summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: 6efc0b6caa7a8e3edef3c52ab986c5b7b07512a1 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
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
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10725
10726
10727
10728
10729
10730
10731
10732
10733
10734
10735
10736
10737
10738
10739
10740
10741
10742
10743
10744
10745
10746
10747
10748
10749
10750
10751
10752
10753
10754
10755
10756
10757
10758
10759
10760
10761
10762
10763
10764
10765
10766
10767
10768
10769
10770
10771
10772
10773
10774
10775
10776
10777
10778
10779
10780
10781
10782
10783
10784
10785
10786
10787
10788
10789
10790
10791
10792
10793
10794
10795
10796
10797
10798
10799
10800
10801
10802
10803
10804
10805
10806
10807
10808
10809
10810
10811
10812
10813
10814
10815
10816
10817
10818
10819
10820
10821
10822
10823
10824
10825
10826
10827
10828
10829
10830
10831
10832
10833
10834
10835
10836
10837
10838
10839
10840
10841
10842
10843
10844
10845
10846
10847
10848
10849
10850
10851
10852
10853
10854
10855
10856
10857
10858
10859
10860
10861
10862
10863
10864
10865
10866
10867
10868
10869
10870
10871
10872
10873
10874
10875
10876
10877
10878
10879
10880
10881
10882
10883
10884
10885
10886
10887
10888
10889
10890
10891
10892
10893
10894
10895
10896
10897
10898
10899
10900
10901
10902
10903
10904
10905
10906
10907
10908
10909
10910
10911
10912
10913
10914
10915
10916
10917
10918
10919
10920
10921
10922
10923
10924
10925
10926
10927
10928
10929
10930
10931
10932
10933
10934
10935
10936
10937
10938
10939
10940
10941
10942
11303
11304
11305
11306
11307
11308
11309
11310
11311
11312
11313
11314
11315
11316
11317
11318
11319
11320
11321
11322
11323
11324
11325
11326
11327
11328
11329
11330
11331
11332
11333
11334
11335
11336
11337
11338
11339
11340
11341
11342
11343
11344
11345
11346
11347
11348
11349
11350
11351
11352
11353
11354
11355
11356
11357
11358
11359
11360
11361
11362
11363
11364
11365
11366
11367
11368
11369
11370
11371
11372
11373
11374
11375
11376
11377
11378
11379
11380
11381
11382
11383
11384
11385
11386
11387
11388
11389
11390
11391
11392
11393
11394
11395
11396
11397
11398
11399
11400
11401
11402
11403
11404
11405
11406
11407
11408
11409
11410
11411
11412
11413
11414
11415
11416
11417
11418
11419
11420
11421
11422
11423
11424
11425
11426
11427
11428
11429
11430
11431
11432
11433
11434
11435
11436
11437
11438
11439
11440
11441
11442
11443
11444
11445
11446
11447
11448
11449
11450
11451
11452
11453
11454
11455
11456
11457
11458
11459
11460
11461
11462
11463
11464
11465
11466
11467
11468
11469
11470
11471
11472
11473
11474
11475
11476
11477
11478
11479
11480
11481
11482
11483
11484
11485
11486
11487
11488
11489
11490
11491
11492
11493
11494
11495
11496
11497
11498
11499
11500
11501
11502
11503
11504
11505
11506
11507
11508
11509
11510
11511
11512
11513
11514
11515
11516
11517
11518
11519
11520
11521
11522
11523
11524
11525
11526
11527
11528
11529
11530
11531
11532
11533
11534
11535
11536
11537
11538
11539
11540
11541
11542
11543
11544
11545
11546
11547
11548
11549
11550
11551
11552
11553
11554
11555
11556
11557
11558
11559
11560
11561
11562
11563
11564
11565
11566
11567
11568
11569
11570
11571
11572
11573
11574
11575
11576
11577
11578
11579
11580
11581
11582
11583
11584
11585
11586
11587
11588
11589
11590
11591
11592
11593
11594
11595
11596
11597
11598
11599
11600
11601
11602
11603
11604
11605
11606
11607
11608
11609
11610
11611
11612
11613
11614
11615
11616
11617
11618
11619
11620
11621
11622
11623
11624
11625
11626
11627
11628
11629
11630
11631
11632
11633
11634
11635
11636
11637
11638
11639
11640
11641
11642
11643
11644
11645
11646
11647
11648
11649
11650
11651
11652
11653
11654
11655
11656
11657
11658
11659
11660
11661
11662
11663
11664
11665
11666
11667
11668
11669
11670
11671
11672
11673
11674
11675
11676
11677
11678
11679
11680
11681
11682
11683
11684
11685
11686
11687
11688
11689
11690
11691
11692
11693
11694
11695
11696
11697
11698
11699
11700
11701
11702
11703
11704
11705
11706
11707
11708
11709
11710
11711
11712
11713
11714
11715
11716
11717
11718
11719
11720
11721
11722
11723
11724
11725



































































































































































































































































































































































































































































































































                                                                                                                                                                       
                                                            















































































































































                                                                                                                                                                       
                                                            








































































































































































































































































































































































                                                                                                                                                                       

                                                      


































































































                                                                                                                     
                                                            

                                  
                                                                                                 







                                                                               
                                                                                                                       

                                   
                  
 
                                                                                                                                                             

                                                   
        































































                                                                                                                            
                                                                                                                                                     
















                                                                                                     
                                                 















                                                                                          



                                                                  
                                                                   
                                                             
                                                                    
                                                                      

         
                                                                                                                                                    
                                                




                                                                  
                                                                                     
                                    









                                                                            
                                                                                
                                                                 
                                                                     
                                                                       





                                                               
                                    


















                                                                                               
                                                                    













                                                                                                         
                                    







                                                                                                                                                                       
                                              






                                                                                                                                                                          
                                    




                                                                        
                                            
                                         
                                                           
                                                                                    


                                                



                                                             
 
                            



                                                                                                  
                                                                        


                                   
                  





                                                   
                                                                                                                                                             

                                                   
        










                                                                                     
                                                  



































                                                                  
                                                                           
                                                               


                                                                          

         
                            






























































































                                                                                                                              
        
                           
                                                                    
                                                                  
                                                                        
         
        






















































                                                                                                                                                                









                                                                                  
                                                 









                                                                                                         






















                                                                                                                                                                                                        

                                                                                                        














































                                                                                                                             








































                                                                                                                                                                  











                                                                                      
























                                                                                                                                                                     





                                                                                   








                                                                            

                                



















                                                                                                                                                 
                                 
















                                                                                                                                                                                        
         
 



















































































































































































































































































                                                                                                                                                                                                                                                                              
                                                        





































































































































































































































































































































































































































                                                                                                                                                                                    
                                                                                           







































                                                                                                
                                                                                                     

                                                              

                                                                                                     




















                                                                                                                                                      
                                                                                             

                                                              
                                                                                                  










                                                                                                                              
                                                                                             
                                              
                                                                                                    






                                                         

                                                                                














































                                                                                                                                                                                    
                                                                                      








                                                                                                                            
                                                                                

                                                              

                                                                                              







                                                                                       
                                                                




                                                                                                                            
                                                                           



























































































































































































































                                                                                                                                                      

                                                                                                                                
                                       
      
















































































































































































































































































































































































































































































































































































































                                                                                                                                             
                                       


















































































































































































































































                                                                                                                                                     
                                                       





















































                                                                                                                          
                                              
                                               
                                                 





















































































































































                                                                                                                                                                            




                                                                       





                                                                      






                                                                                                   






































































































                                                                                                     



                                                           





































































































































































































































































































































































































































































































































































































































































































































                                                                                                                        
                                          





















































                                                                          
                                 



























































                                                                                                                
                                 



























































































                                                                                                       
                                 



























































                                                                                                    
                                 
























































                                                                                                                                     
                                 
















































































































































                                                                                                                                                                                                                                            
                                                 



























































































                                                                                                                       
                                                     




































































































































































                                                                                                    
                                        








































































                                                                                                       
                                                                                       
























                                                                                                     
                                













































































































































































































































                                                                                                                       
                                                                                                                        














                                                                                                                    
                                                                                                                







                                                                  
                             


























































































































































































                                                                                               

                                                             



                                                                                       

                                                     

                                                     
































































































































































































                                                                                                                         






























































































































































































































                                                                                                                                          















                                                                      

















































































































































































                                                                                                                                 
                        
                                                                                   






















































                                                                                                           





                              
                                              



                                                                                                    



















































































































































                                                                                                                 
                                                                        


                                                                                                                
                                                                          























                                                                                                                
                                                                     












































                                                                 







                                      






























































                                                                                                                             
                        

                                            
































































































































































































































































                                                                                                                                
                                                       















































































































































































































































                                                                                                                                      
                                              





























                                                                                                                        
                                                                                       













































































































































































                                                                                                                                        


                                                                                            
                                                                             






































































































                                                                                                                                                                             
                                                                                         













































                                                                                                                                                               
                                                               


                                                                                 
                                                                                    




































































































































































































































































































                                                                                                                         
























































































































































                                                                                                                              
                                                                         

















                                                                     

















































































































                                                                                                              
                                                                       













































































































































































































                                                                                                                                                                                               
                                                                          

                                                                       
                                                                       




















































































                                                                                                                   
                                                    

































































                                                                                                                            
                                                     
                              
                                      

















                                    
                                         


                                                                           
                                                 







                               
                                      


                                                         
                                                     





























































































                                                                                                                                    













































































































































                                                                                                                                       











                                                                                                                                         
                                                               
                                
                                                                  















                                                                                        
                                                               
                                
                                                                          





































                                                                                     

                                                                                                      


























































































































































                                                                                                                                  
                                                               





                                                                   
                                                                 













































































































































































































                                                                                                                                                                                                                                                            



                                                                             
                                                                          
                                                 





                                                                         

























































































                                                                                                                                  
                                                               


                                                        
                                                                 


























































































































































































































                                                                                                                                                                 

































































































































































































































                                                                                                                                    

                                                 






















                                                                                                      
                                                                                            


































                                                                                                                   
                                                                                                    



































































































                                                                                                                     


































































































                                                                                                                                  
                                                    


























                                                                                                                                                       

                                                                    



































































































































































































                                                                                                                                            
                                                    
































































































































































































































































































































                                                                                                                                              

                                                                                                                               
              













                                                                                    

                                                                              

































































































































                                                                                                              
                               




                                                                            
















                                         


























































































































































































                                                                                                                             
                             






































































































































































































































































































































































































































                                                                                                                                                     
              

                                                        
      








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

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

#include "map.h"
#include "path.h"
#include "pc.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 "skill.h"
#include "status.h"
#include "script.h"
#include "unit.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "vending.h"

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

//Regen related flags.
enum e_regen
{
	RGN_HP  = 0x01,
	RGN_SP  = 0x02,
	RGN_SHP = 0x04,
	RGN_SSP = 0x08,
};

static int max_weight_base[CLASS_COUNT];
static int hp_coefficient[CLASS_COUNT];
static int hp_coefficient2[CLASS_COUNT];
static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
static int sp_coefficient[CLASS_COUNT];
#ifdef RENEWAL_ASPD
static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
#else
static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE];	//[blackhole89]
#endif

// bonus values and upgrade chances for refining equipment
static struct {
	int chance[MAX_REFINE]; // success chance
	int bonus[MAX_REFINE]; // cumulative fixed bonus damage
	int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
} refine_info[REFINE_TYPE_MAX];

static int atkmods[3][MAX_WEAPON_TYPE];	//ATK weapon modification for size (size_fix.txt)
static char job_bonus[CLASS_COUNT][MAX_LEVEL];
static sc_conf_type sc_conf[SC_MAX];

static struct eri *sc_data_ers; //For sc_data entries
static struct status_data dummy_status;

/**
* Returns the status change associated with a skill.
* @param skill The skill to look up
* @return The status registered for this skill
**/
sc_type status_skill2sc(int skill_id) {
	int idx;
	if( (idx = skill->get_index(skill_id)) == 0 ) {
		ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
		return SC_NONE;
	}
	return SkillStatusChangeTable[idx];
}

/**
* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
* Utilized for various duration lookups. Use with caution!
* @param sc The status to look up
* @return A skill associated with the status
**/
int status_sc2skill(sc_type sc)
{
	if( sc < 0 || sc >= SC_MAX ) {
		ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
		return 0;
	}

	return StatusSkillChangeTable[sc];
}

/**
* Returns the status calculation flag associated with a given status change.
* @param sc The status to look up
* @return The scb_flag registered for this status (see enum scb_flag)
**/
unsigned int status_sc2scb_flag(sc_type sc)
{
	if( sc < 0 || sc >= SC_MAX ) {
		ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
		return SCB_NONE;
	}

	return StatusChangeFlagTable[sc];
}

/**
* Returns the bl types which require a status change packet to be sent for a given client status identifier.
* @param type The client-side status identifier to look up (see enum si_type)
* @return The bl types relevant to the type (see enum bl_type)
**/
int status_type2relevant_bl_types(int type)
{
	if( type < 0 || type >= SI_MAX ) {
		ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
		return SI_BLANK;
	}

	return StatusRelevantBLTypes[type];
}

#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT

static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
	uint16 idx;
	if( (idx = skill->get_index(skill_id)) == 0 ) {
		ShowError("set_sc: Unsupported skill id %d\n", skill_id);
		return;
	}
	if( sc < 0 || sc >= SC_MAX ) {
		ShowError("set_sc: Unsupported status change id %d\n", sc);
		return;
	}

	if( StatusSkillChangeTable[sc] == 0 )
		StatusSkillChangeTable[sc] = skill_id;
	if( StatusIconChangeTable[sc] == SI_BLANK )
		StatusIconChangeTable[sc] = icon;
	StatusChangeFlagTable[sc] |= flag;

	if( SkillStatusChangeTable[idx] == SC_NONE )
		SkillStatusChangeTable[idx] = sc;
}

void initChangeTables(void) {
	int i;

	for (i = 0; i < SC_MAX; i++)
		StatusIconChangeTable[i] = SI_BLANK;

	for (i = 0; i < MAX_SKILL; i++)
		SkillStatusChangeTable[i] = SC_NONE;

	for (i = 0; i < SI_MAX; i++)
		StatusRelevantBLTypes[i] = BL_PC;

	memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
	memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
	memset(StatusDisplayType, 0, sizeof(StatusDisplayType));

	//First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
	set_sc( NPC_PETRIFYATTACK , SC_STONE     , SI_BLANK    , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
	set_sc( NPC_WIDEFREEZE    , SC_FREEZE    , SI_BLANK    , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
	set_sc( NPC_STUNATTACK    , SC_STUN      , SI_BLANK    , SCB_NONE );
	set_sc( NPC_SLEEPATTACK   , SC_SLEEP     , SI_BLANK    , SCB_NONE );
	set_sc( NPC_POISON        , SC_POISON    , SI_BLANK    , SCB_DEF2|SCB_REGEN );
	set_sc( NPC_CURSEATTACK   , SC_CURSE     , SI_BLANK    , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
	set_sc( NPC_SILENCEATTACK , SC_SILENCE   , SI_BLANK    , SCB_NONE );
	set_sc( NPC_WIDECONFUSE   , SC_CONFUSION , SI_BLANK    , SCB_NONE );
	set_sc( NPC_BLINDATTACK   , SC_BLIND     , SI_BLANK    , SCB_HIT|SCB_FLEE );
	set_sc( NPC_BLEEDING      , SC_BLOODING  , SI_BLOODING , SCB_REGEN );
	set_sc( NPC_POISON        , SC_DPOISON   , SI_BLANK    , SCB_DEF2|SCB_REGEN );

	//The main status definitions
	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_SUB_WEAPONPROPERTY    );
	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          );
	add_sc( AL_PNEUMA            , SC_PNEUMA          );
	set_sc( AL_INCAGI            , SC_INC_AGI         , SI_INC_AGI         , SCB_AGI|SCB_SPEED );
	set_sc( AL_DECAGI            , SC_DEC_AGI         , SI_DEC_AGI         , SCB_AGI|SCB_SPEED );
	set_sc( AL_CRUCIS            , SC_CRUCIS          , SI_CRUCIS          , 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_CONCENTRATION   , SI_CONCENTRATION   , 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       , 
#ifdef RENEWAL
		SCB_NONE );
#else
		SCB_WATK );
#endif
	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_LEXAETERNA      , SI_LEXAETERNA      , 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_WEAPONPERFECT   , SI_WEAPONPERFECT, SCB_NONE );
	set_sc( BS_OVERTHRUST        , SC_OVERTHRUST      , SI_OVERTHRUST   , SCB_NONE );
	set_sc( BS_MAXIMIZE          , SC_MAXIMIZEPOWER   , SI_MAXIMIZE     , SCB_REGEN );
	add_sc( HT_LANDMINE          , SC_STUN            ); 
	set_sc( HT_ANKLESNARE        , SC_ANKLESNARE      , SI_ANKLESNARE   , SCB_NONE );
	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_ENCHANTPOISON     , SC_ENCHANTPOISON   , SI_ENCHANTPOISON, 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_AUTOBERSERK     , SCB_NONE );
	add_sc( TF_SPRINKLESAND      , SC_BLIND           );
	add_sc( TF_THROWSTONE        , SC_STUN            );
	set_sc( MC_LOUD              , SC_SHOUT        , SI_SHOUT           , 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_ARMOR_PROPERTY , SI_ARMOR_PROPERTY  , SCB_DEF_ELE );
	add_sc( NPC_CHANGEWATER      , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEGROUND     , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEFIRE       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEWIND       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEPOISON     , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEHOLY       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEDARKNESS   , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY );
	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           );
	add_sc( NPC_MAGICALATTACK    , SC_MAGICALATTACK   );
	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_ILLUSION		  , SI_ILLUSION        , SCB_NONE );
	add_sc( NPC_REBIRTH          , SC_REBIRTH         );
	add_sc( RG_RAID              , SC_STUN            );
#ifdef RENEWAL
	add_sc( RG_RAID              , SC_RAID            );
	add_sc( RG_BACKSTAP          , SC_STUN            );
#endif
	set_sc( RG_STRIPWEAPON       , SC_NOEQUIPWEAPON   , SI_NOEQUIPWEAPON      , SCB_WATK );
	set_sc( RG_STRIPSHIELD       , SC_NOEQUIPSHIELD   , SI_NOEQUIPSHIELD      , SCB_DEF );
	set_sc( RG_STRIPARMOR        , SC_NOEQUIPARMOR    , SI_NOEQUIPARMOR       , SCB_VIT );
	set_sc( RG_STRIPHELM         , SC_NOEQUIPHELM     , SI_NOEQUIPHELM        , SCB_INT );
	add_sc( AM_ACIDTERROR        , SC_BLOODING        );
	set_sc( AM_CP_WEAPON         , SC_PROTECTWEAPON   , SI_PROTECTWEAPON      , SCB_NONE );
	set_sc( AM_CP_SHIELD         , SC_PROTECTSHIELD   , SI_PROTECTSHIELD      , SCB_NONE );
	set_sc( AM_CP_ARMOR          , SC_PROTECTARMOR    , SI_PROTECTARMOR       , SCB_NONE );
	set_sc( AM_CP_HELM           , SC_PROTECTHELM     , SI_PROTECTHELM        , 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           );
	add_sc( CR_DEVOTION          , SC_DEVOTION        );
	set_sc( CR_PROVIDENCE        , SC_PROVIDENCE      , SI_PROVIDENCE      , SCB_ALL );
	set_sc( CR_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	set_sc( CR_SPEARQUICKEN      , SC_SPEARQUICKEN    , SI_SPEARQUICKEN    , SCB_ASPD|SCB_CRI|SCB_FLEE );
	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 );
#ifdef RENEWAL
	set_sc( MO_EXTREMITYFIST     , SC_EXTREMITYFIST2  , SI_EXTREMITYFIST   , SCB_NONE );
#endif
	add_sc( SA_MAGICROD          , SC_MAGICROD        );
	set_sc( SA_AUTOSPELL         , SC_AUTOSPELL       , SI_AUTOSPELL       , SCB_NONE );
	set_sc( SA_FLAMELAUNCHER     , SC_PROPERTYFIRE    , SI_PROPERTYFIRE    , SCB_ATK_ELE );
	set_sc( SA_FROSTWEAPON       , SC_PROPERTYWATER   , SI_PROPERTYWATER   , SCB_ATK_ELE );
	set_sc( SA_LIGHTNINGLOADER   , SC_PROPERTYWIND    , SI_PROPERTYWIND    , SCB_ATK_ELE );
	set_sc( SA_SEISMICWEAPON     , SC_PROPERTYGROUND  , SI_PROPERTYGROUND  , SCB_ATK_ELE );
	set_sc( SA_VOLCANO           , SC_VOLCANO         , SI_GROUNDMAGIC       , SCB_WATK );
	set_sc( SA_DELUGE            , SC_DELUGE          , SI_GROUNDMAGIC       , SCB_MAXHP );
	set_sc( SA_VIOLENTGALE       , SC_VIOLENTGALE     , SI_GROUNDMAGIC       , 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_ALL );
	add_sc( BA_FROSTJOKER        , 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_SERVICEFORYOU   , SI_BLANK           , SCB_ALL );
	add_sc( NPC_DARKCROSS        , SC_BLIND           );
	add_sc( NPC_GRANDDARKNESS    , SC_BLIND           );
	set_sc( NPC_STOP             , SC_STOP            , SI_STOP            , SCB_NONE );
	set_sc( NPC_WEAPONBRAKER     , SC_BROKENWEAPON    , SI_BROKENWEAPON    , SCB_NONE );
	set_sc( NPC_ARMORBRAKE       , SC_BROKENARMOR     , SI_BROKENARMOR     , SCB_NONE );
	set_sc( NPC_CHANGEUNDEAD     , SC_PROPERTYUNDEAD  , SI_PROPERTYUNDEAD          , SCB_DEF_ELE );
	set_sc( NPC_POWERUP          , SC_INCHITRATE      , SI_BLANK           , SCB_HIT );
	set_sc( NPC_AGIUP            , SC_INCFLEERATE     , SI_BLANK           , SCB_FLEE );
	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 );
#ifndef RENEWAL
	set_sc( LK_CONCENTRATION     , SC_LKCONCENTRATION , SI_LKCONCENTRATION   , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
#else
	set_sc( LK_CONCENTRATION     , SC_LKCONCENTRATION , SI_LKCONCENTRATION   , SCB_HIT|SCB_DEF);
#endif
	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( 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_SWORDREJECT     , SI_SWORDREJECT     , SCB_NONE );
	add_sc( ST_REJECTSWORD       , SC_AUTOCOUNTER     );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE_MASTER      , SI_MARIONETTE_MASTER      , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE     , SI_MARIONETTE     , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	add_sc( LK_SPIRALPIERCE      , SC_STOP            );
	add_sc( LK_HEADCRUSH         , SC_BLOODING        );
	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 );
	set_sc( WE_BABY              , SC_BABY            , SI_PROTECTEXP      , SCB_NONE );
	set_sc( TK_RUN               , SC_RUN             , SI_RUN             , SCB_SPEED|SCB_DSPD );
	set_sc( TK_RUN               , SC_STRUP           , SI_STRUP           , SCB_STR );
	set_sc( TK_READYSTORM        , SC_STORMKICK_READY      , SI_STORMKICK_ON       , SCB_NONE );
	set_sc( TK_READYDOWN         , SC_DOWNKICK_READY       , SI_DOWNKICK_ON        , SCB_NONE );
	add_sc( TK_DOWNKICK          , SC_STUN            );
	set_sc( TK_READYTURN         , SC_TURNKICK_READY       , SI_TURNKICK_ON        , SCB_NONE );
	set_sc( TK_READYCOUNTER      , SC_COUNTERKICK_READY    , SI_COUNTER_ON         , SCB_NONE );
	set_sc( TK_DODGE             , SC_DODGE_READY          , SI_DODGE_ON           , SCB_NONE );
	set_sc( TK_SPTIME            , SC_EARTHSCROLL     , SI_EARTHSCROLL     , SCB_NONE );
	add_sc( TK_SEVENWIND         , SC_TK_SEVENWIND );
	set_sc( TK_SEVENWIND         , SC_PROPERTYTELEKINESIS     , SI_PROPERTYTELEKINESIS     , SCB_ATK_ELE );
	set_sc( TK_SEVENWIND         , SC_PROPERTYDARK    , SI_PROPERTYDARK    , SCB_ATK_ELE );
	set_sc( SG_SUN_WARM          , SC_WARM            , SI_SG_SUN_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_ALL );
	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_READY       , SI_SMA_READY       , SCB_NONE );
	set_sc( SM_SELFPROVOKE       , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	set_sc( ST_PRESERVE          , SC_PRESERVE        , SI_PRESERVE        , SCB_NONE );
	set_sc( PF_DOUBLECASTING     , SC_DOUBLECASTING   , SI_DOUBLECASTING   , SCB_NONE );
	set_sc( HW_GRAVITATION       , SC_GRAVITATION     , SI_BLANK           , SCB_ASPD );
	add_sc( WS_CARTTERMINATION   , SC_STUN            );
	set_sc( WS_OVERTHRUSTMAX     , SC_OVERTHRUSTMAX   , SI_OVERTHRUSTMAX   , SCB_NONE );
	set_sc( CG_LONGINGFREEDOM    , SC_LONGING         , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( CG_HERMODE           , SC_HERMODE         );
	set_sc( CG_TAROTCARD         , SC_TAROTCARD       , SI_TAROTCARD       , SCB_NONE );
	set_sc( ITEM_ENCHANTARMS     , SC_ENCHANTARMS     , SI_BLANK           , SCB_ATK_ELE );
	set_sc( SL_HIGH              , SC_SOULLINK        , SI_SOULLINK        , SCB_ALL );
	set_sc( KN_ONEHAND           , SC_ONEHANDQUICKEN  , SI_ONEHANDQUICKEN  , 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_NOEQUIPWEAPON     );
	add_sc( GS_PIERCINGSHOT      , SC_BLOODING        );
	set_sc( GS_MADNESSCANCEL     , SC_GS_MADNESSCANCEL   , SI_GS_MADNESSCANCEL   , SCB_ASPD
#ifndef RENEWAL
		|SCB_BATK );
#else
		);
#endif
	set_sc( GS_ADJUSTMENT        , SC_GS_ADJUSTMENT      , SI_GS_ADJUSTMENT      , SCB_HIT|SCB_FLEE );
	set_sc( GS_INCREASING        , SC_GS_ACCURACY        , SI_GS_ACCURACY        , SCB_AGI|SCB_DEX|SCB_HIT );
	set_sc( GS_GATLINGFEVER      , SC_GS_GATLINGFEVER    , SI_GS_GATLINGFEVER    , SCB_FLEE|SCB_SPEED|SCB_ASPD
#ifndef RENEWAL
		|SCB_BATK );
#else
		);
#endif
	set_sc( NJ_TATAMIGAESHI      , SC_NJ_TATAMIGAESHI    , SI_BLANK              , SCB_NONE );
	set_sc( NJ_SUITON            , SC_NJ_SUITON          , SI_NJ_SUITON          , SCB_AGI|SCB_SPEED );
	add_sc( NJ_HYOUSYOURAKU      , SC_FREEZE          );
	set_sc( NJ_NEN               , SC_NJ_NEN             , SI_NJ_NEN             , SCB_STR|SCB_INT );
	set_sc( NJ_UTSUSEMI          , SC_NJ_UTSUSEMI        , SI_NJ_UTSUSEMI        , SCB_NONE );
	set_sc( NJ_BUNSINJYUTSU      , SC_NJ_BUNSINJYUTSU    , SI_NJ_BUNSINJYUTSU    , SCB_DYE );

	add_sc( NPC_ICEBREATH        , SC_FREEZE          );
	add_sc( NPC_ACIDBREATH       , SC_POISON          );
	add_sc( NPC_HELLJUDGEMENT    , SC_CURSE           );
	add_sc( NPC_WIDESILENCE      , SC_SILENCE         );
	add_sc( NPC_WIDEFREEZE       , SC_FREEZE          );
	add_sc( NPC_WIDEBLEEDING     , SC_BLOODING        );
	add_sc( NPC_WIDESTONE        , SC_STONE           );
	add_sc( NPC_WIDECONFUSE      , SC_CONFUSION       );
	add_sc( NPC_WIDESLEEP        , SC_SLEEP           );
	add_sc( NPC_WIDESIGHT        , SC_SIGHT           );
	add_sc( NPC_EVILLAND         , SC_BLIND           );
	add_sc( NPC_MAGICMIRROR      , SC_MAGICMIRROR     );
	set_sc( NPC_SLOWCAST         , SC_SLOWCAST        , SI_SLOWCAST        , SCB_NONE );
	set_sc( NPC_CRITICALWOUND    , SC_CRITICALWOUND   , SI_CRITICALWOUND   , SCB_NONE );
	set_sc( NPC_STONESKIN        , SC_STONESKIN     , SI_BLANK           , SCB_DEF|SCB_MDEF );
	add_sc( NPC_ANTIMAGIC        , SC_STONESKIN     );
	add_sc( NPC_WIDECURSE        , SC_CURSE           );
	add_sc( NPC_WIDESTUN         , SC_STUN            );

	set_sc( NPC_HELLPOWER        , SC_HELLPOWER       , SI_HELLPOWER       , SCB_NONE );
	set_sc( NPC_WIDEHELLDIGNITY  , SC_HELLPOWER       , SI_HELLPOWER       , SCB_NONE );
	set_sc( NPC_INVINCIBLE       , SC_INVINCIBLE      , SI_INVINCIBLE      , SCB_SPEED );
	set_sc( NPC_INVINCIBLEOFF    , SC_INVINCIBLEOFF   , SI_BLANK           , SCB_SPEED );

	set_sc( CASH_BLESSING        , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( CASH_INCAGI          , SC_INC_AGI         , SI_INC_AGI         , SCB_AGI|SCB_SPEED );
	set_sc( CASH_ASSUMPTIO       , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_NONE );

	set_sc( ALL_PARTYFLEE        , SC_PARTYFLEE       , SI_PARTYFLEE       , SCB_NONE );
	set_sc( ALL_ODINS_POWER      , SC_ODINS_POWER     , SI_ODINS_POWER     , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );

	set_sc( CR_SHRINK            , SC_CR_SHRINK       , SI_CR_SHRINK       , SCB_NONE );
	set_sc( RG_CLOSECONFINE      , SC_RG_CCONFINE_S   , SI_RG_CCONFINE_S   , SCB_NONE );
	set_sc( RG_CLOSECONFINE      , SC_RG_CCONFINE_M   , SI_RG_CCONFINE_M   , SCB_FLEE );
	set_sc( WZ_SIGHTBLASTER      , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE );
	set_sc( DC_WINKCHARM         , SC_DC_WINKCHARM    , SI_DC_WINKCHARM    , SCB_NONE );
	add_sc( MO_BALKYOUNG         , SC_STUN            );
	add_sc( SA_ELEMENTWATER      , SC_ARMOR_PROPERTY );
	add_sc( SA_ELEMENTFIRE       , SC_ARMOR_PROPERTY );
	add_sc( SA_ELEMENTGROUND     , SC_ARMOR_PROPERTY );
	add_sc( SA_ELEMENTWIND       , SC_ARMOR_PROPERTY );

	set_sc( HLIF_AVOID           , SC_HLIF_AVOID           , SI_BLANK           , SCB_SPEED );
	set_sc( HLIF_CHANGE          , SC_HLIF_CHANGE          , SI_BLANK           , SCB_VIT|SCB_INT );
	set_sc( HFLI_FLEET           , SC_HLIF_FLEET           , SI_BLANK           , SCB_ASPD|SCB_BATK|SCB_WATK );
	set_sc( HFLI_SPEED           , SC_HLIF_SPEED           , SI_BLANK           , SCB_FLEE );
	set_sc( HAMI_DEFENCE         , SC_HAMI_DEFENCE         , SI_BLANK           , SCB_DEF );
	set_sc( HAMI_BLOODLUST       , SC_HAMI_BLOODLUST       , SI_BLANK           , SCB_BATK|SCB_WATK );

	// Homunculus S
	add_sc(MH_STAHL_HORN, SC_STUN);
	set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
	set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE,  SCB_ASPD|SCB_MAXHP);
	add_sc( MH_STEINWAND, SC_SAFETYWALL );
	add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
	set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
	add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
	set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
	set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
	set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
	set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
	add_sc(MH_LAVA_SLIDE, SC_BURNING);
	set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
	add_sc(MH_POISON_MIST, SC_BLIND);
	set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);

	add_sc(MH_STYLE_CHANGE		 , SC_STYLE_CHANGE);
	set_sc( MH_TINDER_BREAKER      , SC_RG_CCONFINE_S   , SI_RG_CCONFINE_S   , SCB_NONE );
	set_sc( MH_TINDER_BREAKER      , SC_RG_CCONFINE_M    , SI_RG_CCONFINE_M    , SCB_FLEE );


	add_sc( MER_CRASH            , SC_STUN            );
	set_sc( MER_PROVOKE          , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	add_sc( MS_MAGNUM            , SC_SUB_WEAPONPROPERTY    );
	add_sc( MER_SIGHT            , SC_SIGHT           );
	set_sc( MER_DECAGI           , SC_DEC_AGI         , SI_DEC_AGI         , SCB_AGI|SCB_SPEED );
	set_sc( MER_MAGNIFICAT       , SC_MAGNIFICAT      , SI_MAGNIFICAT      , SCB_REGEN );
	add_sc( MER_LEXDIVINA        , SC_SILENCE         );
	add_sc( MA_LANDMINE          , SC_STUN            );
	add_sc( MA_SANDMAN           , SC_SLEEP           );
	add_sc( MA_FREEZINGTRAP      , SC_FREEZE          );
	set_sc( MER_AUTOBERSERK      , SC_AUTOBERSERK     , SI_AUTOBERSERK     , SCB_NONE );
	set_sc( ML_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD       , SCB_NONE );
	set_sc( MS_REFLECTSHIELD     , SC_REFLECTSHIELD   , SI_REFLECTSHIELD   , SCB_NONE );
	set_sc( ML_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	set_sc( MS_PARRYING          , SC_PARRYING        , SI_PARRYING        , SCB_NONE );
	set_sc( MS_BERSERK           , SC_BERSERK         , SI_BERSERK         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
	add_sc( ML_SPIRALPIERCE      , SC_STOP            );
	set_sc( MER_QUICKEN          , SC_MER_QUICKEN    , SI_BLANK           , SCB_ASPD );
	add_sc( ML_DEVOTION          , SC_DEVOTION        );
	set_sc( MER_KYRIE            , SC_KYRIE           , SI_KYRIE           , SCB_NONE );
	set_sc( MER_BLESSING         , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( MER_INCAGI           , SC_INC_AGI         , SI_INC_AGI         , SCB_AGI|SCB_SPEED );

	set_sc( GD_LEADERSHIP        , SC_LEADERSHIP      , SI_BLANK           , SCB_STR );
	set_sc( GD_GLORYWOUNDS       , SC_GLORYWOUNDS     , SI_BLANK           , SCB_VIT );
	set_sc( GD_SOULCOLD          , SC_SOULCOLD        , SI_BLANK           , SCB_AGI );
	set_sc( GD_HAWKEYES          , SC_HAWKEYES        , SI_BLANK           , SCB_DEX );

	set_sc( GD_BATTLEORDER       , SC_GDSKILL_BATTLEORDER    , SI_BLANK           , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( GD_REGENERATION      , SC_GDSKILL_REGENERATION    , SI_BLANK           , SCB_REGEN );

	/**
	* Rune Knight
	**/
	set_sc( RK_ENCHANTBLADE      , SC_ENCHANTBLADE      , SI_ENCHANTBLADE      , SCB_NONE );
	set_sc( RK_DRAGONHOWLING     , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	set_sc( RK_DEATHBOUND        , SC_DEATHBOUND        , SI_DEATHBOUND        , SCB_NONE );
	set_sc( RK_WINDCUTTER        , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	set_sc( RK_DRAGONBREATH      , SC_BURNING           , SI_BLANK             , SCB_MDEF );
	set_sc( RK_MILLENNIUMSHIELD  , SC_MILLENNIUMSHIELD  , SI_BLANK			   , SCB_NONE );
	set_sc( RK_REFRESH           , SC_REFRESH           , SI_REFRESH           , SCB_NONE );
	set_sc( RK_GIANTGROWTH       , SC_GIANTGROWTH       , SI_GIANTGROWTH       , SCB_STR );
	set_sc( RK_STONEHARDSKIN     , SC_STONEHARDSKIN     , SI_STONEHARDSKIN     , SCB_NONE );
	set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
	set_sc( RK_FIGHTINGSPIRIT    , SC_FIGHTINGSPIRIT    , SI_FIGHTINGSPIRIT    , SCB_WATK|SCB_ASPD );
	set_sc( RK_ABUNDANCE         , SC_ABUNDANCE         , SI_ABUNDANCE         , SCB_NONE );
	set_sc( RK_CRUSHSTRIKE		 , SC_CRUSHSTRIKE		, SI_CRUSHSTRIKE	   , SCB_NONE );
	add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
	/**
	* GC Guillotine Cross
	**/
	set_sc_with_vfx( GC_VENOMIMPRESS      , SC_VENOMIMPRESS     , SI_VENOMIMPRESS     , SCB_NONE );
	set_sc( GC_POISONINGWEAPON   , SC_POISONINGWEAPON  , SI_POISONINGWEAPON  , SCB_NONE );
	set_sc( GC_WEAPONBLOCKING    , SC_WEAPONBLOCKING   , SI_WEAPONBLOCKING   , SCB_NONE );
	set_sc( GC_CLOAKINGEXCEED    , SC_CLOAKINGEXCEED   , SI_CLOAKINGEXCEED   , SCB_SPEED );
	set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
	set_sc( GC_ROLLINGCUTTER     , SC_ROLLINGCUTTER    , SI_ROLLINGCUTTER    , SCB_NONE );
	set_sc_with_vfx( GC_DARKCROW          , SC_DARKCROW         , SI_DARKCROW         , SCB_NONE );
	/**
	* Arch Bishop
	**/
	set_sc( AB_ADORAMUS          , SC_ADORAMUS        , SI_ADORAMUS        , SCB_AGI|SCB_SPEED );
	add_sc( AB_CLEMENTIA         , SC_BLESSING );
	add_sc( AB_CANTO             , SC_INC_AGI );
	set_sc( AB_EPICLESIS         , SC_EPICLESIS       , SI_EPICLESIS       , SCB_MAXHP );
	add_sc( AB_PRAEFATIO         , SC_KYRIE );
	set_sc_with_vfx( AB_ORATIO            , SC_ORATIO          , SI_ORATIO          , SCB_NONE );
	set_sc( AB_LAUDAAGNUS        , SC_LAUDAAGNUS      , SI_LAUDAAGNUS      , SCB_VIT );
	set_sc( AB_LAUDARAMUS        , SC_LAUDARAMUS      , SI_LAUDARAMUS      , SCB_LUK );
	set_sc( AB_RENOVATIO         , SC_RENOVATIO       , SI_RENOVATIO       , SCB_REGEN );
	set_sc( AB_EXPIATIO          , SC_EXPIATIO        , SI_EXPIATIO        , SCB_ATK_ELE );
	set_sc( AB_DUPLELIGHT        , SC_DUPLELIGHT      , SI_DUPLELIGHT      , SCB_NONE );
	set_sc( AB_SECRAMENT         , SC_SECRAMENT       , SI_SECRAMENT       , SCB_NONE );
	set_sc( AB_OFFERTORIUM       , SC_OFFERTORIUM     , SI_OFFERTORIUM     , SCB_NONE );
	/**
	* Warlock
	**/
	add_sc( WL_WHITEIMPRISON     , SC_WHITEIMPRISON );
	set_sc_with_vfx( WL_FROSTMISTY        , SC_FROSTMISTY        , SI_FROSTMISTY      , SCB_ASPD|SCB_SPEED|SCB_DEF );
	set_sc( WL_MARSHOFABYSS      , SC_MARSHOFABYSS    , SI_MARSHOFABYSS    , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX );
	set_sc(WL_RECOGNIZEDSPELL   , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
	set_sc( WL_STASIS            , SC_STASIS          , SI_STASIS          , SCB_NONE );
	set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE     , SI_TELEKINESIS_INTENSE , SCB_MATK );
	/**
	* Ranger
	**/
	set_sc( RA_FEARBREEZE        , SC_FEARBREEZE      , SI_FEARBREEZE      , SCB_NONE );
	set_sc( RA_ELECTRICSHOCKER   , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
	set_sc( RA_WUGDASH           , SC_WUGDASH         , SI_WUGDASH         , SCB_SPEED );
	set_sc( RA_CAMOUFLAGE        , SC_CAMOUFLAGE      , SI_CAMOUFLAGE      , SCB_SPEED );
	add_sc( RA_MAGENTATRAP       , SC_ARMOR_PROPERTY );
	add_sc( RA_COBALTTRAP        , SC_ARMOR_PROPERTY );
	add_sc( RA_MAIZETRAP         , SC_ARMOR_PROPERTY );
	add_sc( RA_VERDURETRAP       , SC_ARMOR_PROPERTY );
	add_sc( RA_FIRINGTRAP        , SC_BURNING );
	add_sc( RA_ICEBOUNDTRAP      , SC_FROSTMISTY );
	set_sc( RA_UNLIMIT           , SC_UNLIMIT         , SI_UNLIMIT         , SCB_NONE );
	/**
	* Mechanic
	**/
	set_sc( NC_ACCELERATION      , SC_ACCELERATION    , SI_ACCELERATION    , SCB_SPEED );
	set_sc( NC_HOVERING          , SC_HOVERING        , SI_HOVERING        , SCB_SPEED );
	set_sc( NC_SHAPESHIFT        , SC_SHAPESHIFT      , SI_SHAPESHIFT      , SCB_DEF_ELE );
	set_sc( NC_INFRAREDSCAN      , SC_INFRAREDSCAN    , SI_INFRAREDSCAN    , SCB_FLEE );
	set_sc( NC_ANALYZE           , SC_ANALYZE         , SI_ANALYZE         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
	set_sc( NC_MAGNETICFIELD     , SC_MAGNETICFIELD   , SI_MAGNETICFIELD   , SCB_NONE );
	set_sc( NC_NEUTRALBARRIER    , SC_NEUTRALBARRIER  , SI_NEUTRALBARRIER  , SCB_NONE );
	set_sc( NC_STEALTHFIELD      , SC_STEALTHFIELD    , SI_STEALTHFIELD    , SCB_NONE );
	/**
	* Royal Guard
	**/
	set_sc( LG_REFLECTDAMAGE     , SC_LG_REFLECTDAMAGE   , SI_LG_REFLECTDAMAGE, SCB_NONE );
	set_sc( LG_FORCEOFVANGUARD   , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
	set_sc( LG_EXEEDBREAK        , SC_EXEEDBREAK      , SI_EXEEDBREAK      , SCB_NONE );
	set_sc( LG_PRESTIGE          , SC_PRESTIGE        , SI_PRESTIGE        , SCB_DEF );
	set_sc( LG_BANDING           , SC_BANDING         , SI_BANDING         , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
	set_sc( LG_PIETY             , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	set_sc( LG_EARTHDRIVE        , SC_EARTHDRIVE      , SI_EARTHDRIVE      , SCB_DEF|SCB_ASPD );
	set_sc( LG_INSPIRATION       , SC_INSPIRATION     , SI_INSPIRATION     , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
	set_sc( LG_SHIELDSPELL       , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
	set_sc( LG_SHIELDSPELL       , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
	set_sc( LG_KINGS_GRACE       , SC_KINGS_GRACE     , SI_KINGS_GRACE     , SCB_NONE );
	/**
	* Shadow Chaser
	**/
	set_sc( SC_REPRODUCE         , SC__REPRODUCE      , SI_REPRODUCE       , SCB_NONE );
	set_sc( SC_AUTOSHADOWSPELL   , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
	set_sc( SC_SHADOWFORM        , SC__SHADOWFORM     , SI_SHADOWFORM      , SCB_NONE );
	set_sc( SC_BODYPAINT         , SC__BODYPAINT      , SI_BODYPAINT       , SCB_ASPD );
	set_sc( SC_INVISIBILITY      , SC__INVISIBILITY   , SI_INVISIBILITY    , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
	set_sc( SC_DEADLYINFECT      , SC__DEADLYINFECT   , SI_DEADLYINFECT    , SCB_NONE );
	set_sc( SC_ENERVATION        , SC__ENERVATION     , SI_ENERVATION      , SCB_BATK  );
	set_sc( SC_GROOMY            , SC__GROOMY         , SI_GROOMY          , SCB_ASPD|SCB_HIT|SCB_SPEED );
	set_sc( SC_IGNORANCE         , SC__IGNORANCE      , SI_IGNORANCE       , SCB_NONE );
	set_sc( SC_LAZINESS          , SC__LAZINESS       , SI_LAZINESS        , SCB_FLEE );
	set_sc( SC_UNLUCKY           , SC__UNLUCKY        , SI_UNLUCKY         , SCB_CRI|SCB_FLEE2 );
	set_sc( SC_WEAKNESS          , SC__WEAKNESS       , SI_WEAKNESS        , SCB_FLEE2|SCB_MAXHP );
	set_sc( SC_STRIPACCESSARY    , SC__STRIPACCESSARY , SI_STRIPACCESSARY  , SCB_DEX|SCB_INT|SCB_LUK );
	set_sc_with_vfx( SC_MANHOLE           , SC__MANHOLE        , SI_MANHOLE         , SCB_NONE );
	add_sc( SC_CHAOSPANIC        , SC_CONFUSION );
	add_sc( SC_BLOODYLUST        , SC_BERSERK         );
	/**
	* Sura
	**/
	add_sc( SR_DRAGONCOMBO           , SC_STUN            );
	add_sc( SR_EARTHSHAKER           , SC_STUN            );
	set_sc( SR_CRESCENTELBOW         , SC_CRESCENTELBOW      , SI_CRESCENTELBOW         , SCB_NONE );
	set_sc_with_vfx( SR_CURSEDCIRCLE          , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET   , SCB_NONE );
	set_sc( SR_LIGHTNINGWALK         , SC_LIGHTNINGWALK      , SI_LIGHTNINGWALK         , SCB_NONE );
	set_sc( SR_RAISINGDRAGON         , SC_RAISINGDRAGON      , SI_RAISINGDRAGON         , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
	set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN      , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
	set_sc( SR_GENTLETOUCH_CHANGE    , SC_GENTLETOUCH_CHANGE          , SI_GENTLETOUCH_CHANGE    , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
	set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE      , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
	/**
	* Wanderer / Minstrel
	**/
	set_sc( WA_SWING_DANCE            , SC_SWING                  , SI_SWINGDANCE           , SCB_SPEED|SCB_ASPD );
	set_sc( WA_SYMPHONY_OF_LOVER      , SC_SYMPHONY_LOVE          , SI_SYMPHONYOFLOVERS     , SCB_MDEF );
	set_sc( WA_MOONLIT_SERENADE       , SC_MOONLIT_SERENADE       , SI_MOONLITSERENADE      , SCB_MATK );
	set_sc( MI_RUSH_WINDMILL          , SC_RUSH_WINDMILL          , SI_RUSHWINDMILL         , SCB_BATK  );
	set_sc( MI_ECHOSONG               , SC_ECHOSONG               , SI_ECHOSONG             , SCB_DEF2  );
	set_sc( MI_HARMONIZE              , SC_HARMONIZE              , SI_HARMONIZE            , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	set_sc_with_vfx( WM_POEMOFNETHERWORLD   , SC_NETHERWORLD      , SI_NETHERWORLD          , SCB_NONE );
	set_sc_with_vfx( WM_VOICEOFSIREN        , SC_SIREN            , SI_SIREN                , SCB_NONE );
	set_sc_with_vfx( WM_LULLABY_DEEPSLEEP   , SC_DEEP_SLEEP       , SI_DEEPSLEEP            , SCB_NONE );
	set_sc( WM_SIRCLEOFNATURE         , SC_SIRCLEOFNATURE         , SI_SIRCLEOFNATURE       , SCB_NONE );
	set_sc( WM_GLOOMYDAY              , SC_GLOOMYDAY              , SI_GLOOMYDAY            , SCB_FLEE|SCB_ASPD );
	set_sc( WM_SONG_OF_MANA           , SC_SONG_OF_MANA           , SI_SONG_OF_MANA         , SCB_NONE );
	set_sc( WM_DANCE_WITH_WUG         , SC_DANCE_WITH_WUG         , SI_DANCEWITHWUG         , SCB_ASPD );
	set_sc( WM_SATURDAY_NIGHT_FEVER   , SC_SATURDAY_NIGHT_FEVER   , SI_SATURDAYNIGHTFEVER   , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
	set_sc( WM_LERADS_DEW             , SC_LERADS_DEW             , SI_LERADSDEW            , SCB_MAXHP );
	set_sc( WM_MELODYOFSINK           , SC_MELODYOFSINK           , SI_MELODYOFSINK         , SCB_BATK|SCB_MATK );
	set_sc( WM_BEYOND_OF_WARCRY       , SC_BEYOND_OF_WARCRY       , SI_WARCRYOFBEYOND       , SCB_BATK|SCB_MATK );
	set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
	set_sc( WM_FRIGG_SONG             , SC_FRIGG_SONG             , SI_FRIGG_SONG           , SCB_MAXHP );

	/**
	* Sorcerer
	**/
	set_sc( SO_FIREWALK          , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	set_sc( SO_ELECTRICWALK      , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	set_sc( SO_SPELLFIST         , SC_SPELLFIST       , SI_SPELLFIST       , SCB_NONE );
	set_sc_with_vfx( SO_DIAMONDDUST       , SC_COLD      , SI_COLD   , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
	add_sc( SO_CLOUD_KILL		 , SC_POISON );
	set_sc( SO_STRIKING          , SC_STRIKING        , SI_STRIKING        , SCB_WATK|SCB_CRI );
	set_sc( SO_WARMER            , SC_WARMER          , SI_WARMER          , SCB_NONE );
	set_sc( SO_VACUUM_EXTREME    , SC_VACUUM_EXTREME  , SI_VACUUM_EXTREME  , SCB_NONE );
	set_sc( SO_ARRULLO           , SC_DEEP_SLEEP       , SI_DEEPSLEEP       , SCB_NONE );
	set_sc( SO_FIRE_INSIGNIA     , SC_FIRE_INSIGNIA   , SI_FIRE_INSIGNIA   , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	set_sc( SO_WATER_INSIGNIA    , SC_WATER_INSIGNIA  , SI_WATER_INSIGNIA  , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	set_sc( SO_WIND_INSIGNIA     , SC_WIND_INSIGNIA   , SI_WIND_INSIGNIA   , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	set_sc( SO_EARTH_INSIGNIA    , SC_EARTH_INSIGNIA  , SI_EARTH_INSIGNIA  , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	/**
	* Genetic
	**/
	set_sc( GN_CARTBOOST                  , SC_GN_CARTBOOST, SI_CARTSBOOST                 , SCB_SPEED );
	set_sc( GN_THORNS_TRAP                , SC_THORNS_TRAP  , SI_THORNTRAP                  , SCB_NONE );
	set_sc_with_vfx( GN_BLOOD_SUCKER      , SC_BLOOD_SUCKER , SI_BLOODSUCKER                , SCB_NONE );
	set_sc( GN_WALLOFTHORN                , SC_STOP        , SI_BLANK                      , SCB_NONE );
	set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
	set_sc( GN_FIRE_EXPANSION_TEAR_GAS    , SC_FIRE_EXPANSION_TEAR_GAS     , SI_FIRE_EXPANSION_TEAR_GAS    , SCB_NONE );
	set_sc( GN_MANDRAGORA                 , SC_MANDRAGORA  , SI_MANDRAGORA                 , SCB_INT );

	// Elemental Spirit summoner's 'side' status changes.
	set_sc( EL_CIRCLE_OF_FIRE  , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
	set_sc( EL_FIRE_CLOAK      , SC_FIRE_CLOAK_OPTION    , SI_FIRE_CLOAK_OPTION    , SCB_ALL );
	set_sc( EL_WATER_SCREEN    , SC_WATER_SCREEN_OPTION  , SI_WATER_SCREEN_OPTION  , SCB_NONE );
	set_sc( EL_WATER_DROP      , SC_WATER_DROP_OPTION    , SI_WATER_DROP_OPTION    , SCB_ALL );
	set_sc( EL_WATER_BARRIER   , SC_WATER_BARRIER        , SI_WATER_BARRIER        , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
	set_sc( EL_WIND_STEP       , SC_WIND_STEP_OPTION     , SI_WIND_STEP_OPTION     , SCB_SPEED|SCB_FLEE );
	set_sc( EL_WIND_CURTAIN    , SC_WIND_CURTAIN_OPTION  , SI_WIND_CURTAIN_OPTION  , SCB_ALL );
	set_sc( EL_ZEPHYR          , SC_ZEPHYR               , SI_ZEPHYR               , SCB_FLEE );
	set_sc( EL_SOLID_SKIN      , SC_SOLID_SKIN_OPTION    , SI_SOLID_SKIN_OPTION    , SCB_DEF|SCB_MAXHP );
	set_sc( EL_STONE_SHIELD    , SC_STONE_SHIELD_OPTION  , SI_STONE_SHIELD_OPTION  , SCB_ALL );
	set_sc( EL_POWER_OF_GAIA   , SC_POWER_OF_GAIA        , SI_POWER_OF_GAIA        , SCB_MAXHP|SCB_DEF|SCB_SPEED );
	set_sc( EL_PYROTECHNIC     , SC_PYROTECHNIC_OPTION   , SI_PYROTECHNIC_OPTION   , SCB_WATK );
	set_sc( EL_HEATER          , SC_HEATER_OPTION        , SI_HEATER_OPTION        , SCB_WATK );
	set_sc( EL_TROPIC          , SC_TROPIC_OPTION        , SI_TROPIC_OPTION        , SCB_WATK );
	set_sc( EL_AQUAPLAY        , SC_AQUAPLAY_OPTION      , SI_AQUAPLAY_OPTION      , SCB_MATK );
	set_sc( EL_COOLER          , SC_COOLER_OPTION        , SI_COOLER_OPTION        , SCB_MATK );
	set_sc( EL_CHILLY_AIR      , SC_CHILLY_AIR_OPTION    , SI_CHILLY_AIR_OPTION    , SCB_MATK );
	set_sc( EL_GUST            , SC_GUST_OPTION          , SI_GUST_OPTION          , SCB_ASPD );
	set_sc( EL_BLAST           , SC_BLAST_OPTION         , SI_BLAST_OPTION         , SCB_ASPD );
	set_sc( EL_WILD_STORM      , SC_WILD_STORM_OPTION    , SI_WILD_STORM_OPTION    , SCB_ASPD );
	set_sc( EL_PETROLOGY       , SC_PETROLOGY_OPTION     , SI_PETROLOGY_OPTION     , SCB_MAXHP );
	set_sc( EL_CURSED_SOIL     , SC_CURSED_SOIL_OPTION   , SI_CURSED_SOIL_OPTION   , SCB_NONE );
	set_sc( EL_UPHEAVAL        , SC_UPHEAVAL_OPTION      , SI_UPHEAVAL_OPTION      , SCB_NONE );
	set_sc( EL_TIDAL_WEAPON    , SC_TIDAL_WEAPON_OPTION  , SI_TIDAL_WEAPON_OPTION  , SCB_ALL );
	set_sc( EL_ROCK_CRUSHER    , SC_ROCK_CRUSHER         , SI_ROCK_CRUSHER         , SCB_DEF );
	set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK     , SI_ROCK_CRUSHER_ATK     , SCB_SPEED );

	add_sc( KO_YAMIKUMO			, SC_HIDING		  );
	set_sc_with_vfx( KO_JYUMONJIKIRI		, SC_KO_JYUMONJIKIRI		 , SI_KO_JYUMONJIKIRI	   , SCB_NONE );
	add_sc( KO_MAKIBISHI	    , SC_STUN		  );
	set_sc( KO_MEIKYOUSISUI		, SC_MEIKYOUSISUI		 , SI_MEIKYOUSISUI		   , SCB_NONE );
	set_sc( KO_KYOUGAKU			, SC_KYOUGAKU			 , SI_KYOUGAKU			   , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	add_sc( KO_JYUSATSU			, SC_CURSE		  );
	set_sc( KO_ZENKAI			, SC_ZENKAI				 , SI_ZENKAI			   , SCB_NONE );
	set_sc( KO_IZAYOI			, SC_IZAYOI				 , SI_IZAYOI			   , SCB_MATK );
	set_sc( KG_KYOMU			, SC_KYOMU				 , SI_KYOMU				   , SCB_NONE );
	set_sc( KG_KAGEMUSYA		, SC_KAGEMUSYA			 , SI_KAGEMUSYA			   , SCB_NONE );
	set_sc( KG_KAGEHUMI			, SC_KG_KAGEHUMI		 , SI_KG_KAGEHUMI		   , SCB_NONE );
	set_sc( OB_ZANGETSU			, SC_ZANGETSU			 , SI_ZANGETSU			   , SCB_MATK|SCB_BATK );
	set_sc_with_vfx( OB_AKAITSUKI		, SC_AKAITSUKI			 , SI_AKAITSUKI			   , SCB_NONE );
	set_sc( OB_OBOROGENSOU		, SC_GENSOU				 , SI_GENSOU			   , SCB_NONE );

	set_sc( ALL_FULL_THROTTLE   , SC_FULL_THROTTLE       , SI_FULL_THROTTLE        , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );

	add_sc( ALL_REVERSEORCISH   , SC_ORCISH          );
	set_sc( ALL_ANGEL_PROTECT	, SC_ANGEL_PROTECT		 , SI_ANGEL_PROTECT		   , SCB_REGEN );

	add_sc( NPC_WIDEHEALTHFEAR   , SC_FEAR           );
	add_sc( NPC_WIDEBODYBURNNING , SC_BURNING        );
	add_sc( NPC_WIDEFROSTMISTY   , SC_FROSTMISTY     );
	add_sc( NPC_WIDECOLD         , SC_COLD           );
	add_sc( NPC_WIDE_DEEP_SLEEP  , SC_DEEP_SLEEP     );
	add_sc( NPC_WIDESIREN        , SC_SIREN          );
	
	set_sc_with_vfx( GN_ILLUSIONDOPING   , SC_ILLUSIONDOPING    , SI_ILLUSIONDOPING     , SCB_HIT );

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

		//Status that don't have a skill associated.
		StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50;
	StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
	StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1;
	StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2;
	StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3;
	StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY;
	StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE;
	StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY;
	StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR;
	StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK;
	StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE;
	StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR;
	StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI;
	StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT;
	StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT;
	StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX;
	StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK;
	StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE;
	StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT;
	StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
	StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
	StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
	StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
	StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
	StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
	StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER;
	StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER;
	//Cash Items
	StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
	StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
	StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
	StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
	StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
	StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
	StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP;
	StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM;
	StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP;
	StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY;
	StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM;
	StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF;
	StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF;
	StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT;
	StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE;
	StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS;
	StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
	StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
	StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
	StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
	// Mercenary Bonus Effects
	StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE;
	StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK;
	StatusIconChangeTable[SC_MER_HP] = SI_MER_HP;
	StatusIconChangeTable[SC_MER_SP] = SI_MER_SP;
	StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT;
	// Warlock Spheres
	StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1;
	StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2;
	StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3;
	StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4;
	StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5;
	// Warlock Preserved spells
	StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
	StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
	StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
	StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
	StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
	StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
	StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;

	StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
	StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
	StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
	StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;

	StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
	StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
	StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
	StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
	StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
	StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
	StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
	StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
	StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;

	StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
	StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
	StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
	StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;

	StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;

	StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;

	StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
	StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
	StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
	StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
	StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;

	//Genetics New Food Items Status Icons
	StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
	StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
	StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
	StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
	StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
	StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;

	StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
	StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
	StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
	StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
	StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
	StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
	StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
	StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;

	// Elemental Spirit's 'side' status change icons.
	StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
	StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
	StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
	StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
	StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
	StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
	StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
	StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
	StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
	StatusIconChangeTable[SC_HEATER] = SI_HEATER;
	StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
	StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
	StatusIconChangeTable[SC_COOLER] = SI_COOLER;
	StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
	StatusIconChangeTable[SC_GUST] = SI_GUST;
	StatusIconChangeTable[SC_BLAST] = SI_BLAST;
	StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
	StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
	StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
	StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
	StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
	StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
	StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
	StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;

	//Other SC which are not necessarily associated to skills.
	StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD;
	StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD;
	StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD;
	StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD;
	StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED;
	StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED;
	StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK;
	StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK;
	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
	StatusChangeFlagTable[SC_CHASEWALK2] |= 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_CRITICALPERCENT] |= SCB_CRI;
	StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
	StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
	StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR;
	StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI;
	StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT;
	StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT;
	StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX;
	StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK;
	StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT;
	StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
	StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
	StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
	StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
	StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
	StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
	// Cash Items
	StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
	StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
	StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
	StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
	StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
	StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
	// Mercenary Bonus Effects
	StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK;
	StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
	// Guillotine Cross Poison Effects
	StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
	StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
	StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;

	StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
	StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
	StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
	StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
	StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
	StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
	StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
	StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
	StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
	StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
	StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
	StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
	StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;

	StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
	StatusChangeFlagTable[SC_WEDDING] = SCB_SPEED;


	/* StatusDisplayType Table [Ind/Hercules] */
	StatusDisplayType[SC_ALL_RIDING]		= true;
	StatusDisplayType[SC_PUSH_CART]			= true;
	StatusDisplayType[SC_SUMMON1]			= true;
	StatusDisplayType[SC_SUMMON2]			= true;
	StatusDisplayType[SC_SUMMON3]			= true;
	StatusDisplayType[SC_SUMMON4]			= true;
	StatusDisplayType[SC_SUMMON5]			= true;
	StatusDisplayType[SC_CAMOUFLAGE]		= true;
	StatusDisplayType[SC_DUPLELIGHT]		= true;
	StatusDisplayType[SC_ORATIO]			= true;
	StatusDisplayType[SC_FROSTMISTY]		= true;
	StatusDisplayType[SC_VENOMIMPRESS]		= true;
	StatusDisplayType[SC_HALLUCINATIONWALK]	= true;
	StatusDisplayType[SC_ROLLINGCUTTER]		= true;
	StatusDisplayType[SC_BANDING]			= true;
	StatusDisplayType[SC_COLD]		= true;
	StatusDisplayType[SC_DEEP_SLEEP]		= true;
	StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
	StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
	StatusDisplayType[SC_BLOOD_SUCKER]		= true;
	StatusDisplayType[SC__SHADOWFORM]		= true;
	StatusDisplayType[SC__MANHOLE]			= true;
	StatusDisplayType[SC_MONSTER_TRANSFORM] = true;

#ifdef RENEWAL_EDP
	// renewal EDP increases your weapon atk
	StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
#endif

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

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;
}


//For copying a status_data structure from b to a, without overwriting current Hp and Sp
static inline void status_cpy(struct status_data* a, const struct status_data* b)
{
	memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
}

//Sets HP to given value. Flag is the flag passed to iStatus->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 = iStatus->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 iStatus->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 iStatus->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 = iStatus->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 iStatus->heal(bl, 0, sp - status->sp, 1|flag);
	return status_zap(bl, 0, status->sp - sp);
}

int status_charge(struct block_list* bl, int64 hp, int64 sp)
{
	if(!(bl->type&BL_CONSUME))
		return (int)(hp+sp); //Assume all was charged so there are no 'not enough' fails.
	return iStatus->damage(NULL, bl, hp, sp, 0, 3);
}

//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.
//flag will be set to &8 when damaging sp of a dead character
int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, int64 in_sp, int walkdelay, int flag) {
	struct status_data *status;
	struct status_change *sc;
	int hp,sp;

	/* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
	hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
	sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
	
	if(sp && !(target->type&BL_CONSUME))
		sp = 0; //Not a valid SP target.

	if (hp < 0) { //Assume absorbed damage.
		iStatus->heal(target, -hp, 0, 1);
		hp = 0;
	}

	if (sp < 0) {
		iStatus->heal(target, 0, -sp, 1);
		sp = 0;
	}

	if (target->type == BL_SKILL)
		return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick());

	status = iStatus->get_status_data(target);
	if( status == &dummy_status )
		return 0;

	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;
	}

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

	if( !status->hp )
		flag |= 8;

	// 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 = iStatus->get_sc(target);
	if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
		hp = 1;

	if( hp && !(flag&1) ) {
		if( sc ) {
			struct status_change_entry *sce;
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(target, SC_STONE, INVALID_TIMER);
			status_change_end(target, SC_FREEZE, INVALID_TIMER);
			status_change_end(target, SC_SLEEP, INVALID_TIMER);
			status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
			status_change_end(target, SC_CONFUSION, INVALID_TIMER);
			status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
			status_change_end(target, SC_HIDING, INVALID_TIMER);
			status_change_end(target, SC_CLOAKING, INVALID_TIMER);
			status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
			status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
			status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
			status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER);
			if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
				//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_gvg2(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
					status_change_end(target, SC_ENDURE, INVALID_TIMER);
			}
			if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
				struct skill_unit_group* sg = skill->id2group(sce->val4);
				if (sg) {
					skill->del_unitgroup(sg, ALC_MARK);
					sce->val4 = 0;
					status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
				}
			}
			if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
				status_change_end(target, SC_DANCING, INVALID_TIMER);
			if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
				status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
			if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
				status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
		}
		unit->skillcastcancel(target, 2);
	}

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

	if (sc && hp && status->hp) {
		if (sc->data[SC_AUTOBERSERK] &&
			(!sc->data[SC_PROVOKE] || !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] && status->hp <= 100)
			status_change_end(target, SC_BERSERK, INVALID_TIMER);
		if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
			status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
		if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100)
			status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
	}

	switch (target->type) {
	case BL_PC:  pc->damage((TBL_PC*)target,src,hp,sp); break;
	case BL_MOB: mob->damage((TBL_MOB*)target, src, hp); break;
	case BL_HOM: homun->damaged((TBL_HOM*)target); break;
	case BL_MER: mercenary->heal((TBL_MER*)target,hp,sp); break;
	case BL_ELEM: elemental->heal((TBL_ELEM*)target,hp,sp); break;
	}

	if( src && target->type == BL_PC && (((TBL_PC*)target)->disguise) > 0 ) {// stop walking when attacked in disguise to prevent walk-delay bug
		unit->stop_walking( target, 1 );
	}

	if( status->hp || (flag&8) )
	{	//Still lives or has been dead before this damage.
		if (walkdelay)
			unit->set_walkdelay(target, iTimer->gettick(), walkdelay, 0);
		return (int)(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_PC:  flag = pc->dead((TBL_PC*)target,src); break;
	case BL_MOB: flag = mob->dead((TBL_MOB*)target, src, flag&4?3:0); break;
	case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
	case BL_MER: flag = mercenary->dead((TBL_MER*)target); break;
	case BL_ELEM: flag = elemental->dead((TBL_ELEM*)target); break;
	default:	//Unhandled case, do nothing to object.
		flag = 0;
		break;
	}

	if(!flag) //Death cancelled.
		return (int)(hp+sp);

	//Normal death
	status->hp = 0;
	if (battle_config.clear_unit_ondeath &&
		battle_config.clear_unit_ondeath&target->type)
		skill->clear_unitgroup(target);

	if(target->type&BL_REGEN)
	{	//Reset regen ticks.
		struct regen_data *regen = iStatus->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( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) )
	{ //flag&8 = disable Kaizel
		int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
		//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
		if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
			iStatus->revive(target, 100, 100);
		else
			iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0);
		iStatus->change_clear(target,0);
		clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
		sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time);

		if( target->type == BL_MOB )
			((TBL_MOB*)target)->state.rebirth = 1;

		return (int)(hp+sp);
	}
	if(target->type == BL_PC){
		TBL_PC *sd = BL_CAST(BL_PC,target);
		TBL_HOM *hd = sd->hd;
		if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
			clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
			clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
			status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
			return (int)(hp + sp);
		}
	}
	if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
		iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0);
		iStatus->change_clear(target,0);
		((TBL_MOB*)target)->state.rebirth = 1;

		return (int)(hp+sp);
	}

	iStatus->change_clear(target,0);

	if(flag&4) //Delete from memory. (also invokes map removal code)
		unit->free(target,CLR_DEAD);
	else if(flag&2) //remove from map
		unit->remove_map(target,CLR_DEAD,ALC_MARK);
	else { //Some death states that would normally be handled by unit_remove_map
		unit->stop_attack(target);
		unit->stop_walking(target,1);
		unit->skillcastcancel(target,0);
		clif->clearunit_area(target,CLR_DEAD);
		skill->unit_move(target,iTimer->gettick(),4);
		skill->cleartimerskill(target);
	}

	return (int)(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,int64 in_hp,int64 in_sp, int flag)
{
	struct status_data *status;
	struct status_change *sc;
	int hp,sp;

	status = iStatus->get_status_data(bl);

	if (status == &dummy_status || !status->hp)
		return 0;

	/* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */
	hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
	sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
	
	sc = iStatus->get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;

	if (hp < 0) {
		if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
		iStatus->damage(NULL, bl, -hp, 0, 0, 1);
		hp = 0;
	}

	if(hp) {
		if( sc && sc->data[SC_BERSERK] ) {
			if( flag&1 )
				flag &= ~2;
			else
				hp = 0;
		}

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

	if(sp < 0) {
		if (sp==INT_MIN) sp++;
		iStatus->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] &&
		sc->data[SC_PROVOKE] &&
		sc->data[SC_PROVOKE]->val2==1 &&
		status->hp>=status->max_hp>>2
		)	//End auto berserk.
		status_change_end(bl, SC_PROVOKE, INVALID_TIMER);

	// send hp update to client
	switch(bl->type) {
		case BL_PC:  pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
		case BL_MOB: mob->heal((TBL_MOB*)bl,hp); break;
		case BL_HOM: homun->healed((TBL_HOM*)bl); break;
		case BL_MER: mercenary->heal((TBL_MER*)bl,hp,sp); break;
		case BL_ELEM: elemental->heal((TBL_ELEM*)bl,hp,sp); break;
	}

	return (int)(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.
//Furthermore, if flag==2, then the target must not die from the substraction.
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 = iStatus->get_status_data(target);


	//It's safe now [MarkZD]
	if (hp_rate > 99)
		hp = status->hp;
	else if (hp_rate > 0)
		hp = status->hp>10000?
		hp_rate*(status->hp/100):
		((int64)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):
	((int64)-hp_rate*status->max_hp)/100;
	if (hp_rate && !hp)
		hp = 1;

	if (flag == 2 && hp >= status->hp)
		hp = status->hp-1; //Must not kill target.

	if (sp_rate > 99)
		sp = status->sp;
	else if (sp_rate > 0)
		sp = ((int64)sp_rate*status->sp)/100;
	else if (sp_rate < -99)
		sp = status->max_sp;
	else if (sp_rate < 0)
		sp = ((int64)-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
	//iStatus->heal / iStatus->damage. [Skotlex]
	if (hp > INT_MAX) {
		hp -= INT_MAX;
		if (flag)
			iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
		else
			iStatus->heal(target, INT_MAX, 0, 0);
	}
	if (sp > INT_MAX) {
		sp -= INT_MAX;
		if (flag)
			iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
		else
			iStatus->heal(target, 0, INT_MAX, 0);
	}
	if (flag)
		return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
	return iStatus->heal(target, hp, sp, 0);
}

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

	status = iStatus->get_status_data(bl);
	if (status == &dummy_status)
		return 0; //Invalid target.

	hp = (int64)status->max_hp * per_hp/100;
	sp = (int64)status->max_sp * per_sp/100;

	if(hp > status->max_hp - status->hp)
		hp = status->max_hp - status->hp;
	else if (per_hp && !hp)
		hp = 1;

	if(sp > status->max_sp - status->sp)
		sp = status->max_sp - status->sp;
	else if (per_sp && !sp)
		sp = 1;

	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_PC:  pc->revive((TBL_PC*)bl, hp, sp); break;
		case BL_MOB: mob->revive((TBL_MOB*)bl, hp); break;
		case BL_HOM: homun->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, uint16 skill_id, int flag)
{
	struct status_data *status;
	struct status_change *sc=NULL, *tsc;
	int hide_flag;

	status = src?iStatus->get_status_data(src):&dummy_status;

	if (src && src->type != BL_PC && iStatus->isdead(src))
		return 0;

	if (!skill_id) { //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 && iStatus->isdead(target))
			return 0;
		if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
			return 0;
	}

	if( skill_id ) {

		if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db.
			int i;

			for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) {
				if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) {
					if( src->type == BL_PC )
						clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
					else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
						if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
							break;
					}
					return 0;
				}
			}
		}

		switch( skill_id ) {
			case PA_PRESSURE:
				if( flag && target ) {
					//Gloria Avoids pretty much everything....
					tsc = iStatus->get_sc(target);
					if(tsc && tsc->option&OPTION_HIDE)
						return 0;
				}
				break;
			case GN_WALLOFTHORN:
				if( target && iStatus->isdead(target) )
					return 0;
				break;
			case AL_TELEPORT:
				//Should fail when used on top of Land Protector [Skotlex]
				if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
					&& !(status->mode&MD_BOSS)
					&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
					return 0;
				break;
			default:
				break;
		}
	}

	if ( src ) sc = iStatus->get_sc(src);

	if( sc && sc->count ) {

		if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
			if (flag != 1) //Can't cast, casted stuff can't damage.
				return 0;
			if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL))
				return 0; //Targetted spells can't come off.
		}

		if (
			(sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
			|| (sc->data[SC_AUTOCOUNTER] && !flag)
			|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
			|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
			)
			return 0;

		if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage
			if( unit->bl2ud(src) && (unit->bl2ud(src))->walktimer == INVALID_TIMER )
				unit->walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1);
			clif->emotion(src, E_LV);
			return 0;
		}

		if (sc->data[SC_BLADESTOP]) {
			switch (sc->data[SC_BLADESTOP]->val1)
			{
			case 5: if (skill_id == MO_EXTREMITYFIST) break;
			case 4: if (skill_id == MO_CHAINCOMBO) break;
			case 3: if (skill_id == MO_INVESTIGATE) break;
			case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
			default: return 0;
			}
		}

		if (sc->data[SC_DANCING] && flag!=2) {
			if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
			{ // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
				if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 )
					return 0;
			} else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
				if (skill_id == BD_ENCORE ||
					skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
					)
					return 0;
			} else {
				switch (skill_id) {
				case BD_ADAPTATION:
				case CG_LONGINGFREEDOM:
				case BA_MUSICALSTRIKE:
				case DC_THROWARROW:
					break;
				default:
					return 0;
				}
			}
			if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
				return 0;	//Can't amp out of Wand of Hermode :/ [Skotlex]
		}

		if (skill_id && //Do not block item-casted skills.
			(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
			) {	//Skills blocked through status changes...
				if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
					sc->data[SC_SILENCE] ||
					sc->data[SC_STEELBODY] ||
					sc->data[SC_BERSERK] ||
					sc->data[SC_OBLIVIONCURSE] ||
					sc->data[SC_WHITEIMPRISON] ||
					sc->data[SC__INVISIBILITY] ||
					(sc->data[SC_COLD] && src->type != BL_MOB) ||
					sc->data[SC__IGNORANCE] ||
					sc->data[SC_DEEP_SLEEP] ||
					sc->data[SC_SATURDAY_NIGHT_FEVER] ||
					sc->data[SC_CURSEDCIRCLE_TARGET] ||
					(sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
					(sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
					(sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) ||
					(sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id))
					))
					return 0;

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

				if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
					switch(skill_id) {//##TODO## make this a flag in skill_db?
						// Skills that can be used even under Man Hole effects.
					case SC_SHADOWFORM:
					case SC_STRIPACCESSARY:
						break;
					default:
						return 0;
					}
				}

		}
	}

	if (sc && sc->option) {
		if (sc->option&OPTION_HIDE) {
			switch (skill_id) { //Usable skills while hiding.
				case TF_HIDING:
				case AS_GRIMTOOTH:
				case RG_BACKSTAP:
				case RG_RAID:
				case NJ_SHADOWJUMP:
				case NJ_KIRIKAGE:
				case KO_YAMIKUMO:
					break;
				default:
					//Non players can use all skills while hidden.
					if (!skill_id || src->type == BL_PC)
						return 0;
			}
		}
		if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
			return 0;
		if( sc->data[SC_ALL_RIDING] )
			return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
	}

	if (target == NULL || target == src) //No further checking needed.
		return 1;

	tsc = iStatus->get_sc(target);

	if(tsc && tsc->count) {
		/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
		if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
			return 0;
		if(!skill_id && tsc->data[SC_TRICKDEAD])
			return 0;
		if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
			&& tsc->data[SC_FREEZE])
			return 0;
		if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && 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_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
		hide_flag &= ~OPTION_HIDE;
	else {
		switch ( skill_id ) {
			case LG_OVERBRAND:
			case LG_OVERBRAND_BRANDISH:
			case LG_OVERBRAND_PLUSATK:
				hide_flag &=~ OPTION_CLOAK|OPTION_CHASEWALK;
				break;
		}
	}

	switch( target->type ) {
		case BL_PC: {
				struct map_session_data *sd = (TBL_PC*) target;
				bool is_boss = (status->mode&MD_BOSS);
				bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
				if (pc_isinvisible(sd))
					return 0;
				if (tsc->option&hide_flag && !is_boss &&
					((sd->special_state.perfect_hiding || !is_detect) ||
					(tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
					return 0;
				if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
					return 0;
				if( tsc->data[SC_STEALTHFIELD] && !is_boss )
					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:
		case BL_MER:
		case BL_ELEM:
			if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
				return 0; // Can't use support skills on Homunculus (only Master/Self)
			if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src )
				return 0; // Can't use Weapon endow skills on Mercenary (only Master)
			if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
				return 0; // Can't use Potion Pitcher on Mercenaries
		default:
			//Check for chase-walk/hiding/cloaking opponents.
			if( tsc ) {
				if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
					return 0;
				if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
					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 = iStatus->get_status_data(src);
	struct status_change* tsc = iStatus->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;

	if( tsc && tsc->data[SC_STEALTHFIELD] )
		return 0;

	switch (target->type)
	{	//Check for chase-walk/hiding/cloaking opponents.
	case BL_PC:
		if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
			return 0;
		if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(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) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
			return 0;

	}

	return 1;
}

// Basic ASPD value
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
	int amotion;
#ifdef RENEWAL_ASPD
	short mod = -1;

	switch( sd->weapontype2 ){ // adjustment for dual weilding
	case W_DAGGER:	mod = 0;	break; // 0, 1, 1
	case W_1HSWORD:
	case W_1HAXE:	mod = 1;
		if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
			mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
	}

	amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
		? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
		: ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
	+ aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
		- aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
	+ aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);

	if ( sd->status.shield )
		amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) +
		( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );

#else
	// base weapon delay
	amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
		? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
		: (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield

	// percentual delay reduction from stats
	amotion -= amotion * (4*status->agi + status->dex)/1000;
#endif
	// raw delay adjustment from bAspd bonus
	amotion += sd->bonus.aspd_add;

	return amotion;
}

static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
{
	int flag = 0, str, dex,
#ifdef RENEWAL
		rstr,
#endif
		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_GATLING:
		case W_SHOTGUN:
		case W_GRENADE:
			flag = 1;
	}
	if (flag) {
#ifdef RENEWAL
		rstr =
#endif
			str = status->dex;
		dex = status->str;
	} else {
#ifdef RENEWAL
		rstr =
#endif
			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)
#ifdef RENEWAL
		str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4);
	else if(bl->type == BL_MOB)
		str = rstr + ((TBL_MOB*)bl)->level;
#else
		str+= dex/5 + status->luk/5;
#endif
	return cap_value(str, 0, USHRT_MAX);
}

static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
#ifdef RENEWAL
unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
#endif

//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->hit = status->flee =
		status->def2 = status->mdef2 =
		status->cri = status->flee2 = 0;

#ifdef RENEWAL // renewal formulas
	status->matk_min = status->matk_max = bl->type == BL_PC ? iStatus->base_matk(status, level) : level + status->int_;
	status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
	status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
	status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
	status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
#else
	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);
#endif

	if( bl->type&battle_config.enable_critical )
		status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
	else
		status->cri = 0;

	if (bl->type&battle_config.enable_perfect_flee)
		status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
	else
		status->flee2 = 0;

	if (status->batk) {
		int temp = status->batk + status_base_atk(bl, status);
		status->batk = cap_value(temp, 0, USHRT_MAX);
	} else
		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;
		case BL_MER:
#ifdef RENEWAL
			status->matk_min = status->matk_max = status_base_matk_max(status);
			status->def2 = status->vit + level / 10 + status->vit / 5;
			status->mdef2 = level / 10 + status->int_ / 5;
#endif
			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)
		iStatus->calc_regen(bl, status, iStatus->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.
int status_calc_mob_(struct mob_data* md, bool first)
{
	struct status_data *status;
	struct block_list *mbl = NULL;
	int flag=0;

	if(first)
	{	//Set basic level on respawn.
		if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
			;
		else
			md->level = md->db->lv;
	}

	//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 (md->class_ == MOBID_EMPERIUM)
		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 = (struct status_data*)aCalloc(1, sizeof(struct status_data));

	status = md->base_status;
	memcpy(status, &md->db->status, sizeof(struct status_data));

	if (flag&(8|16))
		mbl = iMap->id2bl(md->master_id);

	if (flag&8 && mbl) {
		struct status_data *mstatus = iStatus->get_base_status(mbl);
		if (mstatus &&
			battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
			status->speed = mstatus->speed;
		if( status->speed < 2 ) /* minimum for the unit to function properly */
			status->speed = 2;
	}

	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->skill_id == AM_SPHEREMINE) {
				status->max_hp = 2000 + 400*ud->skill_lv;
			} else if(ud->skill_id == KO_ZANZOU){
				status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
			} else { //AM_CANNIBALIZE
				status->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->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 -= cap_value(diff, 0, status->speed - 10);
	}


	if (flag&2 && battle_config.mob_size_influence)
	{	// change for sized monsters [Valaris]
		if (md->special_state.size==SZ_MEDIUM) {
			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==SZ_BIG) {
			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;
		}
	}

	iStatus->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
			if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
#ifdef RENEWAL
				status->max_hp += 50 * gc->defense;
				status->max_sp += 70 * gc->defense;
#else
				status->max_hp += 1000 * gc->defense;
				status->max_sp += 200 * gc->defense;
#endif
				status->hp = status->max_hp;
				status->sp = status->max_sp;
				status->def += (gc->defense+2)/3;
				status->mdef += (gc->defense+2)/3;
			}
			if(md->class_ != MOBID_EMPERIUM) {
				status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
				status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
				status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
				status->aspd_rate -= 100*md->guardian_data->guardup_lv;
			}
	}

	if( first ) //Initial battle status
		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, bool first)
{
	nullpo_ret(pd);

	if (first) {
		memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
		pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
		pd->status.speed = pd->petDB->speed;

		if(battle_config.pet_attack_support || battle_config.pet_damage_support)
		{// attack support requires the pet to be able to attack
			pd->status.mode|= MD_CANATTACK;
		}
	}

	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);

			iStatus->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) {
		iStatus->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;
}

/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
static void status_calc_sigma(void)
{
	int i,j;

	for(i = 0; i < CLASS_COUNT; i++)
	{
		unsigned int k = 0;
		hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
		for(j = 2; j <= MAX_LEVEL; j++)
		{
			k += (hp_coefficient[i]*j + 50) / 100;
			hp_sigma_val[i][j] = k;
			if (k >= INT_MAX)
				break; //Overflow protection. [Skotlex]
		}
		for(; j <= MAX_LEVEL; j++)
			hp_sigma_val[i][j] = INT_MAX;
	}
}

/// Calculates base MaxHP value according to class and base level
/// The recursive equation used to calculate level bonus is (using integer operations)
///    f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
/// which reduces to something close to
///    f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
{
	uint64 val = pc->class2idx(sd->status.class_);
	val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];

	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; //Supernovice lvl99 hp bonus.

	val += val * status->vit/100; // +1% per each point of VIT

	if (sd->class_&JOBL_UPPER)
		val += val * 25/100; //Trans classes get a 25% hp bonus
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100; //Baby classes get a 30% hp penalty
	return (unsigned int)val;
}

static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
	uint64 val;

	val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100;
	val += val * status->int_/100;

	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 (unsigned int)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, bool first)
{
	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
	struct status_data *status; // pointer to the player's base status
	const struct status_change *sc = &sd->sc;
	struct s_skill b_skill[MAX_SKILL]; // previous skill tree
	int b_weight, b_max_weight, b_cart_weight_max, // previous weight
		i, k, index, skill,refinedef=0;
	int64 i64;

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

	// remember player-specific values that are currently being shown to the client (for refresh purposes)
	memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
	b_weight = sd->weight;
	b_max_weight = sd->max_weight;
	b_cart_weight_max = sd->cart_weight_max;

	pc->calc_skilltree(sd);	// SkillTree calculation

	sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;

	if(first) {
		//Load Hp/SP from char-received data.
		sd->battle_status.hp = sd->status.hp;
		sd->battle_status.sp = sd->status.sp;
		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_weight=0;
		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->hprecov_rate = 100;
	sd->sprecov_rate = 100;
	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 arrays, order follows the order in pc.h.
	// add new arrays to the end of zeroed area in pc.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->magic_atk_ele)
		+ sizeof(sd->critaddrace)
		+ sizeof(sd->expaddrace)
		+ sizeof(sd->ignore_mdef)
		+ sizeof(sd->ignore_def)
		+ sizeof(sd->sp_gain_race)
		+ sizeof(sd->sp_gain_race_attack)
		+ sizeof(sd->hp_gain_race_attack)
		);

	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 && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it
		clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);

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

	//FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
	if (!sd->state.permanent_speed)
		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|MD_TARGETWEAK);

	status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
	if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
		if (sd->class_&JOBL_BABY) {
			if (battle_config.character_size&SZ_BIG)
				status->size++;
		} else
			if(battle_config.character_size&SZ_MEDIUM)
				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->autospell3)
		+ sizeof(sd->addeff)
		+ sizeof(sd->addeff2)
		+ sizeof(sd->addeff3)
		+ sizeof(sd->skillatk)
		+ sizeof(sd->skillusesprate)
		+ sizeof(sd->skillusesp)
		+ sizeof(sd->skillheal)
		+ sizeof(sd->skillheal2)
		+ sizeof(sd->hp_loss)
		+ sizeof(sd->sp_loss)
		+ sizeof(sd->hp_regen)
		+ sizeof(sd->sp_regen)
		+ sizeof(sd->skillblown)
		+ sizeof(sd->skillcast)
		+ sizeof(sd->add_def)
		+ sizeof(sd->add_mdef)
		+ sizeof(sd->add_mdmg)
		+ sizeof(sd->add_drop)
		+ sizeof(sd->itemhealrate)
		+ sizeof(sd->subele2)
		+ sizeof(sd->skillcooldown)
		+ sizeof(sd->skillfixcast)
		+ sizeof(sd->skillvarcast)
		+ sizeof(sd->skillfixcastrate)
		);

	memset (&sd->bonus, 0,sizeof(sd->bonus));

	// Autobonus
	pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
	pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
	pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);

	// Parse equipment.
	for(i=0;i<EQI_MAX-1;i++) {
		iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->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(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
			continue;
		if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
			continue;
		if(!sd->inventory_data[index])
			continue;

		for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
			if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
				break;
			}
		}

		if( k < map[sd->bl.m].zone->disabled_items_count )
			continue;

		status->def += sd->inventory_data[index]->def;

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

		// sanitize the refine level in case someone decreased the value inbetween
		if (sd->status.inventory[index].refine > MAX_REFINE)
			sd->status.inventory[index].refine = MAX_REFINE;

		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 >= REFINE_TYPE_MAX)
				wlv = REFINE_TYPE_MAX - 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;
			if ( (r = sd->status.inventory[index].refine) )
				wa->atk2 = refine_info[wlv].bonus[r-1] / 100;

#ifdef RENEWAL
			wa->matk += sd->inventory_data[index]->matk;
			wa->wlv = wlv;
			if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus
				wa->matk += refine_info[wlv].bonus[r-1] / 100;
#endif

			//Overrefine bonus.
			if (r)
				wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;

			wa->range += sd->inventory_data[index]->range;
			if(sd->inventory_data[index]->script) {
				if (wd == &sd->left_weapon) {
					sd->state.lr_flag = 1;
					script->run(sd->inventory_data[index]->script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				} else
					script->run(sd->inventory_data[index]->script,0,sd->bl.id,0);
				if (!calculating) //Abort, script->run 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) {
			int r;
			if ( (r = sd->status.inventory[index].refine) )
				refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
			if(sd->inventory_data[index]->script) {
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 3;
				script->run(sd->inventory_data[index]->script,0,sd->bl.id,0);
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 0;
				if (!calculating) //Abort, script->run 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->bonus.arrow_atk += sd->inventory_data[index]->atk;
			sd->state.lr_flag = 2;
			if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
				script->run(sd->inventory_data[index]->script,0,sd->bl.id,0);
			sd->state.lr_flag = 0;
			if (!calculating) //Abort, script->run retriggered status_calc_pc. [Skotlex]
				return 1;
		}
	}

	/* we've got combos to process */
	if( sd->combos.count ) {
		for( i = 0; i < sd->combos.count; i++ ) {
			script->run(sd->combos.bonus[i],0,sd->bl.id,0);
			if (!calculating) //Abort, script->run retriggered this.
				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++) {
		iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->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<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
				iStatus->current_equip_card_id= c= sd->status.inventory[index].card[j];
				if(!c)
					continue;
				data = itemdb->exists(c);
				if(!data)
					continue;

				for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
					if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) {
						break;
					}
				}

				if( k < map[sd->bl.m].zone->disabled_items_count )
					continue;

				if(first && data->equip_script) {//Execute equip-script on login
					script->run(data->equip_script,0,sd->bl.id,0);
					if (!calculating)
						return 1;
				}

				if(!data->script)
					continue;

				if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
					sd->state.lr_flag = 1;
					script->run(data->script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				} else
					script->run(data->script,0,sd->bl.id,0);
				if (!calculating) //Abort, script->run his function. [Skotlex]
					return 1;
			}
		}
	}

	if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
		struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1);
		if( data && data->script )
			script->run(data->script,0,sd->bl.id,0);
	}

	if( sd->pd ) { // Pet Bonus
		struct pet_data *pd = sd->pd;
		if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
			script->run(pd->petDB->equip_script,0,sd->bl.id,0);
		if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
			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->bonus.double_rate += sd->bonus.double_add_rate;
	sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
	sd->bonus.splash_range += sd->bonus.splash_add_range;

	// 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) || pc_isridingdragon(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
	index = pc->class2idx(sd->status.class_);
	for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
		if(!job_bonus[index][i])
			continue;
		switch(job_bonus[index][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;
	if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
		status->int_ += 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 iStatus->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
#ifndef RENEWAL
	if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
		status->batk += 4;
#endif

	// ----- 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);
	//This is done to handle underflows from negative Max HP bonuses
	i64 = sd->status.max_hp + (int)status->max_hp;
	status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);

	// 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 = (int64)status->max_hp * sd->hprate/100;
	if(battle_config.hp_rate != 100)
		status->max_hp = (int64)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);
	//This is done to handle underflows from negative Max SP bonuses
	i64 = sd->status.max_sp + (int)status->max_sp;
	status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);

	// 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 += (int64)status->max_sp * skill/100;
	if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0)
		status->max_sp += (int64)status->max_sp * 2*skill/100;
	if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
		status->max_sp += 200 + 20 * skill;
	if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 )
		status->max_sp += 30 * skill;


	// Apply relative modifiers from equipment
	if(sd->sprate < 0)
		sd->sprate = 0;
	if(sd->sprate!=100)
		status->max_sp = (int64)status->max_sp * sd->sprate/100;
	if(battle_config.sp_rate != 100)
		status->max_sp = (int64)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 = (int64)status->max_hp * battle_config.restart_hp_rate/100;
		if(!status->hp)
			status->hp = 1;

		status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;

		if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
			status->sp = 1;
	}

	// ----- MISC CALCULATION -----
	iStatus->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
#ifndef RENEWAL
	if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c
		status->hit += skill*2;
#endif
	if((skill=pc->checkskill(sd,AC_VULTURE))>0){
#ifndef RENEWAL
		status->hit += skill;
#endif
		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, DEFTYPE_MIN, DEFTYPE_MAX);
	}

#ifndef RENEWAL
	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;
	}
#endif

	// ----- 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, DEFTYPE_MIN, DEFTYPE_MAX);
	}

#ifndef RENEWAL
	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;
	}
#endif

	// ----- 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
	i = status_base_amotion_pc(sd,status);
	status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);

	// Relative modifiers from passive skills
#ifndef RENEWAL_ASPD
	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);
	else if(pc_isridingdragon(sd))
		status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
	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);
	else if(pc_isridingdragon(sd))
		status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#endif
	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;
	else if(pc_isridingdragon(sd))
		sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
	if(sc->data[SC_KNOWLEDGE])
		sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
	if((skill=pc->checkskill(sd,ALL_INCCARRY))>0)
		sd->max_weight += 2000*skill;

	sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);

	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(sc->data[SC_SERVICEFORYOU])
		sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;

	if(sc->data[SC_ATKER_BLOOD])
		sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;

	//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[ELE_HOLY] += skill*5;
	if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) {
		sd->subele[ELE_NEUTRAL] += skill;
		sd->subele[ELE_FIRE] += skill*4;
	}
	if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) {
		sd->subele[ELE_EARTH] += skill*10;
		sd->subele[ELE_FIRE] += skill*10;
	}
	if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){
#ifdef RENEWAL
		skill = skill*2;
#else
		skill = skill*4;
#endif
		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(sc->count){
		if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
			sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
			sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex
		}
		if(sc->data[SC_SIEGFRIED]){
			i = sc->data[SC_SIEGFRIED]->val2;
			sd->subele[ELE_WATER] += i;
			sd->subele[ELE_EARTH] += i;
			sd->subele[ELE_FIRE] += i;
			sd->subele[ELE_WIND] += i;
			sd->subele[ELE_POISON] += i;
			sd->subele[ELE_HOLY] += i;
			sd->subele[ELE_DARK] += i;
			sd->subele[ELE_GHOST] += i;
			sd->subele[ELE_UNDEAD] += i;
		}
		if(sc->data[SC_PROVIDENCE]){
			sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
			sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
		}
		if(sc->data[SC_ARMORPROPERTY]) {	//This status change should grant card-type elemental resist.
			sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4;
		}
		if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
			sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
		}
		if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
			i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
			sd->subele[ELE_FIRE] += i;
			sd->subele[ELE_WATER] -= i;
		}
		if( sc->data[SC_WATER_DROP_OPTION] ) {
			i = sc->data[SC_WATER_DROP_OPTION]->val2;
			sd->subele[ELE_WATER] += i;
			sd->subele[ELE_WIND] -= i;
		}
		if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
			i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
			sd->subele[ELE_WIND] += i;
			sd->subele[ELE_EARTH] -= i;
		}
		if( sc->data[SC_STONE_SHIELD_OPTION] ) {
			i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
			sd->subele[ELE_EARTH] += i;
			sd->subele[ELE_FIRE] -= i;
		}
		if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_FIRE] += 25;
		if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_WATER] += 25;
		if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_WIND] += 25;
		if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_EARTH] += 25;
	}
	status_cpy(&sd->battle_status, status);

	// ----- CLIENT-SIDE REFRESH -----
	if(!sd->bl.prev) {
		//Will update on LoadEndAck
		calculating = 0;
		return 0;
	}
	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
		clif->skillinfoblock(sd);
	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_cart_weight_max != sd->cart_weight_max ) {
		clif->updatestatus(sd,SP_CARTINFO);
	}

	calculating = 0;

	return 0;
}

int status_calc_mercenary_(struct mercenary_data *md, bool first)
{
	struct status_data *status = &md->base_status;
	struct s_mercenary *merc = &md->mercenary;

	if( first )
	{
		memcpy(status, &md->db->status, sizeof(struct status_data));
		status->mode = MD_CANMOVE|MD_CANATTACK;
		status->hp = status->max_hp;
		status->sp = status->max_sp;
		md->battle_status.hp = merc->hp;
		md->battle_status.sp = merc->sp;
	}

	iStatus->calc_misc(&md->bl, status, md->db->lv);
	status_cpy(&md->battle_status, status);

	return 0;
}

int status_calc_homunculus_(struct homun_data *hd, bool first)
{
	struct status_data *status = &hd->base_status;
	struct s_homunculus *hom = &hd->homunculus;
	int skill;
	int amotion;

	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]
		const struct s_homunculus_db *db = hd->homunculusDB;
		status->def_ele =  db->element;
		status->ele_lv = 1;
		status->race = db->race;
		status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_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)
			status->speed = iStatus->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 ;

	homun->calc_skilltree(hd, 0);

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

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

	if((skill = homun->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;

	amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
	status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
	status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.

	iStatus->calc_misc(&hd->bl, status, hom->level);

#ifdef RENEWAL
	status->matk_max = status->matk_min;
#endif

	status_cpy(&hd->battle_status, status);
	return 1;
}

int status_calc_elemental_(struct elemental_data *ed, bool first) {
	struct status_data *status = &ed->base_status;
	struct s_elemental *ele = &ed->elemental;
	struct map_session_data *sd = ed->master;

	if( !sd )
		return 0;

	if( first ) {
		memcpy(status, &ed->db->status, sizeof(struct status_data));
		if( !ele->mode )
			status->mode = EL_MODE_PASSIVE;
		else
			status->mode = ele->mode;

		iStatus->calc_misc(&ed->bl, status, 0);

		status->max_hp = ele->max_hp;
		status->max_sp = ele->max_sp;
		status->hp = ele->hp;
		status->sp = ele->sp;
		status->rhw.atk = ele->atk;
		status->rhw.atk2 = ele->atk2;

		status->matk_min += ele->matk;
		status->def += ele->def;
		status->mdef += ele->mdef;
		status->flee = ele->flee;
		status->hit = ele->hit;

		memcpy(&ed->battle_status,status,sizeof(struct status_data));
	} else {
		iStatus->calc_misc(&ed->bl, status, 0);
		status_cpy(&ed->battle_status, status);
	}

	return 0;
}

int status_calc_npc_(struct npc_data *nd, bool first) {
	struct status_data *status = &nd->status;

	if (!nd)
		return 0;

	if (first) {
		status->hp = 1;
		status->sp = 1;
		status->max_hp = 1;
		status->max_sp = 1;

		status->def_ele = ELE_NEUTRAL;
		status->ele_lv = 1;
		status->race = RC_DEMIHUMAN;
		status->size = nd->size;
		status->rhw.range = 1 + status->size;
		status->mode = (MD_CANMOVE|MD_CANATTACK);
		status->speed = nd->speed;
	}

	status->str = nd->stat_point;
	status->agi = nd->stat_point;
	status->vit = nd->stat_point;
	status->int_= nd->stat_point;
	status->dex = nd->stat_point;
	status->luk = nd->stat_point;

	iStatus->calc_misc(&nd->bl, status, nd->level);
	status_cpy(&nd->status, status);

	return 0;
}

static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool);
static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool);
static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool);
static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool);
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);
#ifdef RENEWAL_ASPD
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
#endif
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
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);
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
#else
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
#endif

//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, reg_flag;

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

	sd = BL_CAST(BL_PC,bl);
	val = 1 + (status->vit/5) + (status->max_hp/200);

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

	reg_flag = bl->type == BL_PC ? 0 : 1;

	regen->hp = cap_value(val, reg_flag, 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, reg_flag, 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 + skill*status->max_hp/500;
		sregen->hp = cap_value(val, 0, SHRT_MAX);

		val = 0;
		if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
			val += skill*3 + skill*status->max_sp/500;
		if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 )
			val += skill*3 + skill*status->max_sp/500;
		if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 )
			val += 3 + 3 * skill;

		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 + skill*status->max_hp/500;

		if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
			val += skill*30 + skill*status->max_hp/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 + skill*status->max_sp/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 + skill*status->max_sp/500;
		sregen->sp = cap_value(val, 0, SHRT_MAX);
	}

	if( bl->type == BL_HOM ) {
		struct homun_data *hd = (TBL_HOM*)bl;
		if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
			val = regen->hp*(100+5*skill)/100;
			regen->hp = cap_value(val, 1, SHRT_MAX);
		}
		if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
			val = regen->sp*(100+3*skill)/100;
			regen->sp = cap_value(val, 1, SHRT_MAX);
		}
	} else if( bl->type == BL_MER ) {
		val = (status->max_hp * status->vit / 10000 + 1) * 6;
		regen->hp = cap_value(val, 1, SHRT_MAX);

		val = (status->max_sp * (status->int_ + 10) / 750) + 1;
		regen->sp = cap_value(val, 1, SHRT_MAX);
	} else if( bl->type == BL_ELEM ) {
		val = (status->max_hp * status->vit / 10000 + 1) * 6;
		regen->hp = cap_value(val, 1, SHRT_MAX);

		val = (status->max_sp * (status->int_ + 10) / 750) + 1;
		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] && !sc->data[SC_SLOWPOISON])
		|| (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
		|| sc->data[SC_BERSERK]
	|| sc->data[SC_TRICKDEAD]
	|| sc->data[SC_BLOODING]
	|| sc->data[SC_MAGICMUSHROOM]
	|| sc->data[SC_RAISINGDRAGON]
	|| sc->data[SC_SATURDAY_NIGHT_FEVER]
	)	//No regen
		regen->flag = 0;

	if (
		sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
	|| (
		(bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
		(sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
		)
		)	//No natural SP regen
		regen->flag &=~RGN_SP;

	if(
		sc->data[SC_TENSIONRELAX]
	) {
		regen->rate.hp += 2;
		if (regen->sregen)
			regen->sregen->rate.hp += 3;
	}
	if (sc->data[SC_MAGNIFICAT])
	{
		regen->rate.hp += 1;
		regen->rate.sp += 1;
	}
	if (sc->data[SC_GDSKILL_REGENERATION])
	{
		const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
		if (!sce->val4)
		{
			regen->rate.hp += sce->val2;
			regen->rate.sp += sce->val3;
		} else
			regen->flag&=~sce->val4; //Remove regen as specified by val4
	}
	if(sc->data[SC_GENTLETOUCH_REVITALIZE]){
		regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
		regen->state.walk= 1;
	}
	if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
		regen->rate.hp *= 2;

}
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from enum scb_flag
void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
{
	const struct status_data *b_status = iStatus->get_base_status(bl);
	struct status_data *status = iStatus->get_status_data(bl);
	struct status_change *sc = iStatus->get_sc(bl);
	TBL_PC *sd = BL_CAST(BL_PC,bl);
	int temp;

	if (!b_status || !status)
		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( bl->type&BL_HOM )
			flag |= SCB_WATK;
	}

	if(flag&SCB_AGI) {
		status->agi = status_calc_agi(bl, sc, b_status->agi);
		flag|=SCB_FLEE
#ifdef RENEWAL
			|SCB_DEF2
#endif
			;
		if( bl->type&(BL_PC|BL_HOM) )
			flag |= SCB_ASPD|SCB_DSPD;
	}

	if(flag&SCB_VIT) {
		status->vit = status_calc_vit(bl, sc, b_status->vit);
		flag|=SCB_DEF2|SCB_MDEF2;
		if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
			flag |= SCB_MAXHP;
		if( bl->type&BL_HOM )
			flag |= SCB_DEF;
	}

	if(flag&SCB_INT) {
		status->int_ = status_calc_int(bl, sc, b_status->int_);
		flag|=SCB_MATK|SCB_MDEF2;
		if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
			flag |= SCB_MAXSP;
		if( bl->type&BL_HOM )
			flag |= SCB_MDEF;
	}

	if(flag&SCB_DEX) {
		status->dex = status_calc_dex(bl, sc, b_status->dex);
		flag|=SCB_BATK|SCB_HIT
#ifdef RENEWAL
			|SCB_MATK|SCB_MDEF2
#endif
			;
		if( bl->type&(BL_PC|BL_HOM) )
			flag |= SCB_ASPD;
		if( bl->type&BL_HOM )
			flag |= SCB_WATK;
	}

	if(flag&SCB_LUK) {
		status->luk = status_calc_luk(bl, sc, b_status->luk);
		flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
#ifdef RENEWAL
			|SCB_MATK|SCB_HIT|SCB_FLEE
#endif
			;
	}

	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)
		{
			temp += status->batk;
			status->batk = cap_value(temp, 0, USHRT_MAX);
		}
		status->batk = iStatus->calc_batk(bl, sc, status->batk, true);
	}

	if(flag&SCB_WATK) {		
		status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true);
		if (!sd) //Should not affect weapon refine bonus
			status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true);

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

		if( bl->type&BL_HOM )
		{
			status->rhw.atk += (status->dex - b_status->dex);
			status->rhw.atk2 += (status->str - b_status->str);
			if( status->rhw.atk2 < status->rhw.atk )
				status->rhw.atk2 = status->rhw.atk;
		}
	}

	if(flag&SCB_HIT) {
		if (status->dex == b_status->dex
#ifdef RENEWAL
			&& status->luk == b_status->luk
#endif
			)
			status->hit = status_calc_hit(bl, sc, b_status->hit, true);
		else
			status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
#ifdef RENEWAL
			+ (status->luk/3 - b_status->luk/3)
#endif
			, true);
	}

	if(flag&SCB_FLEE) {
		if (status->agi == b_status->agi
#ifdef RENEWAL
			&& status->luk == b_status->luk
#endif
			)
			status->flee = status_calc_flee(bl, sc, b_status->flee, true);
		else
			status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
#ifdef RENEWAL
			+ (status->luk/5 - b_status->luk/5)
#endif
			, true);
	}

	if(flag&SCB_DEF)
	{
		status->def = iStatus->calc_def(bl, sc, b_status->def, true);

		if( bl->type&BL_HOM )
			status->def += (status->vit/5 - b_status->vit/5);
	}

	if(flag&SCB_DEF2) {
		if (status->vit == b_status->vit
#ifdef RENEWAL
			&& status->agi == b_status->agi
#endif
			)
			status->def2 = iStatus->calc_def2(bl, sc, b_status->def2, true);
		else
			status->def2 = iStatus->calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
			+ (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
#else
			+ (status->vit - b_status->vit)
#endif
			, true);
	}

	if(flag&SCB_MDEF)
	{
		status->mdef = iStatus->calc_mdef(bl, sc, b_status->mdef, true);

		if( bl->type&BL_HOM )
			status->mdef += (status->int_/5 - b_status->int_/5);
	}

	if(flag&SCB_MDEF2) {
		if (status->int_ == b_status->int_ && status->vit == b_status->vit
#ifdef RENEWAL
			&& status->dex == b_status->dex
#endif
			)
			status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2, true);
		else
			status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
#ifdef RENEWAL
			+ (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
#else
			+ ((status->vit - b_status->vit)>>1)
#endif
			, true);
	}

	if(flag&SCB_SPEED) {
		struct unit_data *ud = unit->bl2ud(bl);
		status->speed = status_calc_speed(bl, sc, b_status->speed);

		//Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
		//because if you step on something while walking, the moment this
		//piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
		if (ud)
			ud->state.change_walk_target = ud->state.speed_changed = 1;

		if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
			status->speed = battle_config.max_walk_speed;

		if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
			status->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl);


	}

	if(flag&SCB_CRI && b_status->cri) {
		if (status->luk == b_status->luk)
			status->cri = status_calc_critical(bl, sc, b_status->cri, true);
		else
			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true);
		/**
		* after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
		**/
		if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
			status->cri <<= 1;

	}

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

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

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

	if(flag&SCB_MAXHP) {
		if( bl->type&BL_PC )
		{
			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(bl, sc, status->max_hp);

			if( status->max_hp > (unsigned int)battle_config.max_hp )
				status->max_hp = (unsigned int)battle_config.max_hp;
		}
		else
		{
			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( sd ) clif->updatestatus(sd,SP_HP);
		}
	}

	if(flag&SCB_MAXSP) {
		if( bl->type&BL_PC )
		{
			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 = (unsigned int)battle_config.max_sp;
		}
		else
		{
			status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
		}

		if( status->sp > status->max_sp )
		{
			status->sp = status->max_sp;
			if( sd ) clif->updatestatus(sd,SP_SP);
		}
	}

	if(flag&SCB_MATK) {		
		iStatus->get_matk(bl, 0);
	}

	if(flag&SCB_ASPD) {
		int amotion;
		if( bl->type&BL_PC )
		{
			amotion = status_base_amotion_pc(sd,status);
#ifndef RENEWAL_ASPD
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

			if(status->aspd_rate != 1000)
				amotion = amotion*status->aspd_rate/1000;
#else
			// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
			amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;

			if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
				amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
				* (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10;

			if(status->aspd_rate != 1000) // absolute percentage modifier
				amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
#endif
			amotion = status_calc_fix_aspd(bl, sc, amotion);
			status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);

			status->adelay = 2*status->amotion;
		}
		else
			if( bl->type&BL_HOM )
			{
				amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
				status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

				if(status->aspd_rate != 1000)
					amotion = amotion*status->aspd_rate/1000;

				amotion = status_calc_fix_aspd(bl, sc, amotion);
				status->amotion = cap_value(amotion,battle_config.max_aspd,2000);

				status->adelay = status->amotion;
			}
			else // mercenary and mobs
			{
				amotion = b_status->amotion;
				status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

				if(status->aspd_rate != 1000)
					amotion = amotion*status->aspd_rate/1000;

				amotion = status_calc_fix_aspd(bl, sc, amotion);
				status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);

				temp = b_status->adelay*status->aspd_rate/1000;
				status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
			}
	}

	if(flag&SCB_DSPD) {
		int dmotion;
		if( bl->type&BL_PC ) {
			if (b_status->agi == status->agi)
				status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
			else {
				dmotion = 800-status->agi*4;
				status->dmotion = cap_value(dmotion, 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(bl, sc, status->dmotion);
			}
		} else if( bl->type&BL_HOM ) {
			dmotion = 800-status->agi*4;
			status->dmotion = cap_value(dmotion, 400, 800);
			status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
		} else { // mercenary and mobs
			status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
		}
	}

	if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
		iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl));

	if(flag&SCB_REGEN && bl->type&BL_REGEN)
		iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc);
}
/// Recalculates parts of an object's base status and battle status according to the specified flags.
/// Also sends updates to the client wherever applicable.
/// @param flag bitfield of values from enum scb_flag
/// @param first if true, will cause status_calc_* functions to run their base status initialization code
void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
{
	struct status_data b_status; // previous battle status
	struct status_data* status; // pointer to current battle status

	if( bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0 ) {
		((TBL_PC*)bl)->state.hold_recalc = 1;
		return;
	}
	
	// remember previous values
	status = iStatus->get_status_data(bl);
	memcpy(&b_status, status, sizeof(struct status_data));

	if( flag&SCB_BASE ) {// calculate the object's base status too
		switch( bl->type ) {
			case BL_PC:  iStatus->calc_pc_(BL_CAST(BL_PC,bl), first);          break;
			case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first);        break;
			case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first);        break;
			case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
			case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first);  break;
			case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first);  break;
			case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
		}
	}

	if( bl->type == BL_PET )
		return; // pets are not affected by statuses

	if( first && bl->type == BL_MOB )
		return; // assume there will be no statuses active

	status_calc_bl_main(bl, flag);

	if( first && bl->type == BL_HOM )
		return; // client update handled by caller

	// compare against new values and send client updates
	if( bl->type == BL_PC )
	{
		TBL_PC* sd = BL_CAST(BL_PC, bl);
		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.speed != status->speed)
			clif->updatestatus(sd,SP_SPEED);

		if(b_status.batk != status->batk
#ifndef RENEWAL
			|| b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
#endif
			)
			clif->updatestatus(sd,SP_ATK1);

		if(b_status.def != status->def){
			clif->updatestatus(sd,SP_DEF1);
#ifdef RENEWAL
			clif->updatestatus(sd,SP_DEF2);
#endif
		}

		if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
#ifdef RENEWAL
			|| b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
#endif
			)
			clif->updatestatus(sd,SP_ATK2);

		if(b_status.def2 != status->def2){
			clif->updatestatus(sd,SP_DEF2);
#ifdef RENEWAL
			clif->updatestatus(sd,SP_DEF1);
#endif
		}
		if(b_status.flee2 != status->flee2)
			clif->updatestatus(sd,SP_FLEE2);
		if(b_status.cri != status->cri)
			clif->updatestatus(sd,SP_CRITICAL);
#ifndef RENEWAL
		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);
#else
		if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
			clif->updatestatus(sd,SP_MATK2);
			clif->updatestatus(sd,SP_MATK1);
		}
#endif
		if(b_status.mdef != status->mdef){
			clif->updatestatus(sd,SP_MDEF1);
#ifdef RENEWAL
			clif->updatestatus(sd,SP_MDEF2);
#endif
		}
		if(b_status.mdef2 != status->mdef2){
			clif->updatestatus(sd,SP_MDEF2);
#ifdef RENEWAL
			clif->updatestatus(sd,SP_MDEF1);
#endif
		}
		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);
#ifdef RENEWAL
		if(b_status.equip_atk != status->equip_atk)
			clif->updatestatus(sd,SP_ATK2);
#endif
	} else if( bl->type == BL_HOM ) {
		TBL_HOM* hd = BL_CAST(BL_HOM, bl);
		if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
			clif->hominfo(hd->master,hd,0);
	} else if( bl->type == BL_MER ) {
		TBL_MER* md = BL_CAST(BL_MER, bl);
		if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
			clif->mercenary_updatestatus(md->master, SP_ATK1);
		if( b_status.matk_max != status->matk_max )
			clif->mercenary_updatestatus(md->master, SP_MATK1);
		if( b_status.hit != status->hit )
			clif->mercenary_updatestatus(md->master, SP_HIT);
		if( b_status.cri != status->cri )
			clif->mercenary_updatestatus(md->master, SP_CRITICAL);
		if( b_status.def != status->def )
			clif->mercenary_updatestatus(md->master, SP_DEF1);
		if( b_status.mdef != status->mdef )
			clif->mercenary_updatestatus(md->master, SP_MDEF1);
		if( b_status.flee != status->flee )
			clif->mercenary_updatestatus(md->master, SP_MERCFLEE);
		if( b_status.amotion != status->amotion )
			clif->mercenary_updatestatus(md->master, SP_ASPD);
		if( b_status.max_hp != status->max_hp )
			clif->mercenary_updatestatus(md->master, SP_MAXHP);
		if( b_status.max_sp != status->max_sp )
			clif->mercenary_updatestatus(md->master, SP_MAXSP);
		if( b_status.hp != status->hp )
			clif->mercenary_updatestatus(md->master, SP_HP);
		if( b_status.sp != status->sp )
			clif->mercenary_updatestatus(md->master, SP_SP);
	} else if( bl->type == BL_ELEM ) {
		TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
		if( b_status.max_hp != status->max_hp )
			clif->elemental_updatestatus(ed->master, SP_MAXHP);
		if( b_status.max_sp != status->max_sp )
			clif->elemental_updatestatus(ed->master, SP_MAXSP);
		if( b_status.hp != status->hp )
			clif->elemental_updatestatus(ed->master, SP_HP);
		if( b_status.sp != status->sp )
			clif->mercenary_updatestatus(ed->master, SP_SP);
	}
}

/*==========================================
* 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,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		str -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(str,0,USHRT_MAX);
	}
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		str += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_CHASEWALK2])
		str += sc->data[SC_CHASEWALK2]->val1;
	if(sc->data[SC_FOOD_STR])
		str += sc->data[SC_FOOD_STR]->val1;
	if(sc->data[SC_FOOD_STR_CASH])
		str += sc->data[SC_FOOD_STR_CASH]->val1;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		str += 5;
	if(sc->data[SC_LEADERSHIP])
		str += sc->data[SC_LEADERSHIP]->val1;
	if(sc->data[SC_SHOUT])
		str += 4;
	if(sc->data[SC_TRUESIGHT])
		str += 5;
	if(sc->data[SC_STRUP])
		str += 10;
	if(sc->data[SC_NJ_NEN])
		str += sc->data[SC_NJ_NEN]->val1;
	if(sc->data[SC_BLESSING]){
		if(sc->data[SC_BLESSING]->val2)
			str += sc->data[SC_BLESSING]->val2;
		else
			str >>= 1;
	}
	if(sc->data[SC_MARIONETTE_MASTER])
		str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE])
		str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
	if(sc->data[SC_GIANTGROWTH])
		str += 30;
	if(sc->data[SC_SAVAGE_STEAK])
		str += sc->data[SC_SAVAGE_STEAK]->val1;
	if(sc->data[SC_INSPIRATION])
		str += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		str -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		str -= sc->data[SC_KYOUGAKU]->val2;
	if(sc->data[SC_FULL_THROTTLE])
		str += str * 20 / 100;

	return (unsigned short)cap_value(str,0,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,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		agi -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(agi,0,USHRT_MAX);
	}
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
		return 50;
	if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
		agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		agi += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCAGI])
		agi += sc->data[SC_INCAGI]->val1;
	if(sc->data[SC_FOOD_AGI])
		agi += sc->data[SC_FOOD_AGI]->val1;
	if(sc->data[SC_FOOD_AGI_CASH])
		agi += sc->data[SC_FOOD_AGI_CASH]->val1;
	if(sc->data[SC_SOULCOLD])
		agi += sc->data[SC_SOULCOLD]->val1;
	if(sc->data[SC_TRUESIGHT])
		agi += 5;
	if(sc->data[SC_INC_AGI])
		agi += sc->data[SC_INC_AGI]->val2;
	if(sc->data[SC_GS_ACCURACY])
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DEC_AGI])
		agi -= sc->data[SC_DEC_AGI]->val2;
	if(sc->data[SC_QUAGMIRE])
		agi -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
		agi -= sc->data[SC_NJ_SUITON]->val2;
	if(sc->data[SC_MARIONETTE_MASTER])
		agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE])
		agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
	if(sc->data[SC_ADORAMUS])
		agi -= sc->data[SC_ADORAMUS]->val2;
	if(sc->data[SC_DROCERA_HERB_STEAMED])
		agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
	if(sc->data[SC_INSPIRATION])
		agi += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		agi -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		agi -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_MARSHOFABYSS])
		agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
	if(sc->data[SC_FULL_THROTTLE])
		agi += agi * 20 / 100;

	return (unsigned short)cap_value(agi,0,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,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		vit -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(vit,0,USHRT_MAX);
	}
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		vit += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCVIT])
		vit += sc->data[SC_INCVIT]->val1;
	if(sc->data[SC_FOOD_VIT])
		vit += sc->data[SC_FOOD_VIT]->val1;
	if(sc->data[SC_FOOD_VIT_CASH])
		vit += sc->data[SC_FOOD_VIT_CASH]->val1;
	if(sc->data[SC_HLIF_CHANGE])
		vit += sc->data[SC_HLIF_CHANGE]->val2;
	if(sc->data[SC_GLORYWOUNDS])
		vit += sc->data[SC_GLORYWOUNDS]->val1;
	if(sc->data[SC_TRUESIGHT])
		vit += 5;
	if(sc->data[SC_MARIONETTE_MASTER])
		vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
	if(sc->data[SC_MARIONETTE])
		vit += sc->data[SC_MARIONETTE]->val3&0xFF;
	if(sc->data[SC_LAUDAAGNUS])
		vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
	if(sc->data[SC_MINOR_BBQ])
		vit += sc->data[SC_MINOR_BBQ]->val1;
	if(sc->data[SC_INSPIRATION])
		vit += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		vit -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		vit -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_NOEQUIPARMOR])
		vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100;
	if(sc->data[SC_FULL_THROTTLE])
		vit += vit * 20 / 100;

	return (unsigned short)cap_value(vit,0,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_,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		int_ -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(int_,0,USHRT_MAX);
	}
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		int_ += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCINT])
		int_ += sc->data[SC_INCINT]->val1;
	if(sc->data[SC_FOOD_INT])
		int_ += sc->data[SC_FOOD_INT]->val1;
	if(sc->data[SC_FOOD_INT_CASH])
		int_ += sc->data[SC_FOOD_INT_CASH]->val1;
	if(sc->data[SC_HLIF_CHANGE])
		int_ += sc->data[SC_HLIF_CHANGE]->val3;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		int_ += 5;
	if(sc->data[SC_TRUESIGHT])
		int_ += 5;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			int_ += sc->data[SC_BLESSING]->val2;
		else
			int_ >>= 1;
	}
	if(sc->data[SC_NJ_NEN])
		int_ += sc->data[SC_NJ_NEN]->val1;
	if(sc->data[SC_MARIONETTE_MASTER])
		int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE])
		int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
	if(sc->data[SC_MANDRAGORA])
		int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
	if(sc->data[SC_COCKTAIL_WARG_BLOOD])
		int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
	if(sc->data[SC_INSPIRATION])
		int_ += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		int_ -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		int_ -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_NOEQUIPHELM])
		int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
	if(sc->data[SC__STRIPACCESSARY])
		int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
	if(sc->data[SC_FULL_THROTTLE])
		int_ += int_ * 20 / 100;

	return (unsigned short)cap_value(int_,0,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,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		dex -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(dex,0,USHRT_MAX);
	}
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
		return 50;
	if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
		dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		dex += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCDEX])
		dex += sc->data[SC_INCDEX]->val1;
	if(sc->data[SC_FOOD_DEX])
		dex += sc->data[SC_FOOD_DEX]->val1;
	if(sc->data[SC_FOOD_DEX_CASH])
		dex += sc->data[SC_FOOD_DEX_CASH]->val1;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		dex += 5;
	if(sc->data[SC_HAWKEYES])
		dex += sc->data[SC_HAWKEYES]->val1;
	if(sc->data[SC_TRUESIGHT])
		dex += 5;
	if(sc->data[SC_QUAGMIRE])
		dex -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			dex += sc->data[SC_BLESSING]->val2;
		else
			dex >>= 1;
	}
	if(sc->data[SC_GS_ACCURACY])
		dex += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_MARIONETTE_MASTER])
		dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE])
		dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
	if(sc->data[SC_SIROMA_ICE_TEA])
		dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
	if(sc->data[SC_INSPIRATION])
		dex += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		dex -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		dex -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_MARSHOFABYSS])
		dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
	if(sc->data[SC__STRIPACCESSARY])
		dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
	if(sc->data[SC_FULL_THROTTLE])
		dex += dex * 20 / 100;

	return (unsigned short)cap_value(dex,0,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,0,USHRT_MAX);

	if(sc->data[SC_HARMONIZE]) {
		luk -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(luk,0,USHRT_MAX);
	}
	if(sc->data[SC_CURSE])
		return 0;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		luk += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCLUK])
		luk += sc->data[SC_INCLUK]->val1;
	if(sc->data[SC_FOOD_LUK])
		luk += sc->data[SC_FOOD_LUK]->val1;
	if(sc->data[SC_FOOD_LUK_CASH])
		luk += sc->data[SC_FOOD_LUK_CASH]->val1;
	if(sc->data[SC_TRUESIGHT])
		luk += 5;
	if(sc->data[SC_GLORIA])
		luk += 30;
	if(sc->data[SC_MARIONETTE_MASTER])
		luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
	if(sc->data[SC_MARIONETTE])
		luk += sc->data[SC_MARIONETTE]->val4&0xFF;
	if(sc->data[SC_PUTTI_TAILS_NOODLES])
		luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
	if(sc->data[SC_INSPIRATION])
		luk += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		luk -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		luk -= sc->data[SC_KYOUGAKU]->val2;
	if(sc->data[SC_LAUDARAMUS])
		luk += 4 + sc->data[SC_LAUDARAMUS]->val1;

	if(sc->data[SC__STRIPACCESSARY])
		luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
	if(sc->data[SC_BANANA_BOMB])
		luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
	if(sc->data[SC_FULL_THROTTLE])
		luk += luk * 20 / 100;

	return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
#ifdef RENEWAL
unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
#else
static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
#endif
{
	if(!sc || !sc->count)
		return cap_value(batk,0,USHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if(sc->data[SC_PLUSATTACKPOWER])
			batk += sc->data[SC_PLUSATTACKPOWER]->val1;
		return (unsigned short)cap_value(batk,0,USHRT_MAX);
	}
#ifndef RENEWAL
	if(sc->data[SC_PLUSATTACKPOWER])
		batk += sc->data[SC_PLUSATTACKPOWER]->val1;
	if(sc->data[SC_GS_MADNESSCANCEL])
		batk += 100;
	if(sc->data[SC_GS_GATLINGFEVER])
		batk += sc->data[SC_GS_GATLINGFEVER]->val3;
#endif
	if(sc->data[SC_BATKFOOD])
		batk += sc->data[SC_BATKFOOD]->val1;
	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
		batk += 50;
	if(bl->type == BL_ELEM
		&& ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
		)
		batk += batk / 5;
	if(sc->data[SC_FULL_SWING_K])
		batk += sc->data[SC_FULL_SWING_K]->val1;
	if(sc->data[SC_ODINS_POWER])
		batk += 70;
	if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
		if(status_get_element(bl) == ELE_WATER) //water type
			batk /= 2;
	}
	if(sc->data[SC_PYROCLASTIC])
		batk += sc->data[SC_PYROCLASTIC]->val2;
	if (sc->data[SC_ANGRIFFS_MODUS])
		batk += sc->data[SC_ANGRIFFS_MODUS]->val2;

	if(sc->data[SC_INCATKRATE])
		batk += batk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		batk += batk * sc->data[SC_PROVOKE]->val3/100;
#ifndef RENEWAL
	if(sc->data[SC_LKCONCENTRATION])
		batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100;
#endif
	if(sc->data[SC_SKE])
		batk += batk * 3;
	if(sc->data[SC_HAMI_BLOODLUST])
		batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100;
	if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
		batk -= batk * 25/100;
	if(sc->data[SC_CURSE])
		batk -= batk * 25/100;
	if( sc->data[SC_ZANGETSU] )
		batk += sc->data[SC_ZANGETSU]->val2;
	//Curse shouldn't effect on this?  <- Curse OR Bleeding??
	//	if(sc->data[SC_BLOODING])
	//		batk -= batk * 25/100;
	if(sc->data[SC_HLIF_FLEET])
		batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
	if(sc->data[SC__ENERVATION])
		batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_RUSH_WINDMILL])
		batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100;
	if(sc->data[SC_SATURDAY_NIGHT_FEVER])
		batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
	if(sc->data[SC_MELODYOFSINK])
		batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
	if(sc->data[SC_BEYOND_OF_WARCRY])
		batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;

	return (unsigned short)cap_value(batk,0,USHRT_MAX);
}

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

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if(sc->data[SC_STRIKING])
			watk += sc->data[SC_STRIKING]->val2;
		if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
			watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
		return (unsigned short)cap_value(watk,0,USHRT_MAX);
	}
#ifndef RENEWAL
	if(sc->data[SC_IMPOSITIO])
		watk += sc->data[SC_IMPOSITIO]->val2;
	if(sc->data[SC_DRUMBATTLE])
		watk += sc->data[SC_DRUMBATTLE]->val2;
#endif
	if(sc->data[SC_WATKFOOD])
		watk += sc->data[SC_WATKFOOD]->val1;
	if(sc->data[SC_VOLCANO])
		watk += sc->data[SC_VOLCANO]->val2;
	if(sc->data[SC_MER_ATK])
		watk += sc->data[SC_MER_ATK]->val2;
	if(sc->data[SC_FIGHTINGSPIRIT])
		watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
	if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
		watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
	if(sc->data[SC_INSPIRATION])
		watk += sc->data[SC_INSPIRATION]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
		watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
	if( sc->data[SC_TROPIC_OPTION] )
		watk += sc->data[SC_TROPIC_OPTION]->val2;
	if( sc->data[SC_HEATER_OPTION] )
		watk += sc->data[SC_HEATER_OPTION]->val2;
	if( sc->data[SC_WATER_BARRIER] )
		watk -= sc->data[SC_WATER_BARRIER]->val3;
	if( sc->data[SC_PYROTECHNIC_OPTION] )
		watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;

#ifndef RENEWAL
	if(sc->data[SC_NIBELUNGEN]) {
		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?EQI_HAND_L:EQI_HAND_R];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
				watk += sc->data[SC_NIBELUNGEN]->val2;
		}
	}
	if(sc->data[SC_STRIKING])
		watk += sc->data[SC_STRIKING]->val2;
	if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
		watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
	if(sc->data[SC_LKCONCENTRATION])
		watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100;
#endif
	if(sc->data[SC_INCATKRATE])
		watk += watk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		watk += watk * sc->data[SC_PROVOKE]->val3/100;
	if(sc->data[SC_SKE])
		watk += watk * 3;
	if(sc->data[SC__ENERVATION])
		watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_HLIF_FLEET])
		watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
	if(sc->data[SC_CURSE])
		watk -= watk * 25/100;
	if(sc->data[SC_NOEQUIPWEAPON])
		watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
	if(sc->data[SC__ENERVATION])
		watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
	if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		)
		watk += watk / 10;
	if( sc && sc->data[SC_TIDAL_WEAPON] )
		watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
	if(sc->data[SC_ANGRIFFS_MODUS])
		watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;

	return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
#ifdef RENEWAL
static unsigned short status_calc_ematk(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_PLUSMAGICPOWER])
		matk += sc->data[SC_PLUSMAGICPOWER]->val1;
	if (sc->data[SC_MATKFOOD])
		matk += sc->data[SC_MATKFOOD]->val1;
	if(sc->data[SC_MANA_PLUS])
		matk += sc->data[SC_MANA_PLUS]->val1;
	if(sc->data[SC_AQUAPLAY_OPTION])
		matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
	if(sc->data[SC_CHILLY_AIR_OPTION])
		matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
	if(sc->data[SC_WATER_BARRIER])
		matk -= sc->data[SC_WATER_BARRIER]->val3;
	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
		matk += 50;
	if(sc->data[SC_ODINS_POWER])
		matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
	if(sc->data[SC_IZAYOI])
		matk += 25 * sc->data[SC_IZAYOI]->val1;
	return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
#endif
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable)
{
	if(!sc || !sc->count)
		return cap_value(matk,0,USHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (unsigned short)cap_value(matk,0,USHRT_MAX);
	}

#ifndef RENEWAL
	// take note fixed value first before % modifiers
	if (sc->data[SC_PLUSMAGICPOWER])
		matk += sc->data[SC_PLUSMAGICPOWER]->val1;
	if (sc->data[SC_MATKFOOD])
		matk += sc->data[SC_MATKFOOD]->val1;
	if (sc->data[SC_MANA_PLUS])
		matk += sc->data[SC_MANA_PLUS]->val1;
	if (sc->data[SC_AQUAPLAY_OPTION])
		matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
	if (sc->data[SC_CHILLY_AIR_OPTION])
		matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
	if (sc->data[SC_WATER_BARRIER])
		matk -= sc->data[SC_WATER_BARRIER]->val3;
	if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
		matk += 50;
	if (sc->data[SC_ODINS_POWER])
		matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
	if (sc->data[SC_IZAYOI])
		matk += 25 * sc->data[SC_IZAYOI]->val1;
#endif
	if( sc->data[SC_ZANGETSU] )
		matk += sc->data[SC_ZANGETSU]->val3;
	if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
		matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
	if (sc->data[SC_MINDBREAKER])
		matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
	if (sc->data[SC_INCMATKRATE])
		matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
	if (sc->data[SC_MOONLIT_SERENADE])
		matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100;
	if (sc->data[SC_MELODYOFSINK])
		matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
	if (sc->data[SC_BEYOND_OF_WARCRY])
		matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;

	return (unsigned short)cap_value(matk,0,USHRT_MAX);
}

static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) {

	if(!sc || !sc->count)
		return cap_value(critical,10,SHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (short)cap_value(critical,10,SHRT_MAX);
	}

	if (sc->data[SC_CRITICALPERCENT])
		critical += sc->data[SC_CRITICALPERCENT]->val2;
	if (sc->data[SC_EXPLOSIONSPIRITS])
		critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
	if (sc->data[SC_FORTUNE])
		critical += sc->data[SC_FORTUNE]->val2;
	if (sc->data[SC_TRUESIGHT])
		critical += sc->data[SC_TRUESIGHT]->val2;
	if(sc->data[SC_CLOAKING])
		critical += critical;
	if(sc->data[SC_STRIKING])
		critical += sc->data[SC_STRIKING]->val1;
#ifdef RENEWAL
	if (sc->data[SC_SPEARQUICKEN])
		critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
#endif

	if(sc->data[SC__INVISIBILITY])
		critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
	if(sc->data[SC__UNLUCKY])
		critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;

	return (short)cap_value(critical,10,SHRT_MAX);
}

static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable)
{

	if(!sc || !sc->count)
		return cap_value(hit,1,SHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (short)cap_value(hit,1,SHRT_MAX);
	}

	if(sc->data[SC_INCHIT])
		hit += sc->data[SC_INCHIT]->val1;
	if(sc->data[SC_FOOD_BASICHIT])
		hit += sc->data[SC_FOOD_BASICHIT]->val1;
	if(sc->data[SC_TRUESIGHT])
		hit += sc->data[SC_TRUESIGHT]->val3;
	if(sc->data[SC_HUMMING])
		hit += sc->data[SC_HUMMING]->val2;
	if(sc->data[SC_LKCONCENTRATION])
		hit += sc->data[SC_LKCONCENTRATION]->val3;
	if(sc->data[SC_INSPIRATION])
		hit += 5 * sc->data[SC_INSPIRATION]->val1;
	if(sc->data[SC_GS_ADJUSTMENT])
		hit -= 30;
	if(sc->data[SC_GS_ACCURACY])
		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
	if(sc->data[SC_MER_HIT])
		hit += sc->data[SC_MER_HIT]->val2;

	if(sc->data[SC_INCHITRATE])
		hit += hit * sc->data[SC_INCHITRATE]->val1/100;
	if(sc->data[SC_BLIND])
		hit -= hit * 25/100;
	if(sc->data[SC__GROOMY])
		hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
	if(sc->data[SC_FEAR])
		hit -= hit * 20 / 100;
	if (sc->data[SC_VOLCANIC_ASH])
		hit /= 2;
	if(sc->data[SC_ILLUSIONDOPING])
		hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom
	
	return (short)cap_value(hit,1,SHRT_MAX);
}

static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
{
	if( bl->type == BL_PC )
	{
		if( map_flag_gvg2(bl->m) )
			flee -= flee * battle_config.gvg_flee_penalty/100;
		else if( map[bl->m].flag.battleground )
			flee -= flee * battle_config.bg_flee_penalty/100;
	}

	if(!sc || !sc->count)
		return cap_value(flee,1,SHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (short)cap_value(flee,1,SHRT_MAX);
	}

	if(sc->data[SC_INCFLEE])
		flee += sc->data[SC_INCFLEE]->val1;
	if(sc->data[SC_FOOD_BASICAVOIDANCE])
		flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
	if(sc->data[SC_WHISTLE])
		flee += sc->data[SC_WHISTLE]->val2;
	if(sc->data[SC_WINDWALK])
		flee += sc->data[SC_WINDWALK]->val2;
	if(sc->data[SC_VIOLENTGALE])
		flee += sc->data[SC_VIOLENTGALE]->val2;
	if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT]->val2;
	if(sc->data[SC_RG_CCONFINE_M])
		flee += 10;
	if (sc->data[SC_ANGRIFFS_MODUS])
		flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
	if (sc->data[SC_OVERED_BOOST])
		flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
	if(sc->data[SC_GS_ADJUSTMENT])
		flee += 30;
	if(sc->data[SC_HLIF_SPEED])
		flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
	if(sc->data[SC_GS_GATLINGFEVER])
		flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
	if(sc->data[SC_PARTYFLEE])
		flee += sc->data[SC_PARTYFLEE]->val1 * 10;
	if(sc->data[SC_MER_FLEE])
		flee += sc->data[SC_MER_FLEE]->val2;
	if( sc->data[SC_HALLUCINATIONWALK] )
		flee += sc->data[SC_HALLUCINATIONWALK]->val2;
	if( sc->data[SC_WATER_BARRIER] )
		flee -= sc->data[SC_WATER_BARRIER]->val3;
#ifdef RENEWAL
	if( sc->data[SC_SPEARQUICKEN] )
		flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
#endif

	if(sc->data[SC_INCFLEERATE])
		flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
	if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
		flee -= flee * 50/100;
	if (sc->data[SC_BERSERK])
		flee -= flee * 50/100;
	if(sc->data[SC_BLIND])
		flee -= flee * 25/100;
	if(sc->data[SC_FEAR])
		flee -= flee * 20 / 100;
	if(sc->data[SC_PARALYSE])
		flee -= flee * 10 / 100; // 10% Flee reduction
	if(sc->data[SC_INFRAREDSCAN])
		flee -= flee * 30 / 100;
	if( sc->data[SC__LAZINESS] )
		flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
	if( sc->data[SC_GLOOMYDAY] )
		flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
	if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
		flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
	if( sc->data[SC_WIND_STEP_OPTION] )
		flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
	if( sc->data[SC_ZEPHYR] )
		flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
	if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
		if(status_get_element(bl) == ELE_WATER) //water type
			flee /= 2;
	}

	return (short)cap_value(flee,1,SHRT_MAX);
}

static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable)
{
	if(!sc || !sc->count)
		return cap_value(flee2,10,SHRT_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (short)cap_value(flee2,10,SHRT_MAX);
	}

	if(sc->data[SC_PLUSAVOIDVALUE])
		flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2;
	if(sc->data[SC_WHISTLE])
		flee2 += sc->data[SC_WHISTLE]->val3*10;
	if(sc->data[SC__UNLUCKY])
		flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;

	return (short)cap_value(flee2,10,SHRT_MAX);
}
defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) {

	if(!sc || !sc->count)
		return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if( sc && sc->data[SC_CAMOUFLAGE] )
			def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
		if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
			def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
		return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_SKA])
		return sc->data[SC_SKA]->val3;
	if(sc->data[SC_BARRIER])
		return 100;
	if(sc->data[SC_KEEPING])
		return 90;
#ifndef RENEWAL // does not provide 90 DEF in renewal mode
	if(sc->data[SC_STEELBODY])
		return 90;
#endif

	if(sc->data[SC_STONESKIN])
		def += sc->data[SC_STONESKIN]->val2;
	if(sc->data[SC_DRUMBATTLE])
		def += sc->data[SC_DRUMBATTLE]->val3;
	if(sc->data[SC_HAMI_DEFENCE])	//[orn]
		def += sc->data[SC_HAMI_DEFENCE]->val2 ;
	if(sc->data[SC_INCDEFRATE])
		def += def * sc->data[SC_INCDEFRATE]->val1/100;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		def += 50;
	if(sc->data[SC_ODINS_POWER])
		def -= 20;
	if( sc->data[SC_ANGRIFFS_MODUS] )
		def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
	if(sc->data[SC_STONEHARDSKIN])
		def += sc->data[SC_STONEHARDSKIN]->val1;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		def >>=1;
	if(sc->data[SC_FREEZE])
		def >>=1;
	if(sc->data[SC_CRUCIS])
		def -= def * sc->data[SC_CRUCIS]->val2/100;
	if(sc->data[SC_LKCONCENTRATION])
		def -= def * sc->data[SC_LKCONCENTRATION]->val4/100;
	if(sc->data[SC_SKE])
		def >>=1;
	if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
		def -= def * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_NOEQUIPSHIELD])
		def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
	if (sc->data[SC_FLING])
		def -= def * (sc->data[SC_FLING]->val2)/100;
	if( sc->data[SC_ANALYZE] )
		def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC_FORCEOFVANGUARD] )
		def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if(sc->data[SC_SATURDAY_NIGHT_FEVER])
		def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
	if(sc->data[SC_EARTHDRIVE])
		def -= def * 25 / 100;
	if( sc->data[SC_ROCK_CRUSHER] )
		def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
	if( sc->data[SC_POWER_OF_GAIA] )
		def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
	if( sc->data[SC_PRESTIGE] )
		def += def * sc->data[SC_PRESTIGE]->val1 / 100;
	if( sc->data[SC_FROSTMISTY] )
		def -= def * 10 / 100;
	if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
		if(status_get_race(bl)==RC_PLANT)
			def /= 2;
	}

	return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}

signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
{
	if(!sc || !sc->count)
#ifdef RENEWAL
		return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(def2,1,SHRT_MAX);
#endif

	if( !viewable ){
		/* some statuses that are hidden in the status window */
#ifdef RENEWAL
		if( sc && sc->data[SC_ASSUMPTIO] )
			def2 <<= 1;
#endif				
		if( sc && sc->data[SC_CAMOUFLAGE] )
			def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
#ifdef RENEWAL
		return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(def2,1,SHRT_MAX);
#endif
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_ETERNALCHAOS])
		return 0;
	if(sc->data[SC_SUN_COMFORT])
		def2 += sc->data[SC_SUN_COMFORT]->val2;
	if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
		def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
		def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);

	if(sc->data[SC_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
		def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
#else
		def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
	if(sc->data[SC_LKCONCENTRATION])
		def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100;
#endif
	if(sc->data[SC_POISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_DPOISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_SKE])
		def2 -= def2 * 50/100;
	if(sc->data[SC_PROVOKE])
		def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_JOINTBEAT])
		def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
		+ def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
	if(sc->data[SC_FLING])
		def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
	if(sc->data[SC_ANALYZE])
		def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC_ECHOSONG] )
		def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
	if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
		if(status_get_race(bl)==RC_PLANT)
			def2 /= 2;
	}
	if (sc->data[SC_NEEDLE_OF_PARALYZE])
		def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;

#ifdef RENEWAL
	return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
	return (short)cap_value(def2,1,SHRT_MAX);
#endif
}


defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) {

	if(!sc || !sc->count)
		return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_BARRIER])
		return 100;

#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
	if(sc->data[SC_STEELBODY])
		return 90;
#endif

	if(sc->data[SC_STONESKIN])
		mdef += sc->data[SC_STONESKIN]->val3;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
		mdef += 50;
	if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
		mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
	if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
		mdef += sc->data[SC_STONEHARDSKIN]->val1;
	if(sc->data[SC_WATER_BARRIER])
		mdef += sc->data[SC_WATER_BARRIER]->val2;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		mdef += 25*mdef/100;
	if(sc->data[SC_FREEZE])
		mdef += 25*mdef/100;
	if(sc->data[SC_ANALYZE])
		mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if(sc->data[SC_SYMPHONY_LOVE])
		mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
	if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
		mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
	if (sc->data[SC_ODINS_POWER])
		mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
	if(sc->data[SC_BURNING])
		mdef -= mdef *25 / 100;

	return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
}

signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
{
	if(!sc || !sc->count)
#ifdef RENEWAL
		return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(mdef2,1,SHRT_MAX);
#endif

	if( !viewable ){
		/* some statuses that are hidden in the status window */
#ifdef RENEWAL
		if(sc && sc->data[SC_ASSUMPTIO])
			mdef2 <<= 1;
		return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_SKA])
		return 90;
	if(sc->data[SC_MINDBREAKER])
		mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
	if(sc->data[SC_ANALYZE])
		mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;

#ifdef RENEWAL
	return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
	return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
}

static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
	TBL_PC* sd = BL_CAST(BL_PC, bl);
	int speed_rate;

	if( sc == NULL )
		return cap_value(speed,10,USHRT_MAX);

	if (sd && sd->state.permanent_speed)
		return (short)cap_value(speed,10,USHRT_MAX);

	if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
	{
		if( sd->ud.skill_id == LG_EXEEDBREAK )
			speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
		else
			speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
	}
	else
	{
		speed_rate = 100;

		//GetMoveHasteValue2()
		{
			int val = 0;

			if( sc->data[SC_FUSION] )
				val = 25;
			else if( sd ) {
				if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] )
					val = 25;//Same bonus
				else if( pc_isridingwug(sd) )
					val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
				else if( pc_ismadogear(sd) ) {
					val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
					if( sc->data[SC_ACCELERATION] )
						val += 25;
				}
			}

			speed_rate -= val;
		}

		//GetMoveSlowValue()
		{
			int val = 0;

			if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 )
				val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE);
			else
				if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
					val = sc->data[SC_CHASEWALK]->val3;
				else
				{
					// Longing for Freedom cancels song/dance penalty
					if( sc->data[SC_LONGING] )
						val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
					else
						if( sd && sc->data[SC_DANCING] )
							val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );

					if( sc->data[SC_DEC_AGI] )
						val = max( val, 25 );
					if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
						val = max( val, 50 );
					if( sc->data[SC_DONTFORGETME] )
						val = max( val, sc->data[SC_DONTFORGETME]->val3 );
					if( sc->data[SC_CURSE] )
						val = max( val, 300 );
					if( sc->data[SC_CHASEWALK] )
						val = max( val, sc->data[SC_CHASEWALK]->val3 );
					if( sc->data[SC_WEDDING] )
						val = max( val, 100 );
					if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
						val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
					if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
						val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
					if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
						val = max( val, 75 );
					if( sc->data[SC_SLOWDOWN] ) // Slow Potion
						val = max( val, 100 );
					if( sc->data[SC_GS_GATLINGFEVER] )
						val = max( val, 100 );
					if( sc->data[SC_NJ_SUITON] )
						val = max( val, sc->data[SC_NJ_SUITON]->val3 );
					if( sc->data[SC_SWOO] )
						val = max( val, 300 );
					if( sc->data[SC_FROSTMISTY] )
						val = max( val, 50 );
					if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
						val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
					if( sc->data[SC__GROOMY] )
						val = max( val, sc->data[SC__GROOMY]->val2);
					if( sc->data[SC_STEALTHFIELD_MASTER] )
						val = max( val, 30 );
					if( sc->data[SC_BANDING_DEFENCE] )
						val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
					if( sc->data[SC_ROCK_CRUSHER_ATK] )
						val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
					if( sc->data[SC_POWER_OF_GAIA] )
						val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
					if( sc->data[SC_MELON_BOMB] )
						val = max( val, sc->data[SC_MELON_BOMB]->val1 );

					if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end.
						val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 );

					if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
						val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
				}

				speed_rate += val;
		}

		//GetMoveHasteValue1()
		{
			int val = 0;

			if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
				val = max( val, 50 );
			if( sc->data[SC_INC_AGI] )
				val = max( val, 25 );
			if( sc->data[SC_WINDWALK] )
				val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
			if( sc->data[SC_CARTBOOST] )
				val = max( val, 20 );
			if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 )
				val = max( val, 1 * pc->checkskill(sd,TF_MISS) );
			if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
				val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
			if (sc->data[SC_BERSERK])
				val = max( val, 25 );
			if( sc->data[SC_RUN] )
				val = max( val, 55 );
			if( sc->data[SC_HLIF_AVOID] )
				val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 );
			if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
				val = max( val, 75 );
			if( sc->data[SC_CLOAKINGEXCEED] )
				val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
			if( sc->data[SC_HOVERING] )
				val = max( val, 10 );
			if( sc->data[SC_GN_CARTBOOST] )
				val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
			if( sc->data[SC_SWING] )
				val = max( val, sc->data[SC_SWING]->val2 );
			if( sc->data[SC_WIND_STEP_OPTION] )
				val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
			if( sc->data[SC_FULL_THROTTLE] )
				val = max( val, 30);
			//FIXME: official items use a single bonus for this [ultramage]
			if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup
				val = max( val, 25 );
			if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
				val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );

			speed_rate -= val;
		}

		if( speed_rate < 40 )
			speed_rate = 40;
	}

	//GetSpeed()
	{
		if( sd && pc_iscarton(sd) )
			speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100;
		if( sc->data[SC_PARALYSE] )
			speed += speed * 50 / 100;
		if( sc->data[SC_REBOUND] )
			speed += max(speed, 100);
		if( speed_rate != 100 )
			speed = speed * speed_rate / 100;
		if( sc->data[SC_STEELBODY] )
			speed = 200;
		if( sc->data[SC_DEFENDER] )
			speed = max(speed, 200);
		if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
			speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;

	}

	return (short)cap_value(speed,10,USHRT_MAX);
}

#ifdef RENEWAL_ASPD
// flag&1 - fixed value [malufett]
// flag&2 - percentage value
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
{
	int i, pots = 0, skills1 = 0, skills2 = 0;

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

	if(sc->data[i=SC_ATTHASTE_INFINITY] ||
		sc->data[i=SC_ATTHASTE_POTION3] ||
		sc->data[i=SC_ATTHASTE_POTION2] ||
		sc->data[i=SC_ATTHASTE_POTION1])
		pots += sc->data[i]->val1;

	if( !sc->data[SC_QUAGMIRE] ){
		if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
			skills1 = 7;

		if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;

		if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
			skills1 = 7;

		if(sc->data[SC_ADRENALINE2] && skills1 < 6)
			skills1 = 6;

		if(sc->data[SC_ADRENALINE] && skills1 < 7)
			skills1 = 7;

		if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
			skills1 = 7;

		if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
			skills1 = 5;
	}

	if((sc->data[SC_BERSERK]) &&	skills1 < 15)
		skills1 = 15;
	else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
		skills1 = 20;

	if(sc->data[SC_DONTFORGETME])
		skills2 -= sc->data[SC_DONTFORGETME]->val2;
	if(sc->data[SC_LONGING])
		skills2 -= sc->data[SC_LONGING]->val2;
	if(sc->data[SC_STEELBODY])
		skills2 -= 25;
	if(sc->data[SC_SKA])
		skills2 -= 25;
	if(sc->data[SC_DEFENDER])
		skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
		skills2 -= 25;
	if(sc->data[SC_GRAVITATION])
		skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
	if(sc->data[SC_JOINTBEAT]) { // needs more info
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			skills2 -= 25;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			skills2 -= 10;
	}
	if( sc->data[SC_FROSTMISTY] )
		skills2 -= 15;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		skills2 -= 50;
	if( sc->data[SC_PARALYSE] )
		skills2 -= 10;
	if( sc->data[SC__BODYPAINT] )
		skills2 -=  2 + 5 * sc->data[SC__BODYPAINT]->val1;
	if( sc->data[SC__INVISIBILITY] )
		skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
	if( sc->data[SC__GROOMY] )
		skills2 -= sc->data[SC__GROOMY]->val2;
	if( sc->data[SC_GLOOMYDAY] )
		skills2 -= sc->data[SC_GLOOMYDAY]->val3;
	if( sc->data[SC_EARTHDRIVE] )
		skills2 -= 25;
	if( sc->data[SC_MELON_BOMB] )
		skills2 -= sc->data[SC_MELON_BOMB]->val1;

	if( sc->data[SC_SWING] )
		skills2 += sc->data[SC_SWING]->val2;
	if( sc->data[SC_DANCE_WITH_WUG] )
		skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
	if( sc->data[SC_GENTLETOUCH_CHANGE] )
		skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
	if( sc->data[SC_BOOST500] )
		skills2 += sc->data[SC_BOOST500]->val1;
	if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
		skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
	if( sc->data[SC_INCASPDRATE] )
		skills2 += sc->data[SC_INCASPDRATE]->val1;
	if( sc->data[SC_GS_GATLINGFEVER] )
		skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
	if( sc->data[SC_STAR_COMFORT] )
		skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
	if( sc->data[SC_ASSNCROS] && !skills1){
		if (bl->type!=BL_PC)
			skills2 += sc->data[SC_ASSNCROS]->val2;
		else
			switch(((TBL_PC*)bl)->status.weapon)
		{
			case W_BOW:
			case W_REVOLVER:
			case W_RIFLE:
			case W_GATLING:
			case W_SHOTGUN:
			case W_GRENADE:
				break;
			default:
				skills2 += sc->data[SC_ASSNCROS]->val2;
		}
	}
	return ( flag&1? (skills1 + pots) : skills2 );
}
#endif

static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
	if (!sc || !sc->count)
		return cap_value(aspd, 0, 2000);

	if (!sc->data[SC_QUAGMIRE]) {
		if (sc->data[SC_OVERED_BOOST])
			aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
	}

	if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
	|| sc->data[SC_WILD_STORM_OPTION]))
		aspd -= 50; // +5 ASPD
	if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;

	return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}

/// Calculates an object's ASPD modifier (alters the base amotion value).
/// Note that the scale of aspd_rate is 1000 = 100%.
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] ){
		int max = 0;
		if(sc->data[SC_STAR_COMFORT])
			max = sc->data[SC_STAR_COMFORT]->val2;

		if(sc->data[SC_TWOHANDQUICKEN] &&
			max < sc->data[SC_TWOHANDQUICKEN]->val2)
			max = sc->data[SC_TWOHANDQUICKEN]->val2;

		if(sc->data[SC_ONEHANDQUICKEN] &&
			max < sc->data[SC_ONEHANDQUICKEN]->val2)
			max = sc->data[SC_ONEHANDQUICKEN]->val2;

		if(sc->data[SC_MER_QUICKEN] &&
			max < sc->data[SC_MER_QUICKEN]->val2)
			max = sc->data[SC_MER_QUICKEN]->val2;

		if(sc->data[SC_ADRENALINE2] &&
			max < sc->data[SC_ADRENALINE2]->val3)
			max = sc->data[SC_ADRENALINE2]->val3;

		if(sc->data[SC_ADRENALINE] &&
			max < sc->data[SC_ADRENALINE]->val3)
			max = sc->data[SC_ADRENALINE]->val3;

		if(sc->data[SC_SPEARQUICKEN] &&
			max < sc->data[SC_SPEARQUICKEN]->val2)
			max = sc->data[SC_SPEARQUICKEN]->val2;

		if(sc->data[SC_GS_GATLINGFEVER] &&
			max < sc->data[SC_GS_GATLINGFEVER]->val2)
			max = sc->data[SC_GS_GATLINGFEVER]->val2;

		if(sc->data[SC_HLIF_FLEET] &&
			max < sc->data[SC_HLIF_FLEET]->val2)
			max = sc->data[SC_HLIF_FLEET]->val2;

		if(sc->data[SC_ASSNCROS] &&
			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_GATLING:
				case W_SHOTGUN:
				case W_GRENADE:
					break;
				default:
					max = sc->data[SC_ASSNCROS]->val2;
			}
		}
		aspd_rate -= max;

		if(sc->data[SC_BERSERK])
			aspd_rate -= 300;
		else if(sc->data[SC_GS_MADNESSCANCEL])
			aspd_rate -= 200;
	}

	if( sc->data[i=SC_ATTHASTE_INFINITY] ||
		sc->data[i=SC_ATTHASTE_POTION3] ||
		sc->data[i=SC_ATTHASTE_POTION2] ||
		sc->data[i=SC_ATTHASTE_POTION1] )
		aspd_rate -= sc->data[i]->val2;

	if(sc->data[SC_DONTFORGETME])
		aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
	if(sc->data[SC_LONGING])
		aspd_rate += sc->data[SC_LONGING]->val2;
	if(sc->data[SC_STEELBODY])
		aspd_rate += 250;
	if(sc->data[SC_SKA])
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER])
		aspd_rate += sc->data[SC_DEFENDER]->val4;
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION])
		aspd_rate += sc->data[SC_GRAVITATION]->val2;
	if(sc->data[SC_JOINTBEAT]) {
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			aspd_rate += 250;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			aspd_rate += 100;
	}
	if( sc->data[SC_FROSTMISTY] )
		aspd_rate += 150;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		aspd_rate += 500;
	if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
	if( sc->data[SC_PARALYSE] )
		aspd_rate += 100;
	if( sc->data[SC__BODYPAINT] )
		aspd_rate +=  200 + 50 * sc->data[SC__BODYPAINT]->val1;
	if( sc->data[SC__INVISIBILITY] )
		aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
	if( sc->data[SC__GROOMY] )
		aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
	if( sc->data[SC_SWING] )
		aspd_rate -= sc->data[SC_SWING]->val2 * 10;
	if( sc->data[SC_DANCE_WITH_WUG] )
		aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
	if( sc->data[SC_GLOOMYDAY] )
		aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
	if( sc->data[SC_EARTHDRIVE] )
		aspd_rate += 250;
	if( sc->data[SC_GENTLETOUCH_CHANGE] )
		aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
	if( sc->data[SC_MELON_BOMB] )
		aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
	if( sc->data[SC_BOOST500] )
		aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
	if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
		aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
	if( sc->data[SC_INCASPDRATE] )
		aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
	if( sc->data[SC_PAIN_KILLER])
		aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
	if( sc->data[SC_GOLDENE_FERSE])
		aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;

	return (short)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_gvg2(bl->m) || map[bl->m].flag.battleground )
		return cap_value(dmotion,0,USHRT_MAX);
	/**
	* It has been confirmed on official servers that MvP mobs have no dmotion even without endure
	**/
	if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
		return 0;
	if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
		return 0;

	return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
}

static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
{
	if(!sc || !sc->count)
		return (unsigned int)cap_value(maxhp,1,UINT_MAX);

	if(sc->data[SC_INCMHPRATE])
		maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
	if(sc->data[SC_INCMHP])
		maxhp += (sc->data[SC_INCMHP]->val1);
	if(sc->data[SC_APPLEIDUN])
		maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
	if(sc->data[SC_DELUGE])
		maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
	if(sc->data[SC_BERSERK])
		maxhp += maxhp * 2;
	if(sc->data[SC_MARIONETTE_MASTER])
		maxhp -= 1000;
	if(sc->data[SC_SOLID_SKIN_OPTION])
		maxhp += 2000;// Fix amount.
	if(sc->data[SC_POWER_OF_GAIA])
		maxhp += 3000;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		maxhp += 500;

	if(sc->data[SC_MER_HP])
		maxhp += maxhp * sc->data[SC_MER_HP]->val2/100;

	if(sc->data[SC_EPICLESIS])
		maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
	if(sc->data[SC_VENOMBLEED])
		maxhp -= maxhp * 15 / 100;
	if(sc->data[SC__WEAKNESS])
		maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
	if(sc->data[SC_LERADS_DEW])
		maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100;
	if(sc->data[SC_FORCEOFVANGUARD])
		maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if(sc->data[SC_INSPIRATION]) //Custom value.
		maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
	if(sc->data[SC_RAISINGDRAGON])
		maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
		maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
	if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
		maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
	if(sc->data[SC_MUSTLE_M])
		maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
	if(sc->data[SC_MYSTERIOUS_POWDER])
		maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
	if(sc->data[SC_PETROLOGY_OPTION])
		maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
	if (sc->data[SC_ANGRIFFS_MODUS])
		maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
	if (sc->data[SC_GOLDENE_FERSE])
		maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
	if(sc->data[SC_FRIGG_SONG])
		maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;

	return (unsigned int)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])
		maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
	if(sc->data[SC_INCMSP])
		maxsp += (sc->data[SC_INCMSP]->val1);
	if(sc->data[SC_SERVICEFORYOU])
		maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100;
	if(sc->data[SC_MER_SP])
		maxsp += maxsp * sc->data[SC_MER_SP]->val2/100;
	if(sc->data[SC_RAISINGDRAGON])
		maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if(sc->data[SC_LIFE_FORCE_F])
		maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
		maxsp += 50;

	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])
		return ELE_WATER;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		return ELE_EARTH;
	if(sc->data[SC_BENEDICTIO])
		return ELE_HOLY;
	if(sc->data[SC_PROPERTYUNDEAD])
		return ELE_UNDEAD;
	if(sc->data[SC_ARMOR_PROPERTY])
		return sc->data[SC_ARMOR_PROPERTY]->val2;
	if(sc->data[SC_SHAPESHIFT])
		return sc->data[SC_SHAPESHIFT]->val2;

	return (unsigned char)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])
		return 1;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		return 1;
	if(sc->data[SC_BENEDICTIO])
		return 1;
	if(sc->data[SC_PROPERTYUNDEAD])
		return 1;
	if(sc->data[SC_ARMOR_PROPERTY])
		return sc->data[SC_ARMOR_PROPERTY]->val1;
	if(sc->data[SC_SHAPESHIFT])
		return 1;
	if(sc->data[SC__INVISIBILITY])
		return 1;

	return (unsigned char)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_ENCHANTARMS])
		return sc->data[SC_ENCHANTARMS]->val2;
	if(sc->data[SC_PROPERTYWATER]
	|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
		return ELE_WATER;
	if(sc->data[SC_PROPERTYGROUND]
	|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
		return ELE_EARTH;
	if(sc->data[SC_PROPERTYFIRE]
	|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
		return ELE_FIRE;
	if(sc->data[SC_PROPERTYWIND]
	|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
		return ELE_WIND;
	if(sc->data[SC_ENCHANTPOISON])
		return ELE_POISON;
	if(sc->data[SC_ASPERSIO])
		return ELE_HOLY;
	if(sc->data[SC_PROPERTYDARK])
		return ELE_DARK;
	if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
		return ELE_GHOST;
	if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
		return ELE_WATER;
	if(sc->data[SC_PYROCLASTIC])
		return ELE_FIRE;
	return (unsigned char)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]) {
		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);
}

const char* status_get_name(struct block_list *bl) {
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:  return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
	case BL_MOB: return ((TBL_MOB*)bl)->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";
}

/*==========================================
* Get the class of the current bl
* return
*	0 = fail
*	class_id = success
*------------------------------------------*/
int status_get_class(struct block_list *bl) {
	nullpo_ret(bl);
	switch( bl->type ) {
	case BL_PC:  return ((TBL_PC*)bl)->status.class_;
	case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
	case BL_PET: return ((TBL_PET*)bl)->pet.class_;
	case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
	case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
	case BL_NPC: return ((TBL_NPC*)bl)->class_;
	case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
	}
	return 0;
}
/*==========================================
* Get the base level of the current bl
* return
*	1 = fail
*	level = success
*------------------------------------------*/
int status_get_lv(struct block_list *bl) {
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:  return ((TBL_PC*)bl)->status.base_level;
	case BL_MOB: return ((TBL_MOB*)bl)->level;
	case BL_PET: return ((TBL_PET*)bl)->pet.level;
	case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
	case BL_MER: return ((TBL_MER*)bl)->db->lv;
	case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
	case BL_NPC: return ((TBL_NPC*)bl)->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;
	case BL_MER: return &((TBL_MER*)bl)->regen;
	case BL_ELEM: return &((TBL_ELEM*)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;
	case BL_MER: return &((TBL_MER*)bl)->battle_status;
	case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
	case BL_NPC:  return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_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;
	case BL_MER: return &((TBL_MER*)bl)->base_status;
	case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
	case BL_NPC:  return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); 
	default:
		return NULL;
	}
}
defType status_get_def(struct block_list *bl) {
	struct unit_data *ud;
	struct status_data *status = iStatus->get_status_data(bl);
	int def = status?status->def:0;
	ud = unit->bl2ud(bl);
	if (ud && ud->skilltimer != INVALID_TIMER)
		def -= def * skill->get_castdef(ud->skill_id)/100;

	return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}

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 iStatus->get_status_data(bl)->speed;
}

int status_get_party_id(struct block_list *bl) {
	nullpo_ret(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 = iMap->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_MER:
		if (((TBL_MER*)bl)->master)
			return ((TBL_MER*)bl)->master->status.party_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->party_id;
	case BL_ELEM:
		if (((TBL_ELEM*)bl)->master)
			return ((TBL_ELEM*)bl)->master->status.party_id;
		break;
	}
	return 0;
}

int status_get_guild_id(struct block_list *bl) {
	nullpo_ret(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 = iMap->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_MER:
		if (((TBL_MER*)bl)->master)
			return ((TBL_MER*)bl)->master->status.guild_id;
		break;
	case BL_NPC:
		if (((TBL_NPC*)bl)->subtype == SCRIPT)
			return ((TBL_NPC*)bl)->u.scr.guild_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->guild_id;
	case BL_ELEM:
		if (((TBL_ELEM*)bl)->master)
			return ((TBL_ELEM*)bl)->master->status.guild_id;
		break;
	}
	return 0;
}

int status_get_emblem_id(struct block_list *bl) {
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->guild_emblem_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->guild_emblem_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->emblem_id;
		if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
			return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
				 }
				 break;
	case BL_HOM:
		if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->guild_emblem_id;
		break;
	case BL_MER:
		if (((TBL_MER*)bl)->master)
			return ((TBL_MER*)bl)->master->guild_emblem_id;
		break;
	case BL_NPC:
		if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
			struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id);
			if (g)
				return g->emblem_id;
		}
		break;
	case BL_ELEM:
		if (((TBL_ELEM*)bl)->master)
			return ((TBL_ELEM*)bl)->master->guild_emblem_id;
		break;
	}
	return 0;
}

int status_get_mexp(struct block_list *bl)
{
	nullpo_ret(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_ret(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_ret(bl);
	return iStatus->get_status_data(bl)->hp == 0;
}

int status_isimmune(struct block_list *bl)
{
	struct status_change *sc =iStatus->get_sc(bl);
	if (sc && sc->data[SC_HERMODE])
		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: return ((TBL_HOM*)bl)->vd;
	case BL_MER: return ((TBL_MER*)bl)->vd;
	case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
	}
	return NULL;
}

void status_set_viewdata(struct block_list *bl, int class_)
{
	struct view_data* vd;
	nullpo_retv(bl);
	if (mob->db_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 if (homdb_checkid(class_))
		vd = homun->get_viewdata(class_);
	else if (mercenary->class(class_))
		vd = mercenary->get_viewdata(class_);
	else if (elemental->class(class_))
		vd = elemental->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_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 = cap_value(sd->status.hair,0,battle_config.max_hair_style);
				sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
				sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
				sd->vd.robe = sd->status.robe;
				sd->vd.sex = sd->status.sex;

				if ( sd->vd.cloth_color ) {
					if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette )
						sd->vd.cloth_color = 0;
					if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette )
						sd->vd.cloth_color = 0;
					if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette )
						sd->vd.cloth_color = 0;
					if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette )
						sd->vd.cloth_color = 0;
				}
			} else if (vd)
				memcpy(&sd->vd, vd, sizeof(struct view_data));
			else
				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
				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
				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
				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
				ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
		}
		break;
	case BL_MER:
		{
			struct mercenary_data *md = (struct mercenary_data*)bl;
			if (vd)
				md->vd = vd;
			else
				ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
		}
		break;
	case BL_ELEM:
		{
			struct elemental_data *ed = (struct elemental_data*)bl;
			if (vd)
				ed->vd = vd;
			else
				ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
		}
		break;
	}
}

/// Returns the status_change data of bl or NULL if it doesn't exist.
struct status_change *status_get_sc(struct block_list *bl) {
	if( bl ) {
		switch (bl->type) {
		case BL_PC:  return &((TBL_PC*)bl)->sc;
		case BL_MOB: return &((TBL_MOB*)bl)->sc;
		case BL_NPC: return NULL;
		case BL_HOM: return &((TBL_HOM*)bl)->sc;
		case BL_MER: return &((TBL_MER*)bl)->sc;
		case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
		}
	}
	return NULL;
}

void status_change_init(struct block_list *bl)
{
	struct status_change *sc = iStatus->get_sc(bl);
	nullpo_retv(sc);
	memset(sc, 0, sizeof (struct status_change));
}

//Applies SC defense to a given status change.
//Returns the adjusted duration based on flag values.
//the flag values are the same as in iStatus->change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
	//Percentual resistance: 10000 = 100% Resist
	//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
	int sc_def = 0, tick_def = -1; //-1 = use sc_def
	//Linear resistance substracted from rate and tick after percentual resistance was applied
	//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
	int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2
	struct status_data* status;
	struct status_change* sc;
	struct map_session_data *sd;

	nullpo_ret(bl);

	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
	if (iStatus->isimmune(bl))
		switch (type) {
		case SC_DEC_AGI:
		case SC_SILENCE:
		case SC_COMA:
		case SC_INC_AGI:
		case SC_BLESSING:
		case SC_SLOWPOISON:
		case SC_IMPOSITIO:
		case SC_LEXAETERNA:
		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_ILLUSION:
		case SC_STONE:
		case SC_QUAGMIRE:
		case SC_NJ_SUITON:
		case SC_SWING:
		case SC__ENERVATION:
		case SC__GROOMY:
		case SC__IGNORANCE:
		case SC__LAZINESS:
		case SC__UNLUCKY:
		case SC__WEAKNESS:
			return 0;
	}

	sd = BL_CAST(BL_PC,bl);
	status = iStatus->get_status_data(bl);
	sc = iStatus->get_sc(bl);
	if( sc && !sc->count )
		sc = NULL;
	switch (type) {
	case SC_STUN:
	case SC_POISON:
		if( sc && sc->data[SC__UNLUCKY] )
			return tick;
	case SC_DPOISON:
	case SC_SILENCE:
	case SC_BLOODING:
		sc_def = status->vit*100;
		sc_def2 = status->luk*10;
		break;
	case SC_SLEEP:
		sc_def = status->int_*100;
		sc_def2 = status->luk*10;
		break;
	case SC_DEEP_SLEEP:
		sc_def = status->int_*50;
		tick_def = status->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
		break;
	case SC_DEC_AGI:
	case SC_ADORAMUS: //Arch Bishop
		if (sd) tick>>=1; //Half duration for players.
	case SC_STONE:
		//Impossible to reduce duration with stats
		tick_def = 0;
		tick_def2 = 0;
	case SC_FREEZE:
		sc_def = status->mdef*100;
		sc_def2 = status->luk*10;
		break;
	case SC_CURSE:
		//Special property: inmunity when luk is greater than level or zero
		if (status->luk > iStatus->get_lv(bl) || status->luk == 0)
			return 0;
		sc_def = status->luk*100;
		sc_def2 = status->luk*10;
		tick_def = status->vit*100;
		break;
	case SC_BLIND:
		if( sc && sc->data[SC__UNLUCKY] )
			return tick;
		sc_def = (status->vit + status->int_)*50;
		sc_def2 = status->luk*10;
		break;
	case SC_CONFUSION:
		sc_def = (status->str + status->int_)*50;
		sc_def2 = status->luk*10;
		break;
	case SC_ANKLESNARE:
		if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
			tick /= 5;
		sc_def = status->agi*50;
		break;
	case SC_MAGICMIRROR:
	case SC_STONESKIN:
		if (sd) //Duration greatly reduced for players.
			tick /= 15;
		sc_def2 = iStatus->get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
		tick_def2 = 0; //No duration reduction
		break;
	case SC_MARSHOFABYSS:
		//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
		tick_def2 = (status->int_ + status->luk)*50;
		break;
	case SC_STASIS:
		//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
		tick_def2 = (status->vit + status->dex)*50;
		break;
		if( bl->type == BL_PC )
			tick -= (iStatus->get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
		else
			tick -= (status->vit + status->luk) / 20 * 1000;
		break;
	case SC_BURNING:
		tick -= 75 * status->luk + 125 * status->agi;
		tick = max(tick,5000); // Minimum Duration 5s.
		break;
	case SC_FROSTMISTY:
		tick -= 1000 * ((status->vit + status->dex) / 20);
		tick = max(tick,6000); // Minimum Duration 6s.
		break;
	case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
		sc_def = 100 - ( 100 - status->int_* 8 / 10 );
		sc_def = max(sc_def, 5); // minimum of 5%
		break;
	case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
		rate -= status->agi*100/4;
		rate = max(rate,5000); // minimum of 50%
		break;
	case SC_ELECTRICSHOCKER:
		if( bl->type == BL_MOB )
			tick -= 1000 * (status->agi/10);
		break;
	case SC_COLD:
		tick -= (1000*(status->vit/10))+(iStatus->get_lv(bl)/50);
		break;
	case SC_SIREN:
		tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
		tick = max(tick,10000);
		break;
	case SC_MANDRAGORA:
		sc_def = (status->vit+status->luk)/5;
		break;
	case SC_KYOUGAKU:
		tick -= 1000 * status_get_int(bl) / 20;
		break;
	case SC_NEEDLE_OF_PARALYZE:
		tick -= 50 * (status->vit + status->luk); //(1000/20);
		break;
	default:
		//Effect that cannot be reduced? Likely a buff.
		if (!(rnd()%10000 < rate))
			return 0;
		return tick?tick:1;
	}

	if (sd) {

		if (battle_config.pc_sc_def_rate != 100) {
			sc_def = sc_def*battle_config.pc_sc_def_rate/100;
			sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
		}

		sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
		sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);

		if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
			tick_def = tick_def*battle_config.pc_sc_def_rate/100;
			tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
		}
	} else {

		if (battle_config.mob_sc_def_rate != 100) {
			sc_def = sc_def*battle_config.mob_sc_def_rate/100;
			sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
		}

		sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
		sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);

		if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
			tick_def = tick_def*battle_config.mob_sc_def_rate/100;
			tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
		}
	}

	if (sc) {
		if (sc->data[SC_SCRESIST])
			sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist
		else if (sc->data[SC_SIEGFRIED])
			sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
	}

	//When no tick def, reduction is the same for both.
	if(tick_def < 0)
		tick_def = sc_def;
	if(tick_def2 < 0)
		tick_def2 = sc_def2;

	//Natural resistance
	if (!(flag&8)) {
		rate -= rate*sc_def/10000;
		rate -= sc_def2;

		//Minimum chances
		switch (type) {
		case SC_WUGBITE:
			rate = max(rate, 5000); //Minimum of 50%
			break;
		}

		//Item resistance (only applies to rate%)
		if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
		{
			if( sd->reseff[type-SC_COMMON_MIN] > 0 )
				rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
			if( sd->sc.data[SC_TARGET_BLOOD] )
				rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
		}
	}

	if (!(rnd()%10000 < rate))
		return 0;

	//Even if a status change doesn't have a duration, it should still trigger
	if (tick < 1) return 1;

	//Rate reduction
	if (flag&2)
		return tick;

	tick -= tick*tick_def/10000;
	tick -= tick_def2;

	//Minimum durations
	switch (type) {
	case SC_ANKLESNARE:
	case SC_MARSHOFABYSS:
	case SC_STASIS:
		tick = max(tick, 5000); //Minimum duration 5s
		break;
	case SC_BURNING:
	case SC_FROSTMISTY:
		tick = max(tick, 10000); //Minimum duration 10s
		break;
	default:
		//Skills need to trigger even if the duration is reduced below 1ms
		tick = max(tick, 1);
		break;
	}

	return tick;
}
/* [Ind/Hercules] fast-checkin sc-display array */
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
	struct sc_display_entry *entry;
	int i;
	
	for( i = 0; i < sd->sc_display_count; i++ ) {
		if( sd->sc_display[i]->type == type )
			break;
	}
	
	if( i != sd->sc_display_count ) {
		sd->sc_display[i]->val1 = dval1;
		sd->sc_display[i]->val2 = dval2;
		sd->sc_display[i]->val3 = dval3;
		return;
	}
	
	entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);

	entry->type = type;
	entry->val1 = dval1;
	entry->val2 = dval2;
	entry->val3 = dval3;

	RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
	sd->sc_display[ sd->sc_display_count - 1 ] = entry;
}
void status_display_remove(struct map_session_data *sd, enum sc_type type) {
	int i;

	for( i = 0; i < sd->sc_display_count; i++ ) {
		if( sd->sc_display[i]->type == type )
			break;
	}

	if( i != sd->sc_display_count ) {
		int cursor;

		ers_free(pc_sc_display_ers, sd->sc_display[i]);
		sd->sc_display[i] = NULL;

		/* the all-mighty compact-o-matic */
		for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
			if( sd->sc_display[i] == NULL )
				continue;

			if( i != cursor ) {
				sd->sc_display[cursor] = sd->sc_display[i];
			}

			cursor++;
		}

		if( !(sd->sc_display_count = cursor) ) {
			aFree(sd->sc_display);
			sd->sc_display = NULL;
		}
	}
}
/*==========================================
* 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,enum sc_type 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_change_entry* sce;
	struct status_data *status;
	struct view_data *vd;
	int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;

	nullpo_ret(bl);
	sc = iStatus->get_sc(bl);
	status = iStatus->get_status_data(bl);

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

	if( !sc )
		return 0; //Unable to receive status changes

	if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
		return 0;

	if( bl->type == BL_MOB)
	{
		struct mob_data *md = BL_CAST(BL_MOB,bl);
		if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
			return 0; //Emperium/BG Monsters can't be afflicted by status changes
		//	if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP)
		//		return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
	}

	if( sc->data[SC_REFRESH] ) {
		if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
			return 0; // Immune to status ailements
		switch( type ) {
		case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
		case SC_DEC_AGI:
		case SC_BURNING:
		case SC_FROSTMISTY:
			//case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
		case SC_MARSHOFABYSS:
		case SC_TOXIN:
		case SC_PARALYSE:
		case SC_VENOMBLEED:
		case SC_MAGICMUSHROOM:
		case SC_DEATHHURT:
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:
		case SC_COLD: ////08/31/2011 - Class Balance Changes
		case SC_DEEP_SLEEP:
		case SC_MANDRAGORA:
			return 0;
		}
	} else if( sc->data[SC_INSPIRATION] ) {
		if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
			return 0; // Immune to status ailements
		switch( type ) {
		case SC_DEEP_SLEEP:
		case SC_SATURDAY_NIGHT_FEVER:
		case SC_PYREXIA:
		case SC_DEATHHURT:
		case SC_MAGICMUSHROOM:
		case SC_VENOMBLEED:
		case SC_TOXIN:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:
		case SC__ENERVATION:
		case SC__GROOMY:
		case SC__LAZINESS:
		case SC__UNLUCKY:
		case SC__WEAKNESS:
		case SC__BODYPAINT:
		case SC__IGNORANCE:
			return 0;
		}
	}

	sd = BL_CAST(BL_PC, bl);

	//Adjust tick according to status resistances
	if( !(flag&(1|4)) )
	{
		tick = iStatus->get_sc_def(bl, type, rate, tick, flag);
		if( !tick ) return 0;
	}

	undead_flag = battle->check_undead(status->race,status->def_ele);
	//Check for inmunities / sc fails
	switch (type) {
	case SC_DRUMBATTLE:
	case SC_NIBELUNGEN:
	case SC_INTOABYSS:
	case SC_SIEGFRIED:
		if( bl->type == BL_PC) { 
			struct map_session_data *sd = BL_CAST(BL_PC,bl);
			if (!sd->status.party_id) return 0;
		}
		break;
	case SC_ANGRIFFS_MODUS:
	case SC_GOLDENE_FERSE:
		if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
			|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
			)
			return 0;
	case SC_STONE:
		if(sc->data[SC_POWER_OF_GAIA])
			return 0;
	case SC_FREEZE:
		//Undead are immune to Freeze/Stone
		if (undead_flag && !(flag&1))
			return 0;
	case SC_DEEP_SLEEP:
	case SC_SLEEP:
	case SC_STUN:
	case SC_FROSTMISTY:
	case SC_COLD:
		if (sc->opt1)
			return 0; //Cannot override other opt1 status changes. [Skotlex]
		if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
			return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
		break;

		//There all like berserk, do not everlap each other
	case SC_BERSERK:
		if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] )
			return 0;
		break;

	case SC_BURNING:
		if(sc->opt1 || sc->data[SC_FROSTMISTY])
			return 0;
		break;

	case SC_CRUCIS:
		//Only affects demons and undead element (but not players)
		if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
			return 0;
		break;
	case SC_LEXAETERNA:
		if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
			return 0;
		break;
	case SC_KYRIE:
		if (bl->type == BL_MOB)
			return 0;
		break;
	case SC_OVERTHRUST:
		if (sc->data[SC_OVERTHRUSTMAX])
			return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
	case SC_OVERTHRUSTMAX:
		if( sc->option&OPTION_MADOGEAR )
			return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
		break;
	case SC_ADRENALINE:
		if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DEC_AGI] ||
			sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
			)
			return 0;
		break;
	case SC_ADRENALINE2:
		if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DEC_AGI]
		)
			return 0;
		break;
	case SC_MAGNIFICAT:
		if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
			return 0;
		break;
	case SC_ONEHANDQUICKEN:
	case SC_MER_QUICKEN:
	case SC_TWOHANDQUICKEN:
		if(sc->data[SC_DEC_AGI])
			return 0;

	case SC_CONCENTRATION:
	case SC_SPEARQUICKEN:
	case SC_TRUESIGHT:
	case SC_WINDWALK:
	case SC_CARTBOOST:
	case SC_ASSNCROS:
		if(sc->option&OPTION_MADOGEAR)
			return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
	case SC_INC_AGI:	
		if (sc->data[SC_QUAGMIRE])
			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,NULL))
		if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
			return 0;
		break;
	case SC_MODECHANGE:
		{
			int mode;
			struct status_data *bstatus = iStatus->get_base_status(bl);
			if (!bstatus) return 0;
			if (sc->data[type])
			{	//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]) //Abort previous status
					return status_change_end(bl, type, INVALID_TIMER);
				return 0;
			}
		}
		break;
		//Strip skills, need to divest something or it fails.
	case SC_NOEQUIPWEAPON:
		if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
			int i;
			opt_flag = 0; //Reuse to check success condition.
			if(sd->bonus.unstripable_equip&EQP_WEAPON)
				return 0;

			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;
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
		break;
	case SC_NOEQUIPSHIELD:
		if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
		else
			if (sd && !(flag&4)) {
				int i;
				if(sd->bonus.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);
			}
			if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
			break;
	case SC_NOEQUIPARMOR:
		if (sd && !(flag&4)) {
			int i;
			if(sd->bonus.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);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
		break;
	case SC_NOEQUIPHELM:
		if (sd && !(flag&4)) {
			int i;
			if(sd->bonus.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);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
		break;
	case SC_MER_FLEE:
	case SC_MER_ATK:
	case SC_MER_HP:
	case SC_MER_SP:
	case SC_MER_HIT:
		if( bl->type != BL_MER )
			return 0; // Stats only for Mercenaries
		break;
	case SC_FOOD_STR:
		if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_AGI:
		if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_VIT:
		if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_INT:
		if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_DEX:
		if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_LUK:
		if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_STR_CASH:
		if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_AGI_CASH:
		if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_VIT_CASH:
		if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_INT_CASH:
		if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_DEX_CASH:
		if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
			return 0;
		break;
	case SC_FOOD_LUK_CASH:
		if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
			return 0;
		break;
	case SC_CAMOUFLAGE:
		if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
			return 0;
		break;
	case SC__STRIPACCESSARY:
		if( sd ) {
			int i = -1;
			if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
				i = sd->equip_index[EQI_ACC_L];
				if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
					pc->unequipitem(sd,i,3); //L-Accessory
			} if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
				i = sd->equip_index[EQI_ACC_R];
				if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
					pc->unequipitem(sd,i,3); //R-Accessory
			}
			if( i < 0 )
				return 0;
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
		break;
	case SC_TOXIN:
	case SC_PARALYSE:
	case SC_VENOMBLEED:
	case SC_MAGICMUSHROOM:
	case SC_DEATHHURT:
	case SC_PYREXIA:
	case SC_OBLIVIONCURSE:
	case SC_LEECHESEND:
		{ // it doesn't stack or even renewed
			int i = SC_TOXIN;
			for(; i<= SC_LEECHESEND; i++)
				if(sc->data[i])	return 0;
		}
		break;
	case SC_SATURDAY_NIGHT_FEVER:
		if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
			return 0;
		break;
	case SC_OFFERTORIUM:
		if (sc->data[SC_MAGNIFICAT])
			return 0;
		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:
		case SC_DEC_AGI:
		case SC_PROVOKE:
		case SC_COMA:
		case SC_GRAVITATION:
		case SC_NJ_SUITON:
		case SC_RICHMANKIM:
		case SC_ROKISWEIL:
		case SC_FOGWALL:
		case SC_FROSTMISTY:
		case SC_BURNING: 
		case SC_MARSHOFABYSS:
		case SC_ADORAMUS:
		case SC_NEEDLE_OF_PARALYZE:
		case SC_DEEP_SLEEP:
		case SC_COLD:

			// Exploit prevention - kRO Fix
		case SC_PYREXIA:
		case SC_DEATHHURT:
		case SC_TOXIN:
		case SC_PARALYSE:
		case SC_VENOMBLEED:
		case SC_MAGICMUSHROOM:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:

			// Ranger Effects
		case SC_WUGBITE:
		case SC_ELECTRICSHOCKER:
		case SC_MAGNETICFIELD:

			// Masquerades
		case SC__ENERVATION:
		case SC__GROOMY:
		case SC__LAZINESS:
		case SC__UNLUCKY:
		case SC__WEAKNESS:
		case SC__IGNORANCE:

			return 0;
		}
	}

	//Before overlapping fail, one must check for status cured.
	switch (type) {
	case SC_BLESSING:
		//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
		//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
			status_change_end(bl, SC_CURSE, INVALID_TIMER);
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(bl, SC_STONE, INVALID_TIMER);
		}
		break;
	case SC_INC_AGI:
		status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
		break;
	case SC_QUAGMIRE:
		status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
		status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
		status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DEC_AGI:
		status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DONTFORGETME:
		status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
		status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
		break;
	case SC_ONEHANDQUICKEN:
		//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
		status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
		break;
	case SC_OVERTHRUSTMAX:
		//Cancels Normal Overthrust. [Skotlex]
		status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
		break;
	case SC_KYRIE:
		//Cancels Assumptio
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_DELUGE:
		if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
			status_change_end(bl, SC_BLIND, INVALID_TIMER);
		break;
	case SC_SILENCE:
		if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
			status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
		break;
	case SC_HIDING:
		status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
		status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
		break;
	case SC_BERSERK:
		if( val3 == SC__BLOODYLUST )
			break;
		if(battle_config.berserk_cancels_buffs) {
			status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
			status_change_end(bl, SC_PARRYING, INVALID_TIMER);
			status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
			status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
		}
#ifdef RENEWAL
		else {
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
		}
#endif
		break;
	case SC_ASSUMPTIO:
		status_change_end(bl, SC_KYRIE, INVALID_TIMER);
		status_change_end(bl, SC_KAITE, INVALID_TIMER);
		break;
	case SC_KAITE:
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_CARTBOOST:
		if(sc->data[SC_DEC_AGI])
		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
			status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
			return 0;
		}
		break;
	case SC_FUSION:
		status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
		break;
	case SC_GS_ADJUSTMENT:
		status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
		break;
	case SC_GS_MADNESSCANCEL:
		status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
		break;
		//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
	case SC_PROPERTYUNDEAD:
		status_change_end(bl, SC_BLESSING, INVALID_TIMER);
		status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
		break;
	case SC_FOOD_STR:
		status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_AGI:
		status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_VIT:
		status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_INT:
		status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_DEX:
		status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_LUK:
		status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_STR_CASH:
		status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
		break;
	case SC_FOOD_AGI_CASH:
		status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
		break;
	case SC_FOOD_VIT_CASH:
		status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
		break;
	case SC_FOOD_INT_CASH:
		status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
		break;
	case SC_FOOD_DEX_CASH:
		status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
		break;
	case SC_FOOD_LUK_CASH:
		status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
		break;
	case SC_ENDURE:
		if( val4 )
			status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
		break;
	case SC_FIGHTINGSPIRIT:
		status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
		break;
	case SC_MARSHOFABYSS:
		status_change_end(bl, SC_INCAGI, INVALID_TIMER);
		status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
		status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
		break;
	case SC_SWING:
	case SC_SYMPHONY_LOVE:
	case SC_MOONLIT_SERENADE:
	case SC_RUSH_WINDMILL:
	case SC_ECHOSONG:
	case SC_HARMONIZE: //group A doesn't overlap
		if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
		if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
		if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
		if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
		if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
		if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
		break;
	case SC_SIREN:
	case SC_DEEP_SLEEP:
	case SC_GLOOMYDAY:
	case SC_SONG_OF_MANA:
	case SC_DANCE_WITH_WUG:
	case SC_SATURDAY_NIGHT_FEVER:
	case SC_LERADS_DEW:
	case SC_MELODYOFSINK:
	case SC_BEYOND_OF_WARCRY:
	case SC_UNLIMITED_HUMMING_VOICE: //group B
		if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
		if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
		if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
		if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
		if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
		if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
		if (type != SC_GLOOMYDAY) {
			status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
			status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
		}
		if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
		if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
		if (type != SC_SATURDAY_NIGHT_FEVER) {
			if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
				sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
				status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
			}
		}
		break;
	case SC_REFLECTSHIELD:
		status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
		break;
	case SC_LG_REFLECTDAMAGE:
		status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
		break;
	case SC_SHIELDSPELL_DEF:
	case SC_SHIELDSPELL_MDEF:
	case SC_SHIELDSPELL_REF:
		status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_DEF )
			status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_MDEF )
			status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_REF )
			status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
		break;
	case SC_GENTLETOUCH_ENERGYGAIN:
	case SC_GENTLETOUCH_CHANGE:
	case SC_GENTLETOUCH_REVITALIZE:
		if( type != SC_GENTLETOUCH_REVITALIZE )
			status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
		if( type != SC_GENTLETOUCH_ENERGYGAIN )
			status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
		if( type != SC_GENTLETOUCH_CHANGE )
			status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
		break;
	case SC_INVINCIBLE:
		status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
		break;
	case SC_INVINCIBLEOFF:
		status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
		break;
	case SC_MAGICPOWER:
		status_change_end(bl, type, INVALID_TIMER);
		break;
	}

	//Check for overlapping fails
	if( (sce = sc->data[type]) ) {
		switch( type ) {
		case SC_MER_FLEE:
		case SC_MER_ATK:
		case SC_MER_HP:
		case SC_MER_SP:
		case SC_MER_HIT:
			if( sce->val1 > val1 )
				val1 = sce->val1;
			break;
		case SC_ADRENALINE:
		case SC_ADRENALINE2:
		case SC_WEAPONPERFECT:
		case SC_OVERTHRUST:
			if (sce->val2 > val2)
				return 0;
			break;
		case SC_S_LIFEPOTION:
		case SC_L_LIFEPOTION:
		case SC_CASH_BOSS_ALARM:
		case SC_STUN:
		case SC_SLEEP:
		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_CONFUSION:
		case SC_BLIND:
		case SC_BLOODING:
		case SC_DPOISON:
		case SC_RG_CCONFINE_S: //Can't be re-closed in.
		case SC_MARIONETTE_MASTER:
		case SC_MARIONETTE:
		case SC_NOCHAT:
		case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
		case SC__INVISIBILITY:
		case SC__ENERVATION:
		case SC__GROOMY:
		case SC__IGNORANCE:
		case SC__LAZINESS:
		case SC__WEAKNESS:
		case SC__UNLUCKY:
			return 0;
		case SC_COMBOATTACK:
		case SC_DANCING:
		case SC_DEVOTION:
		case SC_ATTHASTE_POTION1:
		case SC_ATTHASTE_POTION2:
		case SC_ATTHASTE_POTION3:
		case SC_ATTHASTE_INFINITY:
		case SC_PLUSATTACKPOWER:
		case SC_PLUSMAGICPOWER:
		case SC_ENCHANTARMS:
		case SC_ARMORPROPERTY:
		case SC_ARMOR_RESIST:
			break;
		case SC_GOSPEL:
			//Must not override a casting gospel char.
			if(sce->val4 == BCT_SELF)
				return 0;
			if(sce->val1 > val1)
				return 1;
			break;
		case SC_ENDURE:
			if(sce->val4 && !val4)
				return 1; //Don't let you override infinite endure.
			if(sce->val1 > val1)
				return 1;
			break;
		case SC_KAAHI:
			//Kaahi overwrites previous level regardless of existing level.
			//Delete timer if it exists.
			if (sce->val4 != INVALID_TIMER) {
				iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
				sce->val4 = INVALID_TIMER;
			}
			break;
		case SC_JAILED:
			//When a player is already jailed, do not edit the jail data.
			val2 = sce->val2;
			val3 = sce->val3;
			val4 = sce->val4;
			break;
		case SC_LERADS_DEW:
			if (sc && sc->data[SC_BERSERK])
				return 0;
		case SC_SHAPESHIFT:
		case SC_PROPERTYWALK:
			break;
		case SC_LEADERSHIP:
		case SC_GLORYWOUNDS:
		case SC_SOULCOLD:
		case SC_HAWKEYES:
			if( sce->val4 && !val4 )//you cannot override master guild aura
				return 0;
			break;
		case SC_JOINTBEAT:
			val2 |= sce->val2; // stackable ailments
		default:
			if(sce->val1 > val1)
				return 1; //Return true to not mess up skill animations. [Skotlex]
		}
	}

	vd = iStatus->get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
		switch(type) {
		case SC_DEC_AGI:
		case SC_INC_AGI:
			val2 = 2 + val1; //Agi change
			break;
		case SC_ENDURE:
			val2 = 7; // Hit-count [Celest]
			if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
			{
				struct map_session_data *tsd;
				if( sd )
				{
					int i;
					for( i = 0; i < 5; i++ )
					{
						if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
							iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
					}
				}
				else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
					iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
			}
			//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
			if( val4 )
				tick = -1;
			break;
		case SC_AUTOBERSERK:
			if (status->hp < status->max_hp>>2 &&
				(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
				sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
			tick = -1;
			break;
		case SC_CRUCIS:
			val2 = 10 + 4*val1; //Def reduction
			tick = -1;
			clif->emotion(bl,E_SWT);
			break;
		case SC_MAXIMIZEPOWER:
			tick_time = val2 = tick>0?tick:60000;
			tick = -1; // duration sent to the client should be infinite
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2; //Chance to Poison enemies.
			val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#ifdef RENEWAL_EDP
			val4 = 100 * ((val1 + 1)/2 + 2);
#endif
			if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
				tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
			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 = (int64)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 = 5*val1; //Matk% increase
			val4 = 0; // 0 = ready to be used, 1 = activated and running
			break;
		case SC_SACRIFICE:
			val2 = 5; //Lasts 5 hits
			tick = -1;
			break;
		case SC_ENCHANTPOISON:
			val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
		case SC_ASPERSIO:
		case SC_PROPERTYFIRE:
		case SC_PROPERTYWATER:
		case SC_PROPERTYWIND:
		case SC_PROPERTYGROUND:
		case SC_PROPERTYDARK:
		case SC_PROPERTYTELEKINESIS:
			skill->enchant_elemental_end(bl,type);
			break;
		case SC_ARMOR_PROPERTY:
			// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
			// val2 : Element (When no element, random one is picked)
			// val3 : 0 = called by skill 1 = called by script (fixed level)
			if( !val2 ) val2 = rnd()%ELE_MAX;

			if( val1 == 1 && val3 == 0 )
				val1 = 1 + rnd()%4;
			else if( val1 > 4 )
				val1 = 4; // Max Level
			val3 = 0; // Not need to keep this info.
			break;
		case SC_PROVIDENCE:
			val2=val1*5; //Race/Ele resist
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3; // %Dmg reflected
			if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
			{
				struct map_session_data *tsd;
				if( sd )
				{
					int i;
					for( i = 0; i < 5; i++ )
					{
						if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
							iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
					}
				}
				else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
					iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
			}
			break;
		case SC_NOEQUIPWEAPON:
			if (!sd) //Watk reduction
				val2 = 25;
			break;
		case SC_NOEQUIPSHIELD:
			if (!sd) //Def reduction
				val2 = 15;
			break;
		case SC_NOEQUIPARMOR:
			if (!sd) //Vit reduction
				val2 = 40;
			break;
		case SC_NOEQUIPHELM:
			if (!sd) //Int reduction
				val2 = 40;
			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:
			val2 = val1*10; //Watk increase
#ifndef RENEWAL
			if (status->def_ele != ELE_FIRE)
				val2 = 0;
#endif
			break;
		case SC_VIOLENTGALE:
			val2 = val1*3; //Flee increase
#ifndef RENEWAL
			if (status->def_ele != ELE_WIND)
				val2 = 0;
#endif
			break;
		case SC_DELUGE:
			val2 = deluge_eff[val1-1]; //HP increase
#ifndef RENEWAL
			if(status->def_ele != ELE_WATER)
				val2 = 0;
#endif
			break;
		case SC_NJ_SUITON:
			if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == 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_ONEHANDQUICKEN:
		case SC_TWOHANDQUICKEN:
			val2 = 300;
			if (val1 > 10) //For boss casted skills [Skotlex]
				val2 += 20*(val1-10);
			break;
		case SC_MER_QUICKEN:
			val2 = 300;
			break;
#ifndef RENEWAL_ASPD
		case SC_SPEARQUICKEN:
			val2 = 200+10*val1;
			break;
#endif
		case SC_DANCING:
			//val1 : Skill ID + LV
			//val2 : Skill Group of the Dance.
			//val3 : Brings the skill_lv (merged into val1 here)
			//val4 : Partner
			if (val1 == CG_MOONLIT)
				clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
			val1|= (val3<<16);
			val3 = tick/1000; //Tick duration
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_LONGING:
#ifdef RENEWAL
			val2 = 50 + 10 * val1;
#else
			val2 = 500-100*val1; //Aspd penalty.
#endif
			break;
		case SC_EXPLOSIONSPIRITS:
			val2 = 75 + 25*val1; //Cri bonus
			break;

		case SC_ATTHASTE_POTION1:
		case SC_ATTHASTE_POTION2:
		case SC_ATTHASTE_POTION3:
		case SC_ATTHASTE_INFINITY:
			val2 = 50*(2+type-SC_ATTHASTE_POTION1);
			break;

		case SC_WEDDING:
		case SC_XMAS:
		case SC_SUMMER:
		case SC_HANBOK:
			if (!vd) return 0;
			//Store previous values as they could be removed.
			unit->stop_attack(bl);
			break;
		case SC_NOCHAT:
			// [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
			tick = 60000;
			val1 = battle_config.manner_system; //Mute filters.
			if (sd)
			{
				clif->changestatus(sd,SP_MANNER,sd->status.manner);
				clif->updatestatus(sd,SP_MANNER);
			}
			break;

		case SC_STONE:
			val3 = tick/1000; //Petrified HP-damage iterations.
			if(val3 < 1) val3 = 1;
			tick = val4; //Petrifying time.
			if(val4 > 500) // not with WL_SIENNAEXECRATE
				tick = max(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);
				if( val2 && bl->type == BL_MOB ) {
					struct block_list* src = iMap->id2bl(val2);
					if( src )
						mob->log_damage((TBL_MOB*)bl,src,diff);
				}
				status_zap(bl, diff, 0);
			}
			// fall through
		case SC_POISON:
			val3 = tick/1000; //Damage iterations
			if(val3 < 1) val3 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			//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,E_WHAT);
			break;
		case SC_BLOODING:
			val4 = tick/10000;
			if (!val4) val4 = 1;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_S_LIFEPOTION:
		case SC_L_LIFEPOTION:
			if( val1 == 0 ) return 0;
			// val1 = heal percent/amout
			// val2 = seconds between heals
			// val4 = total of heals
			if( val2 < 1 ) val2 = 1;
			if( (val4 = tick/(val2 * 1000)) < 1 )
				val4 = 1;
			tick_time = val2 * 1000; // [GodLesZ] tick time
			break;
		case SC_CASH_BOSS_ALARM:
			if( sd != NULL )
			{
				struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map
				if( boss_md == NULL || boss_md->bl.prev == NULL )
				{ // No MVP on this map - MVP is dead
					clif->bossmapinfo(sd->fd, boss_md, 1);
					return 0; // No need to start SC
				}
				val1 = boss_md->bl.id;
				if( (val4 = tick/1000) < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
			}
			break;
		case SC_HIDING:
			val2 = tick/1000;
			tick_time = 1000; // [GodLesZ] tick time
			val3 = 0; // unused, previously speed adjustment
			val4 = val1+3; //Seconds before SP substraction happen.
			break;
		case SC_CHASEWALK:
			val2 = tick>0?tick:10000; //Interval at which SP is drained.
			val3 = 35 - 5 * val1; //Speed adjustment.
			if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
				val3 -= 40;
			val4 = 10+val1*2; //SP cost.
			if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
			break;
		case SC_CLOAKING:
			if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
				val1 = 10;
			tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
			tick = -1; // duration sent to the client should be infinite
			val3 = 0; // unused, previously walk speed adjustment
			//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 || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) )	//Standard cloaking.
				val4 |= battle_config.pc_cloak_check_type&7;
			else
				val4 |= battle_config.monster_cloak_check_type&7;
			break;
		case SC_SIGHT:			/* splash status */
		case SC_RUWACH:
		case SC_WZ_SIGHTBLASTER:
			val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
			val2 = tick/250;
			tick_time = 10; // [GodLesZ] tick time
			break;

			//Permanent effects.
		case SC_LEXAETERNA:
		case SC_MODECHANGE:
		case SC_WEIGHTOVER50:
		case SC_WEIGHTOVER90:
		case SC_BROKENWEAPON:
		case SC_BROKENARMOR:
		case SC_STORMKICK_READY:
		case SC_DOWNKICK_READY:
		case SC_COUNTERKICK_READY:
		case SC_TURNKICK_READY:
		case SC_DODGE_READY:
		case SC_PUSH_CART:
		case SC_ALL_RIDING:
			tick = -1;
			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( bl->type&(BL_PC|BL_MER) )
				{
					if( sd )
					{
						for( i = 0; i < 5; i++ )
						{
							if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
								iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
						}
					}
					else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
						iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
				}
			}
			break;

		case SC_DEFENDER:
			if (!(flag&1))
			{
				val2 = 5 + 15*val1; //Damage reduction
				val3 = 0; // unused, previously speed adjustment
				val4 = 250 - 50*val1; //Aspd adjustment

				if (sd)
				{
					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 = iMap->id2sd(sd->devotion[i])))
							iStatus->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->bl);
			}
			val2 = 12; //SP cost
			val4 = 10000; //Decrease at 10secs intervals.
			val3 = tick/val4;
			tick = -1; // duration sent to the client should be infinite
			tick_time = val4; // [GodLesZ] tick time
			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
			break;

		case SC_JOINTBEAT:
			if( val2&BREAK_NECK )
				sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1));
			break;

		case SC_BERSERK:
			if( val3 == SC__BLOODYLUST )
				sc_start(bl,(sc_type)val3,100,val1,tick);
			if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) )
				sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
			//HP healing is performing after the calc_status call.
			//Val2 holds HP penalty
			if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
			if (!val4) val4 = 10000; //Val4 holds damage interval
			val3 = tick/val4; //val3 holds skill duration
			tick_time = val4; // [GodLesZ] tick time
			break;

		case SC_GOSPEL:
			if(val4 == BCT_SELF) {	// self effect
				val2 = tick/10000;
				tick_time = 10000; // [GodLesZ] tick time
				iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
			}
			break;

		case SC_MARIONETTE_MASTER:
			{
				int stat;

				val3 = 0;
				val4 = 0;
				stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
				stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
				stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
				stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
				stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
				stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
				break;
			}
		case SC_MARIONETTE:
			{
				int stat,max_stat;
				// fetch caster information
				struct block_list *pbl = iMap->id2bl(val1);
				struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL;
				struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL;
				// fetch target's stats
				struct status_data* status = iStatus->get_status_data(bl); // battle status

				if (!psce)
					return 0;

				val3 = 0;
				val4 = 0;
				max_stat = battle_config.max_parameter; //Cap to 99 (default)
				stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
				stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
				stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
				stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
				stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
				stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
				break;
			}
		case SC_SWORDREJECT:
			val2 = 15*val1; //Reflect chance
			val3 = 3; //Reflections
			tick = -1;
			break;

		case SC_MEMORIZE:
			val2 = 5; //Memorized casts.
			tick = -1;
			break;

		case SC_GRAVITATION:
			val2 = 50*val1; //aspd reduction
			break;

		case SC_GDSKILL_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 block_list *d_bl;
				struct status_change *d_sc;

				if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count )
				{ // Inherits Status From Source
					const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
					enum sc_type type2;
					int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
					while( i >= 0 )
					{
						type2 = types[i];
						if( d_sc->data[type2] )
							sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1));
						i--;
					}
				}
				break;
			}

		case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
			if( val3 && bl->type == BL_MOB ) {
				struct block_list* src = iMap->id2bl(val3);
				if( src )
					mob->log_damage((TBL_MOB*)bl,src,status->hp - 1);
			}
			status_zap(bl, status->hp-1, val2?0:status->sp);
			return 1;
			break;
		case SC_RG_CCONFINE_S:
			{
				struct block_list *src = val2?iMap->id2bl(val2):NULL;
				struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
				struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL;
				if (src && sc2) {
					if (!sce2) //Start lock on caster.
						sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
					else { //Increase count of locked enemies and refresh time.
						(sce2->val2)++;
						iTimer->delete_timer(sce2->timer, iStatus->change_timer);
						sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M);
					}
				} else //Status failed.
					return 0;
			}
			break;
		case SC_KAITE:
			val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/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_COMBOATTACK: {
			//val1: Skill ID
			//val2: When given, target (for autotargetting skills)
			//val3: When set, this combo time should NOT delay attack/movement
			//val3: TK: Last used kick
			//val4: TK: Combo time
			struct unit_data *ud = unit->bl2ud(bl);
			if (ud && !val3) {
				tick += 300 * battle_config.combo_delay_rate/100;
				ud->attackabletime = iTimer->gettick()+tick;
				unit->set_walkdelay(bl, iTimer->gettick(), tick, 1);
			}
			val3 = 0;
			val4 = tick;
							 }
							 break;
		case SC_EARTHSCROLL:
			val2 = 11-val1; //Chance to consume: 11-skill_lv%
			break;
		case SC_RUN:
			val4 = iTimer->gettick(); //Store time at which you started running.
			tick = -1;
			break;
		case SC_KAAHI:
			val2 = 200*val1; //HP heal
			val3 = 5*val1; //SP cost
			val4 = INVALID_TIMER;	//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;
			tick = -1;
			break;
		case SC_CONCENTRATION:
			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_OVERTHRUSTMAX:
			val2 = 20*val1; //Power increase
			break;
		case SC_OVERTHRUST:
			//val2 holds if it was casted on self, or is bonus received from others
			val3 = 5*val1; //Power increase
			if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			break;
		case SC_ADRENALINE2:
		case SC_ADRENALINE:
			val3 = (val2) ? 300 : 200; // aspd increase
		case SC_WEAPONPERFECT:
			if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			break;
		case SC_LKCONCENTRATION:
			val2 = 5*val1; //Batk/Watk Increase
			val3 = 10*val1; //Hit Increase
			val4 = 5*val1; //Def reduction
			sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
			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 = (iStatus->get_lv(bl) + status->dex + status->luk)/2; //def increase
			break;
		case SC_MOON_COMFORT:
			val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/10; //flee increase
			break;
		case SC_STAR_COMFORT:
			val2 = (iStatus->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_GS_GATLINGFEVER:
			val2 = 20*val1; //Aspd increase
			val4 = 5*val1; //Flee decrease
#ifndef RENEWAL
			val3 = 20+10*val1; //Batk increase
#endif
			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_HLIF_AVOID:
			//val2 = 10*val1; //Speed change rate.
			break;
		case SC_HAMI_DEFENCE:
			val2 = 2*val1; //Def bonus
			break;
		case SC_HAMI_BLOODLUST:
			val2 = 20+10*val1; //Atk rate change.
			val3 = 3*val1; //Leech chance
			val4 = 20; //Leech percent
			break;
		case SC_HLIF_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 = rnd()%100; //Def changes randomly every second...
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_JAILED:
			//Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
			tick = val1>0?1000:250;
			if (sd)
			{
				if (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
					pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
					//2. Set restore point (val3 -> return map, val4 return coords
					val3 = map;
					val4 = pos;
				} else if (!val3 || val3 == sd->mapindex) { //Use save point.
					val3 = sd->status.save_point.map;
					val4 = (sd->status.save_point.x&0xFFFF)
						|(sd->status.save_point.y<<16);
				}
			}
			break;
		case SC_NJ_UTSUSEMI:
			val2=(val1+1)/2; // number of hits blocked
			val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
			break;
		case SC_NJ_BUNSINJYUTSU:
			val2=(val1+1)/2; // number of hits blocked
			break;
		case SC_HLIF_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_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_ENCHANTARMS:
			//end previous enchants
			skill->enchant_elemental_end(bl,type);
			//Make sure the received element is valid.
			if (val2 >= ELE_MAX)
				val2 = val2%ELE_MAX;
			else if (val2 < 0)
				val2 = rnd()%ELE_MAX;
			break;
		case SC_CRITICALWOUND:
			val2 = 20*val1; //Heal effectiveness decrease
			break;
		case SC_MAGICMIRROR:
		case SC_SLOWCAST:
			val2 = 20*val1; //Magic reflection/cast rate
			break;

		case SC_STONESKIN:
			if (val2 == NPC_ANTIMAGIC)
			{	//Boost mdef
				val2 =-20;
				val3 = 20;
			} else { //Boost def
				val2 = 20;
				val3 =-20;
			}
			val2*=val1; //20% per level
			val3*=val1;
			break;
		case SC_CASH_PLUSEXP:
		case SC_CASH_PLUSONLYJOBEXP:
			if (val1 < 0)
				val1 = 0;
			break;
		case SC_PLUSAVOIDVALUE:
		case SC_CRITICALPERCENT:
			val2 = val1*10; //Actual boost (since 100% = 1000)
			break;
		case SC_SUFFRAGIUM:
			val2 = 15 * val1; //Speed cast decrease
			break;
		case SC_HEALPLUS:
			if (val1 < 1)
				val1 = 1;
			break;
		case SC_ILLUSION:
			val2 = 5+val1; //Factor by which displayed damage is increased by
			break;
		case SC_DOUBLECASTING:
			val2 = 30+10*val1; //Trigger rate
			break;
		case SC_KAIZEL:
			val2 = 10*val1; //% of life to be revived with
			break;
			// case SC_ARMORPROPERTY:
			// case SC_ARMOR_RESIST:
			// Mod your resistance against elements:
			// val1 = water | val2 = earth | val3 = fire | val4 = wind
			// break;
			//case ????:
			//Place here SCs that have no SCB_* data, no skill associated, no ICON
			//associated, and yet are not wrong/unknown. [Skotlex]
			//break;

		case SC_MER_FLEE:
		case SC_MER_ATK:
		case SC_MER_HIT:
			val2 = 15 * val1;
			break;
		case SC_MER_HP:
		case SC_MER_SP:
			val2 = 5 * val1;
			break;
		case SC_REBIRTH:
			val2 = 20*val1; //% of life to be revived with
			break;

		case SC_MANU_DEF:
		case SC_MANU_ATK:
		case SC_MANU_MATK:
			val2 = 1; // Manuk group
			break;
		case SC_SPL_DEF:
		case SC_SPL_ATK:
		case SC_SPL_MATK:
			val2 = 2; // Splendide group
			break;
			/**
			* General
			**/
		case SC_FEAR:
			val2 = 2;
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_BURNING:
			val4 = tick / 3000; // Total Ticks to Burn!!
			tick_time = 3000; // [GodLesZ] tick time
			break;
			/**
			* Rune Knight
			**/
		case SC_DEATHBOUND:
			val2 = 500 + 100 * val1;
			break;
		case SC_STONEHARDSKIN:
			if( sd )
				val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
			break;
		case SC_FIGHTINGSPIRIT:
			val_flag |= 1|2;
			break;
		case SC_ABUNDANCE:
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
			/**
			* Arch Bishop
			**/
		case SC_RENOVATIO:
			val4 = tick / 5000;
			tick_time = 5000;
			break;
		case SC_SECRAMENT:
			val2 = 10 * val1;
			break;
		case SC_VENOMIMPRESS:
			val2 = 10 * val1;
			val_flag |= 1|2;
			break;
		case SC_POISONINGWEAPON:
			val_flag |= 1|2|4;
			break;
		case SC_WEAPONBLOCKING:
			val2 = 10 + 2 * val1; // Chance
			val4 = tick / 3000;
			tick_time = 3000; // [GodLesZ] tick time
			val_flag |= 1|2;
			break;
		case SC_TOXIN:
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_MAGICMUSHROOM:
			val4 = tick / 4000;
			tick_time = 4000; // [GodLesZ] tick time
			break;
		case SC_PYREXIA:
			iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
			val4 = tick / 3000;
			tick_time = 3000; // [GodLesZ] tick time
			break;
		case SC_LEECHESEND:
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_OBLIVIONCURSE:
			val4 = tick / 3000;
			tick_time = 3000; // [GodLesZ] tick time
			break;
		case SC_ROLLINGCUTTER:
			val_flag |= 1;
			break;
		case SC_CLOAKINGEXCEED:
			val2 = ( val1 + 1 ) / 2; // Hits
			val3 = 90 + val1 * 10; // Walk speed
			val_flag |= 1|2|4;
			if (bl->type == BL_PC)
				val4 |= battle_config.pc_cloak_check_type&7;
			else
				val4 |= battle_config.monster_cloak_check_type&7;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_HALLUCINATIONWALK:
			val2 = 50 * val1; // Evasion rate of physical attacks. Flee
			val3 = 10 * val1; // Evasion rate of magical attacks.
			val_flag |= 1|2|4;
			break;
		case SC_WHITEIMPRISON:
			status_change_end(bl, SC_BURNING, INVALID_TIMER);
			status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
			status_change_end(bl, SC_STONE, INVALID_TIMER);
			break;
		case SC_MARSHOFABYSS:
			val2 = 6 * val1;
			if( sd ) // half on players
				val2 >>= 1;
			break;
		case SC_FROSTMISTY:
			status_change_end(bl, SC_BURNING, INVALID_TIMER);
			break;
		case SC_READING_SB:
			// val2 = sp reduction per second
			tick_time = 5000; // [GodLesZ] tick time
			break;
		case SC_SUMMON1:
		case SC_SUMMON2:
		case SC_SUMMON3:
		case SC_SUMMON4:
		case SC_SUMMON5:
			val4 = tick / 1000;
			if( val4 < 1 )
				val4 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			val_flag |= 1;
			break;
		case SC_SHAPESHIFT:
			switch( val1 )
			{
			case 1: val2 = ELE_FIRE; break;
			case 2: val2 = ELE_EARTH; break;
			case 3: val2 = ELE_WIND; break;
			case 4: val2 = ELE_WATER; break;
			}
			break;
		case SC_ELECTRICSHOCKER:
		case SC_COLD:
		case SC_MEIKYOUSISUI:
			val4 = tick / 1000;
			if( val4 < 1 )
				val4 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_CAMOUFLAGE:
			val4 = tick/1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_WUGDASH:
			val4 = iTimer->gettick(); //Store time at which you started running.
			tick = -1;
			break;
		case SC__SHADOWFORM: {
			struct map_session_data * s_sd = iMap->id2sd(val2);
			if( s_sd )
				s_sd->shadowform_id = bl->id;
			val4 = tick / 1000;
			val_flag |= 1|2|4;
			tick_time = 1000; // [GodLesZ] tick time
							 }
							 break;
		case SC__STRIPACCESSARY:
			if (!sd)
				val2 = 20;
			break;
		case SC__INVISIBILITY:
			val2 = 50 - 10 * val1; // ASPD
			val3 = 20 * val1; // CRITICAL
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			val_flag |= 1|2;
			break;
		case SC__ENERVATION:
			val2 = 20 + 10 * val1; // ATK Reduction
			val_flag |= 1|2;
			if( sd ) pc->delspiritball(sd,sd->spiritball,0);
			break;
		case SC__GROOMY:
			val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
			val3 = 20 * val1; //HIT
			val_flag |= 1|2|4;
			if( sd ) { // Removes Animals
				if( pc_isriding(sd) ) pc->setriding(sd, 0);
				if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
				if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
				if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
				if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
				if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
				if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
				if( sd->md ) mercenary->delete(sd->md,3);
			}
			break;
		case SC__LAZINESS:
			val2 = 10 + 10 * val1; // Cast reduction
			val3 = 10 * val1; // Flee Reduction
			val_flag |= 1|2|4;
			break;
		case SC__UNLUCKY:
			val2 = 10 * val1; // Crit and Flee2 Reduction
			val_flag |= 1|2|4;
			break;
		case SC__WEAKNESS:
			val2 = 10 * val1;
			val_flag |= 1|2;
			// bypasses coating protection and MADO
			sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
			sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
			break;
		case SC_GN_CARTBOOST:
			if( val1 < 3 )
				val2 = 50;
			else if( val1 < 5 )
				val2 = 75;
			else
				val2 = 100;
			break;
		case SC_PROPERTYWALK:
			val_flag |= 1|2;
			val3 = 0;
			break;
		case SC_WARMER:
			status_change_end(bl, SC_FREEZE, INVALID_TIMER);
			status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
			status_change_end(bl, SC_COLD, INVALID_TIMER);
			break;
		case SC_STRIKING:
			val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_BLOOD_SUCKER:
			{
				struct block_list *src = iMap->id2bl(val2);
				val3 = 1;
				if(src)
					val3 = 200 + 100 * val1 + status_get_int(src);
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
			}
			break;
		case SC_VACUUM_EXTREME:
			tick -= (status->str / 20) * 1000;
			val4 = val3 = tick / 100;
			tick_time = 100; // [GodLesZ] tick time
			break;
		case SC_SWING:
			val2 = 4 * val1; // Walk speed and aspd reduction.
			break;
		case SC_SYMPHONY_LOVE:
		case SC_RUSH_WINDMILL:
		case SC_ECHOSONG:
			val2 = 6 * val1;
			val2 += val3; //Adding 1% * Lesson Bonus
			val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
			break;
		case SC_MOONLIT_SERENADE:
			val2 = 10 * val1;
			break;
		case SC_HARMONIZE:
			val2 = 5 + 5 * val1;
			break;
		case SC_SIREN:
			val4 = tick / 2000;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_DEEP_SLEEP:
			val4 = tick / 2000;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_SIRCLEOFNATURE:
			val2 = 1 + val1; //SP consume
			val3 = 40 * val1;	//HP recovery
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_SONG_OF_MANA:
			val3 = 10 + (2 * val2);
			val4 = tick/3000;
			tick_time = 3000; // [GodLesZ] tick time
			break;
		case SC_SATURDAY_NIGHT_FEVER:
			if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
			if (!val4) val4 = 3000;
			val3 = tick/val4;
			tick_time = val4; // [GodLesZ] tick time
			break;
		case SC_GLOOMYDAY:
			val2 = 20 + 5 * val1; // Flee reduction.
			val3 = 15 + 5 * val1; // ASPD reduction.
			if( sd && rand()%100 < val1 ){ // (Skill Lv) %
				val4 = 1; // reduce walk speed by half.
				if( pc_isriding(sd) ) pc->setriding(sd, 0);
				if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
			}
			break;
		case SC_GLOOMYDAY_SK:
			// Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
			val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
			break;
		case SC_SITDOWN_FORCE:
		case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
			if( sd && !pc_issit(sd) )
			{
				pc_setsit(sd);
				skill->sit(sd,1);
				clif->sitting(bl);
			}
			break;
		case SC_DANCE_WITH_WUG:
			val3 = (5 * val1) + (1 * val2); //Still need official value.
			break;
		case SC_LERADS_DEW:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_MELODYOFSINK:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_BEYOND_OF_WARCRY:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_UNLIMITED_HUMMING_VOICE:
			{
				struct unit_data *ud = unit->bl2ud(bl);
				if( ud == NULL ) return 0;
				ud->state.skillcastcancel = 0;
				val3 = 15 - (2 * val2);
			}
			break;
		case SC_LG_REFLECTDAMAGE:
			val2 = 15 + 5 * val1;
			val3 = (val1==5)?20:(val1+4)*2; // SP consumption
			val4 = tick/10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
			val2 = 20 + 12 * (val1 - 1); // Chance
			val3 = 5 + (2 * val1); // Max rage counters
			tick = -1; //endless duration in the client
			tick_time = 6000; // [GodLesZ] tick time
			val_flag |= 1|2|4;
			break;
		case SC_EXEEDBREAK:
			val1 *= 150; // 150 * skill_lv
			if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) {  // Chars.
				val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100);
				val1 += 15 * (sd ? sd->status.job_level:50) + 100;
			}
			else	// Mobs
				val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2));	// About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
			break;
		case SC_PRESTIGE:	// Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
			val2 = ((status->int_ + status->luk) / 6) + 5;	// Chance to evade magic damage.
			val1 *= 15; // Defence added
			if( sd )
				val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
			val_flag |= 1|2;
			break;
		case SC_BANDING:
			tick_time = 5000; // [GodLesZ] tick time
			val_flag |= 1;
			break;
		case SC_SHIELDSPELL_DEF:
		case SC_SHIELDSPELL_MDEF:
		case SC_SHIELDSPELL_REF:
			val_flag |= 1|2;
			break;
		case SC_MAGNETICFIELD:
			val3 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_INSPIRATION:
			if( sd )
			{
				val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
				val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
			}
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
			break;
		case SC_SPELLFIST:
		case SC_CURSEDCIRCLE_ATKER:
			val_flag |= 1|2|4;
			break;
		case SC_CRESCENTELBOW:
			val2 = 94 + val1;
			val_flag |= 1|2;
			break;
		case SC_LIGHTNINGWALK: //  [(Job Level / 2) + (40 + 5 * Skill Level)] %
			val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
			val_flag |= 1;
			break;
		case SC_RAISINGDRAGON:
			val3 = tick / 5000;
			tick_time = 5000; // [GodLesZ] tick time
			break;
		case SC_GENTLETOUCH_CHANGE:
			{// take note there is no def increase as skill desc says. [malufett]
				struct block_list * src;
				val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
				if( (src = iMap->id2bl(val2)) ){
					val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
					val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
				}
			}
			break;
		case SC_GENTLETOUCH_REVITALIZE:
			{// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
				struct block_list * src;
				val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
				if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
					val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
			}
			break;
		case SC_PYROTECHNIC_OPTION:
			val_flag |= 1|2|4;
			break;
		case SC_HEATER_OPTION:
			val2 = 120; // Watk. TODO: Renewal (Atk2)
			val3 = 33;	// % Increase effects.
			val4 = 3;	// Change into fire element.
			val_flag |= 1|2|4;
			break;
		case SC_TROPIC_OPTION:
			val2 = 180; // Watk. TODO: Renewal (Atk2)
			val3 = MG_FIREBOLT;
			break;
		case SC_AQUAPLAY_OPTION:
			val2 = 40;
			val_flag |= 1|2|4;
			break;
		case SC_COOLER_OPTION:
			val2 = 80;	// % Freezing chance
			val3 = 33;	// % increased damage
			val4 = 1;	// Change into water elemet
			val_flag |= 1|2|4;
			break;
		case SC_CHILLY_AIR_OPTION:
			val2 = 120; // Matk. TODO: Renewal (Matk1)
			val3 = MG_COLDBOLT;
			val_flag |= 1|2;
			break;
		case SC_GUST_OPTION:
			val_flag |= 1|2;
			break;
		case SC_WIND_STEP_OPTION:
			val2 = 50;	// % Increase speed and flee.
			break;
		case SC_BLAST_OPTION:
			val2 = 20;
			val3 = ELE_WIND;
			val_flag |= 1|2|4;
			break;
		case SC_WILD_STORM_OPTION:
			val2 = MG_LIGHTNINGBOLT;
			val_flag |= 1|2;
			break;
		case SC_PETROLOGY_OPTION:
			val2 = 5;
			val3 = 50;
			val_flag |= 1|2|4;
			break;
		case SC_CURSED_SOIL_OPTION:
			val2 = 10;
			val3 = 33;
			val4 = 2;
			val_flag |= 1|2|4;
			break;
		case SC_UPHEAVAL_OPTION:
			val2 = WZ_EARTHSPIKE;
			val_flag |= 1|2;
			break;
		case SC_CIRCLE_OF_FIRE_OPTION:
			val2 = 300;
			val_flag |= 1|2;
			break;
		case SC_FIRE_CLOAK_OPTION:
		case SC_WATER_DROP_OPTION:
		case SC_WIND_CURTAIN_OPTION:
		case SC_STONE_SHIELD_OPTION:
			val2 = 20;	// Elemental modifier. Not confirmed.
			break;
		case SC_CIRCLE_OF_FIRE:
		case SC_FIRE_CLOAK:
		case SC_WATER_DROP:
		case SC_WATER_SCREEN:
		case SC_WIND_CURTAIN:
		case SC_WIND_STEP:
		case SC_STONE_SHIELD:
		case SC_SOLID_SKIN:
			val2 = 10;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_WATER_BARRIER:
			val2 = 40;	// Increasement. Mdef1 ???
			val3 = 20;	// Reductions. Atk2, Flee1, Matk1 ????
			val_flag |= 1|2|4;
			break;
		case SC_ZEPHYR:
			val2 = 22;	// Flee.
			break;
		case SC_TIDAL_WEAPON:
			val2 = 20; // Increase Elemental's attack.
			break;
		case SC_ROCK_CRUSHER:
		case SC_ROCK_CRUSHER_ATK:
		case SC_POWER_OF_GAIA:
			val2 = 33;
			break;
		case SC_MELON_BOMB:
		case SC_BANANA_BOMB:
			val1 = 15;
			break;
		case SC_STOMACHACHE:
			val2 = 8;	// SP consume.
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_KYOUGAKU:
			val2 = 2*val1 + rand()%(3 * val1);
			clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
			break;
		case SC_KAGEMUSYA:
			val3 = val1 * 2;
		case SC_IZAYOI:
			val2 = tick/1000;
			tick_time = 1000;
			break;
		case SC_ZANGETSU:
			val2 = val4 = iStatus->get_lv(bl) / 3 + 20 * val1;
			val3 = iStatus->get_lv(bl) / 2 + 30 * val1;
			val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
			val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
			break;
		case SC_GENSOU:
			{
				int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
#define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;}

				if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
					return 0;

				PER( 100 / (status_get_max_hp(bl) / hp) );
				iStatus->heal(bl,	(!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);

				PER( 100 / (status_get_max_sp(bl) / sp) );
				iStatus->heal(bl,	0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
			}
			break;
		case SC_ANGRIFFS_MODUS:
			val2 = 50 + 20 * val1; //atk bonus
			val3 = 40 + 20 * val1; // Flee reduction.
			val4 = tick/1000; // hp/sp reduction timer
			tick_time = 1000;
			break;
		case SC_NEUTRALBARRIER:
			tick_time = tick;
			tick = -1;
			break;
		case SC_GOLDENE_FERSE:
			val2 = 10 + 10*val1; //max hp bonus
			val3 = 6 + 4 * val1; // Aspd Bonus
			val4 = 2 + 2 * val1; // Chance of holy attack
			break;
		case SC_OVERED_BOOST:
			val2 = 300 + 40*val1; //flee bonus
			val3 = 179 + 2*val1; //aspd bonus
			break;
		case SC_GRANITIC_ARMOR:
			val2 = 2*val1; //dmg reduction
			val3 = 6*val1; //dmg on status end
			break;
		case SC_MAGMA_FLOW:
			val2 = 3*val1; //activation chance
			break;
		case SC_PYROCLASTIC:
			val2 += 10*val1; //atk bonus
			break;
		case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
			val2 = 2*val1; //def reduction
			val3 = 500*val1; //varcast augmentation
			break;
		case SC_PAIN_KILLER: //[Lighta] need real info
			val2 = 2*val1; //aspd reduction %
			val3 = 2*val1; //dmg reduction %
			if(sc->data[SC_NEEDLE_OF_PARALYZE])
				sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
			break;
		case SC_STYLE_CHANGE: //[Lighta] need real info
			tick = -1;
			if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
			else val2 = MH_MD_FIGHTING;
			break;
		case SC_FULL_THROTTLE:
			status_percent_heal(bl,100,0);
			val2 = 7 - val1;
			tick_time = 1000;
			val4 = tick / tick_time;
			break;
		case SC_KINGS_GRACE:
			val2 = 3 + val1;
			tick_time = 1000;
			val4 = tick / tick_time;
			break;
		case SC_TELEKINESIS_INTENSE:
			val2 = 10 * val1;
			val3 = 40 * val1;
			break;
		case SC_OFFERTORIUM:
			val2 = 30 * val1;
			break;
		case SC_FRIGG_SONG:
			val2 = 5 * val1;
			val3 = 1000 + 100 * val1;
			tick_time = 10000;
			val4 = tick / tick_time;
			break;
		case SC_MONSTER_TRANSFORM:
			if( !mob->db_checkid(val1) )
				val1 = 1002; // default poring
			val_flag |= 1;
			break;
		default:
			if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
			{	//Status change with no calc, no icon, and no skill associated...?
				ShowError("UnknownStatusChange [%d]\n", type);
				return 0;
			}
		}
	} else { //Special considerations when loading SC data.
		switch( type ) {
		case SC_WEDDING:
		case SC_XMAS:
		case SC_SUMMER:
		case SC_HANBOK:
			if( !vd ) break;
			clif->changelook(bl,LOOK_BASE,vd->class_);
			clif->changelook(bl,LOOK_WEAPON,0);
			clif->changelook(bl,LOOK_SHIELD,0);
			clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
			break;
		case SC_KAAHI:
			val4 = INVALID_TIMER;
			break;
		case SC_SUMMON1:
		case SC_SUMMON2:
		case SC_SUMMON3:
		case SC_SUMMON4:
		case SC_SUMMON5:
		case SC_MONSTER_TRANSFORM:
			val_flag |= 1;
			break;
		case SC_KYOUGAKU:
			clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
			break;
		}
	}

	/* [Ind/Hercules] */
	if( sd && StatusDisplayType[type] ) {
		int dval1 = 0, dval2 = 0, dval3 = 0;
		switch( type ) {
		case SC_ALL_RIDING:
			dval1 = 1;
			break;
		default: /* all others: just copy val1 */
			dval1 = val1;
			break;
		}
		status_display_add(sd,type,dval1,dval2,dval3);
	}

	//Those that make you stop attacking/walking....
	switch (type) {
	case SC_FREEZE:
	case SC_STUN:
	case SC_SLEEP:
	case SC_STONE:
	case SC_DEEP_SLEEP:
		if (sd && pc_issit(sd)) //Avoid sprite sync problems.
			pc->setstand(sd);
	case SC_TRICKDEAD:
		status_change_end(bl, SC_DANCING, INVALID_TIMER);
		// Cancel cast when get status [LuzZza]
		if (battle_config.sc_castcancel&bl->type)
			unit->skillcastcancel(bl, 0);
	case SC_WHITEIMPRISON:
		unit->stop_attack(bl);
	case SC_STOP:
	case SC_CONFUSION:
	case SC_RG_CCONFINE_M:
	case SC_RG_CCONFINE_S:
	case SC_SPIDERWEB:
	case SC_ELECTRICSHOCKER:
	case SC_WUGBITE:
	case SC_THORNS_TRAP:
	case SC__MANHOLE:
	case SC_COLD:
	case SC_CURSEDCIRCLE_ATKER:
	case SC_CURSEDCIRCLE_TARGET:
	case SC_FEAR:
	case SC_NETHERWORLD:
	case SC_MEIKYOUSISUI:
	case SC_KYOUGAKU:
	case SC_NEEDLE_OF_PARALYZE:
	case SC_DEATHBOUND:
		unit->stop_walking(bl,1);
		break;
	case SC_ANKLESNARE:
		if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
			unit->stop_walking(bl,1);
		break;
	case SC_HIDING:
	case SC_CLOAKING:
	case SC_CLOAKINGEXCEED:
	case SC_CHASEWALK:
	case SC_WEIGHTOVER90:
	case SC_CAMOUFLAGE:
	case SC_SIREN:
		unit->stop_attack(bl);
		break;
	case SC_SILENCE:
		if (battle_config.sc_castcancel&bl->type)
			unit->skillcastcancel(bl, 0);
		break;
		/* */
	case SC_ITEMSCRIPT:
		if( sd ) {
			switch( val1 ) {
				//case 4121://Phree
				//case 4047://Ghostring
			case 4302://Gunka
				clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
				break;
			case 4132://Mistress
				clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
				break;
			case 4143://Orc Hero
				clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
				break;
			case 4135://Orc Lord
				clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
				break;
			}
		}
		break;
	}

	// Set option as needed.
	opt_flag = 1;
	switch(type) {
		//OPT1
	case SC_STONE:  sc->opt1 = OPT1_STONEWAIT; break;
	case SC_FREEZE: sc->opt1 = OPT1_FREEZE;    break;
	case SC_STUN:   sc->opt1 = OPT1_STUN;      break;
	case SC_DEEP_SLEEP:    opt_flag = 0;
	case SC_SLEEP:   sc->opt1 = OPT1_SLEEP;		break;
	case SC_BURNING:		sc->opt1 = OPT1_BURNING;	break; // Burning need this to be showed correctly. [pakpil]
	case SC_WHITEIMPRISON:  sc->opt1 = OPT1_IMPRISON;	break;
	case SC_COLD:		sc->opt1 = OPT1_CRYSTALIZE;	break;
		//OPT2
	case SC_POISON:       sc->opt2 |= OPT2_POISON;       break;
	case SC_CURSE:        sc->opt2 |= OPT2_CURSE;        break;
	case SC_SILENCE:      sc->opt2 |= OPT2_SILENCE;      break;

	case SC_CRUCIS:
		sc->opt2 |= OPT2_SIGNUMCRUCIS;
		break;

	case SC_BLIND:        sc->opt2 |= OPT2_BLIND;        break;
	case SC_ANGELUS:      sc->opt2 |= OPT2_ANGELUS;      break;
	case SC_BLOODING:     sc->opt2 |= OPT2_BLEEDING;     break;
	case SC_DPOISON:      sc->opt2 |= OPT2_DPOISON;      break;
		//OPT3
	case SC_TWOHANDQUICKEN:
	case SC_ONEHANDQUICKEN:
	case SC_SPEARQUICKEN:
	case SC_LKCONCENTRATION:
	case SC_MER_QUICKEN:
		sc->opt3 |= OPT3_QUICKEN;
		opt_flag = 0;
		break;
	case SC_OVERTHRUSTMAX:
	case SC_OVERTHRUST:
	case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
		sc->opt3 |= OPT3_OVERTHRUST;
		opt_flag = 0;
		break;
	case SC_ENERGYCOAT:
	case SC_SKE:
		sc->opt3 |= OPT3_ENERGYCOAT;
		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 |= OPT3_EXPLOSIONSPIRITS;
		opt_flag = 0;
		break;
	case SC_STEELBODY:
	case SC_SKA:
		sc->opt3 |= OPT3_STEELBODY;
		opt_flag = 0;
		break;
	case SC_BLADESTOP:
		sc->opt3 |= OPT3_BLADESTOP;
		opt_flag = 0;
		break;
	case SC_AURABLADE:
		sc->opt3 |= OPT3_AURABLADE;
		opt_flag = 0;
		break;
	case SC_BERSERK:
		opt_flag = 0;
		sc->opt3 |= OPT3_BERSERK;
		break;
		//		case ???: // doesn't seem to do anything
		//			sc->opt3 |= OPT3_LIGHTBLADE;
		//			opt_flag = 0;
		//			break;
	case SC_DANCING:
		if ((val1&0xFFFF) == CG_MOONLIT)
			sc->opt3 |= OPT3_MOONLIT;
		opt_flag = 0;
		break;
	case SC_MARIONETTE_MASTER:
	case SC_MARIONETTE:
		sc->opt3 |= OPT3_MARIONETTE;
		opt_flag = 0;
		break;
	case SC_ASSUMPTIO:
		sc->opt3 |= OPT3_ASSUMPTIO;
		opt_flag = 0;
		break;
	case SC_WARM: //SG skills [Komurka]
		sc->opt3 |= OPT3_WARM;
		opt_flag = 0;
		break;
	case SC_KAITE:
		sc->opt3 |= OPT3_KAITE;
		opt_flag = 0;
		break;
	case SC_NJ_BUNSINJYUTSU:
		sc->opt3 |= OPT3_BUNSIN;
		opt_flag = 0;
		break;
	case SC_SOULLINK:
		sc->opt3 |= OPT3_SOULLINK;
		opt_flag = 0;
		break;
	case SC_PROPERTYUNDEAD:
		sc->opt3 |= OPT3_UNDEAD;
		opt_flag = 0;
		break;
		//		case ???: // from DA_CONTRACT (looks like biolab mobs aura)
		//			sc->opt3 |= OPT3_CONTRACT;
		//			opt_flag = 0;
		//			break;
		//OPTION
	case SC_HIDING:
		sc->option |= OPTION_HIDE;
		opt_flag = 2;
		break;
	case SC_CLOAKING:
	case SC_CLOAKINGEXCEED:
	case SC__INVISIBILITY:
		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_RUWACH:
		sc->option |= OPTION_RUWACH;
		break;
	case SC_WEDDING:
		sc->option |= OPTION_WEDDING;
		opt_flag |= 0x4;
		break;
	case SC_XMAS:
		sc->option |= OPTION_XMAS;
		opt_flag |= 0x4;
		break;
	case SC_SUMMER:
		sc->option |= OPTION_SUMMER;
		opt_flag |= 0x4;
		break;
	case SC_HANBOK:
		sc->option |= OPTION_HANBOK;
		opt_flag |= 0x4;
		break;
	case SC_ORCISH:
		sc->option |= OPTION_ORCISH;
		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( sd && opt_flag&0x4 ) {
			clif->changelook(bl,LOOK_BASE,vd->class_);
			clif->changelook(bl,LOOK_WEAPON,0);
			clif->changelook(bl,LOOK_SHIELD,0);
			clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
		}
	}
	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( !(flag&4 && StatusDisplayType[type]) )
		clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);

	/**
	* used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
	**/
	if( tick_time )
		tick = tick_time;

	//Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
	if((sce=sc->data[type])) {// reuse old sc
		if( sce->timer != INVALID_TIMER )
			iTimer->delete_timer(sce->timer, iStatus->change_timer);
	} else {// new sc
		++(sc->count);
		sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
	}
	sce->val1 = val1;
	sce->val2 = val2;
	sce->val3 = val3;
	sce->val4 = val4;
	if (tick >= 0)
		sce->timer = iTimer->add_timer(iTimer->gettick() + tick, iStatus->change_timer, bl->id, type);
	else
		sce->timer = INVALID_TIMER; //Infinite duration

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

	switch (type) {
	case SC_BERSERK:
		if (!(sce->val2)) { //don't heal if already set
			iStatus->heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
			iStatus->set_sp(bl, 0, 0); //Damage all SP
		}
		sce->val2 = 5 * status->max_hp / 100;
		break;
	case SC_HLIF_CHANGE:
		status_percent_heal(bl, 100, 100);
		break;
	case SC_RUN:
		{
			struct unit_data *ud = unit->bl2ud(bl);
			if( ud )
				ud->state.running = unit->run(bl);
		}
		break;
	case SC_CASH_BOSS_ALARM:
		clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message
		break;
	case SC_MER_HP:
		status_percent_heal(bl, 100, 0); // Recover Full HP
		break;
	case SC_MER_SP:
		status_percent_heal(bl, 0, 100); // Recover Full SP
		break;
		/**
		* Ranger
		**/
	case SC_WUGDASH:
		{
			struct unit_data *ud = unit->bl2ud(bl);
			if( ud )
				ud->state.running = unit->wugdash(bl, sd);
		}
		break;
	case SC_COMBOATTACK:
		switch (sce->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;
		case MO_COMBOFINISH:
		case CH_TIGERFIST:
		case CH_CHAINCRUSH:
			if (sd)
				clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
			break;
		case TK_JUMPKICK:
			if (sd)
				clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
			break;
		case MO_TRIPLEATTACK:
			if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
				clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
			break;
		case SR_FALLENEMPIRE:
			if (sd){
				clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
				clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
			}
			break;
		}
		break;
		case SC_RAISINGDRAGON:
			sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
		break;
	}

	if( opt_flag&2 && sd && sd->touching_id )
		npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range

	return 1;
}

/*==========================================
* Ending all status except those listed.
* @TODO maybe usefull for dispel instead reseting a liste there.
* type:
* 0 - PC killed -> Place here statuses that do not dispel on death.
* 1 - If for some reason status_change_end decides to still keep the status when quitting.
* 2 - Do clif
* 3 - Do not remove some permanent/time-independent effects
*------------------------------------------*/
int status_change_clear(struct block_list* bl, int type) {
	struct status_change* sc;
	int i;

	sc = iStatus->get_sc(bl);

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

	for(i = 0; i < SC_MAX; i++) {
		if(!sc->data[i])
			continue;

		if(type == 0){
			if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){
				switch (i) {
				case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
					if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
						break;
				default:
					continue;
				}
			}
		}
		if( type == 3 ) {
			switch (i) {// TODO: This list may be incomplete
			case SC_WEIGHTOVER50:
			case SC_WEIGHTOVER90:
			case SC_NOCHAT:
			case SC_PUSH_CART:
			case SC_JAILED:
			case SC_ALL_RIDING:
				continue;
			}
		}

		status_change_end(bl, (sc_type)i, INVALID_TIMER);

		if( type == 1 && sc->data[i] ) {
			//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
			(sc->count)--;
			if (sc->data[i]->timer != INVALID_TIMER)
				iTimer->delete_timer(sc->data[i]->timer, iStatus->change_timer);
			ers_free(sc_data_ers, sc->data[i]);
			sc->data[i] = NULL;
		}
	}

	sc->opt1 = 0;
	sc->opt2 = 0;
	sc->opt3 = 0;
	sc->bs_counter = 0;
#ifndef RENEWAL
	sc->sg_counter = 0;
#endif

	if( type == 0 || type == 2 )
		clif->changeoption(bl);

	return 1;
}

/*==========================================
* Special condition we want to effectuate, check before ending a status.
*------------------------------------------*/
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) {
	struct map_session_data *sd;
	struct status_change *sc;
	struct status_change_entry *sce;
	struct status_data *status;
	struct view_data *vd;
	int opt_flag=0, calc_flag;

	nullpo_ret(bl);

	sc = iStatus->get_sc(bl);
	status = iStatus->get_status_data(bl);

	if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
		return 0;

	sd = BL_CAST(BL_PC,bl);

	if (sce->timer != tid && tid != INVALID_TIMER)
		return 0;

	if (tid == INVALID_TIMER) {
		if (type == SC_ENDURE && sce->val4)
			//Do not end infinite endure.
				return 0;
		if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
			iTimer->delete_timer(sce->timer,iStatus->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:
				sce->val3 = 0; //Petrify time counter.
			case SC_FREEZE:
			case SC_STUN:
			case SC_SLEEP:
				if (sce->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.
					sce->val1 = 0;
					sce->timer = iTimer->add_timer(iTimer->gettick()+10, iStatus->change_timer, bl->id, type);
					return 1;
				}
		}
	}

	(sc->count)--;

	sc->data[type] = NULL;

	if( sd && StatusDisplayType[type] ) {
		status_display_remove(sd,type);
	}

	vd = iStatus->get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	switch(type) {
	case SC_GRANITIC_ARMOR:{
		int dammage = status->max_hp*sce->val3/100;
		if(status->hp < dammage) //to not kill him
			dammage = status->hp-1;
		iStatus->damage(NULL, bl, dammage,0,0,1);
		break;
						   }
	case SC_PYROCLASTIC:
		if(bl->type == BL_PC)
			skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
		break;
	case SC_RUN:
		{
			struct unit_data *ud = unit->bl2ud(bl);
			bool begin_spurt = true;
			if (ud) {
				if(!ud->state.running)
					begin_spurt = false;
				ud->state.running = 0;
				if (ud->walktimer != INVALID_TIMER)
					unit->stop_walking(bl,1);
			}
			if (begin_spurt && sce->val1 >= 7 &&
				DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 &&
				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
				)
				sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1));
		}
		break;
	case SC_AUTOBERSERK:
		if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
			status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
		break;

	case SC_ENDURE:
	case SC_DEFENDER:
	case SC_REFLECTSHIELD:
	case SC_AUTOGUARD:
		{
			struct map_session_data *tsd;
			if( bl->type == BL_PC )
			{ // Clear Status from others
				int i;
				for( i = 0; i < 5; i++ )
				{
					if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
						status_change_end(&tsd->bl, type, INVALID_TIMER);
				}
			}
			else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
			{ // Clear Status from Master
				tsd = ((TBL_MER*)bl)->master;
				if( tsd && tsd->sc.data[type] )
					status_change_end(&tsd->bl, type, INVALID_TIMER);
			}
		}
		break;
	case SC_DEVOTION:
		{
			struct block_list *d_bl = iMap->id2bl(sce->val1);
			if( d_bl )
			{
				if( d_bl->type == BL_PC )
					((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
				else if( d_bl->type == BL_MER )
					((TBL_MER*)d_bl)->devotion_flag = 0;
				clif->devotion(d_bl, NULL);
			}

			status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
			status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
			status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
			status_change_end(bl, SC_ENDURE, INVALID_TIMER);
		}
		break;

	case SC_BLADESTOP:
		if(sce->val4)
		{
			int tid = sce->val4;
			struct block_list *tbl = iMap->id2bl(tid);
			struct status_change *tsc = iStatus->get_sc(tbl);
			sce->val4 = 0;
			if(tbl && tsc && tsc->data[SC_BLADESTOP])
			{
				tsc->data[SC_BLADESTOP]->val4 = 0;
				status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
			}
			clif->bladestop(bl, tid, 0);
		}
		break;
	case SC_DANCING:
		{
			const char* prevfile = "<unknown>";
			int prevline = 0;
			struct map_session_data *dsd;
			struct status_change_entry *dsc;
			struct skill_unit_group *group;

			if( sd )
			{
				if( sd->delunit_prevfile )
				{// initially this is NULL, when a character logs in
					prevfile = sd->delunit_prevfile;
					prevline = sd->delunit_prevline;
				}
				else
				{
					prevfile = "<none>";
				}
				sd->delunit_prevfile = file;
				sd->delunit_prevline = line;
			}

			if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4)))
			{// end status on partner as well
				dsc = dsd->sc.data[SC_DANCING];
				if(dsc) {

					//This will prevent recursive loops.
					dsc->val2 = dsc->val4 = 0;

					status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
				}
			}

			if(sce->val2)
			{// erase associated land skill
				group = skill->id2group(sce->val2);

				if( group == NULL )
				{
					ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
						sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
						sd ? sd->status.char_id : 0,
						mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
						prevfile, prevline,
						file, line);
				}

				sce->val2 = 0;
				skill->del_unitgroup(group,ALC_MARK);
			}

			if((sce->val1&0xFFFF) == CG_MOONLIT)
				clif->sc_end(bl,bl->id,AREA,SI_MOON);

			status_change_end(bl, SC_LONGING, INVALID_TIMER);
		}
		break;
	case SC_NOCHAT:
		if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
			sd->status.manner = 0;
		if (sd && tid == INVALID_TIMER)
		{
			clif->changestatus(sd,SP_MANNER,sd->status.manner);
			clif->updatestatus(sd,SP_MANNER);
		}
		break;
	case SC_SPLASHER:
		{
			struct block_list *src=iMap->id2bl(sce->val3);
			if(src && tid != INVALID_TIMER)
				skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL );
		}
		break;
	case SC_RG_CCONFINE_S:
		{
			struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL;
			struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
			if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
				//If status was already ended, do nothing.
				//Decrease count
				if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
					status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
			}
		}
	case SC_RG_CCONFINE_M:
		if (sce->val2 > 0) {
			//Caster has been unlocked... nearby chars need to be unlocked.
			int range = 1
				+skill->get_range2(bl, iStatus->sc2skill(type), sce->val1)
				+skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
			iMap->foreachinarea(iStatus->change_timer_sub,
				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick());
		}
		break;
	case SC_COMBOATTACK:
		if( sd )
			switch (sce->val1) {
			case MO_COMBOFINISH:
			case CH_TIGERFIST:
			case CH_CHAINCRUSH:
				clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
				break;
			case TK_JUMPKICK:
				clif->skillinfo(sd, TK_JUMPKICK, 0);
				break;
			case MO_TRIPLEATTACK:
				if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
					clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
				break;
			case SR_FALLENEMPIRE:
				clif->skillinfo(sd, SR_GATEOFHELL, 0);
				clif->skillinfo(sd, SR_TIGERCANNON, 0);
				break;
		}
		break;

	case SC_MARIONETTE_MASTER:
	case SC_MARIONETTE:	/// Marionette target
		if (sce->val1)
		{	// check for partner and end their marionette status as well
			enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
			struct block_list *pbl = iMap->id2bl(sce->val1);
			struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL;

			if (sc2 && sc2->data[type2])
			{
				sc2->data[type2]->val1 = 0;
				status_change_end(pbl, type2, INVALID_TIMER);
			}
		}
		break;

	case SC_BERSERK:
	case SC_SATURDAY_NIGHT_FEVER:
		if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]){
			status_percent_heal(bl, 100, 0);
			status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
		}else
		//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
		if(status->hp > 100 && sce->val2)
			iStatus->set_hp(bl, 100, 0);
		if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
		{
			sc->data[SC_ENDURE]->val4 = 0;
			status_change_end(bl, SC_ENDURE, INVALID_TIMER);
		}
		sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
		if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
			sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
		break;
	case SC_GOSPEL:
		if (sce->val3) { //Clear the group.
			struct skill_unit_group* group = skill->id2group(sce->val3);
			sce->val3 = 0;
			skill->del_unitgroup(group,ALC_MARK);
		}
		break;
	case SC_HERMODE:
		if(sce->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:
	case SC__MANHOLE:
		if (sce->val4) { //Clear the group.
			struct skill_unit_group* group = skill->id2group(sce->val4);
			sce->val4 = 0;
			if( group ) /* might have been cleared before status ended, e.g. land protector */
				skill->del_unitgroup(group,ALC_MARK);
		}
		break;
	case SC_KAAHI:
		//Delete timer if it exists.
		if (sce->val4 != INVALID_TIMER)
			iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
		break;
	case SC_JAILED:
		if(tid == INVALID_TIMER)
			break;
		//natural expiration.
		if(sd && sd->mapindex == sce->val2)
			pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
		break; //guess hes not in jail :P
	case SC_HLIF_CHANGE:
		if (tid == INVALID_TIMER)
			break;
		// "lose almost all their HP and SP" on natural expiration.
		iStatus->set_hp(bl, 10, 0);
		iStatus->set_sp(bl, 10, 0);
		break;
	case SC_AUTOTRADE:
		if (tid == INVALID_TIMER)
			break;
		// Note: vending/buying is closed by unit_remove_map, no
		// need to do it here.
		iMap->quit(sd);
		// Because iMap->quit calls status_change_end with tid -1
		// from here it's not neccesary to continue
		return 1;
		break;
	case SC_STOP:
		if( sce->val2 )
		{
			struct block_list* tbl = iMap->id2bl(sce->val2);
			sce->val2 = 0;
			if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
				status_change_end(tbl, SC_STOP, INVALID_TIMER);
		}
		break;
	case SC_LKCONCENTRATION:
		status_change_end(bl, SC_ENDURE, INVALID_TIMER);
		break;
		/**
		* 3rd Stuff
		**/
	case SC_MILLENNIUMSHIELD:
		clif->millenniumshield(sd,0);
		break;
	case SC_HALLUCINATIONWALK:
		sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
		break;
	case SC_WHITEIMPRISON:
		{
			struct block_list* src = iMap->id2bl(sce->val2);
			if( tid == -1 || !src)
				break; // Terminated by Damage
			status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0));
		}
		break;
	case SC_WUGDASH:
		{
			struct unit_data *ud = unit->bl2ud(bl);
			if (ud) {
				ud->state.running = 0;
				if (ud->walktimer != -1)
					unit->stop_walking(bl,1);
			}
		}
		break;
	case SC_ADORAMUS:
		status_change_end(bl, SC_BLIND, INVALID_TIMER);
		break;
	case SC__SHADOWFORM: {
		struct map_session_data *s_sd = iMap->id2sd(sce->val2);
		if( !s_sd )
			break;
		s_sd->shadowform_id = 0;
						 }
						 break;
	case SC_SITDOWN_FORCE:
		if( sd && pc_issit(sd) ) {
			pc->setstand(sd);
			clif->standing(bl);
		}
		break;
	case SC_NEUTRALBARRIER_MASTER:
	case SC_STEALTHFIELD_MASTER:
		if( sce->val2 ) {
			struct skill_unit_group* group = skill->id2group(sce->val2);
			sce->val2 = 0;
			if( group ) /* might have been cleared before status ended, e.g. land protector */
				skill->del_unitgroup(group,ALC_MARK);
		}
		break;
	case SC_BANDING:
		if(sce->val4) {
			struct skill_unit_group *group = skill->id2group(sce->val4);
			sce->val4 = 0;
			if( group ) /* might have been cleared before status ended, e.g. land protector */
				skill->del_unitgroup(group,ALC_MARK);
		}
		break;
	case SC_CURSEDCIRCLE_ATKER:
		if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
			iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick());
		break;
	case SC_RAISINGDRAGON:
		if( sd && sce->val2 && !pc_isdead(sd) ) {
			int i;
			i = min(sd->spiritball,5);
			pc->delspiritball(sd, sd->spiritball, 0);
			status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			while( i > 0 ) {
				pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
				--i;
			}
		}
		break;
	case SC_CURSEDCIRCLE_TARGET:
		{
			struct block_list *src = iMap->id2bl(sce->val2);
			struct status_change *sc = iStatus->get_sc(src);
			if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
				status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
				clif->bladestop(bl, sce->val2, 0);
			}
		}
		break;
	case SC_BLOOD_SUCKER:
		if( sce->val2 ){
			struct block_list *src = iMap->id2bl(sce->val2);
			if(src){
				struct status_change *sc = iStatus->get_sc(src);
				sc->bs_counter--;
			}
		}
		break;
	case SC_KYOUGAKU:
		clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
		break;
	case SC_CLAIRVOYANCE:
		calc_flag = SCB_ALL;/* required for overlapping */
		break;
	case SC_FULL_THROTTLE:
		sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
		break;
	case SC_ITEMSCRIPT:
		if( sd ) {
			switch( sce->val1 ) {
				//case 4121://Phree
				//case 4047://Ghostring
			case 4302://Gunka
				clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
				break;
			case 4132://Mistress
				clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
				break;
			case 4143://Orc Hero
				clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
				break;
			case 4135://Orc Lord
				clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
				break;
			}
		}
		break;
	}

	opt_flag = 1;
	switch(type){
	case SC_STONE:
	case SC_FREEZE:
	case SC_STUN:
	case SC_SLEEP:
	case SC_DEEP_SLEEP:
	case SC_BURNING:
	case SC_WHITEIMPRISON:
	case SC_COLD:
		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_CRUCIS:
		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:
	case SC_CLOAKINGEXCEED:
	case SC__INVISIBILITY:
		sc->option &= ~OPTION_CLOAK;
	case SC_CAMOUFLAGE:
		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;
		opt_flag |= 0x4;
		break;
	case SC_XMAS:
		sc->option &= ~OPTION_XMAS;
		opt_flag |= 0x4;
		break;
	case SC_SUMMER:
		sc->option &= ~OPTION_SUMMER;
		opt_flag |= 0x4;
		break;
	case SC_HANBOK:
		sc->option &= ~OPTION_HANBOK;
		opt_flag |= 0x4;
		break;
	case SC_ORCISH:
		sc->option &= ~OPTION_ORCISH;
		break;
	case SC_RUWACH:
		sc->option &= ~OPTION_RUWACH;
		break;
	case SC_FUSION:
		sc->option &= ~OPTION_FLYING;
		break;
		//opt3
	case SC_TWOHANDQUICKEN:
	case SC_ONEHANDQUICKEN:
	case SC_SPEARQUICKEN:
	case SC_CONCENTRATION:
	case SC_MER_QUICKEN:
		sc->opt3 &= ~OPT3_QUICKEN;
		opt_flag = 0;
		break;
	case SC_OVERTHRUST:
	case SC_OVERTHRUSTMAX:
	case SC_SWOO:
		sc->opt3 &= ~OPT3_OVERTHRUST;
		if( type == SC_SWOO )
			opt_flag = 8;
		else
			opt_flag = 0;
		break;
	case SC_ENERGYCOAT:
	case SC_SKE:
		sc->opt3 &= ~OPT3_ENERGYCOAT;
		opt_flag = 0;
		break;
	case SC_INCATKRATE: //Simulated Explosion spirits effect.
		if (bl->type != BL_MOB)
		{
			opt_flag = 0;
			break;
		}
	case SC_EXPLOSIONSPIRITS:
		sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
		opt_flag = 0;
		break;
	case SC_STEELBODY:
	case SC_SKA:
		sc->opt3 &= ~OPT3_STEELBODY;
		opt_flag = 0;
		break;
	case SC_BLADESTOP:
		sc->opt3 &= ~OPT3_BLADESTOP;
		opt_flag = 0;
		break;
	case SC_AURABLADE:
		sc->opt3 &= ~OPT3_AURABLADE;
		opt_flag = 0;
		break;
	case SC_BERSERK:
		opt_flag = 0;
		sc->opt3 &= ~OPT3_BERSERK;
		break;
		//	case ???: // doesn't seem to do anything
		//		sc->opt3 &= ~OPT3_LIGHTBLADE;
		//		opt_flag = 0;
		//		break;
	case SC_DANCING:
		if ((sce->val1&0xFFFF) == CG_MOONLIT)
			sc->opt3 &= ~OPT3_MOONLIT;
		opt_flag = 0;
		break;
	case SC_MARIONETTE:
	case SC_MARIONETTE_MASTER:
		sc->opt3 &= ~OPT3_MARIONETTE;
		opt_flag = 0;
		break;
	case SC_ASSUMPTIO:
		sc->opt3 &= ~OPT3_ASSUMPTIO;
		opt_flag = 0;
		break;
	case SC_WARM: //SG skills [Komurka]
		sc->opt3 &= ~OPT3_WARM;
		opt_flag = 0;
		break;
	case SC_KAITE:
		sc->opt3 &= ~OPT3_KAITE;
		opt_flag = 0;
		break;
	case SC_NJ_BUNSINJYUTSU:
		sc->opt3 &= ~OPT3_BUNSIN;
		opt_flag = 0;
		break;
	case SC_SOULLINK:
		sc->opt3 &= ~OPT3_SOULLINK;
		opt_flag = 0;
		break;
	case SC_PROPERTYUNDEAD:
		sc->opt3 &= ~OPT3_UNDEAD;
		opt_flag = 0;
		break;
		//	case ???: // from DA_CONTRACT (looks like biolab mobs aura)
		//		sc->opt3 &= ~OPT3_CONTRACT;
		//		opt_flag = 0;
		//		break;
	default:
		opt_flag = 0;
	}

	if (calc_flag&SCB_DYE) { //Restore DYE color
		if (vd && !vd->cloth_color && sce->val4)
			clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
		calc_flag&=~SCB_DYE;
	}

	//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
	clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]);

	if( opt_flag&8 ) //bugreport:681
		clif->changeoption2(bl);
	else if(opt_flag) {
		clif->changeoption(bl);
		if( sd && opt_flag&0x4 ) {
			clif->changelook(bl,LOOK_BASE,vd->class_);
			clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
			clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
			clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
			clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
		}
	}

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

	if(opt_flag&4) //Out of hiding, invoke on place.
		skill->unit_move(bl,iTimer->gettick(),1);

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

	ers_free(sc_data_ers, sce);
	return 1;
}

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

	if(!((bl=iMap->id2bl(id))&&
		(sc=iStatus->get_sc(bl)) &&
		(sce = sc->data[SC_KAAHI])))
		return 0;

	if(sce->val4 != tid) {
		ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
		sce->val4 = INVALID_TIMER;
		return 0;
	}

	status=iStatus->get_status_data(bl);
	if(!iStatus->charge(bl, 0, sce->val3)) {
		sce->val4 = INVALID_TIMER;
		return 0;
	}

	hp = status->max_hp - status->hp;
	if (hp > sce->val2)
		hp = sce->val2;
	if (hp)
		iStatus->heal(bl, hp, 0, 2);
	sce->val4 = INVALID_TIMER;
	return 1;
}

/*==========================================
* For recusive status, like for each 5s we drop sp etc.
* Reseting the end timer.
*------------------------------------------*/
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	enum sc_type type = (sc_type)data;
	struct block_list *bl;
	struct map_session_data *sd;
	struct status_data *status;
	struct status_change *sc;
	struct status_change_entry *sce;

	bl = iMap->id2bl(id);
	if(!bl)
	{
		ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
		return 0;
	}
	sc = iStatus->get_sc(bl);
	status = iStatus->get_status_data(bl);

	if(!(sc && (sce = sc->data[type])))
	{
		ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
		return 0;
	}

	if( sce->timer != tid )
	{
		ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
		return 0;
	}

	sd = BL_CAST(BL_PC, bl);

	// set the next timer of the sce (don't assume the status still exists)
#define sc_timer_next(t,f,i,d) \
	if( (sce=sc->data[type]) ) \
	sce->timer = iTimer->add_timer(t,f,i,d); \
	else \
	ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)

	switch(type)
	{
	case SC_MAXIMIZEPOWER:
	case SC_CLOAKING:
		if(!iStatus->charge(bl, 0, 1))
			break; //Not enough SP to continue.
		sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC_CHASEWALK:
		if(!iStatus->charge(bl, 0, sce->val4))
			break; //Not enough SP to continue.

		if (!sc->data[SC_CHASEWALK2]) {
			sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
				(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
				*skill->get_time2(iStatus->sc2skill(type),sce->val1));
		}
		sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
		return 0;
		break;

	case SC_SKA:
		if(--(sce->val2)>0){
			sce->val3 = rnd()%100; //Random defense.
			sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
			return 0;
		}
		break;

	case SC_HIDING:
		if(--(sce->val2)>0){

			if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1))
				break; //Fail if it's time to substract SP and there isn't.

			sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
			return 0;
		}
		break;

	case SC_SIGHT:
	case SC_RUWACH:
	case SC_WZ_SIGHTBLASTER:
		if(type == SC_WZ_SIGHTBLASTER)
			iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
		else
			iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);

		if( --(sce->val2)>0 ){
			sce->val4 += 250; // use for Shadow Form 2 seconds checking.
			sc_timer_next(250+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_PROVOKE:
		if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal)
			sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_STONE:
		if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
			sce->val4 = 0;
			unit->stop_walking(bl,1);
			unit->stop_attack(bl);
			sc->opt1 = OPT1_STONE;
			clif->changeoption(bl);
			sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
			status_calc_bl(bl, StatusChangeFlagTable[type]);
			return 0;
		}
		if(--(sce->val3) > 0) {
			if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
				status_percent_damage(NULL, bl, 1, 0, false);
			sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_POISON:
		if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
			break;
	case SC_DPOISON:
		if (--(sce->val3) > 0) {
			if (!sc->data[SC_SLOWPOISON]) {
				if( sce->val2 && bl->type == BL_MOB ) {
					struct block_list* src = iMap->id2bl(sce->val2);
					if( src )
						mob->log_damage((TBL_MOB*)bl,src,sce->val4);
				}
				iMap->freeblock_lock();
				status_zap(bl, sce->val4, 0);
				if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
					sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
				}
				iMap->freeblock_unlock();
			}
			return 0;
		}
		break;

	case SC_TENSIONRELAX:
		if(status->max_hp > status->hp && --(sce->val3) > 0){
			sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_KNOWLEDGE:
		if (!sd) break;
		if(bl->m == sd->feel_map[0].m ||
			bl->m == sd->feel_map[1].m ||
			bl->m == sd->feel_map[2].m)
		{	//Timeout will be handled by pc->setpos
			sce->timer = INVALID_TIMER;
			return 0;
		}
		break;

	case SC_BLOODING:
		if (--(sce->val4) >= 0) {
			int hp =  rnd()%600 + 200;
			struct block_list* src = iMap->id2bl(sce->val2);
			if( src && bl && bl->type == BL_MOB ) {
				mob->log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1);
			}
			iMap->freeblock_lock();
			status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
			if( sc->data[type] ) {
				if( status->hp == 1 ) {
					iMap->freeblock_unlock();
					break;
				}
				sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
			}
			iMap->freeblock_unlock();
			return 0;
		}
		break;

	case SC_S_LIFEPOTION:
	case SC_L_LIFEPOTION:
		if( sd && --(sce->val4) >= 0 )
		{
			// val1 < 0 = per max% | val1 > 0 = exact amount
			int hp = 0;
			if( status->hp < status->max_hp )
				hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
			iStatus->heal(bl, hp, 0, 2);
			sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_CASH_BOSS_ALARM:
		if( sd && --(sce->val4) >= 0 )
		{
			struct mob_data *boss_md = iMap->id2boss(sce->val1);
			if( boss_md && sd->bl.m == boss_md->bl.m )
			{
				clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
				if (boss_md->bl.prev != NULL) {
					sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
					return 0;
				}
			}
		}
		break;

	case SC_DANCING: //SP consumption by time of dancing skills
		{
			int s = 0;
			int sp = 1;
			if (--sce->val3 <= 0)
				break;
			switch(sce->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:
#ifdef RENEWAL
				s=5;
#else
				s=6;
#endif
				break;
			case CG_MOONLIT:
				//Moonlit's cost is 4sp*skill_lv [Skotlex]
				sp= 4*(sce->val1>>16);
				//Upkeep is also every 10 secs.
			case DC_DONTFORGETME:
				s=10;
				break;
			}
			if( s != 0 && sce->val3 % s == 0 )
			{
				if (sc->data[SC_LONGING])
					sp*= 3;
				if (!iStatus->charge(bl, 0, sp))
					break;
			}
			sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_BERSERK:
		// 5% every 10 seconds [DracoRPG]
		if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && status->hp > 100 )
		{
			sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_NOCHAT:
		if(sd){
			sd->status.manner++;
			clif->changestatus(sd,SP_MANNER,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_timer_next(60000+tick, iStatus->change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_SPLASHER:
		// custom Venom Splasher countdown timer
		//if (sce->val4 % 1000 == 0) {
		//	char timer[10];
		//	snprintf (timer, 10, "%d", sce->val4/1000);
		//	clif->message(bl, timer);
		//}
		if((sce->val4 -= 500) > 0) {
			sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_MARIONETTE_MASTER:
	case SC_MARIONETTE:
		{
			struct block_list *pbl = iMap->id2bl(sce->val1);
			if( pbl && check_distance_bl(bl, pbl, 7) )
			{
				sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
				return 0;
			}
		}
		break;

	case SC_GOSPEL:
		if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
		{
			int hp, sp;
			hp = (sce->val1 > 5) ? 45 : 30;
			sp = (sce->val1 > 5) ? 35 : 20;
			if(!iStatus->charge(bl, hp, sp))
				break;
			sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_JAILED:
		if(sce->val1 == INT_MAX || --(sce->val1) > 0)
		{
			sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data);
			return 0;
		}
		break;

	case SC_BLIND:
		if(sc->data[SC_FOGWALL])
		{	//Blind lasts forever while you are standing on the fog.
			sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_ABUNDANCE:
		if(--(sce->val4) > 0) {
			iStatus->heal(bl,0,60,0);
			sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
		}
		break;

	case SC_PYREXIA:
		if( --(sce->val4) > 0 ) {
			iMap->freeblock_lock();
			clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
			status_fix_damage(NULL,bl,100,0);
			if( sc->data[type] ) {
				sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
			}
			iMap->freeblock_unlock();
			return 0;
		}
		break;

	case SC_LEECHESEND:
		if( --(sce->val4) > 0 ) {
			int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
			damage += status->vit * (sce->val1 - 3);
			unit->skillcastcancel(bl,2);
			iMap->freeblock_lock();
			iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
			if( sc->data[type] ) {
				sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
			}
			iMap->freeblock_unlock();
			return 0;
		}
		break;

	case SC_MAGICMUSHROOM:
		if( --(sce->val4) > 0 ) {
			bool flag = 0;
			int damage = status->max_hp * 3 / 100;
			if( status->hp <= damage )
				damage = status->hp - 1; // Cannot Kill

			if( damage > 0 ) { // 3% Damage each 4 seconds
				iMap->freeblock_lock();
				status_zap(bl,damage,0);
				flag = !sc->data[type]; // Killed? Should not
				iMap->freeblock_unlock();
			}

			if( !flag ) { // Random Skill Cast
				if (sd && !pc_issit(sd)) { //can't cast if sit
					int mushroom_skill_id = 0, i;
					unit->stop_attack(bl);
					unit->skillcastcancel(bl,1);
					do {
						i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
						mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
					}
					while( mushroom_skill_id == 0 );

					switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
					case CAST_GROUND:
						skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
						break;
					case CAST_NODAMAGE:
						skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
						break;
					case CAST_DAMAGE:
						skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
						break;
					}
				}

				clif->emotion(bl,E_HEH);
				sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data);
			}
			return 0;
		}
		break;

	case SC_TOXIN:
		if( --(sce->val4) > 0 )
		{ //Damage is every 10 seconds including 3%sp drain.
			iMap->freeblock_lock();
			clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
			iStatus->damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
			if( sc->data[type] ) {
				sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data );
			}
			iMap->freeblock_unlock();
			return 0;
		}
		break;

	case SC_OBLIVIONCURSE:
		if( --(sce->val4) > 0 )
		{
			clif->emotion(bl,E_WHAT);
			sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data );
			return 0;
		}
		break;

	case SC_WEAPONBLOCKING:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl,0,3) )
				break;
			sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
			return 0;
		}
		break;

	case SC_CLOAKINGEXCEED:
		if(!iStatus->charge(bl,0,10-sce->val1))
			break;
		sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC_RENOVATIO:
		if( --(sce->val4) > 0 )
		{
			int heal = status->max_hp * 3 / 100;
			if( sc && sc->data[SC_AKAITSUKI] && heal )
				heal = ~heal + 1;
			iStatus->heal(bl, heal, 0, 2);
			sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_BURNING:
		if( --(sce->val4) > 0 )
		{
			struct block_list *src = iMap->id2bl(sce->val3);
			int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)

			iMap->freeblock_lock();
			clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
			iStatus->damage(src, bl, damage, 0, 0, 1);

			if( sc->data[type]){ // Target still lives. [LimitLine]
				sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
			}
			iMap->freeblock_unlock();
			return 0;
		}
		break;

	case SC_FEAR:
		if( --(sce->val4) > 0 )
		{
			if( sce->val2 > 0 )
				sce->val2--;
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_SUMMON1:
	case SC_SUMMON2:
	case SC_SUMMON3:
	case SC_SUMMON4:
	case SC_SUMMON5:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl, 0, 1) )
				break;
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_READING_SB:
		if( !iStatus->charge(bl, 0, sce->val2) ){
			int i;
			for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
				status_change_end(bl, (sc_type)i, INVALID_TIMER);
			break;
		}
		sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC_ELECTRICSHOCKER:
		if( --(sce->val4) > 0 )
		{
			iStatus->charge(bl, 0, status->max_sp / 100 * sce->val1 );
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_CAMOUFLAGE:
		if(--(sce->val4) > 0){
			iStatus->charge(bl,0,7 - sce->val1);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC__REPRODUCE:
		if(!iStatus->charge(bl, 0, 1))
			break;
		sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC__SHADOWFORM:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
				break;
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC__INVISIBILITY:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
				break;
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_STRIKING:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl,0, sce->val1 ) )
				break;
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_VACUUM_EXTREME:
		if( --(sce->val4) > 0 ){
			sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_BLOOD_SUCKER:
		if( --(sce->val4) > 0 ) {
			struct block_list *src = iMap->id2bl(sce->val2);
			int damage;
			if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
				break;
			iMap->freeblock_lock();
			damage =  sce->val3;
			iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
			unit->skillcastcancel(bl,1);
			if ( sc->data[type] ) {
				sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			}
			iMap->freeblock_unlock();
			iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
			return 0;
		}
		break;

	case SC_SIREN:
		if( --(sce->val4) > 0 )
		{
			clif->emotion(bl,E_LV);
			sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_DEEP_SLEEP:
		if( --(sce->val4) > 0 )
		{ // Recovers 1% HP/SP every 2 seconds.
			iStatus->heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
			sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_SIRCLEOFNATURE:
		if( --(sce->val4) > 0 )
		{
			if( !iStatus->charge(bl,0,sce->val2) )
				break;
			iStatus->heal(bl, sce->val3, 0, 1);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_SONG_OF_MANA:
		if( --(sce->val4) > 0 )
		{
			iStatus->heal(bl,0,sce->val3,3);
			sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;


	case SC_SATURDAY_NIGHT_FEVER:
		// 1% HP/SP drain every val4 seconds [Jobbie]
		if( --(sce->val3) > 0 )
		{
			int hp = status->hp / 100;
			int sp = status->sp / 100;
			if( !iStatus->charge(bl, hp, sp) )
				break;
			sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_COLD:
		if( --(sce->val4) > 0 )
		{ // Drains 2% of HP and 1% of SP every seconds.
			if( bl->type != BL_MOB) // doesn't work on mobs
				iStatus->charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_FORCEOFVANGUARD:
		if( !iStatus->charge(bl,0,20) )
			break;
		sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC_BANDING:
		if( iStatus->charge(bl, 0, 7 - sce->val1) )
		{
			if( sd ) pc->banding(sd, sce->val1);
			sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_LG_REFLECTDAMAGE:
		if( --(sce->val4) > 0 ) {
			if( !iStatus->charge(bl,0,sce->val3) )
				break;
			sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_OVERHEAT_LIMITPOINT:
		if( --(sce->val1) > 0 ) { // Cooling
			sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data);
		}
		break;

	case SC_OVERHEAT:
		{
			int damage = status->max_hp / 100; // Suggestion 1% each second
			if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
			iMap->freeblock_lock();
			status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
			if( sc->data[type] ) {
				sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			}
			iMap->freeblock_unlock();
		}
		break;

	case SC_MAGNETICFIELD:
		{
			if( --(sce->val3) <= 0 )
				break; // Time out
			if( sce->val2 == bl->id )
			{
				if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) )
					break; // No more SP status should end, and in the next second will end for the other affected players
			}
			else
			{
				struct block_list *src = iMap->id2bl(sce->val2);
				struct status_change *ssc;
				if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
					break; // Source no more under Magnetic Field
			}
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
		}
		break;

	case SC_INSPIRATION:
		if(--(sce->val4) > 0)
		{
			int hp = status->max_hp * (7-sce->val1) / 100;
			int sp = status->max_sp * (9-sce->val1) / 100;

			if( !iStatus->charge(bl,hp,sp) ) break;

			sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
			return 0;
		}
		break;

	case SC_RAISINGDRAGON:
		// 1% every 5 seconds [Jobbie]
		if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) )
		{
			if( !sc->data[type] ) return 0;
			sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_CIRCLE_OF_FIRE:
	case SC_FIRE_CLOAK:
	case SC_WATER_DROP:
	case SC_WATER_SCREEN:
	case SC_WIND_CURTAIN:
	case SC_WIND_STEP:
	case SC_STONE_SHIELD:
	case SC_SOLID_SKIN:
		if( !iStatus->charge(bl,0,sce->val2) ){
			struct block_list *s_bl = battle->get_master(bl);
			if( s_bl )
				status_change_end(s_bl,type+1,INVALID_TIMER);
			status_change_end(bl,type,INVALID_TIMER);
			break;
		}
		sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
		return 0;

	case SC_STOMACHACHE:
		if( --(sce->val4) > 0 ){
			iStatus->charge(bl,0,sce->val2);	// Reduce 8 every 10 seconds.
			if( sd && !pc_issit(sd) )	// Force to sit every 10 seconds.
			{
				pc_stop_walking(sd,1|4);
				pc_stop_attack(sd);
				pc_setsit(sd);
				clif->sitting(bl);
			}
			sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_LEADERSHIP:
	case SC_GLORYWOUNDS:
	case SC_SOULCOLD:
	case SC_HAWKEYES:
		/* they only end by status_change_end */
		sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data);
		return 0;
	case SC_MEIKYOUSISUI:
		if( --(sce->val4) > 0 ){
			iStatus->heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_IZAYOI:
	case SC_KAGEMUSYA:
		if( --(sce->val2) > 0 ){
			if(!iStatus->charge(bl, 0, 1)) break;
			sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_ANGRIFFS_MODUS:
		if(--(sce->val4) > 0) { //drain hp/sp
			if( !iStatus->charge(bl,100,20) ) break;
			sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
			return 0;
		}
		break;
	case SC_FULL_THROTTLE:
		if( --(sce->val4) > 0 )
		{
			status_percent_damage(bl, bl, sce->val2, 0, false);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_KINGS_GRACE:
		if( --(sce->val4) > 0 )
		{
			status_percent_heal(bl, sce->val2, 0);
			sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_FRIGG_SONG:
		if( --(sce->val4) > 0 )
		{
			iStatus->heal(bl, sce->val3, 0, 0);
			sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
			return 0;
		}
		break;
	}

	// default for all non-handled control paths is to end the status
	return status_change_end( bl,type,tid );
#undef sc_timer_next
}

/*==========================================
* Foreach iteration of repetitive status
*------------------------------------------*/
int status_change_timer_sub(struct block_list* bl, va_list ap)
{
	struct status_change* tsc;

	struct block_list* src = va_arg(ap,struct block_list*);
	struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
	enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
	unsigned int tick = va_arg(ap,unsigned int);

	if (iStatus->isdead(bl))
		return 0;

	tsc = iStatus->get_sc(bl);

	switch( type ) {
	case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
		if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
			rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
			status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
	case SC_CONCENTRATION:
		status_change_end(bl, SC_HIDING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
		status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
		status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
		break;
	case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
		if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
			tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
			tsc->data[SC__INVISIBILITY])) {
				status_change_end(bl, SC_HIDING, INVALID_TIMER);
				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
				status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
				status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
				if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
					skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
		}
		if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
			rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
			status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
		break;
	case SC_WZ_SIGHTBLASTER:
		if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
			iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
		{
			if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
				&& skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
					sce->val2 = 0; //This signals it to end.
			}
		}
		break;
	case SC_RG_CCONFINE_M:
		//Lock char has released the hold on everyone...
		if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
			tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
			status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
		}
		break;
	case SC_CURSEDCIRCLE_TARGET:
		if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
			clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
			status_change_end(bl, type, INVALID_TIMER);
		}
		break;
	}
	return 0;
}

int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); }
int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
#ifdef RENEWAL
int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){
	int min = 0, max = 0, dstr;
	float strdex_bonus, variance;
	struct status_change *sc = iStatus->get_sc(bl);

	if ( bl->type == BL_PC && watk->atk ){
		if ( flag&2 )
			dstr = status_get_dex(bl);
		else
			dstr = status_get_str(bl);

		variance = 5.0f * watk->atk *  watk->wlv / 100.0f;
		strdex_bonus = watk->atk * dstr / 200.0f;

		min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2;
		max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2;
	}else if( watk->atk ){
		min = watk->atk * 80 / 100;
		max = watk->atk * 120 / 100;
	}

	if( !(flag&1) ){
		if( max > min )
			max = min + rnd()%(max - min);
		else
			max = min;
	}

	if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
		max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;

	max = status_calc_watk(bl, sc, max, false);

	return max;
}
#endif

#define GETRANDMATK(){\
	if( status->matk_max > status->matk_min )\
	return status->matk_min + rnd()%(status->matk_max - status->matk_min);\
else\
	return status->matk_min;\
}

/*==========================================
*  flag [malufett]
*	0 - update matk values
*	1 - get matk w/o SC bonuses
*	2 - get modified matk
*	3 - get matk w/o eatk & SC bonuses
*------------------------------------------*/
int status_get_matk(struct block_list *bl, int flag){
	struct status_data *status;
	struct status_change *sc;
	struct map_session_data *sd;

	if( bl == NULL )
		return 1;

	status = iStatus->get_status_data(bl);
	sc = iStatus->get_sc(bl);
	sd = BL_CAST(BL_PC, bl);

	if( flag == 2 ) // just get matk
		GETRANDMATK();

#ifndef RENEWAL
	status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
	status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
#else
	/**
	* RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
	* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
	**/
	status->matk_min = iStatus->base_matk(status, iStatus->get_lv(bl));

	//  Any +MATK you get from skills and cards, including cards in weapon, is added here.
	if( sd && sd->bonus.ematk > 0 && flag != 3 )
		status->matk_min += sd->bonus.ematk;
	if( flag != 3 )
		status->matk_min = status_calc_ematk(bl, sc, status->matk_min);

	status->matk_max = status->matk_min;

	//This is the only portion in MATK that varies depending on the weapon level and refinement rate.
	if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){
		int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks
		int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level
		status->matk_min += wMatk - variance;
		status->matk_max += wMatk + variance;
	}else if( bl->type&BL_MOB ){
		status->matk_min = status->matk_max = status_get_int(bl) + iStatus->get_lv(bl);
		status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
		status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
	}
#endif
	if (bl->type&BL_PC && 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 ((bl->type&BL_HOM && battle_config.hom_setting&0x20)  //Hom Min Matk is always the same as Max Matk
		|| (sc && sc->data[SC_RECOGNIZEDSPELL]))
		status->matk_min = status->matk_max;

#ifdef RENEWAL
	if( sd && sd->right_weapon.overrefine > 0){
		status->matk_min++;
		status->matk_max += sd->right_weapon.overrefine - 1;
	}
#endif

	if( flag ) // get unmodified from sc matk
		GETRANDMATK();

	status->matk_min = status_calc_matk(bl, sc, status->matk_min, true);
	status->matk_max = status_calc_matk(bl, sc, status->matk_max, true);

	return 0;
}

/*==========================================
* Clears buffs/debuffs of a character.
* type&1 -> buffs, type&2 -> debuffs
* type&4 -> especific debuffs(implemented with refresh)
*------------------------------------------*/
int status_change_clear_buffs (struct block_list* bl, int type)
{
	int i;
	struct status_change *sc= iStatus->get_sc(bl);

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

	if (type&6) //Debuffs
		for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
			status_change_end(bl, (sc_type)i, INVALID_TIMER);

	for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
	{
		if( !sc->data[i] || !iStatus->get_sc_type(i) )
			continue;

		if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
			continue;

		if( type < 3 ){
			if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) )
				continue;
			if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
				continue;
		}
		switch (i) {
		case SC_DEEP_SLEEP:
		case SC_FROSTMISTY:
		case SC_COLD:
		case SC_TOXIN:
		case SC_PARALYSE:
		case SC_VENOMBLEED:
		case SC_MAGICMUSHROOM:
		case SC_DEATHHURT:
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:
		case SC_MARSHOFABYSS:
		case SC_MANDRAGORA:
			if(!(type&4))
				continue;
			break;
		case SC_BERSERK:
		case SC_SATURDAY_NIGHT_FEVER:
			if(type&4)
				continue;
			sc->data[i]->val2 = 0;
			break;
		default:
			if(type&4)
				continue;

		}
		status_change_end(bl, (sc_type)i, INVALID_TIMER);
	}
	return 0;
}

int status_change_spread( struct block_list *src, struct block_list *bl ) {
	int i, flag = 0;
	struct status_change *sc = iStatus->get_sc(src);
	const struct TimerData *timer;
	unsigned int tick;
	struct status_change_data data;

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

	tick = iTimer->gettick();

	for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
		if( !sc->data[i] || i == SC_COMMON_MAX )
			continue;

		switch( i ) {
			//Debuffs that can be spreaded.
			// NOTE: We'll add/delte SCs when we are able to confirm it.
		case SC_CURSE:
		case SC_SILENCE:
		case SC_CONFUSION:
		case SC_BLIND:
		case SC_NOCHAT:
		case SC_ILLUSION:
		case SC_CRUCIS:
		case SC_DEC_AGI:
		case SC_SLOWDOWN:
		case SC_MINDBREAKER:
		case SC_DC_WINKCHARM:
		case SC_STOP:
		case SC_ORCISH:
			//case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
			//case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
			//case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
			//case SC_NOEQUIPHELM:
			//case SC__STRIPACCESSARY:
		case SC_WUGBITE:
		case SC_FROSTMISTY:
		case SC_VENOMBLEED:
		case SC_DEATHHURT:
		case SC_PARALYSE:
			if( sc->data[i]->timer != INVALID_TIMER ) {
				timer = iTimer->get_timer(sc->data[i]->timer);
				if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0)
					continue;
				data.tick = DIFF_TICK(timer->tick,tick);
			} else
				data.tick = INVALID_TIMER;
			break;
			// Special cases
		case SC_POISON:
		case SC_DPOISON:
			data.tick = sc->data[i]->val3 * 1000;
			break;
		case SC_FEAR:
		case SC_LEECHESEND:
			data.tick = sc->data[i]->val4 * 1000;
			break;
		case SC_BURNING:
			data.tick = sc->data[i]->val4 * 2000;
			break;
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
			data.tick = sc->data[i]->val4 * 3000;
			break;
		case SC_MAGICMUSHROOM:
			data.tick = sc->data[i]->val4 * 4000;
			break;
		case SC_TOXIN:
		case SC_BLOODING:
			data.tick = sc->data[i]->val4 * 10000;
			break;
		default:
			continue;
			break;
		}
		if( i ){
			data.val1 = sc->data[i]->val1;
			data.val2 = sc->data[i]->val2;
			data.val3 = sc->data[i]->val3;
			data.val4 = sc->data[i]->val4;
			iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
			flag = 1;
		}
	}

	return flag;
}

//Natural regen related stuff.
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(struct block_list* bl, va_list args)
{
	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;

	regen = iStatus->get_regen_data(bl);
	if (!regen) return 0;
	status = iStatus->get_status_data(bl);
	sc = iStatus->get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;
	sd = BL_CAST(BL_PC,bl);

	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 && (
		iStatus->isdead(bl) ||
		(sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
		))
		flag=0;

	if (sd) {
		if (sd->hp_loss.value || sd->sp_loss.value)
			pc->bleeding(sd, natural_heal_diff_tick);
		if (sd->hp_regen.value || sd->sp_regen.value)
			pc->regen(sd, natural_heal_diff_tick);
	}

	if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
		(vd = iStatus->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(iStatus->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(iStatus->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 != INVALID_TIMER)
	{
		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 = iStatus->get_viewdata(bl);
		if(vd && vd->dead_sit == 2)
			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 != INVALID_TIMER)
			rate/=2;
		// Homun HP regen fix (they should regen as if they were sitting (twice as fast)
		if(bl->type==BL_HOM) 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 (iStatus->heal(bl, val, 0, 1) < val)
				flag&=~RGN_SHP; //full.
		}
	}

	//Natural SP regen
	if(flag&RGN_SP)
	{
		rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
		// Homun SP regen fix (they should regen as if they were sitting (twice as fast)
		if(bl->type==BL_HOM) rate *=2;

		regen->tick.sp += rate;

		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 (iStatus->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(iStatus->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,iStatus->skill2sc(TK_SPTIME),
					100,rate,skill->get_time(TK_SPTIME, rate));
				if (
					(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
					rnd()%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(iStatus->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, intptr_t data)
{
	natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
	iMap->map_foreachregen(status_natural_heal);
	natural_heal_prev_tick = tick;
	return 0;
}

/**
* Get the chance to upgrade a piece of equipment.
* @param wlv The weapon type of the item to refine (see see enum refine_type)
* @param refine The target refine level
* @return The chance to refine the item, in percent (0~100)
**/
int status_get_refine_chance(enum refine_type wlv, int refine) {

	if ( refine < 0 || refine >= MAX_REFINE)
	return 0;

	return refine_info[wlv].chance[refine];
}

int status_get_sc_type(sc_type type) {

	if( type <= SC_NONE || type >= SC_MAX )
		return 0;

	return sc_conf[type];
}

/*------------------------------------------
* DB reading.
* job_db1.txt    - weight, hp, sp, aspd
* job_db2.txt    - job level stat bonuses
* size_fix.txt   - size adjustment table for weapons
* refine_db.txt  - refining data table
*------------------------------------------*/
static bool status_readdb_job1(char* fields[], int columns, int current)
{// Job-specific values (weight, HP, SP, ASPD)
	int idx, class_;
	unsigned int i;

	class_ = atoi(fields[0]);

	if(!pcdb_checkid(class_))
	{
		ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
		return false;
	}
	idx = pc->class2idx(class_);

	max_weight_base[idx] = atoi(fields[1]);
	hp_coefficient[idx]  = atoi(fields[2]);
	hp_coefficient2[idx] = atoi(fields[3]);
	sp_coefficient[idx]  = atoi(fields[4]);
#ifdef RENEWAL_ASPD
	for(i = 0; i <= MAX_WEAPON_TYPE; i++)
#else
	for(i = 0; i < MAX_WEAPON_TYPE; i++)
#endif
	{
		aspd_base[idx][i] = atoi(fields[i+5]);
	}
	return true;
}

static bool status_readdb_job2(char* fields[], int columns, int current)
{
	int idx, class_, i;

	class_ = atoi(fields[0]);

	if(!pcdb_checkid(class_))
	{
		ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
		return false;
	}
	idx = pc->class2idx(class_);

	for(i = 1; i < columns; i++)
	{
		job_bonus[idx][i-1] = atoi(fields[i]);
	}
	return true;
}

static bool status_readdb_sizefix(char* fields[], int columns, int current)
{
	unsigned int i;

	for(i = 0; i < MAX_WEAPON_TYPE; i++)
	{
		atkmods[current][i] = atoi(fields[i]);
	}
	return true;
}

static bool status_readdb_refine(char* fields[], int columns, int current)
{
	int i, bonus_per_level, random_bonus, random_bonus_start_level;

	current = atoi(fields[0]);

	if (current < 0 || current >= REFINE_TYPE_MAX)
		return false;

	bonus_per_level = atoi(fields[1]);
	random_bonus_start_level = atoi(fields[2]);
	random_bonus = atoi(fields[3]);

	for(i = 0; i < MAX_REFINE; i++)
	{
		char* delim;

		if (!(delim = strchr(fields[4+i], ':')))
			return false;

		*delim = '\0';

		refine_info[current].chance[i] = atoi(fields[4+i]);

		if (i >= random_bonus_start_level - 1)
			refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);

		refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
		if (i > 0)
			refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
	}
	return true;
}

static bool status_readdb_scconfig(char* fields[], int columns, int current) {
	int val = 0;
	char* type = fields[0];

	if( !script->get_constant(type, &val) ){
		ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type);
		return false;
	}

	sc_conf[val] = (int)strtol(fields[1], NULL, 0);

	return true;
}
/*
* Read status db
* job1.txt
* job2.txt
* size_fixe.txt
* refine_db.txt
*/
int status_readdb(void)
{
	int i, j;

	// initialize databases to default
	//

	// reset job_db1.txt data
	memset(max_weight_base, 0, sizeof(max_weight_base));
	memset(hp_coefficient, 0, sizeof(hp_coefficient));
	memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
	memset(sp_coefficient, 0, sizeof(sp_coefficient));
	memset(aspd_base, 0, sizeof(aspd_base));
	// reset job_db2.txt data
	memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus

	// size_fix.txt
	for(i=0;i<ARRAYLENGTH(atkmods);i++)
		for(j=0;j<MAX_WEAPON_TYPE;j++)
			atkmods[i][j]=100;

	// refine_db.txt
	for(i=0;i<ARRAYLENGTH(refine_info);i++)
	{
		for(j=0;j<MAX_REFINE; j++)
		{
			refine_info[i].chance[j] = 100;
			refine_info[i].bonus[j] = 0;
			refine_info[i].randombonus_max[j] = 0;
		}
	}

	// read databases
	//


#ifdef RENEWAL_ASPD
	sv->readdb(iMap->db_path, "re/job_db1.txt",   ',',	6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE,	-1,		&status_readdb_job1);
#else
	sv->readdb(iMap->db_path, "pre-re/job_db1.txt",   ',',	5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE,	-1,		&status_readdb_job1);
#endif
	sv->readdb(iMap->db_path, "job_db2.txt",   ',', 1,                 1+MAX_LEVEL,       -1,                            &status_readdb_job2);
	sv->readdb(iMap->db_path, "size_fix.txt",  ',', MAX_WEAPON_TYPE,   MAX_WEAPON_TYPE,    ARRAYLENGTH(atkmods),         &status_readdb_sizefix);
	sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
	sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig);

	return 0;
}

/*==========================================
* Status db init and destroy.
*------------------------------------------*/
int do_init_status(void)
{
	iTimer->add_timer_func_list(iStatus->change_timer,"status_change_timer");
	iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
	iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
	initChangeTables();
	initDummyData();
	iStatus->readdb();
	status_calc_sigma();
	natural_heal_prev_tick = iTimer->gettick();
	sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
	iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
	return 0;
}
void do_final_status(void)
{
	ers_destroy(sc_data_ers);
}

/*=====================================
* Default Functions : status.h 
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
void status_defaults(void) {
	iStatus = &iStatus_s;

	/* vars */

	iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
	iStatus->current_equip_card_id = 0; //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

	/* funcs */

	iStatus->get_refine_chance = status_get_refine_chance;
	// for looking up associated data
	iStatus->skill2sc = status_skill2sc;
	iStatus->sc2skill = status_sc2skill;
	iStatus->sc2scb_flag = status_sc2scb_flag;
	iStatus->type2relevant_bl_types = status_type2relevant_bl_types;
	iStatus->get_sc_type = status_get_sc_type;

	iStatus->damage = status_damage;
	//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
	iStatus->charge = status_charge;
	iStatus->percent_change = status_percent_change;
	//Used to set the hp/sp of an object to an absolute value (can't kill)
	iStatus->set_hp = status_set_hp;
	iStatus->set_sp = status_set_sp;
	iStatus->heal = status_heal;
	iStatus->revive = status_revive;

	iStatus->get_regen_data = status_get_regen_data;
	iStatus->get_status_data = status_get_status_data;
	iStatus->get_base_status = status_get_base_status;
	iStatus->get_name = status_get_name;
	iStatus->get_class = status_get_class;
	iStatus->get_lv = status_get_lv;
	iStatus->get_def = status_get_def;
	iStatus->get_speed = status_get_speed;
	iStatus->calc_attack_element = status_calc_attack_element;
	iStatus->get_party_id = status_get_party_id;
	iStatus->get_guild_id = status_get_guild_id;
	iStatus->get_emblem_id = status_get_emblem_id;
	iStatus->get_mexp = status_get_mexp;
	iStatus->get_race2 = status_get_race2;

	iStatus->get_viewdata = status_get_viewdata;
	iStatus->set_viewdata = status_set_viewdata;
	iStatus->change_init = status_change_init;
	iStatus->get_sc = status_get_sc;

	iStatus->isdead = status_isdead;
	iStatus->isimmune = status_isimmune;

	iStatus->get_sc_def = status_get_sc_def;

	iStatus->change_start = status_change_start;
	iStatus->change_end_ = status_change_end_;
	iStatus->kaahi_heal_timer = kaahi_heal_timer;
	iStatus->change_timer = status_change_timer;
	iStatus->change_timer_sub = status_change_timer_sub;
	iStatus->change_clear = status_change_clear;
	iStatus->change_clear_buffs = status_change_clear_buffs;

	iStatus->calc_bl_ = status_calc_bl_;
	iStatus->calc_mob_ = status_calc_mob_;
	iStatus->calc_pet_ = status_calc_pet_;
	iStatus->calc_pc_ = status_calc_pc_;
	iStatus->calc_homunculus_ = status_calc_homunculus_;
	iStatus->calc_mercenary_ = status_calc_mercenary_;
	iStatus->calc_elemental_ = status_calc_elemental_;

	iStatus->calc_misc = status_calc_misc;
	iStatus->calc_regen = status_calc_regen;
	iStatus->calc_regen_rate = status_calc_regen_rate;

	iStatus->check_skilluse = status_check_skilluse; // [Skotlex]
	iStatus->check_visibility = status_check_visibility; //[Skotlex]

	iStatus->change_spread = status_change_spread;

	iStatus->calc_def = status_calc_def;
	iStatus->calc_def2 = status_calc_def2;
	iStatus->calc_mdef = status_calc_mdef;
	iStatus->calc_mdef2 = status_calc_mdef2;
	iStatus->calc_batk = status_calc_batk;
#ifdef RENEWAL
	iStatus->base_matk = status_base_matk;
	iStatus->get_weapon_atk = status_get_weapon_atk;
#endif
	iStatus->get_total_mdef = status_get_total_mdef;
	iStatus->get_total_def = status_get_total_def;

	iStatus->get_matk = status_get_matk;

	iStatus->readdb = status_readdb;
	iStatus->do_init_status = do_init_status;
	iStatus->do_final_status = do_final_status;
}