summaryrefslogblamecommitdiff
path: root/src/map/status.h
blob: 44012566fdeb040db9a0e8b2e9f88052bae01044 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361





                                                          



                  
                      
                     
 



                                                      
              
                            
     
                            
      
 
                  




                                
 
                               


                                                               
 
                                                                 
                      
                     
 

















































































































































































































































































                                                                                                          
 






                                       
 















































                                   
        








































































































































































































































































                                                                                                                                 


                      
                            







                       


                          
      
 
                                                                                         
          
 
                                                                          
              






















































































































































                                             

                                 





































































































































































































































































































































































































































































































































































                                                                                                                  

  
                               








                                                                                                            
  
 


                                    
                                                      

















                                       
  


                                                                                          
 

                                     








                                                                                                                    


                                 
      








                                   



                     


















                                           
  
 
      
























                                                                                                                   
                 







                                                                                            
      



                                                                                                      
  
 
                                         






                                
  
 

                               







                                                                              

  
                                                         

































                                                                                         
 

                                 
  

                                                                            
                                                
                                   
                                              
                                                                                                                    
                                                        




                                                                


                                 
              

                            
      




                                                                    












                                                                                 
                   
                           
      




                                                                                  
 

                                
                           
 
                                                                  



                                               

                      
 








                                                       



                   


                                                                    
 
















                                                                                          
 

                                                                                   


                            

                                


                      

















                                                                                                                                  
               
                                                                                      
      

                                                         

  
                                 

                                   

                                            
 





                                                                                                           
                                                         

                                                                                                                               

                                                                                                                                   
                                    
                                                                     





                                                                                     


                                                                  
                                                    














                                                                  
                                              









                                                                    

                                                                  








                                                                                                       
                                                                          




                                                            
                                                










                                                             
                                                                                              

                                                                                                      
                                                                                                                

                                                                                                                                  

                                                                                                                                
                                                                                        

                                                                           


                                                               
 
                                                                                  




                                                                                    
                                                                                   
                                                                             

                                                                            


                                                             

                                                                  
                                                                  
 



                                                                                                       
                                                                                                                     

                                                                                           
                                                                          
 



                                                                             

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

#ifndef _STATUS_H_
#define _STATUS_H_

struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;

/**
 * Max Refine available to your server
 * Changing this limit requires edits to refine_db.txt
 **/
#ifdef RENEWAL
#	define MAX_REFINE 20
#else
#	define MAX_REFINE 10
#endif

enum refine_type {
	REFINE_TYPE_ARMOR   = 0,
	REFINE_TYPE_WEAPON1 = 1,
	REFINE_TYPE_WEAPON2 = 2,
	REFINE_TYPE_WEAPON3 = 3,
	REFINE_TYPE_WEAPON4 = 4,

	REFINE_TYPE_MAX     = 5
};

int status_get_refine_chance(enum refine_type wlv, int refine);

// Status changes listing. These code are for use by the server. 
typedef enum sc_type {
	SC_NONE = -1,

	//First we enumerate common status ailments which are often used around.
	SC_STONE = 0,
	SC_COMMON_MIN = 0, // begin
	SC_FREEZE,
	SC_STUN,
	SC_SLEEP,
	SC_POISON,
	SC_CURSE,
	SC_SILENCE,
	SC_CONFUSION,
	SC_BLIND,
	SC_BLEEDING,
	SC_DPOISON, //10
	SC_COMMON_MAX = 10, // end
	
	//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
	SC_PROVOKE = 20,
	SC_ENDURE,
	SC_TWOHANDQUICKEN,
	SC_CONCENTRATE,
	SC_HIDING,
	SC_CLOAKING,
	SC_ENCPOISON,
	SC_POISONREACT,
	SC_QUAGMIRE,
	SC_ANGELUS,
	SC_BLESSING, //30
	SC_SIGNUMCRUCIS,
	SC_INCREASEAGI,
	SC_DECREASEAGI,
	SC_SLOWPOISON,
	SC_IMPOSITIO  ,
	SC_SUFFRAGIUM,
	SC_ASPERSIO,
	SC_BENEDICTIO,
	SC_KYRIE,
	SC_MAGNIFICAT, //40
	SC_GLORIA,
	SC_AETERNA,
	SC_ADRENALINE,
	SC_WEAPONPERFECTION,
	SC_OVERTHRUST,
	SC_MAXIMIZEPOWER,
	SC_TRICKDEAD,
	SC_LOUD,
	SC_ENERGYCOAT,
	SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
	SC_BROKENWEAPON,
	SC_HALLUCINATION,
	SC_WEIGHT50,
	SC_WEIGHT90,
	SC_ASPDPOTION0,
	SC_ASPDPOTION1,
	SC_ASPDPOTION2,
	SC_ASPDPOTION3,
	SC_SPEEDUP0,
	SC_SPEEDUP1, //60
	SC_ATKPOTION,
	SC_MATKPOTION,
	SC_WEDDING,
	SC_SLOWDOWN,
	SC_ANKLE,
	SC_KEEPING,
	SC_BARRIER,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR, //70
	SC_STRIPHELM,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	SC_AUTOGUARD,
	SC_REFLECTSHIELD,
	SC_SPLASHER,
	SC_PROVIDENCE,
	SC_DEFENDER, //80
	SC_MAGICROD,
	SC_SPELLBREAKER,
	SC_AUTOSPELL,
	SC_SIGHTTRASHER,
	SC_AUTOBERSERK,
	SC_SPEARQUICKEN,
	SC_AUTOCOUNTER,
	SC_SIGHT,
	SC_SAFETYWALL,
	SC_RUWACH, //90
	SC_EXTREMITYFIST,
	SC_EXPLOSIONSPIRITS,
	SC_COMBO,
	SC_BLADESTOP_WAIT,
	SC_BLADESTOP,
	SC_FIREWEAPON,
	SC_WATERWEAPON,
	SC_WINDWEAPON,
	SC_EARTHWEAPON,
	SC_VOLCANO, //100,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_WATK_ELEMENT,
	SC_ARMOR,
	SC_ARMOR_ELEMENT,
	SC_NOCHAT,
	SC_BABY,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION, //110
	SC_TENSIONRELAX,
	SC_BERSERK,
	SC_FURY,
	SC_GOSPEL,
	SC_ASSUMPTIO,
	SC_BASILICA,
	SC_GUILDAURA,
	SC_MAGICPOWER,
	SC_EDP,
	SC_TRUESIGHT, //120
	SC_WINDWALK,
	SC_MELTDOWN,
	SC_CARTBOOST,
	SC_CHASEWALK,
	SC_REJECTSWORD,
	SC_MARIONETTE,
	SC_MARIONETTE2,
	SC_CHANGEUNDEAD,
	SC_JOINTBEAT,
	SC_MINDBREAKER, //130
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	SC_DEVOTION,
	SC_SACRIFICE,
	SC_STEELBODY,
	SC_ORCISH,
	SC_READYSTORM,
	SC_READYDOWN,
	SC_READYTURN, //140
	SC_READYCOUNTER,
	SC_DODGE,
	SC_RUN,
	SC_SHADOWWEAPON,
	SC_ADRENALINE2,
	SC_GHOSTWEAPON,
	SC_KAIZEL,
	SC_KAAHI,
	SC_KAUPE,
	SC_ONEHAND, //150
	SC_PRESERVE,
	SC_BATTLEORDERS,
	SC_REGENERATION,
	SC_DOUBLECAST,
	SC_GRAVITATION,
	SC_MAXOVERTHRUST,
	SC_LONGING,
	SC_HERMODE,
	SC_SHRINK,
	SC_SIGHTBLASTER, //160
	SC_WINKCHARM,
	SC_CLOSECONFINE,
	SC_CLOSECONFINE2,
	SC_DANCING,
	SC_ELEMENTALCHANGE,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
	SC_NIBELUNGEN,
	SC_ROKISWEIL, //170
	SC_INTOABYSS,
	SC_SIEGFRIED,
	SC_WHISTLE,
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	SC_MODECHANGE,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE, //180
	SC_SERVICE4U,
	SC_STOP,	//Prevents inflicted chars from walking. [Skotlex]
	SC_SPURT,
	SC_SPIRIT,
	SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
	SC_INTRAVISION,
	SC_INCALLSTATUS,
	SC_INCSTR,
	SC_INCAGI,
	SC_INCVIT, //190
	SC_INCINT,
	SC_INCDEX,
	SC_INCLUK,
	SC_INCHIT,
	SC_INCHITRATE,
	SC_INCFLEE,
	SC_INCFLEERATE,
	SC_INCMHPRATE,
	SC_INCMSPRATE,
	SC_INCATKRATE, //200
	SC_INCMATKRATE,
	SC_INCDEFRATE,
	SC_STRFOOD,
	SC_AGIFOOD,
	SC_VITFOOD,
	SC_INTFOOD,
	SC_DEXFOOD,
	SC_LUKFOOD,
	SC_HITFOOD,
	SC_FLEEFOOD, //210
	SC_BATKFOOD,
	SC_WATKFOOD,
	SC_MATKFOOD,
	SC_SCRESIST, //Increases resistance to status changes.
	SC_XMAS, // Xmas Suit [Valaris]
	SC_WARM, //SG skills [Komurka]
	SC_SUN_COMFORT,
	SC_MOON_COMFORT,
	SC_STAR_COMFORT,
	SC_FUSION, //220
	SC_SKILLRATE_UP,
	SC_SKE,
	SC_KAITE,
	SC_SWOO, // [marquis007]
	SC_SKA, // [marquis007]
	SC_EARTHSCROLL,
	SC_MIRACLE, //SG 'hidden' skill [Komurka]
	SC_MADNESSCANCEL,
	SC_ADJUSTMENT,
	SC_INCREASING,  //230
	SC_GATLINGFEVER,
	SC_TATAMIGAESHI,
	SC_UTSUSEMI,
	SC_BUNSINJYUTSU,
	SC_KAENSIN,
	SC_SUITON,
	SC_NEN,
	SC_KNOWLEDGE,
	SC_SMA,
	SC_FLING,	//240
	SC_AVOID,
	SC_CHANGE,
	SC_BLOODLUST,
	SC_FLEET,
	SC_SPEED,
	SC_DEFENCE,
	SC_INCASPDRATE,
	SC_INCFLEE2 = 248,
	SC_JAILED,
	SC_ENCHANTARMS,	//250
	SC_MAGICALATTACK,
	SC_ARMORCHANGE,
	SC_CRITICALWOUND,
	SC_MAGICMIRROR,
	SC_SLOWCAST,
	SC_SUMMER,
	SC_EXPBOOST,
	SC_ITEMBOOST,
	SC_BOSSMAPINFO, 
	SC_LIFEINSURANCE, //260
	SC_INCCRI,
	//SC_INCDEF,
	//SC_INCBASEATK = 263,
	//SC_FASTCAST,
	SC_MDEF_RATE = 265,
	//SC_HPREGEN,
	SC_INCHEALRATE = 267,
	SC_PNEUMA,
	SC_AUTOTRADE,
	SC_KSPROTECTED, //270
	SC_ARMOR_RESIST = 271,
	SC_SPCOST_RATE,
	SC_COMMONSC_RESIST,
	SC_SEVENWIND,
	SC_DEF_RATE,
	//SC_SPREGEN,
	SC_WALKSPEED = 277,

	// Mercenary Only Bonus Effects
	SC_MERC_FLEEUP,
	SC_MERC_ATKUP,
	SC_MERC_HPUP, //280
	SC_MERC_SPUP,
	SC_MERC_HITUP,
	SC_MERC_QUICKEN,

	SC_REBIRTH,
	//SC_SKILLCASTRATE, //285
	//SC_DEFRATIOATK,
	//SC_HPDRAIN,
	//SC_SKILLATKBONUS,
	SC_ITEMSCRIPT = 289,
	SC_S_LIFEPOTION, //290
	SC_L_LIFEPOTION,
	SC_JEXPBOOST,
	//SC_IGNOREDEF,
	SC_HELLPOWER = 294,
	SC_INVINCIBLE, //295
	SC_INVINCIBLEOFF,
	SC_MANU_ATK,
	SC_MANU_DEF,
	SC_SPL_ATK,
	SC_SPL_DEF, //300
	SC_MANU_MATK,
	SC_SPL_MATK,
	SC_FOOD_STR_CASH,
	SC_FOOD_AGI_CASH,
	SC_FOOD_VIT_CASH,
	SC_FOOD_DEX_CASH,
	SC_FOOD_INT_CASH,
	SC_FOOD_LUK_CASH,//308
	/**
	 * 3rd
	 **/
	SC_FEAR,//309
	SC_BURNING,//310
	SC_FREEZING,//311
	/**
	 * Rune Knight
	 **/
	SC_ENCHANTBLADE,//312
	SC_DEATHBOUND,//313
	SC_MILLENNIUMSHIELD,
	SC_CRUSHSTRIKE,//315
	SC_REFRESH,
	SC_REUSE_REFRESH,
	SC_GIANTGROWTH,
	SC_STONEHARDSKIN,
	SC_VITALITYACTIVATION,//320
	SC_STORMBLAST,
	SC_FIGHTINGSPIRIT,
	SC_ABUNDANCE,
	/**
	 * Arch Bishop
     **/
	SC_ADORAMUS,
	SC_EPICLESIS,//325
	SC_ORATIO,
	SC_LAUDAAGNUS,
	SC_LAUDARAMUS,
	SC_RENOVATIO,
	SC_EXPIATIO,//330
	SC_DUPLELIGHT,
	SC_SECRAMENT,
	/**
	 * Warlock
	 **/
	SC_WHITEIMPRISON,
	SC_MARSHOFABYSS,
	SC_RECOGNIZEDSPELL,//335
	SC_STASIS,
	SC_SPHERE_1,
	SC_SPHERE_2,
	SC_SPHERE_3,
	SC_SPHERE_4,//340
	SC_SPHERE_5,
	SC_READING_SB,
	SC_FREEZINGSPELL,
	/**
	 * Ranger
	 **/
	SC_FEARBREEZE,
	SC_ELECTRICSHOCKER,//345
	SC_WUGDASH,
	SC_BITE,
	SC_CAMOUFLAGE,
	/**
	 * Mechanic
	 **/
	SC_ACCELERATION,
	SC_HOVERING,//350
	SC_SHAPESHIFT,
	SC_INFRAREDSCAN,
	SC_ANALYZE,
	SC_MAGNETICFIELD,
	SC_NEUTRALBARRIER,//355
	SC_NEUTRALBARRIER_MASTER,
	SC_STEALTHFIELD,
	SC_STEALTHFIELD_MASTER,
	SC_OVERHEAT,
	SC_OVERHEAT_LIMITPOINT,//360
	/**
	 * Guillotine Cross
	 **/
	SC_VENOMIMPRESS,
	SC_POISONINGWEAPON,
	SC_WEAPONBLOCKING,
	SC_CLOAKINGEXCEED,
	SC_HALLUCINATIONWALK,//365
	SC_HALLUCINATIONWALK_POSTDELAY,
	SC_ROLLINGCUTTER,
	SC_TOXIN,
	SC_PARALYSE,
	SC_VENOMBLEED,//370
	SC_MAGICMUSHROOM,
	SC_DEATHHURT,
	SC_PYREXIA,
	SC_OBLIVIONCURSE,
	SC_LEECHESEND,//375
	/**
	 * Royal Guard
	 **/
	SC_REFLECTDAMAGE,
	SC_FORCEOFVANGUARD,
	SC_SHIELDSPELL_DEF,
	SC_SHIELDSPELL_MDEF,
	SC_SHIELDSPELL_REF,//380
	SC_EXEEDBREAK,
	SC_PRESTIGE,
	SC_BANDING,
	SC_BANDING_DEFENCE,
	SC_EARTHDRIVE,//385
	SC_INSPIRATION,
	/**
	 * Sorcerer
	 **/
	SC_SPELLFIST,
	SC_CRYSTALIZE,
	SC_STRIKING,
	SC_WARMER,//390
	SC_VACUUM_EXTREME,
	SC_PROPERTYWALK,
	/**
	 * Minstrel / Wanderer
	 **/
	SC_SWINGDANCE,
	SC_SYMPHONYOFLOVER,
	SC_MOONLITSERENADE,//395
	SC_RUSHWINDMILL,
	SC_ECHOSONG,
	SC_HARMONIZE,
	SC_VOICEOFSIREN,
	SC_DEEPSLEEP,//400
	SC_SIRCLEOFNATURE,
	SC_GLOOMYDAY,
	SC_GLOOMYDAY_SK,
	SC_SONGOFMANA,
	SC_DANCEWITHWUG,//405
	SC_SATURDAYNIGHTFEVER,
	SC_LERADSDEW,
	SC_MELODYOFSINK,
	SC_BEYONDOFWARCRY,
	SC_UNLIMITEDHUMMINGVOICE,//410
	SC_SITDOWN_FORCE,
	SC_NETHERWORLD,
	/**
	 * Sura
	 **/
	SC_CRESCENTELBOW,
	SC_CURSEDCIRCLE_ATKER,
	SC_CURSEDCIRCLE_TARGET,
	SC_LIGHTNINGWALK,//416
	SC_RAISINGDRAGON,
	SC_GT_ENERGYGAIN,
	SC_GT_CHANGE,
	SC_GT_REVITALIZE,
	/**
	 * Genetic
	 **/
	SC_GN_CARTBOOST,//427
	SC_THORNSTRAP,
	SC_BLOODSUCKER,
	SC_SMOKEPOWDER,
	SC_TEARGAS,
	SC_MANDRAGORA,//426
	SC_STOMACHACHE,
	SC_MYSTERIOUS_POWDER,
	SC_MELON_BOMB,
	SC_BANANA_BOMB,
	SC_BANANA_BOMB_SITDOWN,//431
	SC_SAVAGE_STEAK,
	SC_COCKTAIL_WARG_BLOOD,
	SC_MINOR_BBQ,
	SC_SIROMA_ICE_TEA,
	SC_DROCERA_HERB_STEAMED,//436
	SC_PUTTI_TAILS_NOODLES,
	SC_BOOST500,
	SC_FULL_SWING_K,
	SC_MANA_PLUS,
	SC_MUSTLE_M,//441
	SC_LIFE_FORCE_F,
	SC_EXTRACT_WHITE_POTION_Z,
	SC_VITATA_500,
	SC_EXTRACT_SALAMINE_JUICE,
	/**
	 * Shadow Chaser
	 **/
	SC__REPRODUCE,//446
	SC__AUTOSHADOWSPELL,
	SC__SHADOWFORM,
	SC__BODYPAINT,
	SC__INVISIBILITY,
	SC__DEADLYINFECT,//451
	SC__ENERVATION,
	SC__GROOMY,
	SC__IGNORANCE,
	SC__LAZINESS,
	SC__UNLUCKY,//456
	SC__WEAKNESS,
	SC__STRIPACCESSORY,
	SC__MANHOLE,
	SC__BLOODYLUST,//460
	/**
	 * Elemental Spirits
	 **/
	SC_CIRCLE_OF_FIRE,
	SC_CIRCLE_OF_FIRE_OPTION,
	SC_FIRE_CLOAK,
	SC_FIRE_CLOAK_OPTION,
	SC_WATER_SCREEN,//465
	SC_WATER_SCREEN_OPTION,
	SC_WATER_DROP,
	SC_WATER_DROP_OPTION,
	SC_WATER_BARRIER,
	SC_WIND_STEP,//470
	SC_WIND_STEP_OPTION,
	SC_WIND_CURTAIN,
	SC_WIND_CURTAIN_OPTION,
	SC_ZEPHYR,
	SC_SOLID_SKIN,//475
	SC_SOLID_SKIN_OPTION,
	SC_STONE_SHIELD,
	SC_STONE_SHIELD_OPTION,
	SC_POWER_OF_GAIA,
	SC_PYROTECHNIC,//480
	SC_PYROTECHNIC_OPTION,
	SC_HEATER,
	SC_HEATER_OPTION,
	SC_TROPIC,
	SC_TROPIC_OPTION,//485
	SC_AQUAPLAY,
	SC_AQUAPLAY_OPTION,
	SC_COOLER,
	SC_COOLER_OPTION,
	SC_CHILLY_AIR,//490
	SC_CHILLY_AIR_OPTION,
	SC_GUST,
	SC_GUST_OPTION,
	SC_BLAST,
	SC_BLAST_OPTION,//495
	SC_WILD_STORM,
	SC_WILD_STORM_OPTION,
	SC_PETROLOGY,
	SC_PETROLOGY_OPTION,
	SC_CURSED_SOIL,//500
	SC_CURSED_SOIL_OPTION,
	SC_UPHEAVAL,
	SC_UPHEAVAL_OPTION,
	SC_TIDAL_WEAPON,
	SC_TIDAL_WEAPON_OPTION,//505
	SC_ROCK_CRUSHER,
	SC_ROCK_CRUSHER_ATK,
	/* Guild Aura */
	SC_LEADERSHIP,
	SC_GLORYWOUNDS,
	SC_SOULCOLD, //508
	SC_HAWKEYES,
	/* ... */
	SC_ODINS_POWER,
	SC_RAID,
	/* Sorcerer .extra */
	SC_FIRE_INSIGNIA,
	SC_WATER_INSIGNIA,
	SC_WIND_INSIGNIA, //516
	SC_EARTH_INSIGNIA,
	/* new pushcart */
	SC_PUSH_CART,
	/* Warlock Spell books */
	SC_SPELLBOOK1,
	SC_SPELLBOOK2,
	SC_SPELLBOOK3,
	SC_SPELLBOOK4,
	SC_SPELLBOOK5,
	SC_SPELLBOOK6,
/**
 * In official server there are only 7 maximum number of spell books that can be memorized
 * To increase the maximum value just add another status type before SC_MAXSPELLBOOK (ex. SC_SPELLBOOK7, SC_SPELLBOOK8 and so on)
 **/
	SC_MAXSPELLBOOK,
	/* Max HP & SP */
	SC_INCMHP,
	SC_INCMSP,
	SC_PARTYFLEE, // 531
	/**
	* Kagerou & Oboro [malufett]
	**/
	SC_MEIKYOUSISUI,
	SC_JYUMONJIKIRI,
	SC_KYOUGAKU,
	SC_IZAYOI,
	SC_ZENKAI,
	SC_KAGEHUMI,
	SC_KYOMU,
	SC_KAGEMUSYA,
	SC_ZANGETSU,
	SC_GENSOU,
	SC_AKAITSUKI,
	
	//homon S
	SC_STYLE_CHANGE,        
    SC_GOLDENE_FERSE,
    SC_ANGRIFFS_MODUS,
    SC_ERASER_CUTTER,
    SC_OVERED_BOOST,        
    SC_LIGHT_OF_REGENE,
    SC_ASH,
    SC_GRANITIC_ARMOR,
    SC_MAGMA_FLOW,
    SC_PYROCLASTIC,
    SC_PARALYSIS,
    SC_PAIN_KILLER,

	
#ifdef RENEWAL	
	SC_EXTREMITYFIST2,
#endif

	SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;

// Official status change ids, used to display status icons on the client.
enum si_type {
	SI_BLANK		= -1,
	SI_PROVOKE		= 0,
	SI_ENDURE		= 1,
	SI_TWOHANDQUICKEN	= 2,
	SI_CONCENTRATE		= 3,
	SI_HIDING		= 4,
	SI_CLOAKING		= 5,
	SI_ENCPOISON		= 6,
	SI_POISONREACT		= 7,
	SI_QUAGMIRE		= 8,
	SI_ANGELUS		= 9,
	SI_BLESSING		= 10,
	SI_SIGNUMCRUCIS		= 11,
	SI_INCREASEAGI		= 12,
	SI_DECREASEAGI		= 13,
	SI_SLOWPOISON		= 14,
	SI_IMPOSITIO  		= 15,
	SI_SUFFRAGIUM		= 16,
	SI_ASPERSIO		= 17,
	SI_BENEDICTIO		= 18,
	SI_KYRIE		= 19,
	SI_MAGNIFICAT		= 20,
	SI_GLORIA		= 21,
	SI_AETERNA		= 22,
	SI_ADRENALINE		= 23,
	SI_WEAPONPERFECTION	= 24,
	SI_OVERTHRUST		= 25,
	SI_MAXIMIZEPOWER	= 26,
	SI_RIDING		= 27,
	SI_FALCON		= 28,
	SI_TRICKDEAD		= 29,
	SI_LOUD			= 30,
	SI_ENERGYCOAT		= 31,
	SI_BROKENARMOR		= 32,
	SI_BROKENWEAPON		= 33,
	SI_HALLUCINATION	= 34,
	SI_WEIGHT50 		= 35,
	SI_WEIGHT90		= 36,
	SI_ASPDPOTION0		= 37,
	SI_ASPDPOTION1 = 38,
	SI_ASPDPOTION2 = 39,
	SI_ASPDPOTIONINFINITY = 40,
	SI_SPEEDPOTION1		= 41,
//	SI_MOVHASTE_INFINITY		= 42,
//	SI_AUTOCOUNTER = 43,
//	SI_SPLASHER = 44,
//	SI_ANKLESNARE = 45,
	SI_ACTIONDELAY		= 46,
//	SI_NOACTION = 47,
//	SI_IMPOSSIBLEPICKUP = 48,
//	SI_BARRIER = 49,
	SI_STRIPWEAPON		= 50,
	SI_STRIPSHIELD		= 51,
	SI_STRIPARMOR		= 52,
	SI_STRIPHELM		= 53,
	SI_CP_WEAPON		= 54,
	SI_CP_SHIELD		= 55,
	SI_CP_ARMOR		= 56,
	SI_CP_HELM		= 57,
	SI_AUTOGUARD		= 58,
	SI_REFLECTSHIELD	= 59,
//	SI_DEVOTION = 60,
	SI_PROVIDENCE		= 61,
	SI_DEFENDER		= 62,
//	SI_MAGICROD = 63,
//	SI_WEAPONPROPERTY = 64,
	SI_AUTOSPELL		= 65,
//	SI_SPECIALZONE = 66,
//	SI_MASK = 67,
	SI_SPEARQUICKEN		= 68,
//	SI_BDPLAYING = 69,
//	SI_WHISTLE = 70,
//	SI_ASSASSINCROSS = 71,
//	SI_POEMBRAGI = 72,
//	SI_APPLEIDUN = 73,
//	SI_HUMMING = 74,
//	SI_DONTFORGETME = 75,
//	SI_FORTUNEKISS = 76,
//	SI_SERVICEFORYOU = 77,
//	SI_RICHMANKIM = 78,
//	SI_ETERNALCHAOS = 79,
//	SI_DRUMBATTLEFIELD = 80,
//	SI_RINGNIBELUNGEN = 81,
//	SI_ROKISWEIL = 82,
//	SI_INTOABYSS = 83,
//	SI_SIEGFRIED = 84,
//	SI_BLADESTOP = 85,
	SI_EXPLOSIONSPIRITS	= 86,
	SI_STEELBODY		= 87,
	SI_EXTREMITYFIST = 88,
//	SI_COMBOATTACK = 89,
	SI_FIREWEAPON		= 90,
	SI_WATERWEAPON		= 91,
	SI_WINDWEAPON		= 92,
	SI_EARTHWEAPON		= 93,
//	SI_MAGICATTACK = 94,
	SI_STOP			= 95,
//	SI_WEAPONBRAKER = 96,
	SI_UNDEAD		= 97,
//	SI_POWERUP = 98,
//	SI_AGIUP = 99,
//	SI_SIEGEMODE = 100,
//	SI_INVISIBLE = 101,
//	SI_STATUSONE = 102,
	SI_AURABLADE		= 103,
	SI_PARRYING		= 104,
	SI_CONCENTRATION	= 105,
	SI_TENSIONRELAX		= 106,
	SI_BERSERK		= 107,
//	SI_SACRIFICE = 108,
//	SI_GOSPEL = 109,
	SI_ASSUMPTIO		= 110,
//	SI_BASILICA = 111,
	SI_LANDENDOW		= 112,
	SI_MAGICPOWER		= 113,
	SI_EDP			= 114,
	SI_TRUESIGHT		= 115,
	SI_WINDWALK		= 116,
	SI_MELTDOWN		= 117,
	SI_CARTBOOST		= 118,
//	SI_CHASEWALK = 119,
	SI_REJECTSWORD		= 120,
	SI_MARIONETTE		= 121,
	SI_MARIONETTE2		= 122,
	SI_MOONLIT		= 123,
	SI_BLEEDING		= 124,
	SI_JOINTBEAT		= 125,
//	SI_MINDBREAKER = 126,
//	SI_MEMORIZE = 127,
//	SI_FOGWALL = 128,
//	SI_SPIDERWEB = 129,
	SI_BABY			= 130,
//	SI_SUB_WEAPONPROPERTY = 131,
	SI_AUTOBERSERK		= 132,
	SI_RUN			= 133,
	SI_BUMP			= 134,
	SI_READYSTORM		= 135,
//	SI_STORMKICK_READY = 136,
	SI_READYDOWN		= 137,
//	SI_DOWNKICK_READY = 138,
	SI_READYTURN		= 139,
//	SI_TURNKICK_READY = 140,
	SI_READYCOUNTER		= 141,
//	SI_COUNTER_READY = 142,
	SI_DODGE		= 143,
//	SI_DODGE_READY = 144,
	SI_SPURT		= 145,
	SI_SHADOWWEAPON		= 146,
	SI_ADRENALINE2		= 147,
	SI_GHOSTWEAPON		= 148,
	SI_SPIRIT		= 149,
	SI_PLUSATTACKPOWER = 150,
	SI_PLUSMAGICPOWER = 151,
	SI_DEVIL		= 152,
	SI_KAITE		= 153,
//	SI_SWOO = 154,
//	SI_STAR2 = 155,
	SI_KAIZEL		= 156,
	SI_KAAHI		= 157,
	SI_KAUPE		= 158,
	SI_SMA			= 159,
	SI_NIGHT		= 160,
	SI_ONEHAND		= 161,
//	SI_FRIEND = 162,
//	SI_FRIENDUP = 163,
//	SI_SG_WARM = 164,
	SI_WARM			= 165,
//	166 | The three show the exact same display: ultra red character (165, 166, 167)
//	167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
//	SI_EMOTION = 168,
	SI_SUN_COMFORT		= 169,
	SI_MOON_COMFORT		= 170,
	SI_STAR_COMFORT		= 171,
//	SI_EXPUP = 172,
//	SI_GDSKILL_BATTLEORDER = 173,
//	SI_GDSKILL_REGENERATION = 174,
//	SI_GDSKILL_POSTDELAY = 175,
//	SI_RESISTHANDICAP = 176,
//	SI_MAXHPPERCENT = 177,
//	SI_MAXSPPERCENT = 178,
//	SI_DEFENCE = 179,
//	SI_SLOWDOWN = 180,
	SI_PRESERVE		= 181,
	SI_INCSTR		= 182,
//	SI_NOT_EXTREMITYFIST = 183,
	SI_INTRAVISION		= 184,
//	SI_MOVESLOW_POTION = 185,
	SI_DOUBLECAST		= 186,
//	SI_GRAVITATION = 187,
	SI_MAXOVERTHRUST	= 188,
//	SI_LONGING = 189,
//	SI_HERMODE = 190,
	SI_TAROT		= 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
//	SI_HLIF_AVOID = 192,
//	SI_HFLI_FLEET = 193,
//	SI_HFLI_SPEED = 194,
//	SI_HLIF_CHANGE = 195,
//	SI_HAMI_BLOODLUST = 196,
	SI_SHRINK		= 197,
	SI_SIGHTBLASTER		= 198,
	SI_WINKCHARM		= 199,
	SI_CLOSECONFINE		= 200,
	SI_CLOSECONFINE2	= 201,
//	SI_DISABLEMOVE = 202,
	SI_MADNESSCANCEL	= 203,	//[blackhole89]
	SI_GATLINGFEVER		= 204,
	SI_EARTHSCROLL = 205,
	SI_UTSUSEMI		= 206,
	SI_BUNSINJYUTSU		= 207,
	SI_NEN			= 208,
	SI_ADJUSTMENT		= 209,
	SI_ACCURACY		= 210,
//	SI_NJ_SUITON = 211,
//	SI_PET = 212,
//	SI_MENTAL = 213,
//	SI_EXPMEMORY = 214,
//	SI_PERFORMANCE = 215,
//	SI_GAIN = 216,
//	SI_GRIFFON = 217,
//	SI_DRIFT = 218,
//	SI_WALLSHIFT = 219,
//	SI_REINCARNATION = 220,
//	SI_PATTACK = 221,
//	SI_PSPEED = 222,
//	SI_PDEFENSE = 223,
//	SI_PCRITICAL = 224,
//	SI_RANKING = 225,
//	SI_PTRIPLE = 226,
//	SI_DENERGY = 227,
//	SI_WAVE1 = 228,
//	SI_WAVE2 = 229,
//	SI_WAVE3 = 230,
//	SI_WAVE4 = 231,
//	SI_DAURA = 232,
//	SI_DFREEZER = 233,
//	SI_DPUNISH = 234,
//	SI_DBARRIER = 235,
//	SI_DWARNING = 236,
//	SI_MOUSEWHEEL = 237,
//	SI_DGAUGE = 238,
//	SI_DACCEL = 239,
//	SI_DBLOCK = 240,
	SI_FOODSTR		= 241,
	SI_FOODAGI		= 242,
	SI_FOODVIT		= 243,
	SI_FOODDEX		= 244,
	SI_FOODINT		= 245,
	SI_FOODLUK		= 246,
	SI_FOODFLEE		= 247,
	SI_FOODHIT		= 248,
	SI_FOODCRI		= 249,
	SI_EXPBOOST		= 250,
	SI_LIFEINSURANCE	= 251,
	SI_ITEMBOOST		= 252,
	SI_BOSSMAPINFO		= 253,
//	SI_DA_ENERGY = 254,
//	SI_DA_FIRSTSLOT = 255,
//	SI_DA_HEADDEF = 256,
//	SI_DA_SPACE = 257,
//	SI_DA_TRANSFORM = 258,
//	SI_DA_ITEMREBUILD = 259,
//	SI_DA_ILLUSION = 260, //All mobs display as Turtle General
//	SI_DA_DARKPOWER = 261,
//	SI_DA_EARPLUG = 262,
//	SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
//	SI_DA_BLACK = 264, //For short time blurry screen
//	SI_DA_MAGICCART = 265,
//	SI_CRYSTAL = 266,
//	SI_DA_REBUILD = 267,
//	SI_DA_EDARKNESS = 268,
//	SI_DA_EGUARDIAN = 269,
//	SI_DA_TIMEOUT = 270,
	SI_FOOD_STR_CASH = 271,
	SI_FOOD_AGI_CASH = 272,
	SI_FOOD_VIT_CASH = 273,
	SI_FOOD_DEX_CASH = 274,
	SI_FOOD_INT_CASH = 275,
	SI_FOOD_LUK_CASH = 276,
	SI_MERC_FLEEUP	= 277,
	SI_MERC_ATKUP	= 278,
	SI_MERC_HPUP	= 279,
	SI_MERC_SPUP	= 280,
	SI_MERC_HITUP	= 281,
	SI_SLOWCAST		= 282,
//	SI_MAGICMIRROR = 283,
//	SI_STONESKIN = 284,
//	SI_ANTIMAGIC = 285,
	SI_CRITICALWOUND	= 286,
//	SI_NPC_DEFENDER = 287,
//	SI_NOACTION_WAIT = 288,
	SI_MOVHASTE_HORSE = 289,
	SI_DEF_RATE		= 290,
	SI_MDEF_RATE	= 291,
	SI_INCHEALRATE	= 292,
	SI_S_LIFEPOTION = 293,
	SI_L_LIFEPOTION = 294,
	SI_INCCRI		= 295,
	SI_PLUSAVOIDVALUE = 296,
//	SI_ATKER_ASPD = 297,
//	SI_TARGET_ASPD = 298,
//	SI_ATKER_MOVESPEED = 299,
	SI_ATKER_BLOOD = 300,
	SI_TARGET_BLOOD = 301,
	SI_ARMOR_PROPERTY = 302,
//	SI_REUSE_LIMIT_A = 303,
	SI_HELLPOWER = 304,
//	SI_STEAMPACK = 305,
//	SI_REUSE_LIMIT_B = 306,
//	SI_REUSE_LIMIT_C = 307,
//	SI_REUSE_LIMIT_D = 308,
//	SI_REUSE_LIMIT_E = 309,
//	SI_REUSE_LIMIT_F = 310,
	SI_INVINCIBLE = 311,
	SI_CASH_PLUSONLYJOBEXP = 312,
	SI_PARTYFLEE = 313,
//	SI_ANGEL_PROTECT = 314,
	SI_ENDURE_MDEF = 315,
	SI_ENCHANTBLADE = 316,
	SI_DEATHBOUND = 317,
	SI_REFRESH = 318,
	SI_GIANTGROWTH = 319,
	SI_STONEHARDSKIN = 320,
	SI_VITALITYACTIVATION = 321,
	SI_FIGHTINGSPIRIT = 322,
	SI_ABUNDANCE = 323,
	SI_REUSE_MILLENNIUMSHIELD = 324,
	SI_REUSE_CRUSHSTRIKE = 325,
	SI_REUSE_REFRESH = 326,
	SI_REUSE_STORMBLAST = 327,
	SI_VENOMIMPRESS = 328,
	SI_EPICLESIS = 329,
	SI_ORATIO = 330,
	SI_LAUDAAGNUS = 331,
	SI_LAUDARAMUS = 332,
	SI_CLOAKINGEXCEED = 333,
	SI_HALLUCINATIONWALK = 334,
	SI_HALLUCINATIONWALK_POSTDELAY = 335,
	SI_RENOVATIO = 336,
	SI_WEAPONBLOCKING = 337,
	SI_WEAPONBLOCKING_POSTDELAY = 338,
	SI_ROLLINGCUTTER = 339,
	SI_EXPIATIO = 340,
	SI_POISONINGWEAPON = 341,
	SI_TOXIN = 342,
	SI_PARALYSE = 343,
	SI_VENOMBLEED = 344,
	SI_MAGICMUSHROOM = 345,
	SI_DEATHHURT = 346,
	SI_PYREXIA = 347,
	SI_OBLIVIONCURSE = 348,
	SI_LEECHESEND = 349,
	SI_DUPLELIGHT = 350,
	SI_FROSTMISTY = 351,
	SI_FEARBREEZE = 352,
	SI_ELECTRICSHOCKER = 353,
	SI_MARSHOFABYSS = 354,
	SI_RECOGNIZEDSPELL = 355,
	SI_STASIS = 356,
	SI_WUGRIDER = 357,
	SI_WUGDASH = 358,
	SI_WUGBITE = 359,
	SI_CAMOUFLAGE = 360,
	SI_ACCELERATION = 361,
	SI_HOVERING = 362,
	SI_SPHERE_1 = 363,
	SI_SPHERE_2 = 364,
	SI_SPHERE_3 = 365,
	SI_SPHERE_4 = 366,
	SI_SPHERE_5 = 367,
	SI_MVPCARD_TAOGUNKA = 368,
	SI_MVPCARD_MISTRESS = 369,
	SI_MVPCARD_ORCHERO = 370,
	SI_MVPCARD_ORCLORD = 371,
	SI_OVERHEAT_LIMITPOINT = 372,
	SI_OVERHEAT = 373,
	SI_SHAPESHIFT = 374,
	SI_INFRAREDSCAN = 375,
	SI_MAGNETICFIELD = 376,
	SI_NEUTRALBARRIER = 377,
	SI_NEUTRALBARRIER_MASTER = 378,
	SI_STEALTHFIELD = 379,
	SI_STEALTHFIELD_MASTER = 380,
	SI_MANU_ATK = 381, 
	SI_MANU_DEF = 382, 
	SI_SPL_ATK = 383, 
	SI_SPL_DEF = 384, 
	SI_REPRODUCE = 385,
	SI_MANU_MATK = 386,
	SI_SPL_MATK = 387,
	SI_STR_SCROLL = 388,
	SI_INT_SCROLL = 389,
	SI_LG_REFLECTDAMAGE = 390,
	SI_FORCEOFVANGUARD = 391,
	SI_BUCHEDENOEL = 392,
	SI_AUTOSHADOWSPELL = 393,
	SI_SHADOWFORM = 394,
	SI_RAID = 395,
	SI_SHIELDSPELL_DEF = 396,
	SI_SHIELDSPELL_MDEF = 397,
	SI_SHIELDSPELL_REF = 398,
	SI_BODYPAINT = 399,
	SI_EXEEDBREAK = 400,
	SI_ADORAMUS = 401,
	SI_PRESTIGE = 402,
	SI_INVISIBILITY = 403,
	SI_DEADLYINFECT = 404,
	SI_BANDING = 405,
	SI_EARTHDRIVE = 406,
	SI_INSPIRATION = 407,
	SI_ENERVATION = 408,
	SI_GROOMY = 409,
	SI_RAISINGDRAGON = 410,
	SI_IGNORANCE = 411,
	SI_LAZINESS = 412,
	SI_LIGHTNINGWALK = 413,
	SI_ACARAJE = 414,
	SI_UNLUCKY = 415,
	SI_CURSEDCIRCLE_ATKER = 416,
	SI_CURSEDCIRCLE_TARGET = 417,
	SI_WEAKNESS = 418,
	SI_CRESCENTELBOW = 419,
	SI_NOEQUIPACCESSARY = 420,
	SI_STRIPACCESSARY = 421,
	SI_MANHOLE = 422,
	SI_POPECOOKIE = 423,
	SI_FALLENEMPIRE = 424,
	SI_GENTLETOUCH_ENERGYGAIN = 425,
	SI_GENTLETOUCH_CHANGE = 426,
	SI_GENTLETOUCH_REVITALIZE = 427,
	SI_BLOODYLUST = 428,
	SI_SWINGDANCE = 429,
	SI_SYMPHONYOFLOVERS = 430,
	SI_PROPERTYWALK = 431,
	SI_SPELLFIST = 432,
	SI_NETHERWORLD = 433,
	SI_VOICEOFSIREN = 434,
	SI_DEEPSLEEP = 435,
	SI_SIRCLEOFNATURE = 436,
	SI_COLD = 437,
	SI_GLOOMYDAY = 438,
	SI_SONGOFMANA = 439,
	SI_CLOUDKILL = 440,
	SI_DANCEWITHWUG = 441,
	SI_RUSHWINDMILL = 442,
	SI_ECHOSONG = 443,
	SI_HARMONIZE = 444,
	SI_STRIKING = 445,
	SI_WARMER = 446,
	SI_MOONLITSERENADE = 447,
	SI_SATURDAYNIGHTFEVER = 448,
	SI_SITDOWN_FORCE = 449,
	SI_ANALYZE = 450,
	SI_LERADSDEW = 451,
	SI_MELODYOFSINK = 452,
	SI_WARCRYOFBEYOND = 453,
	SI_UNLIMITEDHUMMINGVOICE = 454,
	SI_SPELLBOOK1 = 455,
	SI_SPELLBOOK2 = 456,
	SI_SPELLBOOK3 = 457,
	SI_FREEZE_SP = 458,
	SI_GN_TRAINING_SWORD = 459,
	SI_GN_REMODELING_CART = 460,
	SI_CARTSBOOST = 461,
	SI_FIXEDCASTINGTM_REDUCE = 462,
	SI_THORNTRAP = 463,
	SI_BLOODSUCKER = 464,
	SI_SPORE_EXPLOSION = 465,
	SI_DEMONIC_FIRE = 466,
	SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
	SI_FIRE_EXPANSION_TEAR_GAS = 468,
	SI_BLOCKING_PLAY = 469,
	SI_MANDRAGORA = 470,
	SI_ACTIVATE = 471,
	SI_SECRAMENT = 472,
	SI_ASSUMPTIO2 = 473,
	SI_TK_SEVENWIND = 474,
	SI_LIMIT_ODINS_RECALL = 475,
	SI_STOMACHACHE = 476,
	SI_MYSTERIOUS_POWDER = 477,
	SI_MELON_BOMB = 478,
	SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
	SI_PROMOTE_HEALTH_RESERCH = 480,
	SI_ENERGY_DRINK_RESERCH = 481,
	SI_EXTRACT_WHITE_POTION_Z = 482,
	SI_VITATA_500 = 483,
	SI_EXTRACT_SALAMINE_JUICE = 484,
	SI_BOOST500 = 485,
	SI_FULL_SWING_K = 486,
	SI_MANA_PLUS = 487,
	SI_MUSTLE_M = 488,
	SI_LIFE_FORCE_F = 489,
	SI_VACUUM_EXTREME = 490,
	SI_SAVAGE_STEAK = 491,
	SI_COCKTAIL_WARG_BLOOD = 492,
	SI_MINOR_BBQ = 493,
	SI_SIROMA_ICE_TEA = 494,
	SI_DROCERA_HERB_STEAMED = 495,
	SI_PUTTI_TAILS_NOODLES = 496,
	SI_BANANA_BOMB = 497,
	SI_SUMMON_AGNI = 498,
	SI_SPELLBOOK4 = 499,
	SI_SPELLBOOK5 = 500,
	SI_SPELLBOOK6 = 501,
	SI_SPELLBOOK7 = 502,
	SI_ELEMENTAL_AGGRESSIVE = 503,
	SI_RETURN_TO_ELDICASTES = 504,
	SI_BANDING_DEFENCE = 505,
	SI_SKELSCROLL = 506,
	SI_DISTRUCTIONSCROLL = 507,
	SI_ROYALSCROLL = 508,
	SI_IMMUNITYSCROLL = 509,
	SI_MYSTICSCROLL = 510,
	SI_BATTLESCROLL = 511,
	SI_ARMORSCROLL = 512,
	SI_FREYJASCROLL = 513,
	SI_SOULSCROLL = 514,
	SI_CIRCLE_OF_FIRE = 515,
	SI_CIRCLE_OF_FIRE_OPTION = 516,
	SI_FIRE_CLOAK = 517,
	SI_FIRE_CLOAK_OPTION = 518,
	SI_WATER_SCREEN = 519,
	SI_WATER_SCREEN_OPTION = 520,
	SI_WATER_DROP = 521,
	SI_WATER_DROP_OPTION = 522,
	SI_WIND_STEP = 523,
	SI_WIND_STEP_OPTION = 524,
	SI_WIND_CURTAIN = 525,
	SI_WIND_CURTAIN_OPTION = 526,
	SI_WATER_BARRIER = 527,
	SI_ZEPHYR = 528,
	SI_SOLID_SKIN = 529,
	SI_SOLID_SKIN_OPTION = 530,
	SI_STONE_SHIELD = 531,
	SI_STONE_SHIELD_OPTION = 532,
	SI_POWER_OF_GAIA = 533,
	//	SI_EL_WAIT = 534,
	//	SI_EL_PASSIVE = 535,
	//	SI_EL_DEFENSIVE = 536,
	//	SI_EL_OFFENSIVE = 537,
	//	SI_EL_COST = 538,
	SI_PYROTECHNIC = 539,
	SI_PYROTECHNIC_OPTION = 540,
	SI_HEATER = 541,
	SI_HEATER_OPTION = 542,
	SI_TROPIC = 543,
	SI_TROPIC_OPTION = 544,
	SI_AQUAPLAY = 545,
	SI_AQUAPLAY_OPTION = 546,
	SI_COOLER = 547,
	SI_COOLER_OPTION = 548,
	SI_CHILLY_AIR = 549,
	SI_CHILLY_AIR_OPTION = 550,
	SI_GUST = 551,
	SI_GUST_OPTION = 552,
	SI_BLAST = 553,
	SI_BLAST_OPTION = 554,
	SI_WILD_STORM = 555,
	SI_WILD_STORM_OPTION = 556,
	SI_PETROLOGY = 557,
	SI_PETROLOGY_OPTION = 558,
	SI_CURSED_SOIL = 559,
	SI_CURSED_SOIL_OPTION = 560,
	SI_UPHEAVAL = 561,
	SI_UPHEAVAL_OPTION = 562,
	SI_TIDAL_WEAPON = 563,
	SI_TIDAL_WEAPON_OPTION = 564,
	SI_ROCK_CRUSHER = 565,
	SI_ROCK_CRUSHER_ATK = 566,
	SI_FIRE_INSIGNIA = 567,
	SI_WATER_INSIGNIA = 568,
	SI_WIND_INSIGNIA = 569,
	SI_EARTH_INSIGNIA = 570,
	SI_EQUIPED_FLOOR = 571,
	SI_GUARDIAN_RECALL = 572,
	SI_MORA_BUFF = 573,
	SI_REUSE_LIMIT_G = 574,
	SI_REUSE_LIMIT_H = 575,
	SI_NEEDLE_OF_PARALYZE = 576,
	SI_PAIN_KILLER = 577,
	SI_G_LIFEPOTION = 578,
	SI_VITALIZE_POTION = 579,
	SI_LIGHT_OF_REGENE = 580,
	SI_OVERED_BOOST = 581,
	SI_SILENT_BREEZE = 582,
	SI_ODINS_POWER = 583,
	SI_STYLE_CHANGE = 584,
	SI_SONIC_CLAW_POSTDELAY = 585,
	// ID's 586 - 595 Currently Unused
	SI_SILVERVEIN_RUSH_POSTDELAY = 596,
	SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
	SI_GOLDENE_FERSE = 598,
	SI_ANGRIFFS_MODUS = 599,
	SI_TINDER_BREAKER = 600,
	SI_TINDER_BREAKER_POSTDELAY = 601,
	SI_CBC = 602,
	SI_CBC_POSTDELAY = 603,
	SI_EQC = 604,
	SI_MAGMA_FLOW = 605,
	SI_GRANITIC_ARMOR = 606,
	SI_PYROCLASTIC = 607,
	SI_VOLCANIC_ASH = 608,
	SI_SPIRITS_SAVEINFO1 = 609,
	SI_SPIRITS_SAVEINFO2 = 610,
	SI_MAGIC_CANDY = 611,
	SI_SEARCH_STORE_INFO = 612,
	SI_ALL_RIDING = 613,
	SI_ALL_RIDING_REUSE_LIMIT = 614,
	SI_MACRO = 615,
	SI_MACRO_POSTDELAY = 616,
	SI_BEER_BOTTLE_CAP = 617,
	SI_OVERLAPEXPUP = 618,
	SI_PC_IZ_DUN05 = 619,
	SI_CRUSHSTRIKE = 620,
	SI_MONSTER_TRANSFORM = 621,
	SI_SIT = 622,
	SI_ONAIR = 623,
	SI_MTF_ASPD = 624,
	SI_MTF_RANGEATK = 625,
	SI_MTF_MATK = 626,
	SI_MTF_MLEATKED = 627,
	SI_MTF_CRIDAMAGE = 628,
	SI_REUSE_LIMIT_MTF = 629,
	SI_MACRO_PERMIT = 630,
	SI_MACRO_PLAY = 631,
	SI_SKF_CAST = 632,
	SI_SKF_ASPD = 633,
	SI_SKF_ATK = 634,
	SI_SKF_MATK = 635,
	SI_REWARD_PLUSONLYJOBEXP = 636,
	SI_HANDICAPSTATE_NORECOVER = 637,
	SI_SET_NUM_DEF = 638,
	SI_SET_NUM_MDEF = 639,
	SI_SET_PER_DEF = 640,
	SI_SET_PER_MDEF = 641,
	SI_PARTYBOOKING_SEARCH_DEALY = 642,
	SI_PARTYBOOKING_REGISTER_DEALY = 643,
	SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
	SI_KO_JYUMONJIKIRI = 645,
	SI_MEIKYOUSISUI = 646,
	SI_ATTHASTE_CASH = 647,
	SI_EQUIPPED_DIVINE_ARMOR = 648,
	SI_EQUIPPED_HOLY_ARMOR = 649,
	SI_2011RWC = 650,
	SI_KYOUGAKU = 651,
	SI_IZAYOI = 652,
	SI_ZENKAI = 653,
	SI_KG_KAGEHUMI = 654,
	SI_KYOMU = 655,
	SI_KAGEMUSYA = 656,
	SI_ZANGETSU = 657,
	SI_PHI_DEMON = 658,
	SI_GENSOU = 659,
	SI_AKAITSUKI = 660,
	SI_TETANY = 661,
	SI_GM_BATTLE = 662,
	SI_GM_BATTLE2 = 663,
	SI_2011RWC_SCROLL = 664,
	SI_ACTIVE_MONSTER_TRANSFORM = 665,
	SI_MYSTICPOWDER = 666,
	SI_ECLAGE_RECALL = 667,
	SI_ENTRY_QUEUE_APPLY_DELAY = 668,
	SI_REUSE_LIMIT_ECL = 669,
	SI_M_LIFEPOTION = 670,
	SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
	SI_UNKNOWN_NAME = 672,
	SI_ON_PUSH_CART = 673,
	SI_HAT_EFFECT = 674,
	SI_FLOWER_LEAF = 675,
	SI_RAY_OF_PROTECTION = 676,
	SI_GLASTHEIM_ATK = 677,
	SI_GLASTHEIM_DEF = 678,
	SI_GLASTHEIM_HEAL = 679,
	SI_GLASTHEIM_HIDDEN = 680,
	SI_GLASTHEIM_STATE = 681,
	SI_GLASTHEIM_ITEMDEF = 682,
	SI_GLASTHEIM_HPSP = 683,
	SI_HOMUN_SKILL_POSTDELAY = 684,
	SI_ALMIGHTY = 685,
	SI_GVG_GIANT = 686,
	SI_GVG_GOLEM = 687,
	SI_GVG_STUN = 688,
	SI_GVG_STONE = 689,
	SI_GVG_FREEZ = 690,
	SI_GVG_SLEEP = 691,
	SI_GVG_CURSE = 692,
	SI_GVG_SILENCE = 693,
	SI_GVG_BLIND = 694,
	SI_CLIENT_ONLY_EQUIP_ARROW = 695,
	SI_CLAN_INFO = 696,
	SI_JP_EVENT01 = 697,
	SI_JP_EVENT02 = 698,
	SI_JP_EVENT03 = 699,
	SI_JP_EVENT04 = 700,
	SI_TELEPORT_FIXEDCASTINGDELAY = 701,
	SI_GEFFEN_MAGIC1 = 702,
	SI_GEFFEN_MAGIC2 = 703,
	SI_GEFFEN_MAGIC3 = 704,
	SI_QUEST_BUFF1 = 705,
	SI_QUEST_BUFF2 = 706,
	SI_QUEST_BUFF3 = 707,
	SI_REUSE_LIMIT_RECALL = 708,
	SI_SAVEPOSITION = 709,
	SI_MAX,
};

// JOINTBEAT stackable ailments
enum e_joint_break
{
	BREAK_ANKLE    = 0x01, // MoveSpeed reduced by 50%
	BREAK_WRIST    = 0x02, // ASPD reduced by 25%
	BREAK_KNEE     = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
	BREAK_SHOULDER = 0x08, // DEF reduced by 50%
	BREAK_WAIST    = 0x10, // DEF reduced by 25%, ATK reduced by 25%
	BREAK_NECK     = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
	BREAK_FLAGS    = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};

extern int current_equip_item_index;
extern int current_equip_card_id;

//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
	MD_CANMOVE            = 0x0001,
	MD_LOOTER             = 0x0002,
	MD_AGGRESSIVE         = 0x0004,
	MD_ASSIST             = 0x0008,
	MD_CASTSENSOR_IDLE    = 0x0010,
	MD_BOSS               = 0x0020,
	MD_PLANT              = 0x0040,
	MD_CANATTACK          = 0x0080,
	MD_DETECTOR           = 0x0100,
	MD_CASTSENSOR_CHASE   = 0x0200,
	MD_CHANGECHASE        = 0x0400,
	MD_ANGRY              = 0x0800,
	MD_CHANGETARGET_MELEE = 0x1000,
	MD_CHANGETARGET_CHASE = 0x2000,
	MD_TARGETWEAK         = 0x4000,
	MD_MASK               = 0xFFFF,
};

//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)

//opt1: Non stackable status changes.
enum {
	OPT1_STONE = 1, //Petrified
	OPT1_FREEZE,
	OPT1_STUN,
	OPT1_SLEEP,
	//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
	OPT1_STONEWAIT=6, //Petrifying
	OPT1_BURNING,
	OPT1_IMPRISON,
	OPT1_CRYSTALIZE,
};

//opt2: Stackable status changes.
enum {
	OPT2_POISON       = 0x0001,
	OPT2_CURSE        = 0x0002,
	OPT2_SILENCE      = 0x0004,
	OPT2_SIGNUMCRUCIS = 0x0008,
	OPT2_BLIND        = 0x0010,
	OPT2_ANGELUS      = 0x0020,
	OPT2_BLEEDING     = 0x0040,
	OPT2_DPOISON      = 0x0080,
	OPT2_FEAR         = 0x0100,
};

//opt3: (SHOW_EFST_*)
enum {
	OPT3_NORMAL           = 0x00000000,
	OPT3_QUICKEN          = 0x00000001,
	OPT3_OVERTHRUST       = 0x00000002,
	OPT3_ENERGYCOAT       = 0x00000004,
	OPT3_EXPLOSIONSPIRITS = 0x00000008,
	OPT3_STEELBODY        = 0x00000010,
	OPT3_BLADESTOP        = 0x00000020,
	OPT3_AURABLADE        = 0x00000040,
	OPT3_BERSERK          = 0x00000080,
	OPT3_LIGHTBLADE       = 0x00000100,
	OPT3_MOONLIT          = 0x00000200,
	OPT3_MARIONETTE       = 0x00000400,
	OPT3_ASSUMPTIO        = 0x00000800,
	OPT3_WARM             = 0x00001000,
	OPT3_KAITE            = 0x00002000,
	OPT3_BUNSIN           = 0x00004000,
	OPT3_SOULLINK         = 0x00008000,
	OPT3_UNDEAD           = 0x00010000,
	OPT3_CONTRACT         = 0x00020000,
};

enum {
	OPTION_NOTHING   = 0x00000000,
	OPTION_SIGHT     = 0x00000001,
	OPTION_HIDE      = 0x00000002,
	OPTION_CLOAK     = 0x00000004,
	OPTION_FALCON    = 0x00000010,
	OPTION_RIDING    = 0x00000020,
	OPTION_INVISIBLE = 0x00000040,
	OPTION_ORCISH    = 0x00000800,
	OPTION_WEDDING   = 0x00001000,
	OPTION_RUWACH    = 0x00002000,
	OPTION_CHASEWALK = 0x00004000,
	OPTION_FLYING    = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
	OPTION_XMAS      = 0x00010000,
	OPTION_TRANSFORM = 0x00020000,
	OPTION_SUMMER    = 0x00040000,
	OPTION_DRAGON1   = 0x00080000,
	OPTION_WUG       = 0x00100000,
	OPTION_WUGRIDER  = 0x00200000,
	OPTION_MADOGEAR  = 0x00400000,
	OPTION_DRAGON2   = 0x00800000,
	OPTION_DRAGON3   = 0x01000000,
	OPTION_DRAGON4   = 0x02000000,
	OPTION_DRAGON5   = 0x04000000,
	OPTION_MOUNTING  = 0x08000000,
	
#ifndef NEW_CARTS
	OPTION_CART1     = 0x00000008,
	OPTION_CART2     = 0x00000080,
	OPTION_CART3     = 0x00000100,
	OPTION_CART4     = 0x00000200,
	OPTION_CART5     = 0x00000400,
	
	/*  compound constant for older carts */
	OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
#endif
	
	// compound constants
	OPTION_DRAGON    = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
	OPTION_MASK      = ~OPTION_INVISIBLE,
};

//Defines for the manner system [Skotlex]
enum manner_flags
{
	MANNER_NOCHAT    = 0x01,
	MANNER_NOSKILL   = 0x02,
	MANNER_NOCOMMAND = 0x04,
	MANNER_NOITEM    = 0x08,
	MANNER_NOROOM    = 0x10,
};

/* Status Change State Flags */
enum scs_flag {
	SCS_NOMOVECOND      = 0x00000001, /* cond flag for nomove */
	SCS_NOMOVE          = 0x00000002, /* unit unable to move */
	SCS_NOPICKITEMCOND  = 0x00000004, /* cond flag for nopickitem */
	SCS_NOPICKITEM      = 0x00000008, /* player unable to pick up items */
	SCS_NODROPITEMCOND  = 0x00000010, /* cond flag for nodropitem */
	SCS_NODROPITEM      = 0x00000020, /* player unable to drop items */
	SCS_NOCASTCOND      = 0x00000040, /* cond flag for nocast */	
	SCS_NOCAST          = 0x00000080, /* unit unable to cast skills */
};

//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
	SCB_NONE    = 0x00000000,
	SCB_BASE    = 0x00000001,
	SCB_MAXHP   = 0x00000002,
	SCB_MAXSP   = 0x00000004,
	SCB_STR     = 0x00000008,
	SCB_AGI     = 0x00000010,
	SCB_VIT     = 0x00000020,
	SCB_INT     = 0x00000040,
	SCB_DEX     = 0x00000080,
	SCB_LUK     = 0x00000100,
	SCB_BATK    = 0x00000200,
	SCB_WATK    = 0x00000400,
	SCB_MATK    = 0x00000800,
	SCB_HIT     = 0x00001000,
	SCB_FLEE    = 0x00002000,
	SCB_DEF     = 0x00004000,
	SCB_DEF2    = 0x00008000,
	SCB_MDEF    = 0x00010000,
	SCB_MDEF2   = 0x00020000,
	SCB_SPEED   = 0x00040000,
	SCB_ASPD    = 0x00080000,
	SCB_DSPD    = 0x00100000,
	SCB_CRI     = 0x00200000,
	SCB_FLEE2   = 0x00400000,
	SCB_ATK_ELE = 0x00800000,
	SCB_DEF_ELE = 0x01000000,
	SCB_MODE    = 0x02000000,
	SCB_SIZE    = 0x04000000,
	SCB_RACE    = 0x08000000,
	SCB_RANGE   = 0x10000000,
	SCB_REGEN   = 0x20000000,
	SCB_DYE     = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.

	SCB_BATTLE  = 0x3FFFFFFE,
	SCB_ALL     = 0x3FFFFFFF
};

//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)

//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
	unsigned short atk, atk2;
	unsigned short range;
	unsigned char ele;
#ifdef RENEWAL
	unsigned short matk;
	unsigned char wlv;
#endif
};


//For holding basic status (which can be modified by status changes)
struct status_data {
	unsigned int
		hp, sp,  // see status_cpy before adding members before hp and sp
		max_hp, max_sp;
	unsigned short
		str, agi, vit, int_, dex, luk,
		batk,
		matk_min, matk_max,
		speed,
		amotion, adelay, dmotion,
		mode;
	short 
		hit, flee, cri, flee2,
		def2, mdef2,
#ifdef RENEWAL_ASPD
		aspd_rate2,
#endif
		aspd_rate;
	/**
	 * defType is RENEWAL dependent and defined in src/map/config/data/const.h
	 **/
	defType def,mdef;

	unsigned char
		def_ele, ele_lv,
		size, race;

	struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};

//Additional regen data that only players have.
struct regen_data_sub {
	unsigned short
		hp,sp;

	//tick accumulation before healing.
	struct {
		unsigned int hp,sp;
	} tick;
	
	//Regen rates (where every 1 means +100% regen)
	struct {
		unsigned char hp,sp;
	} rate;
};

struct regen_data {

	unsigned short flag; //Marks what stuff you may heal or not.
	unsigned short
		hp,sp,shp,ssp;

	//tick accumulation before healing.
	struct {
		unsigned int hp,sp,shp,ssp;
	} tick;
	
	//Regen rates (where every 1 means +100% regen)
	struct {
		unsigned char
		hp,sp,shp,ssp;
	} rate;
	
	struct {
		unsigned walk:1; //Can you regen even when walking?
		unsigned gc:1;	//Tags when you should have double regen due to GVG castle
		unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
		unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
	} state;

	//skill-regen, sitting-skill-regen (since not all chars with regen need it)
	struct regen_data_sub *sregen, *ssregen;
};

struct status_change_entry {
	int timer;
	int val1,val2,val3,val4;
};

struct status_change {
	unsigned int option;// effect state (bitfield)
	unsigned int opt3;// skill state (bitfield)
	unsigned short opt1;// body state
	unsigned short opt2;// health state (bitfield)
	unsigned char count;
	//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
	unsigned char jb_flag; //Joint Beat type flag
	struct {
		unsigned char move;
		unsigned char pickup;
		unsigned char drop;
		unsigned char cast;
	} cant;/* status change state flags */
	//int sg_id; //ID of the previous Storm gust that hit you
	short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**
 * The Storm Gust counter was dropped in renewal
 **/
#ifndef RENEWAL
	unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
#endif
	unsigned char bs_counter; // Blood Sucker counter
	struct status_change_entry *data[SC_MAX];
};

// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
unsigned int status_sc2scb_flag(sc_type sc);
int status_type2relevant_bl_types(int type);

int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);

struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
defType status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);

struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);

int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);

int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)

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);
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);

#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
#define status_calc_npc(nd, first) status_calc_bl_(&(nd)->bl, SCB_ALL, first)

void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
int status_calc_elemental_(struct elemental_data *ed, bool first);

void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);

int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]

int status_change_spread( struct block_list *src, struct block_list *bl );

#ifdef RENEWAL
unsigned short status_base_matk(const struct status_data* status, int level);
#endif

int status_readdb(void);
int do_init_status(void);
void do_final_status(void);

#endif /* _STATUS_H_ */