *ud = unit_bl2ud(bl);
				if (ud) {
					ud->canmove_tick += tick;
					ud->canact_tick += tick;
				}
			} 
			break;

		case SC_HERMODE:
			status_change_clear_buffs(bl,1);
			break;

		case SC_REGENERATION:
			if (val1 == 1)
				val2 = 2;
			else
				val2 = val1; //HP Regerenation rate: 200% 200% 300%
			val3 = val1; //SP Regeneration Rate: 100% 200% 300%
			break;

		case SC_DEVOTION:
		{
			struct map_session_data *src;
			if ((src = map_id2sd(val1)) && src->sc.count)
			{	//Try to inherit the status from the Crusader [Skotlex]
			//Ideally, we should calculate the remaining time and use that, but we'll trust that
			//once the Crusader's status changes, it will reflect on the others. 
				int type2 = SC_AUTOGUARD;
				if (src->sc.data[type2].timer != -1)
					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
				type2 = SC_DEFENDER;
				if (src->sc.data[type2].timer != -1)
					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
				type2 = SC_REFLECTSHIELD;
				if (src->sc.data[type2].timer != -1)
					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));

			}
			break;
		}

		case SC_COMA: //Coma. Sends a char to 1HP
			status_zap(bl, status_get_hp(bl)-1, 0);
			return 1;

		case SC_CLOSECONFINE2:
		{
			struct block_list *src = val2?map_id2bl(val2):NULL;
			struct status_change *sc2 = src?status_get_sc(src):NULL;
			if (src && sc2) {
				if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
					sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
				else { //Increase count of locked enemies and refresh time.
					sc2->data[SC_CLOSECONFINE].val2++;
					delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
					sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
				}
			} else //Status failed.
				return 0;
		}
			break;
		case SC_KAITE:
			val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
			break;
		case SC_KAUPE:
			switch (val1) {
				case 3: //33*3 + 1 -> 100%
					val2++;
				case 1:
				case 2: //33, 66%
					val2 += 33*val1;
					val3 = 1; //Dodge 1 attack total.
					break;
				default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
					val2 = 100;
					val3 = val1-2;
					break;
			}
			break;

		case SC_COMBO:
		{
			struct unit_data *ud = unit_bl2ud(bl);
			switch (val1) { //Val1 contains the skill id
				case TK_STORMKICK:
					clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
					break;
				case TK_DOWNKICK:
					clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
					break;
				case TK_TURNKICK:
					clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
					break;
				case TK_COUNTER:
					clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
					break;
			}
			if (ud) {
				ud->attackabletime = gettick()+tick;
				unit_set_walkdelay(bl, gettick(), tick, 1);
			}
		}
			break;
		case SC_TKREST:
			val2 = 11-val1; //Chance to consume: 11-skilllv%
			break;
		case SC_RUN:
			val4 = gettick(); //Store time at which you started running.
			break;
		case SC_KAAHI:
			if(flag&4) {
				val4 = -1;
				break;
			}
			val2 = 200*val1; //HP heal
			val3 = 5*val1; //SP cost 
			val4 = -1;	//Kaahi Timer.
			break;
		case SC_BLESSING:
			if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
				val2 = val1;
			else
				val2 = 0; //0 -> Half stat.
			break;
		case SC_TRICKDEAD:			/* ���񂾂ӂ� */
		{
			struct view_data *vd = status_get_viewdata(bl);
			if (vd) vd->dead_sit = 1;
			break;
		}

		case SC_CONCENTRATE:
			val2 = 2 + val1;
			if (sd) { //Store the card-bonus data that should not count in the %
				val3 = sd->param_bonus[1]; //Agi
				val4 = sd->param_bonus[4]; //Dex
			} else {
				val3 = val4 = 0;
			}
			break;
		case SC_ADRENALINE2:
		case SC_ADRENALINE:
			if (val2 || !battle_config.party_skill_penalty)
				val2 = 300;
			else
				val2 = 200;
			break;
		case SC_CONCENTRATION:
			val2 = 5*val1; //Batk/Watk Increase
			val3 = 10*val1; //Hit Increase
			val4 = 5*val1; //Def reduction
			break;
		case SC_ANGELUS:
			val2 = 5*val1; //def increase
			break;
		case SC_IMPOSITIO:
			val2 = 5*val1; //watk increase
			break;
		case SC_MELTDOWN:
			val2 = 100*val1; //Chance to break weapon
			val3 = 70*val1; //Change to break armor
			break;
		case SC_TRUESIGHT:
			val2 = 10*val1; //Critical increase
			val3 = 3*val1; //Hit increase
			break;
		case SC_SUN_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
			break;
		case SC_MOON_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
			break;
		case SC_STAR_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
			break;
		case SC_QUAGMIRE:
			val2 = (sd?5:10)*val1; //Agi/Dex decrease.
			break;

		// gs_something1 [Vicious]
		case SC_GATLINGFEVER:
			val2 = 20*val1; //Aspd increase
			val3 = 5*val1; //Flee decrease
			break;

		case SC_FLING:
			val2 = 3*val1; //Def reduction
			val3 = 3*val1; //Def2 reduction
			break;
		case SC_PROVOKE:
			//val2 signals autoprovoke.
			val3 = 2+3*val1; //Atk increase
			val4 = 5+5*val1; //Def reduction.
			break;
		case SC_AVOID:
			val2 = 10*val1; //Speed change rate.
			break;
		case SC_BLOODLUST:
			val2 = 20+10*val1; //Atk rate change.
			break;
		case SC_FLEET:
			val2 = 30*val1; //Aspd change
			val3 = 5+5*val1; //Atk rate change
			break;
		case SC_MINDBREAKER:
			val2 = 20*val1; //matk increase.
			val3 = 12*val1; //mdef2 reduction.
			break;
		default:
			if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
			{	//Status change with no calc, and no skill associated...? unknown?
				if(battle_config.error_log)
					ShowError("UnknownStatusChange [%d]\n", type);
				return 0;
			}
	}
	else //Special considerations when loading SC data.
	switch (type) {
		case SC_WEDDING:
		case SC_XMAS:
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
			clif_changelook(bl,LOOK_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
			break;	
		case SC_KAAHI:
			val4 = -1;
			break;
	}
	//Those that make you stop attacking/walking....
	switch (type) {
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
		case SC_STONE:
			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
				pc_setstand(sd);
		case SC_TRICKDEAD:
			unit_stop_attack(bl);
			skill_stop_dancing(bl);
			// Cancel cast when get status [LuzZza]
			if (battle_config.sc_castcancel)
				unit_skillcastcancel(bl, 0);
		case SC_STOP:
		case SC_CONFUSION:
		case SC_CLOSECONFINE:
		case SC_CLOSECONFINE2:
		case SC_ANKLE:
		case SC_SPIDERWEB:
			unit_stop_walking(bl,1);
		break;
		case SC_HIDING:
		case SC_CLOAKING:
		case SC_CHASEWALK:
			unit_stop_attack(bl);
		break;
	}

	if (sd) //Only for players, client crashes if they receive this for a mob o.O [Skotlex]
		clif_status_change(bl,StatusIconChangeTable[type],1);

	// Set option as needed.
	opt_flag = 1;
	switch(type){
		//OPT1
		case SC_STONE:
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
			if(type == SC_STONE)
				sc->opt1 = OPT1_STONEWAIT;
			else
				sc->opt1 = OPT1_STONE + (type - SC_STONE);
			break;
		//OPT2
		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			sc->opt2 |= 1<<(type-SC_POISON);
			break;
		case SC_DPOISON:
			sc->opt2 |= OPT2_DPOISON;
			break;
		case SC_SIGNUMCRUCIS:
			sc->opt2 |= OPT2_SIGNUMCRUCIS;
			break;
		//OPT3
		case SC_TWOHANDQUICKEN:
		case SC_SPEARQUICKEN:
		case SC_CONCENTRATION:
			sc->opt3 |= 1;
			opt_flag = 0;
			break;
		case SC_MAXOVERTHRUST:
		case SC_OVERTHRUST:
		case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
			sc->opt3 |= 2;
			opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
			sc->opt3 |= 4;
			opt_flag = 0;
			break;
		case SC_INCATKRATE:
			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
			if (bl->type != BL_MOB) {
				opt_flag = 0;
				break;
			}
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 |= 8;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 |= 16;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 |= 32;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			sc->opt3 |= 128;
			opt_flag = 0;
			break;
		case SC_MARIONETTE:
		case SC_MARIONETTE2:
			sc->opt3 |= 1024;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 |= 2048;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 |= 4096;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 |= 8192;
			opt_flag = 0;
			break;
		//OPTION
		case SC_HIDING:
			sc->option |= OPTION_HIDE;
			break;
		case SC_CLOAKING:
			sc->option |= OPTION_CLOAK;
			break;
		case SC_CHASEWALK:
			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
			break;
		case SC_SIGHT:
			sc->option |= OPTION_SIGHT;
			break;
		case SC_RUWACH:
			sc->option |= OPTION_RUWACH;
			break;
		case SC_WEDDING:
			sc->option |= OPTION_WEDDING;
			break;
		case SC_XMAS:
			sc->option |= OPTION_XMAS;
			break;
		case SC_ORCISH:
			sc->option |= OPTION_ORCISH;
			break;
		case SC_SIGHTTRASHER:
			sc->option |= OPTION_SIGHTTRASHER;
			break;
		case SC_FUSION:
			sc->option |= OPTION_FLYING;
			break;
		default:
			opt_flag = 0;
	}

	if(opt_flag)
		clif_changeoption(bl);

	(sc->count)++;

	sc->data[type].val1 = val1;
	sc->data[type].val2 = val2;
	sc->data[type].val3 = val3;
	sc->data[type].val4 = val4;

	sc->data[type].timer = add_timer(
		gettick() + tick, status_change_timer, bl->id, type);

	if (calc_flag)
		status_calc_bl(bl,calc_flag);
	
	if(sd && sd->pd)
		pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing

	if (type==SC_BERSERK) {
		sc->data[type].val2 = 5*status->max_hp/100;
		status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
		status_percent_damage(NULL, bl, 0, 100); //Damage all SP
	}

	if (type==SC_RUN) {
		struct unit_data *ud = unit_bl2ud(bl);
		if (ud)
			ud->state.running = unit_run(bl);
	}
	return 1;
}
/*==========================================
 * �X�e�[�^�X�ُ�S����
 *------------------------------------------
 */
int status_change_clear(struct block_list *bl,int type)
{
	struct status_change* sc;
	int i;

	sc = status_get_sc(bl);

	if (!sc || sc->count == 0)
		return 0;

	if(sc->data[SC_DANCING].timer != -1)
		skill_stop_dancing(bl);
	for(i = 0; i < SC_MAX; i++)
	{
		//Type 0: PC killed -> Place here stats that do not dispel on death.
		if(sc->data[i].timer == -1 ||
			(type == 0 && (
				i == SC_EDP || i == SC_MELTDOWN || i == SC_XMAS || i == SC_NOCHAT ||
				i == SC_FUSION || i == SC_TKREST || i == SC_READYSTORM ||
			  	i == SC_READYDOWN || i == SC_READYCOUNTER || i == SC_READYTURN ||
				i == SC_DODGE
			)))
			continue;

		status_change_end(bl, i, -1);

		if (type == 1 && sc->data[i].timer != -1)
		{	//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
			(sc->count)--;
			delete_timer(sc->data[i].timer, status_change_timer);
			sc->data[i].timer = -1;
		}
	}
	sc->opt1 = 0;
	sc->opt2 = 0;
	sc->opt3 = 0;
	sc->option &= OPTION_MASK;

	if(!type || type&2)
		clif_changeoption(bl);

	return 1;
}

/*==========================================
 * �X�e�[�^�X�ُ�I��
 *------------------------------------------
 */
int status_change_end( struct block_list* bl , int type,int tid )
{
	struct map_session_data *sd;
	struct status_change *sc;
	struct status_data *status;
	int opt_flag=0, calc_flag;

	nullpo_retr(0, bl);
	
	sc = status_get_sc(bl);
	status = status_get_status_data(bl);
	nullpo_retr(0,sc);
	nullpo_retr(0,status);
	
	if(type < 0 || type >= SC_MAX)
		return 0;

	BL_CAST(BL_PC,bl,sd);

	if (sc->data[type].timer == -1 ||
		(sc->data[type].timer != tid && tid != -1))
		return 0;
		
	if (tid == -1)
		delete_timer(sc->data[type].timer,status_change_timer);

	sc->data[type].timer=-1;
	(sc->count)--;

	calc_flag = StatusChangeFlagTable[type];
	switch(type){
		case SC_WEDDING:
		case SC_XMAS:
		{
			struct view_data *vd = status_get_viewdata(bl);
			if (!vd) return 0;
			if (sd) //Load data from sd->status.* as the stored values could have changed.
				status_set_viewdata(bl, sd->status.class_);
			else {
				vd->class_ = sc->data[type].val1;
				vd->weapon = sc->data[type].val2;
				vd->shield = sc->data[type].val3;
				vd->cloth_color = sc->data[type].val4;
			}
			clif_changelook(bl,LOOK_BASE,vd->class_);
			clif_changelook(bl,LOOK_WEAPON,vd->weapon);
			clif_changelook(bl,LOOK_SHIELD,vd->shield);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
		}
		break;
		case SC_RUN:
		{
			struct unit_data *ud = unit_bl2ud(bl);
			if (ud) {
				ud->state.running = 0;
				if (ud->walktimer != -1)
					unit_stop_walking(bl,1);
			}
			if (sc->data[type].val1 >= 7 &&
				DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
				(sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
			)
				sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
		}
		break;
		case SC_AUTOBERSERK:
			if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
				status_change_end(bl,SC_PROVOKE,-1);
			break;

		case SC_DEFENDER:
		case SC_REFLECTSHIELD:
		case SC_AUTOGUARD:
		if (sd) {
			struct map_session_data *tsd;
			int i;
			for (i = 0; i < 5; i++)
			{	//Clear the status from the others too [Skotlex]
				if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
					status_change_end(&tsd->bl,type,-1);
			}
		}
		break;
		case SC_DEVOTION:	
		{
			struct map_session_data *md = map_id2sd(sc->data[type].val1);
			//The status could have changed because the Crusader left the game. [Skotlex]
			if (md)
			{
				md->devotion[sc->data[type].val2] = 0;
				clif_devotion(md);
			}
			//Remove AutoGuard and Defender [Skotlex]
			if (sc->data[SC_AUTOGUARD].timer != -1)
				status_change_end(bl,SC_AUTOGUARD,-1);
			if (sc->data[SC_DEFENDER].timer != -1)
				status_change_end(bl,SC_DEFENDER,-1);
			if (sc->data[SC_REFLECTSHIELD].timer != -1)
				status_change_end(bl,SC_REFLECTSHIELD,-1);
			break;
		}
		case SC_BLADESTOP:
			if(sc->data[type].val4)
			{
				struct block_list *tbl = (struct block_list *)sc->data[type].val4;
				struct status_change *tsc = status_get_sc(tbl);
				sc->data[type].val4 = 0;
				if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
				{
					tsc->data[SC_BLADESTOP].val4 = 0;
					status_change_end(tbl,SC_BLADESTOP,-1);
				}
				clif_bladestop(bl,tbl,0);
			}
			break;
		case SC_DANCING:
			{
				struct map_session_data *dsd;
				struct status_change *dsc;
				struct skill_unit_group *group;
				if(sc->data[type].val2)
				{
					group = (struct skill_unit_group *)sc->data[type].val2;
					sc->data[type].val2 = 0;
					skill_delunitgroup(bl, group);
				}
				if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
					dsc = &dsd->sc;
					if(dsc && dsc->data[type].timer!=-1)
					{	//This will prevent recursive loops. 
						dsc->data[type].val2 = dsc->data[type].val4 = 0;
						status_change_end(&dsd->bl, type, -1);
					}
				}
			}
			//Only dance that doesn't has ground tiles... [Skotlex]
			if(sc->data[type].val1 == CG_MOONLIT)
				status_change_end(bl, SC_MOONLIT, -1);

			if (sc->data[SC_LONGING].timer!=-1)
				status_change_end(bl,SC_LONGING,-1);				
			break;
		case SC_NOCHAT:
			if (sd && battle_config.manner_system)
			{
				//Why set it to 0? Can't we use good manners for something? [Skotlex]
//					if (sd->status.manner >= 0) // weeee ^^ [celest]
//						sd->status.manner = 0;
				clif_updatestatus(sd,SP_MANNER);
			}
			break;
		case SC_SPLASHER:	
			{
				struct block_list *src=map_id2bl(sc->data[type].val3);
				if(src && tid!=-1)
					skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
			}
			break;
		case SC_CLOSECONFINE2:
			{
				struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
				struct status_change *sc2 = src?status_get_sc(src):NULL;
				if (src && sc2 && sc2->count) {
					//If status was already ended, do nothing.
					if (sc2->data[SC_CLOSECONFINE].timer != -1)
					{ //Decrease count
						if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
							status_change_end(src, SC_CLOSECONFINE, -1);
					}
				}
			}
		case SC_CLOSECONFINE:
			if (sc->data[type].val2 > 0) {
				//Caster has been unlocked... nearby chars need to be unlocked.
				int range = 1
					+skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
					+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
				map_foreachinarea(status_change_timer_sub, 
					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
			}
			break;
		case SC_COMBO: //Clear last used skill when it is part of a combo.
			if (sd && sd->skillid_old == sc->data[type].val1)
				sd->skillid_old = sd->skilllv_old = 0;
			break;

		case SC_FREEZE:
			sc->data[type].val3 = 0; //Clear Storm Gust hit count
			break;

		case SC_MARIONETTE:
		case SC_MARIONETTE2:	/// Marionette target
			if (sc->data[type].val1)
			{	// check for partner and end their marionette status as well
				int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
				struct block_list *pbl = map_id2bl(sc->data[type].val1);
				struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
				
				if (sc2 && sc2->count && sc2->data[type2].timer != -1)
				{
					sc2->data[type2].val1 = 0;
					status_change_end(pbl, type2, -1);
				}
			}
			if (type == SC_MARIONETTE)
				clif_marionette(bl, 0); //Clear effect.
			break;

		case SC_BERSERK:
			//val4 indicates if the skill was dispelled. [Skotlex]
			if(status->hp > 100 && !sc->data[type].val4)
				status_zap(bl, status->hp-100, 0); 
			if(sc->data[SC_ENDURE].timer != -1)
				status_change_end(bl, SC_ENDURE, -1);
			break;
		case SC_GRAVITATION:
			if (sc->data[type].val3 == BCT_SELF) {
				struct unit_data *ud = unit_bl2ud(bl);
				if (ud)
					ud->canmove_tick = ud->canact_tick = gettick();
			}
			break;
		case SC_GOSPEL: //Clear the buffs from other chars.
			if (sc->data[type].val3) { //Clear the group.
				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
				sc->data[type].val3 = 0;
				skill_delunitgroup(bl, group);
			}
			break;
		case SC_HERMODE: 
		case SC_BASILICA: //Clear the skill area. [Skotlex]
			if(sc->data[type].val3 == BCT_SELF)
				skill_clear_unitgroup(bl);
			break;
		case SC_MOONLIT: //Clear the unit effect. [Skotlex]
			skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
			break;
		case SC_TRICKDEAD:			/* ���񂾂ӂ� */
		{
			struct view_data *vd = status_get_viewdata(bl);
			if (vd) vd->dead_sit = 0;
			break;
		}
		case SC_WARM:
			if (sc->data[type].val4) { //Clear the group.
				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
				sc->data[type].val4 = 0;
				skill_delunitgroup(bl, group);
			}
			break;
		case SC_KAAHI:
			//Delete timer if it exists.
			if (sc->data[type].val4 != -1) {
				delete_timer(sc->data[type].val4,kaahi_heal_timer);
				sc->data[type].val4=-1;
			}
			break;
		}

	if (sd) 
		clif_status_change(bl,StatusIconChangeTable[type],0);

	opt_flag = 1;
	switch(type){
	case SC_STONE:
	case SC_FREEZE:
	case SC_STUN:
	case SC_SLEEP:
		sc->opt1 = 0;
		break;

	case SC_POISON:
	case SC_CURSE:
	case SC_SILENCE:
	case SC_BLIND:
		sc->opt2 &= ~(1<<(type-SC_POISON));
		break;
	case SC_DPOISON:
		sc->opt2 &= ~OPT2_DPOISON;
		break;
	case SC_SIGNUMCRUCIS:
		sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
		break;

	case SC_HIDING:
		sc->option &= ~OPTION_HIDE;
		opt_flag = 2; //Check for warp trigger.
		break;
	case SC_CLOAKING:
		sc->option &= ~OPTION_CLOAK;
		opt_flag = 2;
		break;
	case SC_CHASEWALK:
		sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
		opt_flag = 2;
		break;
	case SC_SIGHT:
		sc->option &= ~OPTION_SIGHT;
		break;
	case SC_WEDDING:	
		sc->option &= ~OPTION_WEDDING;
		break;
	case SC_XMAS:	
		sc->option &= ~OPTION_XMAS;
		break;
	case SC_ORCISH:
		sc->option &= ~OPTION_ORCISH;
		break;
	case SC_RUWACH:
		sc->option &= ~OPTION_RUWACH;
		break;
	case SC_SIGHTTRASHER:
		sc->option &= ~OPTION_SIGHTTRASHER;
		break;
	case SC_FUSION:
		sc->option &= ~OPTION_FLYING;
		break;
	//opt3
	case SC_TWOHANDQUICKEN:
	case SC_ONEHAND:
	case SC_SPEARQUICKEN:
	case SC_CONCENTRATION:
		sc->opt3 &= ~1;
		opt_flag = 0;
		break;
	case SC_OVERTHRUST:
	case SC_MAXOVERTHRUST:
	case SC_SWOO:
		sc->opt3 &= ~2;
		opt_flag = 0;
		break;
	case SC_ENERGYCOAT:
		sc->opt3 &= ~4;
		opt_flag = 0;
		break;
	case SC_INCATKRATE: //Simulated Explosion spirits effect.
		if (bl->type != BL_MOB)
			break;
	case SC_EXPLOSIONSPIRITS:
		sc->opt3 &= ~8;
		opt_flag = 0;
		break;
	case SC_STEELBODY:
	case SC_SKA:
		sc->opt3 &= ~16;
		opt_flag = 0;
		break;
	case SC_BLADESTOP:
		sc->opt3 &= ~32;
		opt_flag = 0;
		break;
	case SC_BERSERK:
		sc->opt3 &= ~128;
		opt_flag = 0;
		break;
	case SC_MARIONETTE:
	case SC_MARIONETTE2:
		sc->opt3 &= ~1024;
		opt_flag = 0;
		break;
	case SC_ASSUMPTIO:
		sc->opt3 &= ~2048;
		opt_flag = 0;
		break;
	case SC_WARM: //SG skills [Komurka]
		sc->opt3 &= ~4096;
		opt_flag = 0;
		break;
	case SC_KAITE:
		sc->opt3 &= ~8192;
		opt_flag = 0;
		break;
	default:
		opt_flag = 0;
	}

	if(opt_flag)
		clif_changeoption(bl);

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

	if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
		npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.

	return 1;
}

int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
{
	struct block_list *bl;
	struct status_change *sc;
	struct status_data *status;
	int hp;

	bl=map_id2bl(id);
	sc=status_get_sc(bl);
	status=status_get_status_data(bl);
	
	if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
		return 0;
	if(sc->data[data].val4 != tid) {
		if (battle_config.error_log)
			ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
		sc->data[data].val4=-1;
		return 0;
	}
		
	if(!status_charge(bl, 0, sc->data[data].val3)) {
		sc->data[data].val4=-1;
		return 0;
	}

	hp = status->max_hp - status->hp;
	if (hp > sc->data[data].val2)
		hp = sc->data[data].val2;
	if (hp) {
		status_heal(bl, hp, 0, 0);
		clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
	}
	sc->data[data].val4=-1;
	return 1;
}

/*==========================================
 * �X�e�[�^�X�ُ�I���^�C�}�[
 *------------------------------------------
 */
int status_change_timer(int tid, unsigned int tick, int id, int data)
{
	int type = data;
	struct block_list *bl;
	struct map_session_data *sd=NULL;
	struct status_data *status;
	struct status_change *sc;

// security system to prevent forgetting timer removal
	int temp_timerid;

	bl=map_id2bl(id);
#ifndef _WIN32
	nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
#endif
	sc=status_get_sc(bl);
	status = status_get_status_data(bl);
	
	if (!sc || !status)
	{	//Temporal debug until case is resolved. [Skotlex]
		ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
		return 0;
	}

	if(bl->type==BL_PC)
		sd=(struct map_session_data *)bl;

	if(sc->data[type].timer != tid) {
		if(battle_config.error_log)
			ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
		return 0;
	}

	// security system to prevent forgetting timer removal
	// you shouldn't be that careless inside the switch here
	temp_timerid = sc->data[type].timer;
	sc->data[type].timer = -1;

	switch(type){	/* �����?���ɂȂ�ꍇ */
	case SC_MAXIMIZEPOWER:	/* �}�L�V�}�C�Y�p��? */
	case SC_CLOAKING:
		if(!status_charge(bl, 0, 1))
			break; //Not enough SP to continue.
		sc->data[type].timer=add_timer(
			sc->data[type].val2+tick, status_change_timer, bl->id, data);
		return 0;

	case SC_CHASEWALK:
		if(!status_charge(bl, 0, sc->data[type].val4))
			break; //Not enough SP to continue.
			
		if (sc->data[SC_INCSTR].timer == -1) {
			sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
				(sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
				*skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
		}
		sc->data[type].timer = add_timer(
			sc->data[type].val2+tick, status_change_timer, bl->id, data);
		return 0;
	break;

	case SC_HIDING:
		if((--sc->data[type].val2)>0){
			
			if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
				break; //Fail if it's time to substract SP and there isn't.
		
			sc->data[type].timer=add_timer(
				1000+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
	break;

	case SC_SIGHT:
	case SC_RUWACH:
	case SC_SIGHTBLASTER:
		{
			map_foreachinrange( status_change_timer_sub, bl, 
				skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
				BL_CHAR, bl,sc,type,tick);

			if( (--sc->data[type].val2)>0 ){
				sc->data[type].timer=add_timer(	/* �^�C�}?�Đݒ� */
					250+tick, status_change_timer,
					bl->id, data);
				return 0;
			}
		}
		break;
		
	case SC_PROVOKE:
		if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_ENDURE:
		if(sc->data[type].val4) { //Infinite Endure.
			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_STONE:
		if(sc->opt1 == OPT1_STONEWAIT) {
			sc->data[type].val4 = 0;
			unit_stop_walking(bl,1);
			sc->opt1 = OPT1_STONE;
			clif_changeoption(bl);
			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
			status_calc_bl(bl, SCB_DEF_ELE);
			return 0;
		}
		if((--sc->data[type].val3) > 0) {
			if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
				status_zap(bl, sc->data[type].val2, 0);
			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_POISON:
		if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
			break;
	case SC_DPOISON:
		if ((--sc->data[type].val3) > 0) {
			if (sc->data[SC_SLOWPOISON].timer == -1) {
				status_zap(bl, sc->data[type].val4, 0);
				if (status_isdead(bl))
					break;
			}
			sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_TENSIONRELAX:
		if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
			sc->data[type].timer=add_timer(
				sc->data[type].val4+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
		break;
	case SC_BLEEDING:	// [celest]
		// i hope i haven't interpreted it wrong.. which i might ^^;
		// Source:
		// - 10�����Ȫ�HP�����
		// - ����Ϊުޫ�?����Ѫ��������ƪ�?����Ἢ��ʪ�
		// To-do: bleeding effect increases damage taken?
		if ((--sc->data[type].val4) >= 0) {
			status_fix_damage(NULL, bl, rand()%600 + 200, 0);
			if (status_isdead(bl))
				break;
			sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); 
			return 0;
		}
		break;

	case SC_KNOWLEDGE:
	if (sd) {
		if(bl->m != sd->feel_map[0].m
			&& bl->m != sd->feel_map[1].m
			&& bl->m != sd->feel_map[2].m)
			break; //End it
	} //Otherwise continue.
	// Status changes that don't have a time limit
	case SC_AETERNA:
	case SC_TRICKDEAD:
	case SC_MODECHANGE:
	case SC_WEIGHT50:
	case SC_WEIGHT90:
	case SC_MAGICPOWER:
	case SC_REJECTSWORD:
	case SC_MEMORIZE:
	case SC_BROKENWEAPON:
	case SC_BROKENARMOR:
	case SC_SACRIFICE:
	case SC_READYSTORM:
	case SC_READYDOWN:
	case SC_READYTURN:
	case SC_READYCOUNTER:
	case SC_RUN:
	case SC_DODGE:
	case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
	case SC_NEN:
	case SC_SIGNUMCRUCIS:		/* �V�O�i���N���V�X */
		sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
		return 0;

	case SC_DANCING: //�_���X�X�L���̎���SP����
		{
			int s = 0;
			int sp = 1;
			int counter = sc->data[type].val3>>16;
			if (--counter <= 0)
				break;
			sc->data[type].val3&= 0xFFFF; //Remove counter
			sc->data[type].val3|=(counter<<16);//Reset it.
			switch(sc->data[type].val1){
				case BD_RICHMANKIM:
				case BD_DRUMBATTLEFIELD:
				case BD_RINGNIBELUNGEN:
				case BD_SIEGFRIED:
				case BA_DISSONANCE:
				case BA_ASSASSINCROSS:
				case DC_UGLYDANCE:
					s=3;
					break;
				case BD_LULLABY:
				case BD_ETERNALCHAOS:
				case BD_ROKISWEIL:
				case DC_FORTUNEKISS:
					s=4;
					break;
				case CG_HERMODE:
				case BD_INTOABYSS:
				case BA_WHISTLE:
				case DC_HUMMING:
				case BA_POEMBRAGI:
				case DC_SERVICEFORYOU:
					s=5;
					break;
				case BA_APPLEIDUN:
					s=6;
					break;
				case CG_MOONLIT:
					sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
					//Upkeep is also every 10 secs.
				case DC_DONTFORGETME:
					s=10;
					break;
			}
			if (s && ((sc->data[type].val3 % s) == 0)) {
				if (sc->data[SC_LONGING].timer != -1)
					sp = s;
				if (!status_charge(bl, 0, sp))
					break;
			}
			sc->data[type].timer=add_timer(
				1000+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
		break;

	case SC_DEVOTION:
		{	//Check range and timeleft to preserve status [Skotlex]
			//This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2sd
			struct map_session_data *md = map_id2sd(sc->data[type].val1);
			if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
			{
				sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;
		
	case SC_BERSERK:
		// 5% every 10 seconds [DracoRPG]
		if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
		{
			sc->data[type].timer = add_timer(
				sc->data[type].val4+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
		else if (sd)
			sd->canregen_tick = gettick() + 300000;
		break;
	case SC_NOCHAT:
		if(sd && battle_config.manner_system){
			sd->status.manner++;
			clif_updatestatus(sd,SP_MANNER);
			if (sd->status.manner < 0)
			{	//Every 60 seconds your manner goes up by 1 until it gets back to 0.
				sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_SPLASHER:
		if (sc->data[type].val4 % 1000 == 0) {
			char timer[10];
			snprintf (timer, 10, "%d", sc->data[type].val4/1000);
			clif_message(bl, timer);
		}
		if((sc->data[type].val4 -= 500) > 0) {
			sc->data[type].timer = add_timer(
				500 + tick, status_change_timer,
				bl->id, data);
				return 0;
		}
		break;

	case SC_MARIONETTE:
	case SC_MARIONETTE2:
		{
			struct block_list *pbl = map_id2bl(sc->data[type].val1);
			if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
			{
				sc->data[type].timer = add_timer(
					1000 + tick, status_change_timer,
					bl->id, data);
					return 0;
			}
		}
		break;

	case SC_GOSPEL:
		if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
		{
			int hp, sp;
			hp = (sc->data[type].val1 > 5) ? 45 : 30;
			sp = (sc->data[type].val1 > 5) ? 35 : 20;
			if(!status_charge(bl, hp, sp))
				break;
			sc->data[type].timer = add_timer(
				10000+tick, status_change_timer,
					bl->id, data);
			return 0;
		}
		break;
		
	case SC_GUILDAURA:
		{
			struct block_list *tbl = map_id2bl(sc->data[type].val2);
			
			if (tbl && battle_check_range(bl, tbl, 2)){
				sc->data[type].timer = add_timer(
					1000 + tick, status_change_timer,
					bl->id, data);
					return 0;
			}
		}
		break;
	}

	// default for all non-handled control paths
	// security system to prevent forgetting timer removal

	// if we reach this point we need the timer for the next call, 
	// so restore it to have status_change_end handle a valid timer
	sc->data[type].timer = temp_timerid; 

	return status_change_end( bl,type,tid );
}

/*==========================================
 * �X�e�[�^�X�ُ�^�C�}�[�͈͏���
 *------------------------------------------
 */
int status_change_timer_sub(struct block_list *bl, va_list ap )
{
	struct block_list *src;
	struct status_change *sc, *tsc;
	struct map_session_data* sd=NULL;
	struct map_session_data* tsd=NULL;

	int type;
	unsigned int tick;

	src=va_arg(ap,struct block_list*);
	sc=va_arg(ap,struct status_change*);
	type=va_arg(ap,int);
	tick=va_arg(ap,unsigned int);
	tsc=status_get_sc(bl);
	
	if (status_isdead(bl))
		return 0;
	if (src->type==BL_PC) sd= (struct map_session_data*)src;
	if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;

	switch( type ){
	case SC_SIGHT:	/* �T�C�g */
	case SC_CONCENTRATE:
		if (tsc && tsc->count) {
			if (tsc->data[SC_HIDING].timer != -1)
				status_change_end( bl, SC_HIDING, -1);
			if (tsc->data[SC_CLOAKING].timer != -1)
				status_change_end( bl, SC_CLOAKING, -1);
		}
		break;
	case SC_RUWACH:	/* ���A�t */
		if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 ||	// if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
			tsc->data[SC_CLOAKING].timer != -1)) {
			status_change_end( bl, SC_HIDING, -1);
			status_change_end( bl, SC_CLOAKING, -1);
			if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
				skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
		}
		break;
	case SC_SIGHTBLASTER:
		{
			if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
				status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
			{	//sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
				skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
				sc->data[type].val2 = 0; //This signals it to end.
			}
		}
		break;
	case SC_CLOSECONFINE:
		//Lock char has released the hold on everyone...
		if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
			tsc->data[SC_CLOSECONFINE2].val2 = 0;
			status_change_end(bl, SC_CLOSECONFINE2, -1);
		}
		break;
	}
	return 0;
}

/*==========================================
 * Clears buffs/debuffs of a character.
 * type&1 -> buffs, type&2 -> debuffs
 *------------------------------------------
 */
int status_change_clear_buffs (struct block_list *bl, int type)
{
	int i;
	struct status_change *sc= status_get_sc(bl);

	if (!sc || !sc->count)
		return 0;

	if (type&2) //Debuffs
	for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
		if(sc->data[i].timer != -1)
			status_change_end(bl,i,-1);
	}

	for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {

		if(sc->data[i].timer == -1)
			continue;
		
		switch (i) {
			//Stuff that cannot be removed
			case SC_WEIGHT50:
			case SC_WEIGHT90:
			case SC_COMBO:
			case SC_SMA:
			case SC_DANCING:
			case SC_GUILDAURA:
			case SC_SAFETYWALL:
			case SC_NOCHAT:
			case SC_ANKLE:
			case SC_BLADESTOP:
			case SC_CP_WEAPON:
			case SC_CP_SHIELD:
			case SC_CP_ARMOR:
			case SC_CP_HELM:
				continue;
				
			//Debuffs that can be removed.
			case SC_HALLUCINATION:
			case SC_QUAGMIRE:
			case SC_SIGNUMCRUCIS:
			case SC_DECREASEAGI:
			case SC_SLOWDOWN:
			case SC_MINDBREAKER:
			case SC_WINKCHARM:
			case SC_STOP:
			case SC_ORCISH:
			case SC_STRIPWEAPON:
			case SC_STRIPSHIELD:
			case SC_STRIPARMOR:
			case SC_STRIPHELM:
				if (!(type&2))
					continue;
				break;
			//The rest are buffs that can be removed.
			case SC_BERSERK:
				if (!(type&1))
					continue;
			  	sc->data[i].val4 = 1;
				break;
			default:
				if (!(type&1))
					continue;
				break;
		}
		status_change_end(bl,i,-1);
	}
	return 0;
}

static int status_calc_sigma(void)
{
	int i,j;
	unsigned int k;

	for(i=0;i<MAX_PC_CLASS;i++) {
		memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
		for(k=0,j=2;j<=MAX_LEVEL;j++) {
			k += hp_coefficient[i]*j + 50;
			k -= k%100;
			hp_sigma_val[i][j-1] = k;
			if (k >= INT_MAX)
				break; //Overflow protection. [Skotlex]
		}
		for(;j<=MAX_LEVEL;j++)
			hp_sigma_val[i][j-1] = INT_MAX;
	}
	return 0;
}

int status_readdb(void) {
	int i,j;
	FILE *fp;
	char line[1024], path[1024],*p;

	sprintf(path, "%s/job_db1.txt", db_path);
	fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	i = 0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[MAX_WEAPON_TYPE + 5];
		i++;
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){	//not 22 anymore [blackhole89]
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(j < MAX_WEAPON_TYPE + 5)
		{	//Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
			ShowDebug("%s: Not enough columns at line %d\n", path, i);
			continue;
		}
		if(atoi(split[0])>=MAX_PC_CLASS)
			continue;
		
		max_weight_base[atoi(split[0])]=atoi(split[1]);
		hp_coefficient[atoi(split[0])]=atoi(split[2]);
		hp_coefficient2[atoi(split[0])]=atoi(split[3]);
		sp_coefficient[atoi(split[0])]=atoi(split[4]);
		for(j=0;j<MAX_WEAPON_TYPE;j++)
			aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
	sprintf(path, "%s/job_db2.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line, sizeof(line)-1, fp)){
       	char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(atoi(split[0])>=MAX_PC_CLASS)
		    continue;
		for(i=1;i<j && split[i];i++)
			job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	// �T�C�Y�␳�e?�u��
	for(i=0;i<3;i++)
		for(j=0;j<MAX_WEAPON_TYPE;j++)
			atkmods[i][j]=100;
	sprintf(path, "%s/size_fix.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[MAX_WEAPON_TYPE];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if(atoi(line)<=0)
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
			atkmods[i][j]=atoi(split[j]);
		}
		i++;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	// ��?�f?�^�e?�u��
	for(i=0;i<5;i++){
		for(j=0;j<MAX_REFINE; j++)
			percentrefinery[i][j]=100;
		percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
		refinebonus[i][0]=0;
		refinebonus[i][1]=0;
		refinebonus[i][2]=10;
	}

	sprintf(path, "%s/refine_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[MAX_REFINE+4];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if(atoi(line)<=0)
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		refinebonus[i][0]=atoi(split[0]);	// ��?�{?�i�X
		refinebonus[i][1]=atoi(split[1]);	// ��?��?�{?�i�X
		refinebonus[i][2]=atoi(split[2]);	// ���S��?���E
		for(j=0;j<MAX_REFINE && split[j];j++)
			percentrefinery[i][j]=atoi(split[j+3]);
		i++;
	}
	fclose(fp); //Lupus. close this file!!!
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	return 0;
}

/*==========================================
 * �X�L���֌W����������
 *------------------------------------------
 */
int do_init_status(void)
{
	if (SC_MAX > MAX_STATUSCHANGE)
	{
		ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
		exit(1);
	}
	add_timer_func_list(status_change_timer,"status_change_timer");
	add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
	initChangeTables();
	initDummyData();
	status_readdb();
	status_calc_sigma();
	return 0;
}