summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: 4194b0c6bb9f516cc6eb448930e546ceb95a3693 (plain) (tree)
1
2
3
4
5
6
7
8
9
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
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
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577
6578
6579
6580
6581
6582
6583
6584
6585
6586
6587
6588
6589
6590
6591
6592
6593
6594
6595
6596
6597
6598
6599
6600
6601
6602
6603
6604
6605
6606
6607
6608
6609
6610
6611
6612
6613
6614
6615
6616
6617
6618
6619
6620
6621
6622
6623
6624
6625
6626
6627
6628
6629
6630
6631
6632
6633
6634
6635
6636
6637
6638
6639
6640
6641
6642
6643
6644
6645
6646
6647
6648
6649
6650
6651
6652
6653
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196
7197
7198
7199
7200
7201
7202
7203
7204
7205
7206
7207
7208
7209
7210
7211
7212
7213
7214
7215
7216








                                                          





                                 
















                      
































































                                                                                                                     

                                                                          































































































































































































































































































































                                                                                                                                        

                                                               























































                                                                                                     
                                                       




















































                                                                                  
 





















                                                                                                           
 








                                               
 


                         
 

                                                                                             
 
                                                
 










































































                                                                                                                       
 

                        
 








                                                                                         
 










































                                                                            
 










                                                                         
                                                                     
                                          
                                                                                             
                                           
                                                                                               















                                                                               
 













                                                                                                  
 







                                                      
 



                                                                      

















































































































                                                                                                                              
 







                                                 
 







































                                                                                                     
 





























                                                                                                         
 























                                                                                                                                             
 



























































































                                                                                                                                                    
 






                                                                       

                                                                                                  











                                                                                                                                         

                                                                     



                                                                 
                                                                                          
                                 






















                                                                               
 
                             
                                                                 
                   






                                                                                  

                      
                                                                                     
                                                              
                                         
         
 
























































































































                                                                                             
 

                                                                
 

                                                    
 











                                                                                         
 

                                                                    
 









                                                                                          
 
































                                                                                                

 




































































                                                                                                    
 




























                                                                                           
 













                                                                                                      
                           
                                                                   


                                                                              

















                                                                                                                                            





                                                                                              
                                                                                 

                                                                 















                                                                                                                                           
 

























                                                                                                  
 


                                                          
 
                                                    
 









































                                                                                                            
 

                                                                                                
                                                           





















                                               

                                                                                                              
 


                                                                 


                                                                                                                           
 
                                                                                                                       
                                           


                                                                        













                                                                        
                                                     











                                          
 
                                                            
                                                       



































































                                                                                                                                                                  
 







































































                                                                                                                                                     
 

                                                                        
                                                            
 
















                                                                                                                                                                  
 





































                                                                                                                   
 








                                                                                              
 























































































                                                                                                                     
 
































                                                                                           
 











































































                                                                                       
 




































































                                                                                                               
 













































                                                                                                                                     
 
                                           
 




















































































                                                                                         
 








                                                                     
                                          





























































                                                            
 



                                                                        
 












                                                             
                                                       
                                                   
                                                    


















                                                                                                           
 

                                                               

                                                             



















                                                                                         
 










































                                                                                                        
 


                                           
 














                                                          
 





















                                                                      
 

                                                         
 


















                                                                                             
 




















                                                                                                      
 



















                                                                      
 



















































                                                                                                         
 

                                                                       
 
                                                                                     
 



                                                                       
 








                                                    
 

                                                                       
 
                                                                                     
 



                                                                       
 




















































                                                                                                  
 

















                                                                               
 




















                                                                                                         
 

                                                                     
 

                                                                               
 



































































































                                                                                      
                                                                                                         

                                                    
                                                                         














                                                                                             
 







                                                                                      
 
























                                                                                
 









                                     
 



                                                                            
 









































































































































































































                                                                                                                                                        
 


































































































































































































































                                                                                                 
                                                                                       













































































































































































































































                                                                                                                                            


                                                                                    





























































































                                                                                                   

                                                                                                      

                                                                                













































































































                                                                                                  
                                                             
                                         
                                                            































































































































































































































































































































































































































































































































































                                                                                                                   
                                                     






























































































































































































                                                                                                                      























                                                                                          
                      














































                                                                                                   
                      


















                                                                               
                      






                                                                         
                                         
















                                                                         
                      



                                                            
                                         


                                                                        
                                         

                                               
                      



                                                           
                                         

                                                          
                                         

                                               
                      



                                                          
                                         

                                                          
                                         
                                               
                 
                      

















                                                                       



                                            
























































































































































































































































































                                                                                                                                   
                                                 


                                              
                                                


                                              
                                                


                                              
                                                





















































































                                                                                                                   

                                                          
                                                                                            






























































































































































                                                                                                                        
                                  

                                                                                                                     
                                                                                  




























































































































































































































































































































































































































































                                                                                                                                                         







                                                                                              
                                                                                                   








                                                                                      

                                                          
                                                                                            






























































































































































































































































































































                                                                                                                                   
 







                                                           

                        
                                                                       





                                                                                              
                                                                                












                                                                                                                  









                                                



                                                                                                      
                                                                           
                                





                                                                      
                                                                               

                                                                   




















































































































































































































                                                                                                                                                  


                                                                            





































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                              
                                                                  




















































                                                                                                                       
                                                                          







































                                                                                                                                 
                                              

































                                                                                            
                                              







































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

//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
#define SC_HM_BASE 800
#define SC_GD_BASE 900
//Regen related flags.
#define RGN_HP	0x01
#define RGN_SP	0x02
#define RGN_SHP	0x04
#define RGN_SSP	0x08

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
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag);	//[orn]

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|SCB_DEF|SCB_MDEF;
	StatusChangeFlagTable[SC_FREEZE] =    SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
//	StatusChangeFlagTable[SC_STUN] =      SCB_NONE;
//	StatusChangeFlagTable[SC_SLEEP] =     SCB_NONE;
	StatusChangeFlagTable[SC_POISON] =    SCB_DEF2|SCB_REGEN;
	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_REGEN;
	StatusChangeFlagTable[SC_DPOISON] =   SCB_DEF2|SCB_REGEN;

	//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_REGEN);
	set_sc(PR_KYRIE, SC_KYRIE,	SI_KYRIE, SCB_NONE);
	set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
	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_REGEN);
	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|SCB_DEF);
	add_sc(NPC_DEFENDER, SC_ARMOR);
	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|SCB_REGEN);
	set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
	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_LANDENDOW, SCB_WATK);
	set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
	set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
	add_sc(SA_REVERSEORCISH, SC_ORCISH);
	add_sc(SA_COMA, SC_COMA);
	set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
	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);
	add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
	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_REGEN);
	set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
//	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_BLANK, SCB_SPEED);
	set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
	add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
	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|SCB_DSPD);
	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(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
	add_sc(GS_CRACKER, SC_STUN);
	add_sc(GS_DISARM, SC_STRIPWEAPON);
	add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
	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_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
	add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
	set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
	set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
	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);

	set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
	set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_VIT|SCB_INT);
	set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
	set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE);	//[orn]
	set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF);	//[orn]
	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);

	set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
	set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
	set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);

	// 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_SPEEDPOTION1;
	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
	StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;

	//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;
}

//Sets HP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display 
//on players) It will always succeed (overrides Berserk block), but it can't kill.
int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
{
	struct status_data *status;
	if (hp < 1) return 0;
	status = status_get_status_data(bl);
	if (status == &dummy_status)
		return 0;

	if (hp > status->max_hp) hp = status->max_hp;
	if (hp == status->hp) return 0;
	if (hp > status->hp)
		return status_heal(bl, hp - status->hp, 0, 1|flag);
	return status_zap(bl, status->hp - hp, 0);
}

//Sets SP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display 
//on players)
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
{
	struct status_data *status;

	status = status_get_status_data(bl);
	if (status == &dummy_status)
		return 0;

	if (sp > status->max_sp) sp = status->max_sp;
	if (sp == status->sp) return 0;
	if (sp > status->sp)
		return status_heal(bl, 0, sp - status->sp, 1|flag);
	return status_zap(bl, 0, status->sp - sp);
}

//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_CONSUME))
		sp = 0; //Not a valid SP target.

	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

// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
//	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_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
			{	//Devotion prevents any of the other ailments from ending.
				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_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, 0);
					sc->data[SC_GRAVITATION].val4 = 0;
					status_change_end(target, SC_GRAVITATION, -1);
				}
			}
			if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > 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);
		if (sc->data[SC_BERSERK].timer != -1 &&
		  	status->hp <= 100)
			status_change_end(target, SC_BERSERK, -1);
	}

	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_HOM:
			merc_damage((TBL_HOM*)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_HOM:
			flag = merc_hom_dead((TBL_HOM*)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(target->type&BL_REGEN)
	{	//Reset regen ticks.
		struct regen_data *regen = status_get_regen_data(target);
		if (regen) {
			memset(&regen->tick, 0, sizeof(regen->tick));
			if (regen->sregen)
				memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
			if (regen->ssregen)
				memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
		}
	}
	if(flag&4) //Delete from memory. (also invokes map removal code)
		unit_free(target,1);
	else
	if(flag&2) //remove from map
		unit_remove_map(target,1);
	else
	{ //Some death states that would normally be 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);
	}

	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_HOM:
		merc_hom_heal((TBL_HOM*)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);

	//Change the equation when the values are high enough to discard the
	//imprecision in exchange of overflow protection [Skotlex]
	//Also add 100% checks since those are the most used cases where we don't 
	//want aproximation errors.
	if (hp_rate > 99)
		hp = status->hp;
	else if (hp_rate > 0)
		hp = status->hp>10000?
			hp_rate*(status->hp/100):
			(hp_rate*status->hp)/100;
	else if (hp_rate < -99)
		hp = status->max_hp;
	else if (hp_rate < 0)
		hp = status->max_hp>10000?
			(-hp_rate)*(status->max_hp/100):
			(-hp_rate*status->max_hp)/100;
	if (hp_rate && !hp)
		hp = 1;

	//Should be safe to not do overflow protection here, noone should have
	//millions upon millions of SP
	if (sp_rate > 99)
		sp = status->sp;
	else if (sp_rate > 0)
		sp = (sp_rate*status->sp)/100;
	else if (sp_rate < -99)
		sp = status->max_sp;
	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;

	if (bl->prev) //Animation only if character is already on a map.
		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;
		case BL_HOM:	//[orn]
			merc_hom_revive((TBL_HOM*)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 && target) {
		//Gloria Avoids pretty much everything....
		tsc = status_get_sc(target);
		if(tsc && tsc->option&OPTION_HIDE)
			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)
		{	//Stuned/Frozen/etc
			if (flag != 1) //Can't cast, casted stuff can't damage. 
				return 0;
			if (!skill_get_inf(skill_num)&INF_GROUND_SKILL)
				return 0; //Targetted spells can't come off.
		}

		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)
			|| (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
		)
			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 (sc->data[SC_DANCING].timer != -1 && flag!=2)
		{
			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&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
				return 0;	//Can't amp out of Wand of Hermode :/ [Skotlex]
		}

		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_SILENCE].timer != -1 ||
				(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;

			//Skill blocking.
			if (
				(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
				(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) ||
				(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
				(sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
			)
				return 0;

		}
	}

	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:
				//Non players can use all skills while hidden.
				if (!skill_num || src->type == BL_PC)
					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(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
			return 0;
		if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
			&& 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->special_state.perfect_hiding || !(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;
		return 0;
	case BL_HOM: 
		//Can't use support skills on homun (only master/self can)
		//Placed here instead of battle_check_target because support skill
		//invocations don't call that function.
		if (skill_num && battle_config.hom_setting&0x1 &&
			skill_get_inf(skill_num)&INF_SUPPORT_SKILL &&
			battle_get_master(target) != src)
			return 0;
	default:
		//Check for chase-walk/hiding/cloaking opponents.
		if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|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)
	{	//Check for chase-walk/hiding/cloaking opponents.
	case BL_PC:
		if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
			!(status->mode&MD_BOSS) &&
			(
				((TBL_PC*)target)->special_state.perfect_hiding ||
				!(status->mode&MD_DETECTOR)
			))
			return 0;
		break;
	default:
		if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
			!(status->mode&(MD_BOSS|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&battle_config.enable_baseatk))
		return 0;

	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;
	}
	//Normally only players have base-atk, but homunc have a different batk
	// equation, hinting that perhaps non-players should use this for batk.
	// [Skotlex]
	dstr = str/10;
	str += dstr*dstr;
	if (bl->type == BL_PC)
		str+= dex/5 + status->luk/5;
	return str;
}

#define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
#define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))

//Fills in the misc data that can be calculated from the other status info (except for level)
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
{
	//Non players get the value set, players need to stack with previous bonuses.
	if (bl->type != BL_PC)
		status->batk = 
		status->matk_min = status->matk_max =
		status->hit = status->flee =
		status->def2 = status->mdef2 =
		status->cri = status->flee2 = 0;

	status->matk_min += status_base_matk_min(status);
	status->matk_max += status_base_matk_max(status);

	status->hit += level + status->dex;
	status->flee += level + status->agi;
	status->def2 += status->vit;
	status->mdef2 += status->int_ + (status->vit>>1);

	if (bl->type&battle_config.enable_critical)
		status->cri += status->luk*3 + 10;
	else
		status->cri = 0;

	if (bl->type&battle_config.enable_perfect_flee)
		status->flee2 += status->luk + 10;
	else
		status->flee2 = 0;

	status->batk += status_base_atk(bl, status);
	if (status->cri)
	switch (bl->type) {
	case BL_MOB:
		if(battle_config.mob_critical_rate != 100)
			status->cri = status->cri*battle_config.mob_critical_rate/100;
		if(!status->cri && battle_config.mob_critical_rate)
		  	status->cri = 10;
		break;
	case BL_PC:
		//Players don't have a critical adjustment setting as of yet.
		break;
	default:
		if(battle_config.critical_rate != 100)
			status->cri = status->cri*battle_config.critical_rate/100;
		if (!status->cri && battle_config.critical_rate)
			status->cri = 10;
	}
	if(bl->type&BL_REGEN)
		status_calc_regen(bl, status, status_get_regen_data(bl));
}

//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 &&
			battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
			status->speed = mstatus->speed;
	}

	if (flag&16 && mbl)
	{	//Max HP setting from Summon Flora/marine Sphere
		struct unit_data *ud = unit_bl2ud(mbl);
		//Remove special AI when this is used by regular mobs.
		if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
			md->special_state.ai = 0;
		if (ud)
		{	// different levels of HP according to skill level
			if (ud->skillid == AM_SPHEREMINE) {
				status->max_hp = 2000 + 400*ud->skilllv;
			} 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_calc_misc(&md->bl, 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;
	}

	//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)
{

	nullpo_retr(0, pd);

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

	if (battle_config.pet_lv_rate && pd->msd)
	{
		struct map_session_data *sd = pd->msd;
		int lv;

		lv =sd->status.base_level*battle_config.pet_lv_rate/100;
		if (lv < 0)
			lv = 1;
		if (lv != pd->pet.level || first)
		{
			struct status_data *bstat = &pd->db->status, *status = &pd->status;
			pd->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_calc_misc(&pd->bl, &pd->status, lv);

			if (!first)	//Not done the first time because the pet is not visible yet
				clif_send_petstatus(sd);
		}
	} else if (first) {
		status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
		if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
			pd->pet.level = pd->db->lv;
	}
	
	//Support rate modifier (1000 = 100%)
	pd->rate_fix = 1000*(pd->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;
}	

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 * 25/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;

	if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || 
		(sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
		val += 100; //Since their HP can't be approximated well enough without this.
	if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON &&
		sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE &&
		sd->status.base_level >= 99)
		val += 2000;

	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 * 25/100;
	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->status.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(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
		return -1;

	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->regen.sregen = &sd->sregen;
		sd->regen.ssregen = &sd->ssregen;
		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;
	sd->regen.state.block = 0;

	// 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->itemgrouphealrate)
		+ 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));

	if (sd->special_state.intravision) //Clear status change.
		clif_status_load(&sd->bl, SI_INTRAVISION, 0);

	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;
	//Give them all modes except these (useful for clones)
	status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);

	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++;
		} else
		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)
		+ sizeof(sd->itemhealrate)
	);

	// 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->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->sp_vanish_rate)
		+ sizeof(sd->sp_vanish_per)
		+ sizeof(sd->add_drop_count)
		+ sizeof(sd->unbreakable)
		+ sizeof(sd->unbreakable_equip)
		+ sizeof(sd->unstripable_equip)
		+ 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 == IT_WEAPON) {
			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 == IT_ARMOR) {
			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->arrow_atk += sd->inventory_data[index]->atk;
			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;
		}
	}

	//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->pd && battle_config.pet_status_support)
	{ // Pet
		struct pet_data *pd=sd->pd;
		if(pd && pd->pet.intimate > 0 &&
			(!battle_config.pet_equip_required || pd->pet.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];

	if(pc_isriding(sd) &&
		(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
	{	//When Riding with spear, damage modifier to mid-class becomes 
		//same as versus large size.
		sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
		sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
	}

// ----- 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 = cap_value(i,0,USHRT_MAX);
	i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
	status->agi = cap_value(i,0,USHRT_MAX);
	i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
	status->vit = cap_value(i,0,USHRT_MAX);
	i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
	status->int_ = cap_value(i,0,USHRT_MAX);
	i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
	status->dex = cap_value(i,0,USHRT_MAX);
	i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
	status->luk = cap_value(i,0,USHRT_MAX);

// ------ BASE ATTACK CALCULATION ------

	// Base batk value is set on status_calc_misc
	// 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;

// ----- 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;

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

	// Apply relative modifiers from equipment
	if(sd->hprate < 0)
		sd->hprate = 0;
	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;

// ----- 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((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;

	// Apply relative modifiers from equipment
	if(sd->sprate < 0)
		sd->sprate = 0;
	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;

// ----- 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 CALCULATION -----
	status_calc_misc(&sd->bl, status, sd->status.base_level);

	//Equipment modifiers for misc settings
	if(sd->matk_rate < 0)
		sd->matk_rate = 0;
	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->hit_rate < 0)
		sd->hit_rate = 0;
	if(sd->hit_rate != 100)
		status->hit = status->hit * sd->hit_rate/100;

	if(sd->flee_rate < 0)
		sd->flee_rate = 0;
	if(sd->flee_rate != 100)
		status->flee = status->flee * sd->flee_rate/100;

	if(sd->def2_rate < 0)
		sd->def2_rate = 0;
	if(sd->def2_rate != 100)
		status->def2 = status->def2 * sd->def2_rate/100;

	if(sd->mdef2_rate < 0)
		sd->mdef2_rate = 0;
	if(sd->mdef2_rate != 100)
		status->mdef2 = status->mdef2 * sd->mdef2_rate/100;

	if(sd->critical_rate < 0) 
		sd->critical_rate = 0;
	if(sd->critical_rate != 100)
		status->cri = status->cri * sd->critical_rate/100;

	if(sd->flee2_rate < 0)
		sd->flee2_rate = 0;
	if(sd->flee2_rate != 100)
		status->flee2 = status->flee2 * sd->flee2_rate/100;

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

	// 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 -----

	// 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;

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

	// Apply relative modifiers from equipment
	if(sd->def_rate < 0)
		sd->def_rate = 0;
	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;
	}

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

	// Apply relative modifiers from equipment
	if(sd->mdef_rate < 0)
		sd->mdef_rate = 0;
	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 -----

	if(sd->speed_rate < 0)
		sd->speed_rate = 0;
	if(sd->speed_rate != 100)
		status->speed = status->speed*sd->speed_rate/100;

	// 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;

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

// ----- 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 -= ((skill+1)/2) * 10;
	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);
	if(battle_config.pc_damage_delay_rate != 100)
		status->dmotion = status->dmotion*battle_config.pc_damage_delay_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;

	if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
		sd->regen.state.walk = 1;
	else
		sd->regen.state.walk = 0;

	// 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;
	}

	//Underflow protections.
	if(sd->dsprate < 0)
		sd->dsprate = 0;
	if(sd->castrate < 0)
		sd->castrate = 0;
	if(sd->delayrate < 0)
		sd->delayrate = 0;
	if(sd->hprecov_rate < 0)
		sd->hprecov_rate = 0;
	if(sd->sprecov_rate < 0)
		sd->sprecov_rate = 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_updateweightstatus(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;
}

int status_calc_homunculus(struct homun_data *hd, int first)
{
	struct status_data b_status, *status;
	struct s_homunculus *hom;
	int skill;

	memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
	hom = &hd->homunculus;

	status = &hd->base_status;

	status->str = hom->str / 10;
	status->agi = hom->agi / 10;
	status->vit = hom->vit / 10;
	status->dex = hom->dex / 10;
	status->int_ = hom->int_ / 10;
	status->luk = hom->luk / 10;

	if (first) {	//[orn]
		status->def_ele =  hd->homunculusDB->element;
		status->ele_lv = 1;
		status->race = hd->homunculusDB->race ;
		status->size = hd->homunculusDB->size ;
		status->rhw.range = 1 + status->size;
		status->mode = MD_CANMOVE|MD_CANATTACK;
		status->speed = DEFAULT_WALK_SPEED;
		if (battle_config.hom_setting&0x8 &&
			hd->master && hd->master->state.auth) //Master needs be authed to have valid speed.
			status->speed = status_get_speed(&hd->master->bl);

		status->hp = 1;
		status->sp = 1;
	}
	skill = hom->level/10 + status->vit/5;
	status->def = cap_value(skill, 0, 99);

	skill = hom->level/10 + status->int_/5;
	status->mdef = cap_value(skill, 0, 99);

	status->max_hp = hom->max_hp ;
	status->max_sp = hom->max_sp ;

	merc_hom_calc_skilltree(hd);

	if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
		status->def +=	skill * 4;

	if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
	{
		status->int_ += 1 +skill/2 +skill/4 +skill/5;
		status->str  += 1 +skill/3 +skill/3 +skill/4;
	}

	if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
		status->max_hp += skill * 2 * status->max_hp / 100;

	if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
		status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;

	if (first) {
		hd->battle_status.hp = hom->hp ;
		hd->battle_status.sp = hom->sp ;
	}

	status->rhw.atk = status->dex;
	status->rhw.atk2 = status->str + hom->level;

	status->aspd_rate = 1000;

	skill = (1000 -4*status->agi -status->dex)
			*hd->homunculusDB->baseASPD/1000;

	status->amotion = cap_value(skill,battle_config.max_aspd,2000);
	status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.

	status_calc_misc(&hd->bl, status, hom->level);
	status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.

	if (memcmp(&b_status, status, sizeof(struct status_data)))
		clif_hominfo(hd->master,hd,0) ;

	return 1;
}

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 base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
	struct map_session_data *sd;
	int val, skill;

	if (!(bl->type&BL_REGEN) || !regen)
		return;
	BL_CAST(BL_PC,bl,sd);

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

	if (sd && sd->hprecov_rate != 100)
		val = val*sd->hprecov_rate/100;

	regen->hp = cap_value(val, 1, SHRT_MAX);

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

	if(sd && sd->sprecov_rate != 100)
		val = val*sd->sprecov_rate/100;

	regen->sp = cap_value(val, 1, SHRT_MAX);

	if(sd)
	{
		struct regen_data_sub *sregen;
		if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
		{
			val = regen->sp*(100+3*skill)/100;
			regen->sp = cap_value(val, 1, SHRT_MAX);
		}
		//Only players have skill/sitting skill regen for now.
		sregen = regen->sregen;

		val = 0;
		if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
			val += skill*5 + (status->max_hp*skill/500);
		sregen->hp = cap_value(val, 0, SHRT_MAX);

		val = 0;
		if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
			val += skill*3 + (status->max_sp*skill/500);
		if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
			val += skill*3 + (status->max_sp*skill/500);
		sregen->sp = cap_value(val, 0, SHRT_MAX);

		// Skill-related recovery (only when sit)
		sregen = regen->ssregen;

		val = 0;
		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			val += skill*4 + (status->max_hp*skill/500);

		if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
			val += skill*30 + (status->max_hp*skill/500);
		sregen->hp = cap_value(val, 0, SHRT_MAX);

		val = 0;
		if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
		{
			val += skill*3 + (status->max_sp*skill/500);
			if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
				val += (30+10*skill)*val/100;
		}
		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			val += skill*2 + (status->max_sp*skill/500);
		sregen->sp = cap_value(val, 0, SHRT_MAX);
	}

	if(bl->type==BL_HOM)
	{
		struct homun_data *hd = (TBL_HOM*)bl;
		if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
		{
			val = regen->hp*(100+5*skill)/100;
			regen->hp = cap_value(val, 1, SHRT_MAX);
		}
		if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
		{
			val = regen->sp*(100+3*skill)/100;
			regen->sp = cap_value(val, 1, SHRT_MAX);
		}
	}
}

//Calculates SC related regen rates.
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
{
	if (!(bl->type&BL_REGEN) || !regen)
		return;

	regen->flag = RGN_HP|RGN_SP;
	if(regen->sregen)
	{
		if (regen->sregen->hp)
			regen->flag|=RGN_SHP;

		if (regen->sregen->sp)
			regen->flag|=RGN_SSP;
		regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
	}
	if (regen->ssregen)
	{
		if (regen->ssregen->hp)
			regen->flag|=RGN_SHP;

		if (regen->ssregen->sp)
			regen->flag|=RGN_SSP;
		regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
	}
	regen->rate.hp = regen->rate.sp = 1;

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

	if (
		(sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
		|| (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
		|| sc->data[SC_BERSERK].timer != -1
		|| sc->data[SC_TRICKDEAD].timer != -1
		|| sc->data[SC_BLEEDING].timer != -1
	)	//No regen
		regen->flag = 0;

	if (
		sc->data[SC_EXTREMITYFIST].timer != -1
		|| sc->data[SC_DANCING].timer != -1
		|| (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
			&& (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
	)	//No natural SP regen
		regen->flag &=~RGN_SP;

	if(
		sc->data[SC_TENSIONRELAX].timer!=-1
	  ) {
		regen->rate.hp += 2;
		if (regen->sregen)
			regen->sregen->rate.hp += 3;
	}
	if (sc->data[SC_MAGNIFICAT].timer != -1)
	{
		regen->rate.hp += 1;
		regen->rate.sp += 1;
	}
	if (sc->data[SC_REGENERATION].timer != -1)
	{
		if (!sc->data[SC_REGENERATION].val4)
		{
			regen->rate.hp += sc->data[SC_REGENERATION].val2;
			regen->rate.sp += sc->data[SC_REGENERATION].val3;
		} else
			regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4
	}
}

//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);

		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);
		}
	}

	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;

		status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);

		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);
		}
	}

	if(flag&SCB_MATK) {
		//New matk
 		status->matk_min = status_base_matk_min(status);
		status->matk_max = status_base_matk_max(status);

		//Bonuses from previous matk
		status->matk_max += b_status->matk_max - status_base_matk_max(b_status);
		status->matk_min += b_status->matk_min - status_base_matk_min(b_status);

		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->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_SPEED) {
		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)) {
		if (b_status->agi == status->agi)
			status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
		else {
			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;
			//It's safe to ignore b_status->dmotion since no bonus affects it.
			status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
		}
	}

	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_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
		status_calc_regen(&sd->bl, status, &sd->regen);

	if(flag&SCB_REGEN)
		status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);

	if (flag == SCB_ALL)
		return; //Refresh is done on invoking function (status_calc_pc)

	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);
}

//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag)	//[orn]
{
	struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
	struct status_change *sc = &hd->sc;
	int skill = 0;


	if(flag&(SCB_MAXHP|SCB_VIT))
	{
		flag|=SCB_MAXHP; //Ensures client-side refresh
		// Apply relative modifiers from equipment
		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;
	}
	if(flag&(SCB_MAXSP|SCB_INT))
	{	
		flag|=SCB_MAXSP;
		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;
	}
	if(flag&SCB_VIT)
	{	//Since vit affects def, recalculate def.
		flag|=SCB_DEF;
		status->def = status_calc_def(&hd->bl, sc, b_status->def);
		status->def+=	(status->vit/5 - b_status->vit/5);
	}
	if(flag&SCB_INT)
	{
		flag|=SCB_MDEF;
		status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef);
		status->mdef+= (status->int_/5 - b_status->int_/5);
	}
	if(flag&SCB_DEX) {
		flag |=SCB_WATK;
		status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk);
		status->rhw.atk+= (status->dex - b_status->dex);
	}
	if(flag&SCB_STR) {
		flag |=SCB_WATK;
		status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2);
		status->rhw.atk2+= (status->str - b_status->str);
	}
	if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
		status->rhw.atk2 = status->rhw.atk;

	if(flag&SCB_MATK && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
		status->matk_min = status->matk_max;

	if(flag&SCB_SPEED && battle_config.hom_setting&0x8 && hd->master)
		status->speed = status_get_speed(&hd->master->bl);

	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
		flag|=SCB_ASPD;

		skill = (1000 -4*status->agi -status->dex)
			*hd->homunculusDB->baseASPD/1000;
		
		status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate);
		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(flag&(SCB_AGI|SCB_DSPD)) {
		skill = 800-status->agi*4;
		status->dmotion = cap_value(skill, 400, 800);
		status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion);
	}

	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL)
		status_calc_regen(&hd->bl, status, &hd->regen);

	if(flag&SCB_REGEN)
		status_calc_regen_rate(&hd->bl, &hd->regen, sc);

	if (flag == SCB_ALL)
		return; //Refresh is done on invoking function (status_calc_hom)

	if (hd->master && flag&(
		SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
		SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
		SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
		SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
		SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
	)
		clif_hominfo(hd->master,hd,0);
}

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((!bl->type&(BL_REGEN)) && (!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_BATK|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);
		if (!sd) //Should not affect weapon refine bonus
			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);
				sd->state.lr_flag = 0;
			} else {
				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(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) {
		status->speed = status_calc_speed(bl, sc, b_status->speed);
		if (!sd)
	  	{	//Player speed is updated on calc_bl_sub_pc
			struct unit_data *ud = unit_bl2ud(bl);
		  	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_base_matk_min(status);
		status->matk_max = status_base_matk_max(status);
		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(bl->type == BL_HOM) {
		//The remaining are handled quite different by homunculus, so use their own function.
		status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
		return;
	}

	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);

	if(bl->type&BL_REGEN) {
		if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
			status_calc_regen(bl, status, status_get_regen_data(bl));
		if(flag&SCB_REGEN)
			status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
	}
}
/*==========================================
 * 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].val3>>16)
		str += sc->data[SC_GUILDAURA].val3>>16;
	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>>16)
		agi += sc->data[SC_GUILDAURA].val4>>16;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		agi += 5;
	if(sc->data[SC_INCREASEAGI].timer!=-1)
		agi += sc->data[SC_INCREASEAGI].val2;
	if(sc->data[SC_INCREASING].timer!=-1)
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DECREASEAGI].timer!=-1)
		agi -= sc->data[SC_DECREASEAGI].val2;
	if(sc->data[SC_QUAGMIRE].timer!=-1)
		agi -= sc->data[SC_QUAGMIRE].val2;
	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
		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_CHANGE].timer!=-1)
		vit += sc->data[SC_CHANGE].val2;
	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
		vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
	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_CHANGE].timer!=-1)
		int_ += sc->data[SC_CHANGE].val3;
	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_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&0xFFFF)
		dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
	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_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&BREAK_WAIST)
		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_FLEET].timer!=-1)
		batk += batk * sc->data[SC_FLEET].val3/100;
	if(sc->data[SC_GATLINGFEVER].timer!=-1)
		batk += sc->data[SC_GATLINGFEVER].val3;
	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,10,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,10,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,1,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,1,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,1,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].val4;
	if(sc->data[SC_SPEED].timer!=-1)
		flee += 10 + sc->data[SC_SPEED].val1 * 10 ;

	return cap_value(flee,1,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(flee2,10,SHRT_MAX);

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

	return cap_value(flee2,10,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_SKA].timer != -1)
		return sc->data[SC_SKA].val3;
	if(sc->data[SC_BARRIER].timer!=-1)
		return 100;
	if(sc->data[SC_KEEPING].timer!=-1)
		return 90;
	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_DEFENCE].timer != -1)	//[orn]
		def += sc->data[SC_DEFENCE].val2 ;
	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(def2,1,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){
		def2 -= def2 *
			( ( sc->data[SC_JOINTBEAT].val2&BREAK_SHOULDER ? 50 : 0 )
			+ ( sc->data[SC_JOINTBEAT].val2&BREAK_WAIST    ? 25 : 0 ) );
	}
	if(sc->data[SC_FLING].timer!=-1)
		def2 -= def2 * (sc->data[SC_FLING].val3)/100;

	return cap_value(def2,1,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(mdef2,1,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(mdef2,1,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;

	if(sc->data[SC_GATLINGFEVER].timer==-1)
	{	//% increases (they don't stack, with the exception of Speedup1? @.@)
		if(sc->data[SC_SPEEDUP1].timer!=-1)
			speed -= speed * 50/100;
		if(sc->data[SC_RUN].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_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_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
		speed = speed * 100/sc->data[SC_SUITON].val3;
	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].val3;
	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 && sc->data[SC_JOINTBEAT].val2&(BREAK_ANKLE|BREAK_KNEE)) {
		speed = speed * 100/(100
			- ( sc->data[SC_JOINTBEAT].val2&BREAK_ANKLE ? 50 : 0 )
			- ( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE  ? 30 : 0 ));
	}
	if(sc->data[SC_CLOAKING].timer!=-1)
		speed = speed * 100 /(
			(sc->data[SC_CLOAKING].val4&1?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_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].val3)
			max = sc->data[SC_ADRENALINE2].val3;
		
		if(sc->data[SC_ADRENALINE].timer!=-1 &&
			max < sc->data[SC_ADRENALINE].val3)
			max = sc->data[SC_ADRENALINE].val3;
		
		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;

	  	//These stack with the rest of bonuses.
		if(sc->data[SC_BERSERK].timer!=-1)
			aspd_rate -= 300;
		else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
			aspd_rate -= 200;
	}
	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].val4;
	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&BREAK_WRIST )
			aspd_rate += 250;
		if( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE )
			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)
		return 0;
	if (sc->data[SC_CONCENTRATION].timer!=-1)
		return 0;
	if(sc->data[SC_RUN].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);
}

const char * status_get_name(struct block_list *bl)
{
	nullpo_retr(0, bl);
	switch (bl->type) {
	case BL_MOB:
		return ((TBL_MOB*)bl)->name;
	case BL_PC:
		if(strlen(((TBL_PC *)bl)->fakename)>0)
			return ((TBL_PC*)bl)->fakename;
		return ((TBL_PC*)bl)->status.name;
	case BL_PET:
		return ((TBL_PET*)bl)->pet.name;
	case BL_HOM:
		return ((TBL_HOM*)bl)->homunculus.name;
	case BL_NPC:
		return ((TBL_NPC*)bl)->name;
	}
	return "Unknown";
}

/*==========================================
 * �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)->pet.class_;
	if(bl->type==BL_HOM)
		return ((struct homun_data *)bl)->homunculus.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)->pet.level;
	if(bl->type==BL_HOM)
		return ((TBL_HOM*)bl)->homunculus.level;
	return 1;
}

struct regen_data *status_get_regen_data(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
		case BL_PC:
			return &((TBL_PC*)bl)->regen;
		case BL_HOM:
			return &((TBL_HOM*)bl)->regen;
		default:
			return NULL;
	}
}

struct status_data *status_get_status_data(struct block_list *bl)
{
	nullpo_retr(&dummy_status, 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_HOM:
			return &((TBL_HOM*)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_HOM:
			return &((TBL_HOM*)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);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->status.party_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->status.party_id;
		break;
	case BL_MOB:
	{
		struct mob_data *md=(TBL_MOB*)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;
		}
	}
		break;
	case BL_HOM:
		if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->status.party_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->party_id;
	}
	return 0;
}

int status_get_guild_id(struct block_list *bl)
{
	nullpo_retr(0, bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->status.guild_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->status.guild_id;
		break;
	case 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]
	}
		break;
	case BL_HOM:
	  	if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->status.guild_id;
		break;
	case BL_NPC:
	  	if (bl->subtype == SCRIPT)
			return ((TBL_NPC*)bl)->u.scr.guild_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)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 (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
		return 100;

	if (bl->type == BL_PC &&
		((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity)
		return ((TBL_PC*)bl)->special_state.no_magic_damage;
	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_HOM: //[blackhole89]
			return ((TBL_HOM*)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->pet.equip) {
						pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
						if (!pd->vd.head_bottom)
							pd->vd.head_bottom = pd->pet.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_HOM:		//[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_HOM: //[blackhole89]
		return &((TBL_HOM*)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:
	case SC_SUITON:
		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_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;
}

/*==========================================
 * 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;
	struct view_data *vd;
	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&(1|4))) {
		int def = status_get_sc_def(bl, type);

		if (def && tick && !(flag&2))
		{
			tick -= tick*def/10000;
			if (tick <= 0)
				return 0;
		}

		if (!(flag&8)) {
			if (def) //Natural resistance
				rate -= rate*def/10000;

			//Item resistance (only applies to rate%)
			if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
				&& sd->reseff[type-SC_COMMON_MIN] > 0)
				rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
		}

		if (!(rand()%10000 < rate))
			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 && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
			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 && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
			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 && val1 < 3 && skill_check_cloaking(bl))
		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;
		if (sc->data[type].timer != -1)
		{	//Pile up with previous values.
			if(!val2) val2 = sc->data[type].val2;
			val3 |= sc->data[type].val3;
			val4 |= sc->data[type].val4;
		}
		mode = val2?val2:bstatus->mode; //Base mode
		if (val4) mode&=~val4; //Del mode
		if (val3) mode|= val3; //Add 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;
		}
		break;
	}
	//Strip skills, need to divest something or it fails.
	case SC_STRIPWEAPON:
		if (sd) {
			int i;
			opt_flag = 0; //Reuse to check success condition.
			if(sd->unstripable_equip&EQP_WEAPON)
				return 0;
			i = sd->equip_index[EQI_HAND_L];
			if (i>=0 && sd->inventory_data[i] &&
				sd->inventory_data[i]->type == IT_WEAPON)
			{
				opt_flag|=1;
				pc_unequipitem(sd,i,3); //L-hand weapon
			}

			i = sd->equip_index[EQI_HAND_R];
			if (i>=0 && sd->inventory_data[i] &&
				sd->inventory_data[i]->type == IT_WEAPON)
			{
				opt_flag|=2;
				pc_unequipitem(sd,i,3);
			}
			if (!opt_flag) return 0;
		}
		break;
	case SC_STRIPSHIELD:
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_SHIELD)
				return 0;
			i = sd->equip_index[EQI_HAND_L];
			if (i<0 || !sd->inventory_data[i] ||
				sd->inventory_data[i]->type != IT_ARMOR)
				return 0;
			pc_unequipitem(sd,i,3);
		}
		break;
	case SC_STRIPARMOR:
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_ARMOR)
				return 0;
			i = sd->equip_index[EQI_ARMOR];
			if (i<0 || !sd->inventory_data[i])
				return 0;
			pc_unequipitem(sd,i,3);
		}
		break;
	case SC_STRIPHELM:
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_HELM)
				return 0;
			i = sd->equip_index[EQI_HEAD_TOP];
			if (i<0 || !sd->inventory_data[i])
				return 0;
			pc_unequipitem(sd,i,3);
		}
		break;
	}

	//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:
			case SC_SUITON:
			case SC_STRIPWEAPON:
			case SC_STRIPSHIELD:
			case SC_STRIPARMOR:
			case SC_STRIPHELM:
				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_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_CLOSECONFINE2: //Can't be re-closed in.
			case SC_MARIONETTE:
			case SC_MARIONETTE2:
			case SC_NOCHAT:
			case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
				return 0;
			case SC_COMBO: 
			case SC_DANCING:
			case SC_DEVOTION:
			case SC_ASPDPOTION0:
			case SC_ASPDPOTION1:
			case SC_ASPDPOTION2:
			case SC_ASPDPOTION3:
			case SC_ATKPOTION:
			case SC_MATKPOTION:
			case SC_JAILED:
			case SC_ARMOR_ELEMENT:
				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;
	}

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) //Do not parse val settings when loading SCs
	switch(type){
		case SC_DECREASEAGI:
			if (sd) tick>>=1; //Half duration for players.
		case SC_INCREASEAGI:
			val2 = 2 + val1; //Agi change
			break;
		case SC_ENDURE:
			val2 = 7; // Hit-count [Celest]
			if (!(flag&1) && sd && !map_flag_gvg(bl->m))
			{
				struct map_session_data *tsd;
				int i;
				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,type,10000,val1,val2,val3,val4,tick,1);
				}
			}
			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 + 4*val1; //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.
			val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
			break;
		case SC_POISONREACT:
			val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
			val3=50; // + 5*val1; //Chance to counter. [Skotlex]
			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= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
		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
			if (sd && !(flag&1))
			{	//Pass it to devoted chars.
				struct map_session_data *tsd;
				int i;
				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,type,10000,val1,val2,0,0,tick,1);
				}
			}
			break;
		case SC_STRIPWEAPON:
			if (!sd) //Watk reduction
				val2 = 5*val1;
			break;
		case SC_STRIPSHIELD:
			if (!sd) //Def reduction
				val2 = 3*val1;
			break;
		case SC_STRIPARMOR:
			if (!sd) //Vit reduction
				val2 = 8*val1;
			break;
		case SC_STRIPHELM:
			if (!sd) //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 (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
				//No penalties.
				val2 = 0; //Agi penalty
				val3 = 0; //Walk speed penalty
				break;
			}
			val3 = 50;
			val2 = 3*((val1+1)/3);
			if (val1 > 4) val2--;
			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_DANCING:
			//val1 : Skill ID + LV
			//val2 : Skill Group of the Dance.
			//val3 : Brings the skilllv (merged into val1 here)
			//val4 : Partner
			if (val1 == CG_MOONLIT)
				clif_status_change(bl,SI_MOONLIT,1);
			val1|= (val3<<16);
			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:
			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_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
			break;
		case SC_NOCHAT:
			tick = 60000;
			val1 = battle_config.manner_system; //Mute filters.
			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 = val4; //Petrifying time.
			if (tick < 1000)
				tick = 1000; //Min time
			calc_flag = 0; //Actual status changes take effect on petrified state.
			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.
			if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
				val3 += 10; //TODO: Figure out real bonus. Temp value +10%
			val4 = 10+val1*2; //SP cost.
			if (map_flag_gvg(bl->m)) val4 *= 5;
			break;
		case SC_CLOAKING:
			if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
				val1 = 10;
			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&1 signals the presence of a wall.
			//val4&2 makes cloak not end on normal attacks [Skotlex]
			//val4&4 makes cloak not end on using skills
			if (bl->type == BL_PC)	//Standard cloaking.
				val4 |= battle_config.pc_cloak_check_type&7;
			else
				val4 |= battle_config.monster_cloak_check_type&7;
			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&1))
			{
				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,type,10000,val1,val2,0,0,tick,1);
				}
			}
			break;

		case SC_DEFENDER:
			if (!(flag&1))
			{	
				struct map_session_data *tsd;
				int i;
				val2 = 5 + 15*val1; //Damage reduction
				val3 = 65 + 5*val1; //Speed adjustment
				val4 = 250 - 50*val1; //Aspd 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,type,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:
			if( val2&BREAK_NECK )
				sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
			val2 |= sc->data[SC_JOINTBEAT].val2; // stackable ailments
			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.
			//Val2 holds HP penalty
			if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
			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 *b_status = status_get_base_status(bl);
				if (!b_status) return 0;
				max = 0xFF; //Assume a 256 max parameter
				//Str
				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
				if (b_status->str+stat > max)
					stat = max - b_status->str;
				val3 |= stat<<16;
				//Agi
				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
				if (b_status->agi+stat > max)
					stat = max - b_status->agi;
				val3 |= stat<<8;
				//Vit
				stat = psc->data[SC_MARIONETTE].val3&0xFF;
				if (b_status->vit+stat > max)
					stat = max - b_status->vit;
				val3 |= stat;
				//Int
				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
				if (b_status->int_+stat > max)
					stat = max - b_status->int_;
				val4 |= stat<<16;
				//Dex
				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
				if (b_status->dex+stat > max)
					stat = max - b_status->dex;
				val4 |= stat<<8;
				//Luk
				stat = psc->data[SC_MARIONETTE].val4&0xFF;
				if (b_status->luk+stat > max)
					stat = max - b_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
			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%
			//if val4 comes set, this blocks regen rather than increase it.
			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. 
				const int types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
				int type2;
				int i = map_flag_gvg(bl->m)?2:3;
				while (i >= 0) {
					type2 = types[i];
					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));
					i--;
				}
			}
			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:
		{
			//val1: Skill ID
			//val2: When given, target (for autotargetting skills)
			//val3: When set, this combo time should NOT delay attack/movement
			//val4: Combo time
			struct unit_data *ud = unit_bl2ud(bl);
			switch (val1) {
				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 && !val3) 
			{
				ud->attackabletime = gettick()+tick;
				unit_set_walkdelay(bl, gettick(), tick, 1);
			}
			val4 = tick; //Store combo-time in val4.
		}
			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:
			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:
			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)
				val3 = 300;
			else
				val3 = 200;
		case SC_WEAPONPERFECTION:
		case SC_OVERTHRUST:
			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			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; //flee 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 = 20+10*val1; //Batk increase
			val4 = 5*val1; //Flee decrease
			break;

		case SC_FLING:
			if (bl->type == BL_PC)
				val2 = 0; //No armor reduction to players.
			else
				val2 = 5*val1; //Def reduction
			val3 = 5*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_DEFENCE:
			val2 = 2*val1; //Def bonus
			break;
		case SC_BLOODLUST:
			val2 = 20+10*val1; //Atk rate change.
			val3 = 3*val1; //Leech chance
			val4 = 20; //Leech percent
			break;
		case SC_FLEET:
			val2 = 30*val1; //Aspd change
			val3 = 5+5*val1; //bAtk/wAtk rate change
			break;
		case SC_MINDBREAKER:
			val2 = 20*val1; //matk increase.
			val3 = 12*val1; //mdef2 reduction.
			break;
		case SC_SKA:  
			val2 = tick/1000;  
			val3 = rand()%100; //Def changes randomly every second...  
			tick = 1000;  
			break;  
		case SC_JAILED:
			tick = val1>0?1000:250;
			if (sd && sd->mapindex != val2)
			{
				int pos =  (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
				map =  sd->mapindex; //Current Map
				//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
				if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
					pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
				//2. Set restore point (val3 -> return map, val4 return coords
				val3 = map;
				val4 = pos;
			}
			break;
		case SC_UTSUSEMI:
			val2=(val1+1)/2; // number of hits blocked
			val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
			break;
		case SC_BUNSINJYUTSU:
			val2=(val1+1)/2; // number of hits blocked
			break;
		case SC_CHANGE:
			val2= 30*val1; //Vit increase
			val3= 20*val1; //Int increase
			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 (sd && battle_config.pc_sc_def_rate != 100)
				tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
			else if (battle_config.mob_sc_def_rate != 100)
				tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
			else
				tick -= tick*status->agi/100;
			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
				tick /= 5;
			// Minimum trap time of 3+0.03*skilllv seconds [celest]
			// Changed to 3 secs and moved from skill.c [Skotlex]
			if (tick < 3000)
				tick = 3000;
			break;
		case SC_SPIDERWEB:
			if (bl->type == BL_PC)
				tick /=2;
			break;
		case SC_ARMOR:
			//NPC_DEFENDER:
			val2 = 80; //Damage reduction
			//Attack requirements to be blocked:
			val3 = BF_LONG; //Range
			val4 = BF_WEAPON|BF_MISC; //Type
			break;
		case SC_ARMOR_ELEMENT:
			//Place here SCs that have no SCB_* data, no skill associated, no ICON
			//associated, and yet are not wrong/unknown. [Skotlex]
			break;
		default:
			if (calc_flag == SCB_NONE &&
				StatusSkillChangeTable[type]==0 &&
				StatusIconChangeTable[type]==0)
			{	//Status change with no calc, no icon, and no skill associated...? 
				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_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
			break;	
		case SC_KAAHI:
			val4 = -1;
			break;
		//In case the speed reduction comes loaded incorrectly,
		//prevent division by 0.
		case SC_DONTFORGETME:
		case SC_CLOAKING:
		case SC_LONGING:
		case SC_HIDING:
		case SC_CHASEWALK:
		case SC_DEFENDER:
			if (!val3)
				return 0;
			break;
		case SC_GUILDAURA:
			//Compatibility Upgrade due to Guild Aura code rewrite 
			//(older saved SC versions would load up with huge bonuses)
			return 0;
	}
	//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&bl->type)
				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;
		case SC_SILENCE:
			if (battle_config.sc_castcancel&bl->type)
				unit_skillcastcancel(bl, 0);
		break;
	}

	// 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 |= 0x1;
			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 |= 0x2;
			opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 |= 0x4;
			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 |= 0x8;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 |= 0x10;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 |= 0x20;
			opt_flag = 0;
			break;
		//0x40 missing?
		case SC_BERSERK:
			sc->opt3 |= 0x80;
			opt_flag = 0;
			break;
		//0x100, 0x200 missing?
		case SC_MARIONETTE:
		case SC_MARIONETTE2:
			sc->opt3 |= 0x400;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 |= 0x800;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 |= 0x1000;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 |= 0x2000;
			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;
	}

	//On Aegis, when turning on a status change, first goes the option packet,
	// then the sc packet.
	if(opt_flag)
		clif_changeoption(bl);

	if (calc_flag&SCB_DYE)
	{	//Reset DYE color
		if (vd && vd->cloth_color)
		{
			val4 = vd->cloth_color;
			clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
		}
		calc_flag&=~SCB_DYE;
	}

	if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
		clif_status_change(bl,StatusIconChangeTable[type],1);
	else if (sd) //Send packet to self otherwise (disguised player?)
		clif_status_load(bl,StatusIconChangeTable[type],1);

	(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_set_sp(bl, 0, 0); //Damage all SP
	} else if (type==SC_CHANGE) //Heal all HP/SP
		status_percent_heal(bl, 100, 100);


	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)
		return 0;

	if (sc->data[SC_FREEZE].val3)
		sc->data[SC_FREEZE].val3 = 0; //Reset freeze counter.
	
  	if (!sc->count)
		return 0;

	if(sc->data[SC_DANCING].timer != -1)
		skill_stop_dancing(bl);

	for(i = 0; i < SC_MAX; i++)
	{
		if(sc->data[i].timer == -1)
		  continue;
		if(type == 0)
		switch (i)
		{	//Type 0: PC killed -> Place here stats that do not dispel on death.
		case SC_EDP:
		case SC_MELTDOWN:
		case SC_XMAS:
		case SC_NOCHAT:
		case SC_FUSION:
		case SC_TKREST:
		case SC_READYSTORM:
		case SC_READYDOWN:
		case SC_READYCOUNTER:
		case SC_READYTURN:
		case SC_DODGE:
		case SC_JAILED:
		case SC_STRFOOD:
		case SC_AGIFOOD:
		case SC_VITFOOD:
		case SC_INTFOOD:
		case SC_DEXFOOD:
		case SC_LUKFOOD:
		case SC_HITFOOD:
		case SC_FLEEFOOD:
		case SC_BATKFOOD:
		case SC_WATKFOOD:
		case SC_MATKFOOD:
			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;
	struct view_data *vd;
	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);
		if (sc->opt1)
		switch (type) {
			//"Ugly workaround"  [Skotlex]
			//delays status change ending so that a skill that sets opt1 fails to 
			//trigger when it also removed one
			case SC_STONE:
				sc->data[type].val3 = 0; //Petrify time counter.
			case SC_FREEZE:
			case SC_STUN:
			case SC_SLEEP:
			if (sc->data[type].val1) {
			  	//Removing the 'level' shouldn't affect anything in the code
				//since these SC are not affected by it, and it lets us know
				//if we have already delayed this attack or not.
				sc->data[type].val1 = 0;
				sc->data[type].timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
				return 1;
			}
		}
	}

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

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	switch(type){
		case SC_WEDDING:
		case SC_XMAS:
			if (!vd) return 0;
			if (sd)
			{	//Load data from sd->status.* as the stored values could have changed.
				//Must remove OPTION to prevent class being rechanged.
				sc->option &= type==SC_WEDDING?~OPTION_WEDDING:~OPTION_XMAS;
				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_CLOTHES_COLOR,vd->cloth_color);
			clif_changelook(bl,LOOK_WEAPON,vd->weapon);
			clif_changelook(bl,LOOK_SHIELD,vd->shield);
		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))
			)
				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:
		case SC_ENDURE:
		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 inherited status [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);
			if (sc->data[SC_ENDURE].timer != -1)
				status_change_end(bl,SC_ENDURE,-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, 0);
				}
				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);
					}
				}
			}
			if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
				clif_status_change(bl,SI_MOONLIT,0);

			if (sc->data[SC_LONGING].timer!=-1)
				status_change_end(bl,SC_LONGING,-1);				
			break;
		case SC_NOCHAT:
			if (sd && sd->status.manner < 0 && tid != -1)
				sd->status.manner = 0;
			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:
			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
			if(status->hp > 100 && sc->data[type].val2)
				status_set_hp(bl, 100, 0); 
			if(sc->data[SC_ENDURE].timer != -1)
				status_change_end(bl, SC_ENDURE, -1);
			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
				skill_get_time(LK_BERSERK, sc->data[type].val1));
			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, 0);
			}
			break;
		case SC_HERMODE: 
			if(sc->data[type].val3 == BCT_SELF)
				skill_clear_unitgroup(bl);
			break;
		case SC_BASILICA: //Clear the skill area. [Skotlex]
				skill_clear_unitgroup(bl);
				break;
		case SC_TRICKDEAD:
			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, 0);
			}
			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;
		case SC_JAILED:
			if(tid == -1)
				break;
		  	//natural expiration.
			if(sd && sd->mapindex == sc->data[type].val2)
			{
				if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
					pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
			}
			break; //guess hes not in jail :P
		case SC_CHANGE:
			if (tid == -1)
		 		break;
			// "lose almost all their HP and SP" on natural expiration.
			status_set_hp(bl, 10, 0);
			status_set_sp(bl, 10, 0);
			break;
		case SC_JOINTBEAT:
			sc->data[type].val2 = 0; // Clear stackable ailments
			break;
		}

	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|4; //Check for warp trigger + AoE 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 &= ~0x1;
		opt_flag = 0;
		break;
	case SC_OVERTHRUST:
	case SC_MAXOVERTHRUST:
	case SC_SWOO:
		sc->opt3 &= ~0x2;
		opt_flag = 0;
		break;
	case SC_ENERGYCOAT:
	case SC_SKE:
		sc->opt3 &= ~0x4;
		opt_flag = 0;
		break;
	case SC_INCATKRATE: //Simulated Explosion spirits effect.
		if (bl->type != BL_MOB)
			break;
	case SC_EXPLOSIONSPIRITS:
		sc->opt3 &= ~0x8;
		opt_flag = 0;
		break;
	case SC_STEELBODY:
	case SC_SKA:
		sc->opt3 &= ~0x10;
		opt_flag = 0;
		break;
	case SC_BLADESTOP:
		sc->opt3 &= ~0x20;
		opt_flag = 0;
		break;
	case SC_BERSERK:
		sc->opt3 &= ~0x80;
		opt_flag = 0;
		break;
	case SC_MARIONETTE:
	case SC_MARIONETTE2:
		sc->opt3 &= ~0x400;
		opt_flag = 0;
		break;
	case SC_ASSUMPTIO:
		sc->opt3 &= ~0x800;
		opt_flag = 0;
		break;
	case SC_WARM: //SG skills [Komurka]
		sc->opt3 &= ~0x1000;
		opt_flag = 0;
		break;
	case SC_KAITE:
		sc->opt3 &= ~0x2000;
		opt_flag = 0;
		break;
	default:
		opt_flag = 0;
	}

	if (calc_flag&SCB_DYE)
	{	//Restore DYE color
		if (vd && !vd->cloth_color && sc->data[type].val4)
			clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
		calc_flag&=~SCB_DYE;
	}

	//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
	if (vd && pcdb_checkid(vd->class_))
		clif_status_change(bl,StatusIconChangeTable[type],0);
	else if (sd)
		clif_status_load(bl,StatusIconChangeTable[type],0);

	if(opt_flag)
		clif_changeoption(bl);

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

	if(opt_flag&4) //Out of hiding, invoke on place.
		skill_unit_move(bl,gettick(),1);

	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, 2);
	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_SKA:  
		if((--sc->data[type].val2)>0){  
			sc->data[type].val3 = rand()%100; //Random defense.  
			sc->data[type].timer=add_timer(  
				1000+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, StatusChangeFlagTable[type]);
			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_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&0xFFFF){
				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:
					//Moonlit's cost is 4sp*skill_lv [Skotlex]
					sp= 4*(sc->data[type].val1>>16);
					//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_id2bl
			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:
		//The damage below should be made aware that Berserk is active.
		sc->data[type].timer = temp_timerid;
		// 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;
		}
		break;
	case SC_NOCHAT:
		if(sd){
			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;
	case SC_JAILED:
		if(--sc->data[type].val1 > 0)
		{
			sc->data[type].timer=add_timer(
				60000+tick, status_change_timer, bl->id,data);
			return 0;
		}
		break;
	case SC_BLIND:
		if(sc->data[SC_FOGWALL].timer!= -1) 
		{	//Blind lasts forever while you are standing on the fog.
			sc->data[type].timer=add_timer(
				5000+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 (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
			status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
		{
			skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
			if (sc) 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_JAILED:
			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].val2 = 0;
				break;
			default:
				if (!(type&1))
					continue;
				break;
		}
		status_change_end(bl,i,-1);
	}
	return 0;
}

//Natural regen related stuff.
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(DBKey key,void * data,va_list ap)
{
	struct block_list *bl = (struct block_list*)data;
	struct regen_data *regen;
	struct status_data *status;
	struct status_change *sc;
	struct unit_data *ud;
	struct view_data *vd = NULL;
	struct regen_data_sub *sregen;
	struct map_session_data *sd;
	int val,rate,bonus = 0,flag;

	if (!(bl->type&BL_REGEN))
		return 0;

	regen = status_get_regen_data(bl);
	if (!regen) return 0;
	status = status_get_status_data(bl);
	sc = status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;
	BL_CAST(BL_PC,bl,sd);

	flag = regen->flag;
	if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
		flag&=~(RGN_HP|RGN_SHP);
	if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
		flag&=~(RGN_SP|RGN_SSP);

	if (flag && (
		status_isdead(bl) ||
		(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
	))
		flag=0;

	if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
		pc_bleeding(sd, natural_heal_diff_tick);

	if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
		(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
	{	//Apply sitting regen bonus.
		sregen = regen->ssregen;
		if(flag&(RGN_SHP))
		{	//Sitting HP regen
			val = natural_heal_diff_tick * sregen->rate.hp;
			if (regen->state.overweight)
				val>>=1; //Half as fast when overweight.
			sregen->tick.hp += val;
			while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
			{
				sregen->tick.hp -= battle_config.natural_heal_skill_interval;
				if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
				{	//Full
					flag&=~(RGN_HP|RGN_SHP);
					break;
				}
			}
		}
		if(flag&(RGN_SSP))
		{	//Sitting SP regen
			val = natural_heal_diff_tick * sregen->rate.sp;
			if (regen->state.overweight)
				val>>=1; //Half as fast when overweight.
			sregen->tick.sp += val;
			while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
			{
				sregen->tick.sp -= battle_config.natural_heal_skill_interval;
				if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
				{	//Full
					flag&=~(RGN_SP|RGN_SSP);
					break;
				}
			}
		}
	}

	if (flag && regen->state.overweight)
		flag=0;

	ud = unit_bl2ud(bl);

	if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
	{
		flag&=~(RGN_SHP|RGN_SSP);
		if(!regen->state.walk)
			flag&=~RGN_HP;
	}

	if (!flag)
		return 0;

	if (flag&(RGN_HP|RGN_SP))
	{
		if(!vd) vd = status_get_viewdata(bl);
		if(vd && vd->dead_sit == 2)
			bonus++;
		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
			bonus++;
		if(regen->state.gc)
			bonus++;
	}

	//Natural Hp regen
	if (flag&RGN_HP)
	{
		rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
		if (ud && ud->walktimer != -1)
			rate/=2;
		regen->tick.hp += rate;
		
		if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
		{
			val = 0;
			do {
				val += regen->hp;
				regen->tick.hp -= battle_config.natural_healhp_interval;
			} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
			if (status_heal(bl, val, 0, 1) < val)
				flag&=~RGN_SHP; //full.
		}
	}

	//Natural SP regen
	if(flag&RGN_SP)
	{
		regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
		
		if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
		{
			val = 0;
			do {
				val += regen->sp;
				regen->tick.sp -= battle_config.natural_healsp_interval;
			} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
			if (status_heal(bl, 0, val, 1) < val)
				flag&=~RGN_SSP; //full.
		}
	}

	if (!regen->sregen)
		return flag;

	//Skill regen
	sregen = regen->sregen;

	if(flag&RGN_SHP)
	{	//Skill HP regen
		sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
		
		while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
		{
			sregen->tick.hp -= battle_config.natural_heal_skill_interval;
			if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
				break; //Full
		}
	}
	if(flag&RGN_SSP)
	{	//Skill SP regen
		sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
		while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
		{
			val = sregen->sp;
			if (sd && sd->state.doridori) {
				val*=2;
				sd->state.doridori = 0;
				if ((rate = pc_checkskill(sd,TK_SPTIME)))
					sc_start(bl,SkillStatusChangeTable(TK_SPTIME),
						100,rate,skill_get_time(TK_SPTIME, rate));
				if (
					(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
					rand()%10000 < battle_config.sg_angel_skill_ratio
				) { //Angel of the Sun/Moon/Star
					clif_feel_hate_reset(sd);
					pc_resethate(sd);
					pc_resetfeel(sd);
				}
			}
			sregen->tick.sp -= battle_config.natural_heal_skill_interval;
			if(status_heal(bl, 0, val, 3) < val)
				break; //Full
		}
	}
	return flag;
}

//Natural heal main timer.
static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
{
	natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
	map_foreachiddb(status_natural_heal);
	natural_heal_prev_tick = tick;
	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");
	add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
	initChangeTables();
	initDummyData();
	status_readdb();
	status_calc_sigma();
	natural_heal_prev_tick = gettick();
	add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
	return 0;
}