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

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

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

static sc_type SkillStatusChangeTable[MAX_SKILL];  // skill  -> status
static int StatusIconChangeTable[SC_MAX];          // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
static int StatusSkillChangeTable[SC_MAX];         // status -> skill
static int StatusRelevantBLTypes[SI_MAX];          // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags


/**
 * 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)
{
    int sk = skill_get_index(skill);
    if (sk == 0) {
        ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
        return SC_NONE;
    }
    return SkillStatusChangeTable[sk];
}

/**
 * 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(int skill, sc_type sc, int icon, unsigned int flag)
{
    int sk = skill_get_index(skill);
    if (sk == 0) {
        ShowError("set_sc: Unsupported skill id %d\n", skill);
        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;
    if (StatusIconChangeTable[sc] == SI_BLANK)
        StatusIconChangeTable[sc] = icon;
    StatusChangeFlagTable[sc] |= flag;

    if (SkillStatusChangeTable[sk] == SC_NONE)
        SkillStatusChangeTable[sk] = 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(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));


    //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_BLEEDING  , SI_BLEEDING , 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_WATK_ELEMENT);
    set_sc(SM_ENDURE            , SC_ENDURE          , SI_ENDURE          , SCB_MDEF|SCB_DSPD);
    add_sc(MG_SIGHT             , SC_SIGHT);
    add_sc(MG_SAFETYWALL        , SC_SAFETYWALL);
    add_sc(MG_FROSTDIVER        , SC_FREEZE);
    add_sc(MG_STONECURSE        , SC_STONE);
    add_sc(AL_RUWACH            , SC_RUWACH);
    add_sc(AL_PNEUMA            , SC_PNEUMA);
    set_sc(AL_INCAGI            , SC_INCREASEAGI     , SI_INCREASEAGI     , SCB_AGI|SCB_SPEED);
    set_sc(AL_DECAGI            , SC_DECREASEAGI     , SI_DECREASEAGI     , SCB_AGI|SCB_SPEED);
    set_sc(AL_CRUCIS            , SC_SIGNUMCRUCIS    , SI_SIGNUMCRUCIS    , SCB_DEF);
    set_sc(AL_ANGELUS           , SC_ANGELUS         , SI_ANGELUS         , SCB_DEF2);
    set_sc(AL_BLESSING          , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX);
    set_sc(AC_CONCENTRATION     , SC_CONCENTRATE     , SI_CONCENTRATE     , SCB_AGI|SCB_DEX);
    set_sc(TF_HIDING            , SC_HIDING          , SI_HIDING          , SCB_SPEED);
    add_sc(TF_POISON            , SC_POISON);
    set_sc(KN_TWOHANDQUICKEN    , SC_TWOHANDQUICKEN  , SI_TWOHANDQUICKEN  , SCB_ASPD);
    add_sc(KN_AUTOCOUNTER       , SC_AUTOCOUNTER);
    set_sc(PR_IMPOSITIO         , SC_IMPOSITIO       , SI_IMPOSITIO       , SCB_WATK);
    set_sc(PR_SUFFRAGIUM        , SC_SUFFRAGIUM      , SI_SUFFRAGIUM      , SCB_NONE);
    set_sc(PR_ASPERSIO          , SC_ASPERSIO        , SI_ASPERSIO        , SCB_ATK_ELE);
    set_sc(PR_BENEDICTIO        , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE);
    set_sc(PR_SLOWPOISON        , SC_SLOWPOISON      , SI_SLOWPOISON      , SCB_REGEN);
    set_sc(PR_KYRIE             , SC_KYRIE           , SI_KYRIE           , SCB_NONE);
    set_sc(PR_MAGNIFICAT        , SC_MAGNIFICAT      , SI_MAGNIFICAT      , SCB_REGEN);
    set_sc(PR_GLORIA            , SC_GLORIA          , SI_GLORIA          , SCB_LUK);
    add_sc(PR_LEXDIVINA         , SC_SILENCE);
    set_sc(PR_LEXAETERNA        , SC_AETERNA         , SI_AETERNA         , SCB_NONE);
    add_sc(WZ_METEOR            , SC_STUN);
    add_sc(WZ_VERMILION         , SC_BLIND);
    add_sc(WZ_FROSTNOVA         , SC_FREEZE);
    add_sc(WZ_STORMGUST         , SC_FREEZE);
    set_sc(WZ_QUAGMIRE          , SC_QUAGMIRE        , SI_QUAGMIRE        , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
    set_sc(BS_ADRENALINE        , SC_ADRENALINE      , SI_ADRENALINE      , SCB_ASPD);
    set_sc(BS_WEAPONPERFECT     , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
    set_sc(BS_OVERTHRUST        , SC_OVERTHRUST      , SI_OVERTHRUST      , SCB_NONE);
    set_sc(BS_MAXIMIZE          , SC_MAXIMIZEPOWER   , SI_MAXIMIZEPOWER   , SCB_REGEN);
    add_sc(HT_LANDMINE          , SC_STUN);
    add_sc(HT_ANKLESNARE        , SC_ANKLE);
    add_sc(HT_SANDMAN           , SC_SLEEP);
    add_sc(HT_FLASHER           , SC_BLIND);
    add_sc(HT_FREEZINGTRAP      , SC_FREEZE);
    set_sc(AS_CLOAKING          , SC_CLOAKING        , SI_CLOAKING        , SCB_CRI|SCB_SPEED);
    add_sc(AS_SONICBLOW         , SC_STUN);
    set_sc(AS_ENCHANTPOISON     , SC_ENCPOISON       , SI_ENCPOISON       , SCB_ATK_ELE);
    set_sc(AS_POISONREACT       , SC_POISONREACT     , SI_POISONREACT     , SCB_NONE);
    add_sc(AS_VENOMDUST         , SC_POISON);
    add_sc(AS_SPLASHER          , SC_SPLASHER);
    set_sc(NV_TRICKDEAD         , SC_TRICKDEAD       , SI_TRICKDEAD       , SCB_REGEN);
    set_sc(SM_AUTOBERSERK       , SC_AUTOBERSERK     , SI_AUTOBERSERK     , SCB_NONE);
    add_sc(TF_SPRINKLESAND      , SC_BLIND);
    add_sc(TF_THROWSTONE        , SC_STUN);
    set_sc(MC_LOUD              , SC_LOUD            , SI_LOUD            , SCB_STR);
    set_sc(MG_ENERGYCOAT        , SC_ENERGYCOAT      , SI_ENERGYCOAT      , SCB_NONE);
    set_sc(NPC_EMOTION          , SC_MODECHANGE      , SI_BLANK           , SCB_MODE);
    add_sc(NPC_EMOTION_ON       , SC_MODECHANGE);
    set_sc(NPC_ATTRICHANGE      , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY  , SCB_DEF_ELE);
    add_sc(NPC_CHANGEWATER      , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEGROUND     , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEFIRE       , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEWIND       , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEPOISON     , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEHOLY       , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGEDARKNESS   , SC_ELEMENTALCHANGE);
    add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
    add_sc(NPC_POISON           , SC_POISON);
    add_sc(NPC_BLINDATTACK      , SC_BLIND);
    add_sc(NPC_SILENCEATTACK    , SC_SILENCE);
    add_sc(NPC_STUNATTACK       , SC_STUN);
    add_sc(NPC_PETRIFYATTACK    , SC_STONE);
    add_sc(NPC_CURSEATTACK      , SC_CURSE);
    add_sc(NPC_SLEEPATTACK      , SC_SLEEP);
    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_HALLUCINATION   , SI_HALLUCINATION   , 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_STRIPWEAPON     , SI_STRIPWEAPON     , SCB_WATK);
    set_sc(RG_STRIPSHIELD       , SC_STRIPSHIELD     , SI_STRIPSHIELD     , SCB_DEF);
    set_sc(RG_STRIPARMOR        , SC_STRIPARMOR      , SI_STRIPARMOR      , SCB_VIT);
    set_sc(RG_STRIPHELM         , SC_STRIPHELM       , SI_STRIPHELM       , SCB_INT);
    add_sc(AM_ACIDTERROR        , SC_BLEEDING);
    set_sc(AM_CP_WEAPON         , SC_CP_WEAPON       , SI_CP_WEAPON       , SCB_NONE);
    set_sc(AM_CP_SHIELD         , SC_CP_SHIELD       , SI_CP_SHIELD       , SCB_NONE);
    set_sc(AM_CP_ARMOR          , SC_CP_ARMOR        , SI_CP_ARMOR        , SCB_NONE);
    set_sc(AM_CP_HELM           , SC_CP_HELM         , SI_CP_HELM         , SCB_NONE);
    set_sc(CR_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD       , SCB_NONE);
    add_sc(CR_SHIELDCHARGE      , SC_STUN);
    set_sc(CR_REFLECTSHIELD     , SC_REFLECTSHIELD   , SI_REFLECTSHIELD   , SCB_NONE);
    add_sc(CR_HOLYCROSS         , SC_BLIND);
    add_sc(CR_GRANDCROSS        , SC_BLIND);
    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_FIREWEAPON      , SI_FIREWEAPON      , SCB_ATK_ELE);
    set_sc(SA_FROSTWEAPON       , SC_WATERWEAPON     , SI_WATERWEAPON     , SCB_ATK_ELE);
    set_sc(SA_LIGHTNINGLOADER   , SC_WINDWEAPON      , SI_WINDWEAPON      , SCB_ATK_ELE);
    set_sc(SA_SEISMICWEAPON     , SC_EARTHWEAPON     , SI_EARTHWEAPON     , SCB_ATK_ELE);
    set_sc(SA_VOLCANO           , SC_VOLCANO         , SI_LANDENDOW       , SCB_WATK);
    set_sc(SA_DELUGE            , SC_DELUGE          , SI_LANDENDOW       , SCB_MAXHP);
    set_sc(SA_VIOLENTGALE       , SC_VIOLENTGALE     , SI_LANDENDOW       , SCB_FLEE);
    add_sc(SA_REVERSEORCISH     , SC_ORCISH);
    add_sc(SA_COMA              , SC_COMA);
    set_sc(BD_ENCORE            , SC_DANCING         , SI_BLANK           , SCB_SPEED|SCB_REGEN);
    add_sc(BD_RICHMANKIM        , SC_RICHMANKIM);
    set_sc(BD_ETERNALCHAOS      , SC_ETERNALCHAOS    , SI_BLANK           , SCB_DEF2);
    set_sc(BD_DRUMBATTLEFIELD   , SC_DRUMBATTLE      , SI_BLANK           , SCB_WATK|SCB_DEF);
    set_sc(BD_RINGNIBELUNGEN    , SC_NIBELUNGEN      , SI_BLANK           , SCB_WATK);
    add_sc(BD_ROKISWEIL         , SC_ROKISWEIL);
    add_sc(BD_INTOABYSS         , SC_INTOABYSS);
    set_sc(BD_SIEGFRIED         , SC_SIEGFRIED       , SI_BLANK           , SCB_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_SERVICE4U       , 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_CHANGEUNDEAD    , SI_UNDEAD          , 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);
    set_sc(LK_CONCENTRATION     , SC_CONCENTRATION   , SI_CONCENTRATION   , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD);
    set_sc(LK_TENSIONRELAX      , SC_TENSIONRELAX    , SI_TENSIONRELAX    , SCB_REGEN);
    set_sc(LK_BERSERK           , SC_BERSERK         , SI_BERSERK         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
    set_sc(HP_ASSUMPTIO         , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2);
    add_sc(HP_BASILICA          , SC_BASILICA);
    set_sc(HW_MAGICPOWER        , SC_MAGICPOWER      , SI_MAGICPOWER      , SCB_MATK);
    add_sc(PA_SACRIFICE         , SC_SACRIFICE);
    set_sc(PA_GOSPEL            , SC_GOSPEL          , SI_BLANK           , SCB_SPEED|SCB_ASPD);
    add_sc(PA_GOSPEL            , SC_SCRESIST);
    add_sc(CH_TIGERFIST         , SC_STOP);
    set_sc(ASC_EDP              , SC_EDP             , SI_EDP             , SCB_NONE);
    set_sc(SN_SIGHT             , SC_TRUESIGHT       , SI_TRUESIGHT       , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
    set_sc(SN_WINDWALK          , SC_WINDWALK        , SI_WINDWALK        , SCB_FLEE|SCB_SPEED);
    set_sc(WS_MELTDOWN          , SC_MELTDOWN        , SI_MELTDOWN        , SCB_NONE);
    set_sc(WS_CARTBOOST         , SC_CARTBOOST       , SI_CARTBOOST       , SCB_SPEED);
    set_sc(ST_CHASEWALK         , SC_CHASEWALK       , SI_BLANK           , SCB_SPEED);
    set_sc(ST_REJECTSWORD       , SC_REJECTSWORD     , SI_REJECTSWORD     , SCB_NONE);
    add_sc(ST_REJECTSWORD       , SC_AUTOCOUNTER);
    set_sc(CG_MARIONETTE        , SC_MARIONETTE      , SI_MARIONETTE      , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
    set_sc(CG_MARIONETTE        , SC_MARIONETTE2     , SI_MARIONETTE2     , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
    add_sc(LK_SPIRALPIERCE      , SC_STOP);
    add_sc(LK_HEADCRUSH         , SC_BLEEDING);
    set_sc(LK_JOINTBEAT         , SC_JOINTBEAT       , SI_JOINTBEAT       , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
    add_sc(HW_NAPALMVULCAN      , SC_CURSE);
    set_sc(PF_MINDBREAKER       , SC_MINDBREAKER     , SI_BLANK           , SCB_MATK|SCB_MDEF2);
    add_sc(PF_MEMORIZE          , SC_MEMORIZE);
    add_sc(PF_FOGWALL           , SC_FOGWALL);
    set_sc(PF_SPIDERWEB         , SC_SPIDERWEB       , SI_BLANK           , SCB_FLEE);
    set_sc(WE_BABY              , SC_BABY            , SI_BABY            , SCB_NONE);
    set_sc(TK_RUN               , SC_RUN             , SI_RUN             , SCB_SPEED|SCB_DSPD);
    set_sc(TK_RUN               , SC_SPURT           , SI_SPURT           , SCB_STR);
    set_sc(TK_READYSTORM        , SC_READYSTORM      , SI_READYSTORM      , SCB_NONE);
    set_sc(TK_READYDOWN         , SC_READYDOWN       , SI_READYDOWN       , SCB_NONE);
    add_sc(TK_DOWNKICK          , SC_STUN);
    set_sc(TK_READYTURN         , SC_READYTURN       , SI_READYTURN       , SCB_NONE);
    set_sc(TK_READYCOUNTER      , SC_READYCOUNTER    , SI_READYCOUNTER    , SCB_NONE);
    set_sc(TK_DODGE             , SC_DODGE           , SI_DODGE           , SCB_NONE);
    set_sc(TK_SPTIME            , SC_EARTHSCROLL     , SI_EARTHSCROLL     , SCB_NONE);
    add_sc(TK_SEVENWIND         , SC_SEVENWIND);
    set_sc(TK_SEVENWIND         , SC_GHOSTWEAPON     , SI_GHOSTWEAPON     , SCB_ATK_ELE);
    set_sc(TK_SEVENWIND         , SC_SHADOWWEAPON    , SI_SHADOWWEAPON    , SCB_ATK_ELE);
    set_sc(SG_SUN_WARM          , SC_WARM            , SI_WARM            , SCB_NONE);
    add_sc(SG_MOON_WARM         , SC_WARM);
    add_sc(SG_STAR_WARM         , SC_WARM);
    set_sc(SG_SUN_COMFORT       , SC_SUN_COMFORT     , SI_SUN_COMFORT     , SCB_DEF2);
    set_sc(SG_MOON_COMFORT      , SC_MOON_COMFORT    , SI_MOON_COMFORT    , SCB_FLEE);
    set_sc(SG_STAR_COMFORT      , SC_STAR_COMFORT    , SI_STAR_COMFORT    , SCB_ASPD);
    add_sc(SG_FRIEND            , SC_SKILLRATE_UP);
    set_sc(SG_KNOWLEDGE         , SC_KNOWLEDGE       , SI_BLANK           , SCB_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             , SI_SMA             , 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_DOUBLECAST      , SI_DOUBLECAST      , SCB_NONE);
    set_sc(HW_GRAVITATION       , SC_GRAVITATION     , SI_BLANK           , SCB_ASPD);
    add_sc(WS_CARTTERMINATION   , SC_STUN);
    set_sc(WS_OVERTHRUSTMAX     , SC_MAXOVERTHRUST   , SI_MAXOVERTHRUST   , SCB_NONE);
    set_sc(CG_LONGINGFREEDOM    , SC_LONGING         , SI_BLANK           , SCB_SPEED|SCB_ASPD);
    add_sc(CG_HERMODE           , SC_HERMODE);
    set_sc(ITEM_ENCHANTARMS     , SC_ENCHANTARMS     , SI_BLANK           , SCB_ATK_ELE);
    set_sc(SL_HIGH              , SC_SPIRIT          , SI_SPIRIT          , SCB_ALL);
    set_sc(KN_ONEHAND           , SC_ONEHAND         , SI_ONEHAND         , SCB_ASPD);
    set_sc(GS_FLING             , SC_FLING           , SI_BLANK           , SCB_DEF|SCB_DEF2);
    add_sc(GS_CRACKER           , SC_STUN);
    add_sc(GS_DISARM            , SC_STRIPWEAPON);
    add_sc(GS_PIERCINGSHOT      , SC_BLEEDING);
    set_sc(GS_MADNESSCANCEL     , SC_MADNESSCANCEL   , SI_MADNESSCANCEL   , SCB_BATK|SCB_ASPD);
    set_sc(GS_ADJUSTMENT        , SC_ADJUSTMENT      , SI_ADJUSTMENT      , SCB_HIT|SCB_FLEE);
    set_sc(GS_INCREASING        , SC_INCREASING      , SI_ACCURACY        , SCB_AGI|SCB_DEX|SCB_HIT);
    set_sc(GS_GATLINGFEVER      , SC_GATLINGFEVER    , SI_GATLINGFEVER    , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
    set_sc(NJ_TATAMIGAESHI      , SC_TATAMIGAESHI    , SI_BLANK           , SCB_NONE);
    set_sc(NJ_SUITON            , SC_SUITON          , SI_BLANK           , SCB_AGI|SCB_SPEED);
    add_sc(NJ_HYOUSYOURAKU      , SC_FREEZE);
    set_sc(NJ_NEN               , SC_NEN             , SI_NEN             , SCB_STR|SCB_INT);
    set_sc(NJ_UTSUSEMI          , SC_UTSUSEMI        , SI_UTSUSEMI        , SCB_NONE);
    set_sc(NJ_BUNSINJYUTSU      , SC_BUNSINJYUTSU    , SI_BUNSINJYUTSU    , SCB_DYE);

    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_BLEEDING);
    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_ARMORCHANGE     , SI_BLANK           , SCB_DEF|SCB_MDEF);
    add_sc(NPC_ANTIMAGIC        , SC_ARMORCHANGE);
    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_INCREASEAGI     , SI_INCREASEAGI     , SCB_AGI|SCB_SPEED);
    set_sc(CASH_ASSUMPTIO       , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2);

    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_SHRINK          , SI_SHRINK          , SCB_NONE);
    set_sc(RG_CLOSECONFINE      , SC_CLOSECONFINE2   , SI_CLOSECONFINE2   , SCB_NONE);
    set_sc(RG_CLOSECONFINE      , SC_CLOSECONFINE    , SI_CLOSECONFINE    , SCB_FLEE);
    set_sc(WZ_SIGHTBLASTER      , SC_SIGHTBLASTER    , SI_SIGHTBLASTER    , SCB_NONE);
    set_sc(DC_WINKCHARM         , SC_WINKCHARM       , SI_WINKCHARM       , SCB_NONE);
    add_sc(MO_BALKYOUNG         , SC_STUN);
    add_sc(SA_ELEMENTWATER      , SC_ELEMENTALCHANGE);
    add_sc(SA_ELEMENTFIRE       , SC_ELEMENTALCHANGE);
    add_sc(SA_ELEMENTGROUND     , SC_ELEMENTALCHANGE);
    add_sc(SA_ELEMENTWIND       , SC_ELEMENTALCHANGE);

    set_sc(HLIF_AVOID           , SC_AVOID           , SI_BLANK           , SCB_SPEED);
    set_sc(HLIF_CHANGE          , SC_CHANGE          , SI_BLANK           , SCB_VIT|SCB_INT);
    set_sc(HFLI_FLEET           , SC_FLEET           , SI_BLANK           , SCB_ASPD|SCB_BATK|SCB_WATK);
    set_sc(HFLI_SPEED           , SC_SPEED           , SI_BLANK           , SCB_FLEE);
    set_sc(HAMI_DEFENCE         , SC_DEFENCE         , SI_BLANK           , SCB_DEF);
    set_sc(HAMI_BLOODLUST       , SC_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_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_PARALYSIS, 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);


    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_WATK_ELEMENT);
    add_sc(MER_SIGHT            , SC_SIGHT);
    set_sc(MER_DECAGI           , SC_DECREASEAGI     , SI_DECREASEAGI     , 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_MERC_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_INCREASEAGI     , SI_INCREASEAGI     , 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_BATTLEORDERS    , SI_BLANK           , SCB_STR|SCB_INT|SCB_DEX);
    set_sc(GD_REGENERATION      , SC_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);
    add_sc(RK_DRAGONBREATH      , SC_BURNING);
    set_sc(RK_MILLENNIUMSHIELD  , SC_MILLENNIUMSHIELD  , SI_REUSE_MILLENNIUMSHIELD  , 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);
    /**
     * 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);
    /**
     * 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_INCREASEAGI);
    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);
    /**
     * Warlock
     **/
    add_sc(WL_WHITEIMPRISON     , SC_WHITEIMPRISON);
    set_sc_with_vfx(WL_FROSTMISTY        , SC_FREEZING        , SI_FROSTMISTY      , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2);
    set_sc(WL_MARSHOFABYSS      , SC_MARSHOFABYSS    , SI_MARSHOFABYSS    , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF);
    set_sc(WL_RECOGNIZEDSPELL   , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE);
    set_sc(WL_STASIS            , SC_STASIS          , SI_STASIS          , SCB_NONE);
    /**
     * 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_ELEMENTALCHANGE);
    add_sc(RA_COBALTTRAP        , SC_ELEMENTALCHANGE);
    add_sc(RA_MAIZETRAP         , SC_ELEMENTALCHANGE);
    add_sc(RA_VERDURETRAP       , SC_ELEMENTALCHANGE);
    add_sc(RA_FIRINGTRAP        , SC_BURNING);
    set_sc_with_vfx(RA_ICEBOUNDTRAP      , SC_FREEZING        , SI_FROSTMISTY      , 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_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);
    /**
     * 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__STRIPACCESSORY , 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);
    set_sc_with_vfx(SC_BLOODYLUST        , SC__BLOODYLUST     , SI_BLOODYLUST      , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN);
    /**
     * 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_GT_ENERGYGAIN      , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE);
    set_sc(SR_GENTLETOUCH_CHANGE    , SC_GT_CHANGE          , SI_GENTLETOUCH_CHANGE    , SCB_ASPD|SCB_MDEF|SCB_MAXHP);
    set_sc(SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE      , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN);
    /**
     * Wanderer / Minstrel
     **/
    set_sc(WA_SWING_DANCE            , SC_SWINGDANCE           , SI_SWINGDANCE           , SCB_SPEED|SCB_ASPD);
    set_sc(WA_SYMPHONY_OF_LOVER      , SC_SYMPHONYOFLOVER      , SI_SYMPHONYOFLOVERS     , SCB_MDEF);
    set_sc(WA_MOONLIT_SERENADE       , SC_MOONLITSERENADE      , SI_MOONLITSERENADE      , SCB_MATK);
    set_sc(MI_RUSH_WINDMILL          , SC_RUSHWINDMILL         , 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_VOICEOFSIREN         , SI_VOICEOFSIREN         , SCB_NONE);
    set_sc_with_vfx(WM_LULLABY_DEEPSLEEP      , SC_DEEPSLEEP            , 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_SONGOFMANA           , SI_SONGOFMANA           , SCB_NONE);
    set_sc(WM_DANCE_WITH_WUG         , SC_DANCEWITHWUG         , SI_DANCEWITHWUG         , SCB_ASPD);
    set_sc(WM_SATURDAY_NIGHT_FEVER   , SC_SATURDAYNIGHTFEVER   , SI_SATURDAYNIGHTFEVER   , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN);
    set_sc(WM_LERADS_DEW             , SC_LERADSDEW            , SI_LERADSDEW            , SCB_MAXHP);
    set_sc(WM_MELODYOFSINK           , SC_MELODYOFSINK         , SI_MELODYOFSINK         , SCB_BATK|SCB_MATK);
    set_sc(WM_BEYOND_OF_WARCRY       , SC_BEYONDOFWARCRY       , SI_WARCRYOFBEYOND       , SCB_BATK|SCB_MATK);
    set_sc(WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE);
    /**
     * 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_CRYSTALIZE      , 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_DEEPSLEEP       , 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_THORNSTRAP  , SI_THORNTRAP                  , SCB_NONE);
    set_sc_with_vfx(GN_BLOOD_SUCKER      , SC_BLOODSUCKER , SI_BLOODSUCKER                , SCB_NONE);
    set_sc(GN_WALLOFTHORN                , SC_STOP        , SI_BLANK                      , SCB_NONE);
    set_sc(GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE);
    set_sc(GN_FIRE_EXPANSION_TEAR_GAS    , SC_TEARGAS     , 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_NONE);
    set_sc(EL_BLAST           , SC_BLAST_OPTION         , SI_BLAST_OPTION         , SCB_NONE);
    set_sc(EL_WILD_STORM      , SC_WILD_STORM_OPTION    , SI_WILD_STORM_OPTION    , SCB_NONE);
    set_sc(EL_PETROLOGY       , SC_PETROLOGY_OPTION     , SI_PETROLOGY_OPTION     , SCB_NONE);
    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_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_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);

    // Storing the target job rather than simply SC_SPIRIT 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_WEIGHT50] = SI_WEIGHT50;
    StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
    StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
    StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
    StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
    StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
    StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
    StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
    StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
    StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
    StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
    StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
    StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
    StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
    StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
    StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
    StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
    StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
    StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
    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;
    //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_EXPBOOST] = SI_EXPBOOST;
    StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
    StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
    StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
    StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
    StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
    StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
    StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
    StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
    StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
    StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
    StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
    StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
    StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
    // Mercenary Bonus Effects
    StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
    StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
    StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
    StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
    StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
    // Warlock Spheres
    StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
    StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
    StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
    StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
    StatusIconChangeTable[SC_SPHERE_5] = 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_MAXSPELLBOOK] = 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] = 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;

    //Other SC which are not necessarily associated to skills.
    StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
    StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
    StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
    StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
    StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
    StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
    StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
    StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
    StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
    StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
    StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
    StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
    StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
    StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
    StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
    StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
    StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
    StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
    StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
    StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
    StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
    StatusChangeFlagTable[SC_INCFLEE2] |= 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_STRFOOD] |= SCB_STR;
    StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
    StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
    StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
    StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
    StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
    StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
    StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
    StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
    StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
    StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
    StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
    StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
    StatusChangeFlagTable[SC_SPCOST_RATE] |= 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_MERC_FLEEUP] |= SCB_FLEE;
    StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
    StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
    StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
    StatusChangeFlagTable[SC_MERC_HITUP] |= 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;

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

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

    /* StatusChangeState (SCS_) NOMOVE */
    StatusChangeStateTable[SC_ANKLE]               |= SCS_NOMOVE;
    StatusChangeStateTable[SC_AUTOCOUNTER]         |= SCS_NOMOVE;
    StatusChangeStateTable[SC_TRICKDEAD]           |= SCS_NOMOVE;
    StatusChangeStateTable[SC_BLADESTOP]           |= SCS_NOMOVE;
    StatusChangeStateTable[SC_BLADESTOP_WAIT]      |= SCS_NOMOVE;
    StatusChangeStateTable[SC_GOSPEL]              |= SCS_NOMOVE|SCS_NOMOVECOND;
    StatusChangeStateTable[SC_BASILICA]            |= SCS_NOMOVE|SCS_NOMOVECOND;
    StatusChangeStateTable[SC_STOP]                |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CLOSECONFINE]        |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CLOSECONFINE2]       |= SCS_NOMOVE;
    StatusChangeStateTable[SC_MADNESSCANCEL]       |= SCS_NOMOVE;
    StatusChangeStateTable[SC_GRAVITATION]         |= SCS_NOMOVE|SCS_NOMOVECOND;
    StatusChangeStateTable[SC_WHITEIMPRISON]       |= SCS_NOMOVE;
    StatusChangeStateTable[SC_ELECTRICSHOCKER]     |= SCS_NOMOVE;
    StatusChangeStateTable[SC_BITE]                |= SCS_NOMOVE;
    StatusChangeStateTable[SC_THORNSTRAP]          |= SCS_NOMOVE;
    StatusChangeStateTable[SC_MAGNETICFIELD]       |= SCS_NOMOVE;
    StatusChangeStateTable[SC__MANHOLE]            |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER]  |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CRYSTALIZE]          |= SCS_NOMOVE|SCS_NOMOVECOND;
    StatusChangeStateTable[SC_NETHERWORLD]         |= SCS_NOMOVE;
    StatusChangeStateTable[SC_CAMOUFLAGE]          |= SCS_NOMOVE|SCS_NOMOVECOND;
    StatusChangeStateTable[SC_MEIKYOUSISUI]        |= SCS_NOMOVE;
    StatusChangeStateTable[SC_KAGEHUMI]            |= SCS_NOMOVE;
    StatusChangeStateTable[SC_KYOUGAKU]            |= SCS_NOMOVE;

    /* StatusChangeState (SCS_) NOPICKUPITEMS */
    StatusChangeStateTable[SC_HIDING]              |= SCS_NOPICKITEM;
    StatusChangeStateTable[SC_CLOAKING]            |= SCS_NOPICKITEM;
    StatusChangeStateTable[SC_TRICKDEAD]           |= SCS_NOPICKITEM;
    StatusChangeStateTable[SC_BLADESTOP]           |= SCS_NOPICKITEM;
    StatusChangeStateTable[SC_CLOAKINGEXCEED]      |= SCS_NOPICKITEM;
    StatusChangeStateTable[SC_NOCHAT]              |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;

    /* StatusChangeState (SCS_) NODROPITEMS */
    StatusChangeStateTable[SC_AUTOCOUNTER]         |= SCS_NODROPITEM;
    StatusChangeStateTable[SC_BLADESTOP]           |= SCS_NODROPITEM;
    StatusChangeStateTable[SC_NOCHAT]              |= SCS_NODROPITEM|SCS_NODROPITEMCOND;

    /* StatusChangeState (SCS_) NOCAST (skills) */
    StatusChangeStateTable[SC_SILENCE]             |= SCS_NOCAST;
    StatusChangeStateTable[SC_STEELBODY]           |= SCS_NOCAST;
    StatusChangeStateTable[SC_BERSERK]             |= SCS_NOCAST;
    StatusChangeStateTable[SC__BLOODYLUST]         |= SCS_NOCAST;
    StatusChangeStateTable[SC_OBLIVIONCURSE]       |= SCS_NOCAST;
    StatusChangeStateTable[SC_WHITEIMPRISON]       |= SCS_NOCAST;
    StatusChangeStateTable[SC__INVISIBILITY]       |= SCS_NOCAST;
    StatusChangeStateTable[SC_CRYSTALIZE]          |= SCS_NOCAST|SCS_NOCASTCOND;
    StatusChangeStateTable[SC__IGNORANCE]          |= SCS_NOCAST;
    StatusChangeStateTable[SC_DEEPSLEEP]           |= SCS_NOCAST;
    StatusChangeStateTable[SC_SATURDAYNIGHTFEVER]  |= SCS_NOCAST;
    StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
    StatusChangeStateTable[SC_SILENCE]             |= SCS_NOCAST;

    //Homon S
    StatusChangeStateTable[SC_PARALYSIS]               |= SCS_NOMOVE;

}

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

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

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

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

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

int status_charge(struct block_list *bl, int hp, int sp)
{
    if (!(bl->type&BL_CONSUME))
        return hp+sp; //Assume all was charged so there are no 'not enough' fails.
    return status_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,int hp, int sp, int walkdelay, int flag)
{
    struct status_data *status;
    struct status_change *sc;

    if (sp && !(target->type&BL_CONSUME))
        sp = 0; //Not a valid SP target.

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

    if (sp < 0) {
        status_heal(target, 0, -sp, 1);
        sp = 0;
    }

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

    status = status_get_status_data(target);
    if (status == &dummy_status)
        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 = status_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_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_DEEPSLEEP, INVALID_TIMER);
            if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
                //Endure count is only reduced by non-players on non-gvg maps.
                //val4 signals infinite endure. [Skotlex]
                if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !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_delunitgroup(sg);
                    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_SATURDAYNIGHTFEVER] && status->hp <= 100)
            status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
        if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
            status_change_end(target, SC__BLOODYLUST, 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:
            merc_damage((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) {// 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, gettick(), walkdelay, 0);
        return hp+sp;
    }

    status->hp = 1; //To let the dead function cast skills and all that.
    //NOTE: These dead functions should return: [Skotlex]
    //0: Death cancelled, auto-revived.
    //Non-zero: Standard death. Clear status, cancel move/attack, etc
    //&2: Also remove object from map.
    //&4: Also delete object from memory.
    switch (target->type) {
        case BL_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 = merc_hom_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 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 = status_get_regen_data(target);
        if (regen) {
            memset(&regen->tick, 0, sizeof(regen->tick));
            if (regen->sregen)
                memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
            if (regen->ssregen)
                memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
        }
    }

    if (sc && sc->data[SC_KAIZEL] && !map_flag_gvg(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)
            status_revive(target, 100, 100);
        else
            status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
        status_change_clear(target,0);
        clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
        sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);

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

        return 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, status_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 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.
        status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
        status_change_clear(target,0);
        ((TBL_MOB *)target)->state.rebirth = 1;

        return hp+sp;
    }

    status_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);
    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,gettick(),4);
        skill_cleartimerskill(target);
    }

    return hp+sp;
}

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

    status = status_get_status_data(bl);

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

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

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

    if (hp) {
        if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) {
            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++;
        status_damage(NULL, bl, 0, -sp, 0, 1);
        sp = 0;
    }

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

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

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

    if (hp && sc &&
        sc->data[SC_AUTOBERSERK] &&
        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:
            merc_hom_heal((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 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 = status_get_status_data(target);

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

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

    //Should be safe to not do overflow protection here, noone should have
    //millions upon millions of SP
    if (sp_rate > 99)
        sp = status->sp;
    else if (sp_rate > 0)
        sp = (sp_rate*status->sp)/100;
    else if (sp_rate < -99)
        sp = status->max_sp;
    else if (sp_rate < 0)
        sp = (-sp_rate)*status->max_sp/100;
    if (sp_rate && !sp)
        sp = 1;

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

    status = status_get_status_data(bl);
    if (status == &dummy_status)
        return 0; //Invalid target.

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

    if (hp > status->max_hp - status->hp)
        hp = status->max_hp - status->hp;
    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:
            merc_hom_revive((TBL_HOM *)bl, hp, sp);
            break;
    }
    return 1;
}

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

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

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

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

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

    if (src) sc = status_get_sc(src);

    if (sc && sc->count) {

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

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

        if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
            if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
                unit_walktobl(src, map_id2bl(sc->data[SC_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_num == MO_EXTREMITYFIST) break;
                case 4:
                    if (skill_num == MO_CHAINCOMBO) break;
                case 3:
                    if (skill_num == MO_INVESTIGATE) break;
                case 2:
                    if (skill_num == MO_FINGEROFFENSIVE) break;
                default:
                    return 0;
            }
        }

        if (sc->data[SC_DANCING] && flag!=2) {
            if (src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= 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_num == BD_ENCORE ||
                    skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
                   )
                    return 0;
            } else {
                switch (skill_num) {
                    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_num == BD_ADAPTATION)
                return 0;   //Can't amp out of Wand of Hermode :/ [Skotlex]
        }

        if (skill_num && //Do not block item-casted skills.
            (src->type != BL_PC || ((TBL_PC *)src)->skillitem != skill_num)
           ) { //Skills blocked through status changes...
            if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
                    sc->cant.cast ||
                    (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
                    (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
                    (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_num)) ||
                    (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_num))
                ))
                return 0;

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

            if (sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE])) {
                switch (skill_num) { //##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_num) { //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_num || src->type == BL_PC)
                        return 0;
            }
        if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
            return 0;
        if (sc->option&OPTION_MOUNTING)
            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 = status_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_num && !(skill_num&(SA_SPELLBREAKER|SL_SKE)))
            return 0;
        if (!skill_num && tsc->data[SC_TRICKDEAD])
            return 0;
        if ((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
            && tsc->data[SC_FREEZE])
            return 0;
        if (skill_num == 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_num,1) == ELE_EARTH)  //TODO: Need Skill Lv here :/
        hide_flag &= ~OPTION_HIDE;

    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_num)
                    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_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&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_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src)
                return 0; // Can't use Weapon endow skills on Mercenary (only Master)
            if (skill_num == 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 = status_get_status_data(src);
    struct status_change *tsc = status_get_sc(target);
    switch (src->type) {
        case BL_MOB:
            view_range = ((TBL_MOB *)src)->min_chase;
            break;
        case BL_PET:
            view_range = ((TBL_PET *)src)->db->range2;
            break;
        default:
            view_range = AREA_SIZE;
    }

    if (src->m != target->m || !check_distance_bl(src, target, view_range))
        return 0;

    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 = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC *)bl)->status.base_level*10/4)/10;
#else
        str+= dex/5 + status->luk/5;
#endif
    return cap_value(str, 0, USHRT_MAX);
}


static inline unsigned short status_base_matk_max(const struct status_data *status)
{
#ifdef RENEWAL
    return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var
#else
    return status->int_+(status->int_/5)*(status->int_/5);
#endif
}

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

#ifdef RENEWAL // renewal formulas
    status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
    status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
    status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
    status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
#else
    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;
            default:
                if (battle_config.critical_rate != 100)
                    status->cri = status->cri*battle_config.critical_rate/100;
                if (!status->cri && battle_config.critical_rate)
                    status->cri = 10;
        }
    if (bl->type&BL_REGEN)
        status_calc_regen(bl, status, status_get_regen_data(bl));
}

//Skotlex: Calculates the initial status for the given mob
//first will only be false when the mob leveled up or got a GuardUp level.
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 = map_id2bl(md->master_id);

    if (flag&8 && mbl) {
        struct status_data *mstatus = status_get_base_status(mbl);
        if (mstatus &&
            battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
            status->speed = mstatus->speed;
        if (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->skillid == AM_SPHEREMINE) {
                status->max_hp = 2000 + 400*ud->skilllv;
            } else if (ud->skillid == KO_ZANZOU) {
                status->max_hp = 3000 + 3000 * ud->skilllv;
            } else { //AM_CANNIBALIZE
                status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
                status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
            }
            status->hp = status->max_hp;
        }
    }

    if (flag&1) {
        // increase from mobs leveling up [Valaris]
        int diff = md->level - md->db->lv;
        status->str+= diff;
        status->agi+= diff;
        status->vit+= diff;
        status->int_+= diff;
        status->dex+= diff;
        status->luk+= diff;
        status->max_hp += diff*status->vit;
        status->max_sp += diff*status->int_;
        status->hp = status->max_hp;
        status->sp = status->max_sp;
        status->speed -= 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;
        }
    }

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

    if (flag&4) {
        // Strengthen Guardians - custom value +10% / lv
        struct guild_castle *gc;
        gc=guild_mapname2gc(map[md->bl.m].name);
        if (!gc)
            ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
        else 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);

            status_calc_misc(&pd->bl, &pd->status, lv);

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

    //Support rate modifier (1000 = 100%)
    pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
    if (battle_config.pet_support_rate != 100)
        pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;

    return 1;
}

/// 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)
{
    unsigned int val = pc_class2idx(sd->status.class_);
    val = 35 + sd->status.base_level*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 val;
}

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

    val = 10 + sd->status.base_level*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 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
    int i,index;
    int skill,refinedef=0;

    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->critaddrace)
           + sizeof(sd->expaddrace)
           + sizeof(sd->ignore_mdef)
           + sizeof(sd->ignore_def)
           + sizeof(sd->itemgrouphealrate)
           + 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_INTRAVISION]) //Clear intravision as long as nothing else is using it
        clif_status_load(&sd->bl, SI_INTRAVISION, 0);

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

    //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
    status->speed = DEFAULT_WALK_SPEED;
    //Give them all modes except these (useful for clones)
    status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);

    status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
    if (battle_config.character_size && pc_isriding(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)
          );

    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++) {
        current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
        if (index < 0)
            continue;
        if (i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
            continue;
        if (i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
            continue;
        if (i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
            continue;
        if (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;

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

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

        // 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
            // in renewal max MATK is the weapon MATK
            status->matk_max += sd->inventory_data[index]->matk;

            if (r) {
                // renewal magic attack refine bonus
                status->matk_max += refine_info[wlv].bonus[r-1] / 100;
            }

            // record the weapon level for future usage
            status->wlv = wlv;
#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;
                    run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
                    sd->state.lr_flag = 0;
                } else
                    run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
                if (!calculating) //Abort, run_script retriggered this. [Skotlex]
                    return 1;
            }

            if (sd->status.inventory[index].card[0]==CARD0_FORGE) {
                // Forged weapon
                wd->star += (sd->status.inventory[index].card[1]>>8);
                if (wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
                if (pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
                    wd->star += 10;

                if (!wa->ele) //Do not overwrite element from previous bonuses.
                    wa->ele = (sd->status.inventory[index].card[1]&0x0f);
            }
        } else if (sd->inventory_data[index]->type == IT_ARMOR) {
            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;
                run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
                if (i == EQI_HAND_L)  //Shield
                    sd->state.lr_flag = 0;
                if (!calculating) //Abort, run_script retriggered this. [Skotlex]
                    return 1;
            }
        }
    }

    if (sd->equip_index[EQI_AMMO] >= 0) {
        index = sd->equip_index[EQI_AMMO];
        if (sd->inventory_data[index]) {    // Arrows
            sd->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
                run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
            sd->state.lr_flag = 0;
            if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
                return 1;
        }
    }

    /* we've got combos to process */
    if (sd->combos.count) {
        for (i = 0; i < sd->combos.count; i++) {
            run_script(sd->combos.bonus[i],0,sd->bl.id,0);
            if (!calculating) //Abort, run_script 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;

#ifdef RENEWAL
    // increment the weapon ATK using the MATK max value
    status->matk_max += sd->bonus.sp_weapon_matk;
#endif

    //Parse Cards
    for (i=0; i<EQI_MAX-1; i++) {
        current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
        if (index < 0)
            continue;
        if (i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
            continue;
        if (i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
            continue;
        if (i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
            continue;

        if (sd->inventory_data[index]) {
            int j,c;
            struct item_data *data;

            //Card script execution.
            if (itemdb_isspecial(sd->status.inventory[index].card[0]))
                continue;
            for (j=0; j<MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
                current_equip_card_id= c= sd->status.inventory[index].card[j];
                if (!c)
                    continue;
                data = itemdb_exists(c);
                if (!data)
                    continue;
                if (first && data->equip_script) {
                    //Execute equip-script on login
                    run_script(data->equip_script,0,sd->bl.id,0);
                    if (!calculating)
                        return 1;
                }
                if (!data->script)
                    continue;
                if (data->flag.no_equip) { //Card restriction checks.
                    if (map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
                        continue;
                    if (!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
                        continue;
                    if (map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
                        continue;
                    if (map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
                        continue;
                    if (map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
                        continue;
                }
                if (i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
                    //Left hand status.
                    sd->state.lr_flag = 1;
                    run_script(data->script,0,sd->bl.id,0);
                    sd->state.lr_flag = 0;
                } else
                    run_script(data->script,0,sd->bl.id,0);
                if (!calculating) //Abort, run_script his function. [Skotlex]
                    return 1;
            }
        }
    }

    if (sc->count && sc->data[SC_ITEMSCRIPT]) {
        struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
        if (data && data->script)
            run_script(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)
            run_script(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) &&
        (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 status_calc_misc
    // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
    if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
        status->batk += sd->weapon_atk[sd->status.weapon];
    // Absolute modifiers from passive skills
    if ((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
        status->batk += 4;

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

    // Basic MaxHP value
    //We hold the standard Max HP here to make it faster to recalculate on vit changes.
    sd->status.max_hp = status_base_pc_maxhp(sd,status);
    //This is done to handle underflows from negative Max HP bonuses
    i = sd->status.max_hp + (int)status->max_hp;
    status->max_hp = cap_value(i, 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 = status->max_hp * sd->hprate/100;
    if (battle_config.hp_rate != 100)
        status->max_hp = status->max_hp * battle_config.hp_rate/100;

    if (status->max_hp > (unsigned int)battle_config.max_hp)
        status->max_hp = battle_config.max_hp;
    else if (!status->max_hp)
        status->max_hp = 1;

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

    // Basic MaxSP value
    sd->status.max_sp = status_base_pc_maxsp(sd,status);
    //This is done to handle underflows from negative Max SP bonuses
    i = sd->status.max_sp + (int)status->max_sp;
    status->max_sp = cap_value(i, 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 += status->max_sp * skill/100;
    if ((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
        status->max_sp += 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 = status->max_sp * sd->sprate/100;
    if (battle_config.sp_rate != 100)
        status->max_sp = status->max_sp * battle_config.sp_rate/100;

    if (status->max_sp > (unsigned int)battle_config.max_sp)
        status->max_sp = battle_config.max_sp;
    else if (!status->max_sp)
        status->max_sp = 1;

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

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

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

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

    //Equipment modifiers for misc settings
    if (sd->matk_rate < 0)
        sd->matk_rate = 0;

    if (sd->matk_rate != 100) {
        status->matk_max = status->matk_max * sd->matk_rate/100;
        status->matk_min = status->matk_min * sd->matk_rate/100;
    }

    if (sd->hit_rate < 0)
        sd->hit_rate = 0;
    if (sd->hit_rate != 100)
        status->hit = status->hit * sd->hit_rate/100;

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

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

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

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

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

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

    // Absolute modifiers from passive skills
    if ((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
        status->hit += skill*2;
    if ((skill=pc_checkskill(sd,AC_VULTURE))>0) {
#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_SERVICE4U])
        sd->dsprate -= sc->data[SC_SERVICE4U]->val3;

    if (sc->data[SC_SPCOST_RATE])
        sd->dsprate -= sc->data[SC_SPCOST_RATE]->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,SA_DRAGONOLOGY))>0) {
        skill = skill*4;
        sd->right_weapon.addrace[RC_DRAGON]+=skill;
        sd->left_weapon.addrace[RC_DRAGON]+=skill;
        sd->magic_addrace[RC_DRAGON]+=skill;
        sd->subrace[RC_DRAGON]+=skill;
    }

    if (sc->count) {
        if (sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
            sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
            sc->data[SC_CONCENTRATE]->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_ARMOR_ELEMENT]) {   //This status change should grant card-type elemental resist.
            sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
            sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
            sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
            sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->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_EARTH] -= 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_WATER] -= 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;
    }

    status_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 = status_get_speed(&hd->master->bl);

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

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

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

    merc_hom_calc_skilltree(hd, 0);

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

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

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

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

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

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

    status->aspd_rate = 1000;

    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.

    status_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;

    status->str = ele->str;
    status->agi = ele->agi;
    status->vit = ele->vit;
    status->dex = ele->dex;
    status->int_ = ele->int_;
    status->luk = ele->luk;

    if (first) {
        memcpy(status, &ed->db->status, sizeof(struct status_data));
        status->mode = MD_CANMOVE|MD_CANATTACK;
        status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY);
        status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY);
        status->hp = status->max_hp;
        status->sp = status->max_sp;
        status->str += sd->base_status.str * 25 / 100;
        status->agi += sd->base_status.agi * 25 / 100;
        status->vit += sd->base_status.vit * 25 / 100;
        status->int_ += sd->base_status.int_ * 25 / 100;
        status->def += sd->base_status.dex * 25 / 100;
        status->luk += sd->base_status.luk * 25 / 100;

        status_calc_misc(&ed->bl, status, ed->db->lv);
        memcpy(&ed->battle_status,status,sizeof(struct status_data));
    } else {
        status_calc_misc(&ed->bl, status, ed->db->lv);
        status_cpy(&ed->battle_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_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
#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 *,unsigned int);
static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);

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

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

    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;

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

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

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

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

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

        val = 0;
        if ((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
            val += skill*5 + 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 = merc_hom_checkskill(hd,HAMI_SKIN)) > 0) {
            val = regen->hp*(100+5*skill)/100;
            regen->hp = cap_value(val, 1, SHRT_MAX);
        }
        if ((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) {
            val = regen->sp*(100+3*skill)/100;
            regen->sp = cap_value(val, 1, SHRT_MAX);
        }
    } 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__BLOODYLUST]
        || sc->data[SC_TRICKDEAD]
        || sc->data[SC_BLEEDING]
        || sc->data[SC_MAGICMUSHROOM]
        || sc->data[SC_RAISINGDRAGON]
        || sc->data[SC_SATURDAYNIGHTFEVER]
    )   //No regen
        regen->flag = 0;

    if (
        sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
        || (
            (bl->type == BL_PC && ((TBL_PC *)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
            (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->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_REGENERATION]) {
        const struct status_change_entry *sce = sc->data[SC_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_GT_REVITALIZE]) {
        regen->hp = cap_value(regen->hp*sc->data[SC_GT_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;

}
void status_calc_state(struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start)
{

    /* no sc at all, we can zero without any extra weight over our conciousness */
    if (!sc->count) {
        memset(&sc->cant, 0, sizeof(sc->cant));
        return;
    }

    /* can move? */
    if (flag&SCS_NOMOVE) {
        if (!(flag&SCS_NOMOVECOND)) {
            sc->cant.move += (start ? 1 : -1);
        } else if (
            (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
            || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
            || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
            || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
            || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3
                && !(sc->data[SC_CAMOUFLAGE]->val3&1))
        ) {
            sc->cant.move += (start ? 1 : -1);
        }
    }

    /* can't use skills */
    if (flag&SCS_NOCAST) {
        if (!(flag&SCS_NOCASTCOND)) {
            sc->cant.cast += (start ? 1 : -1);
        } else if ((sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)) {
            sc->cant.cast += (start ? 1 : -1);
        }
    }

    /* player-only states */
    if (bl->type == BL_PC) {

        /* can pick items? */
        if (flag&SCS_NOPICKITEM) {
            if (!(flag&SCS_NOPICKITEMCOND)) {
                sc->cant.pickup += (start ? 1 : -1);
            } else if ((sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM)) {
                sc->cant.pickup += (start ? 1 : -1);
            }
        }

        /* can drop items? */
        if (flag&SCS_NODROPITEM) {
            if (!(flag&SCS_NODROPITEMCOND)) {
                sc->cant.drop += (start ? 1 : -1);
            } else if ((sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM)) {
                sc->cant.drop += (start ? 1 : -1);
            }
        }
    }

    return;
}
/// 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 = status_get_base_status(bl);
    struct status_data *status = status_get_status_data(bl);
    struct status_change *sc = status_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;
        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;
        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;
    }

    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 = status_calc_batk(bl, sc, status->batk);
    }

    if (flag&SCB_WATK) {

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

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

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

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

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

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

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

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

        if (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)
            status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
        else
            status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
    }

    if (flag&SCB_SPEED) {
        struct unit_data *ud = unit_bl2ud(bl);
        status->speed = status_calc_speed(bl, sc, b_status->speed);

        //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 = status_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);
        else
            status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
        /**
         * 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);
        else
            status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
    }

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

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

    if (flag&SCB_MODE) {
        status->mode = status_calc_mode(bl, sc, b_status->mode);
        //Since mode changed, reset their state.
        if (!(status->mode&MD_CANATTACK))
            unit_stop_attack(bl);
        if (!(status->mode&MD_CANMOVE))
            unit_stop_walking(bl,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) {
#ifdef RENEWAL
        status->matk_min = status_base_matk_min(status,status_get_lv(bl));
        if (sd)
            status->matk_min += sd->bonus.sp_base_matk;
#else
        status->matk_min = status_base_matk_min(status);
#endif
        status->matk_max = status_base_matk_max(status);

        if (bl->type&BL_PC && sd->matk_rate != 100) {
            //Bonuses from previous matk
#ifndef RENEWAL // only changed in non-renewal [Ind]
            status->matk_max = status->matk_max * sd->matk_rate/100;
#endif
            status->matk_min = status->matk_min * sd->matk_rate/100;
        }

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

#ifndef RENEWAL // only changed in non-renewal [Ind]
        status->matk_max = status_calc_matk(bl, sc, status->matk_max);
#endif

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

    }

    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 + (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) / 100;

            if (status->aspd_rate != 1000) // absolute percentage modifier
                amotion = (200 - (200-amotion/10) * status->aspd_rate / 1000) * 10;
#endif
            //@TODO move FIGHTINGSPIRIT in fix_aspd
            if (sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
                amotion -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) / 10 * 40;
            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)
        status_calc_regen(bl, status, status_get_regen_data(bl));

    if (flag&SCB_REGEN && bl->type&BL_REGEN)
        status_calc_regen_rate(bl, status_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

    // remember previous values
    status = status_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:
                status_calc_pc_(BL_CAST(BL_PC,bl), first);
                break;
            case BL_MOB:
                status_calc_mob_(BL_CAST(BL_MOB,bl), first);
                break;
            case BL_PET:
                status_calc_pet_(BL_CAST(BL_PET,bl), first);
                break;
            case BL_HOM:
                status_calc_homunculus_(BL_CAST(BL_HOM,bl), first);
                break;
            case BL_MER:
                status_calc_mercenary_(BL_CAST(BL_MER,bl), first);
                break;
            case BL_ELEM:
                status_calc_elemental_(BL_CAST(BL_ELEM,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);
        if (b_status.matk_max != status->matk_max)
            clif_updatestatus(sd,SP_MATK1);
        if (b_status.matk_min != status->matk_min)
            clif_updatestatus(sd,SP_MATK2);
        if (b_status.mdef != status->mdef) {
            clif_updatestatus(sd,SP_MDEF1);
#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);
    } 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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
        return 50;
    if (sc->data[SC_INCALLSTATUS])
        str += sc->data[SC_INCALLSTATUS]->val1;
    if (sc->data[SC_INCSTR])
        str += sc->data[SC_INCSTR]->val1;
    if (sc->data[SC_STRFOOD])
        str += sc->data[SC_STRFOOD]->val1;
    if (sc->data[SC_FOOD_STR_CASH])
        str += sc->data[SC_FOOD_STR_CASH]->val1;
    if (sc->data[SC_BATTLEORDERS])
        str += 5;
    if (sc->data[SC_LEADERSHIP])
        str += sc->data[SC_LEADERSHIP]->val1;
    if (sc->data[SC_LOUD])
        str += 4;
    if (sc->data[SC_TRUESIGHT])
        str += 5;
    if (sc->data[SC_SPURT])
        str += 10;
    if (sc->data[SC_NEN])
        str += sc->data[SC_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])
        str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
    if (sc->data[SC_MARIONETTE2])
        str += ((sc->data[SC_MARIONETTE2]->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;

    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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
        return 50;
    if (sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
        agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->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_AGIFOOD])
        agi += sc->data[SC_AGIFOOD]->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_INCREASEAGI])
        agi += sc->data[SC_INCREASEAGI]->val2;
    if (sc->data[SC_INCREASING])
        agi += 4;   // added based on skill updates [Reddozen]
    if (sc->data[SC_DECREASEAGI])
        agi -= sc->data[SC_DECREASEAGI]->val2;
    if (sc->data[SC_QUAGMIRE])
        agi -= sc->data[SC_QUAGMIRE]->val2;
    if (sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
        agi -= sc->data[SC_SUITON]->val2;
    if (sc->data[SC_MARIONETTE])
        agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
    if (sc->data[SC_MARIONETTE2])
        agi += ((sc->data[SC_MARIONETTE2]->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;

    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_SPIRIT] && sc->data[SC_SPIRIT]->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_VITFOOD])
        vit += sc->data[SC_VITFOOD]->val1;
    if (sc->data[SC_FOOD_VIT_CASH])
        vit += sc->data[SC_FOOD_VIT_CASH]->val1;
    if (sc->data[SC_CHANGE])
        vit += sc->data[SC_CHANGE]->val2;
    if (sc->data[SC_GLORYWOUNDS])
        vit += sc->data[SC_GLORYWOUNDS]->val1;
    if (sc->data[SC_TRUESIGHT])
        vit += 5;
    if (sc->data[SC_STRIPARMOR])
        vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
    if (sc->data[SC_MARIONETTE])
        vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
    if (sc->data[SC_MARIONETTE2])
        vit += sc->data[SC_MARIONETTE2]->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;

    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_SPIRIT] && sc->data[SC_SPIRIT]->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_INTFOOD])
        int_ += sc->data[SC_INTFOOD]->val1;
    if (sc->data[SC_FOOD_INT_CASH])
        int_ += sc->data[SC_FOOD_INT_CASH]->val1;
    if (sc->data[SC_CHANGE])
        int_ += sc->data[SC_CHANGE]->val3;
    if (sc->data[SC_BATTLEORDERS])
        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_STRIPHELM])
        int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
    if (sc->data[SC_NEN])
        int_ += sc->data[SC_NEN]->val1;
    if (sc->data[SC_MARIONETTE])
        int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
    if (sc->data[SC_MARIONETTE2])
        int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
    if (sc->data[SC_MANDRAGORA])
        int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
    if (sc->data[SC__STRIPACCESSORY])
        int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
    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;

    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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
        return 50;
    if (sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
        dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->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_DEXFOOD])
        dex += sc->data[SC_DEXFOOD]->val1;
    if (sc->data[SC_FOOD_DEX_CASH])
        dex += sc->data[SC_FOOD_DEX_CASH]->val1;
    if (sc->data[SC_BATTLEORDERS])
        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_INCREASING])
        dex += 4;   // added based on skill updates [Reddozen]
    if (sc->data[SC_MARIONETTE])
        dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
    if (sc->data[SC_MARIONETTE2])
        dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
    if (sc->data[SC__STRIPACCESSORY])
        dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
    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;

    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_SPIRIT] && sc->data[SC_SPIRIT]->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_LUKFOOD])
        luk += sc->data[SC_LUKFOOD]->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])
        luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
    if (sc->data[SC_MARIONETTE2])
        luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
    if (sc->data[SC_LAUDARAMUS])
        luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
    if (sc->data[SC__STRIPACCESSORY])
        luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
    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_BANANA_BOMB])
        luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
    if (sc->data[SC_KYOUGAKU])
        luk -= sc->data[SC_KYOUGAKU]->val2;

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

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

    if (sc->data[SC_ATKPOTION])
        batk += sc->data[SC_ATKPOTION]->val1;
    if (sc->data[SC_BATKFOOD])
        batk += sc->data[SC_BATKFOOD]->val1;
    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;
    if (sc->data[SC_CONCENTRATION])
        batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
    if (sc->data[SC_SKE])
        batk += batk * 3;
    if (sc->data[SC_BLOODLUST])
        batk += batk * sc->data[SC_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;
    //Curse shouldn't effect on this?  <- Curse OR Bleeding??
    //  if(sc->data[SC_BLEEDING])
    //      batk -= batk * 25/100;
    if (sc->data[SC_FLEET])
        batk += batk * sc->data[SC_FLEET]->val3/100;
    if (sc->data[SC_GATLINGFEVER])
        batk += sc->data[SC_GATLINGFEVER]->val3;
    if (sc->data[SC_MADNESSCANCEL])
        batk += 100;
    if (sc->data[SC__ENERVATION])
        batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
    if (sc->data[SC_RUSHWINDMILL])
        batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
    if (sc->data[SC_SATURDAYNIGHTFEVER])
        batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
    if (sc->data[SC_MELODYOFSINK])
        batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
    if (sc->data[SC_BEYONDOFWARCRY])
        batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
    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_ZANGETSU])
        batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
    if (sc->data[SC_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;

    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)
{
    if (!sc || !sc->count)
        return cap_value(watk,0,USHRT_MAX);

    if (sc->data[SC_IMPOSITIO])
        watk += sc->data[SC_IMPOSITIO]->val2;
    if (sc->data[SC_WATKFOOD])
        watk += sc->data[SC_WATKFOOD]->val1;
    if (sc->data[SC_DRUMBATTLE])
        watk += sc->data[SC_DRUMBATTLE]->val2;
    if (sc->data[SC_VOLCANO])
        watk += sc->data[SC_VOLCANO]->val2;
    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_CONCENTRATION])
        watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
    if (sc->data[SC_SKE])
        watk += watk * 3;
    if (sc->data[SC_NIBELUNGEN]) {
        if (bl->type != BL_PC)
            watk += sc->data[SC_NIBELUNGEN]->val2;
        else {
#ifndef RENEWAL
            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)
#endif
                watk += sc->data[SC_NIBELUNGEN]->val2;
        }
    }
    if (sc->data[SC__ENERVATION])
        watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
    if (sc->data[SC_FLEET])
        watk += watk * sc->data[SC_FLEET]->val3/100;
    if (sc->data[SC_CURSE])
        watk -= watk * 25/100;
    if (sc->data[SC_STRIPWEAPON])
        watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
    if (sc->data[SC_MERC_ATKUP])
        watk += sc->data[SC_MERC_ATKUP]->val2;
    if (sc->data[SC_FIGHTINGSPIRIT])
        watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
    if (sc->data[SC__ENERVATION])
        watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
    if (sc->data[SC_STRIKING])
        watk += sc->data[SC_STRIKING]->val2;
    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;
    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;
#ifdef RENEWAL_EDP
    if (sc->data[SC_EDP])
        watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100;
#endif

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

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

    if (sc->data[SC_MATKPOTION])
        matk += sc->data[SC_MATKPOTION]->val1;
    if (sc->data[SC_MATKFOOD])
        matk += sc->data[SC_MATKFOOD]->val1;
    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_MOONLITSERENADE])
        matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
    if (sc->data[SC_MELODYOFSINK])
        matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
    if (sc->data[SC_BEYONDOFWARCRY])
        matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
    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 += 50 * sc->data[SC_IZAYOI]->val1;
    if (sc->data[SC_ZANGETSU])
        matk += matk * sc->data[SC_ZANGETSU]->val2 / 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)
{

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

    if (sc->data[SC_INCCRI])
        critical += sc->data[SC_INCCRI]->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;
    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;
#ifdef RENEWAL
    if (sc->data[SC_SPEARQUICKEN])
        critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
#endif

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

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

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

    if (sc->data[SC_INCHIT])
        hit += sc->data[SC_INCHIT]->val1;
    if (sc->data[SC_HITFOOD])
        hit += sc->data[SC_HITFOOD]->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_CONCENTRATION])
        hit += sc->data[SC_CONCENTRATION]->val3;
    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_ADJUSTMENT])
        hit -= 30;
    if (sc->data[SC_INCREASING])
        hit += 20; // RockmanEXE; changed based on updated [Reddozen]
    if (sc->data[SC_MERC_HITUP])
        hit += sc->data[SC_MERC_HITUP]->val2;
    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_INSPIRATION])
        hit += 5 * sc->data[SC_INSPIRATION]->val1;
    if (sc->data[SC_ASH])
        hit /= 2;

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

static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
{
    if (bl->type == BL_PC) {
        if (map_flag_gvg(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 (sc->data[SC_INCFLEE])
        flee += sc->data[SC_INCFLEE]->val1;
    if (sc->data[SC_FLEEFOOD])
        flee += sc->data[SC_FLEEFOOD]->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_INCFLEERATE])
        flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
    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_CLOSECONFINE])
        flee += 10;
    if (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
        flee -= flee * 50/100;
    if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
        flee -= flee * 50/100;
    if (sc->data[SC_BLIND])
        flee -= flee * 25/100;
    if (sc->data[SC_ADJUSTMENT])
        flee += 30;
    if (sc->data[SC_GATLINGFEVER])
        flee -= sc->data[SC_GATLINGFEVER]->val4;
    if (sc->data[SC_SPEED])
        flee += 10 + sc->data[SC_SPEED]->val1 * 10;
    if (sc->data[SC_PARTYFLEE])
        flee += sc->data[SC_PARTYFLEE]->val1 * 10;
    if (sc->data[SC_MERC_FLEEUP])
        flee += sc->data[SC_MERC_FLEEUP]->val2;
    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_HALLUCINATIONWALK])
        flee += sc->data[SC_HALLUCINATIONWALK]->val2;
    if (sc->data[SC_SATURDAYNIGHTFEVER])
        flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
    if (sc->data[SC_WATER_BARRIER])
        flee -= sc->data[SC_WATER_BARRIER]->val3;
    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_MARSHOFABYSS])
        flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
#ifdef RENEWAL
    if (sc->data[SC_SPEARQUICKEN])
        flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
#endif
    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_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)
{
    if (!sc || !sc->count)
        return cap_value(flee2,10,SHRT_MAX);

    if (sc->data[SC_INCFLEE2])
        flee2 += sc->data[SC_INCFLEE2]->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);
}
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
{

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

    if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
        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_ARMORCHANGE])
        def += sc->data[SC_ARMORCHANGE]->val2;
    if (sc->data[SC_DRUMBATTLE])
        def += sc->data[SC_DRUMBATTLE]->val3;
    if (sc->data[SC_DEFENCE])   //[orn]
        def += sc->data[SC_DEFENCE]->val2 ;
    if (sc->data[SC_INCDEFRATE])
        def += def * sc->data[SC_INCDEFRATE]->val1/100;
    if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
        def >>=1;
    if (sc->data[SC_FREEZE])
        def >>=1;
#ifdef RENEWAL
    if (sc->data[SC_ASSUMPTIO])
        def *= 2;
#endif
    if (sc->data[SC_SIGNUMCRUCIS])
        def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
    if (sc->data[SC_CONCENTRATION])
        def -= def * sc->data[SC_CONCENTRATION]->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_STRIPSHIELD])
        def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
    if (sc->data[SC_FLING])
        def -= def * (sc->data[SC_FLING]->val2)/100;
    if (sc->data[SC_STONEHARDSKIN]) // Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
        def += sc->data[SC_STONEHARDSKIN]->val1;
    if (sc->data[SC_FREEZING])
        def -= def * 10 / 100;
    if (sc->data[SC_MARSHOFABYSS])
        def -= def * (6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36) / 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_SATURDAYNIGHTFEVER])
        def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->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_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_ASH] && (bl->type==BL_MOB)) {
        if (status_get_race(bl)==RC_PLANT)
            def /= 2;
    }

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

static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
{
    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 (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
        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_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;
#endif
    if (sc->data[SC_CONCENTRATION])
        def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
    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;
#ifdef RENEWAL
    if (sc->data[SC_ASSUMPTIO])
        def2 *= 2;
#endif
    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_FREEZING])
        def2 -= def2 * 3 / 10;
    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_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_GT_REVITALIZE] && sc->data[SC_GT_REVITALIZE]->val4)
        def2 += def2 * sc->data[SC_GT_REVITALIZE]->val4 / 100;
    if (sc->data[SC_ASH] && (bl->type==BL_MOB)) {
        if (status_get_race(bl)==RC_PLANT)
            def2 /= 2;
    }
    if (sc->data[SC_PARALYSIS])
        def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;

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


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

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

    if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
        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_ARMORCHANGE])
        mdef += sc->data[SC_ARMORCHANGE]->val3;
    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_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_CONCENTRATION])
        mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
#ifdef RENEWAL
    if (sc->data[SC_ASSUMPTIO])
        mdef *= 2;
#endif
    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_MARSHOFABYSS])
        mdef -= mdef * (6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36) / 100;
    if (sc->data[SC_ANALYZE])
        mdef -= mdef * (14 * sc->data[SC_ANALYZE]->val1) / 100;
    if (sc->data[SC_SYMPHONYOFLOVER])
        mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
    if (sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
        mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
    if (sc->data[SC_WATER_BARRIER])
        mdef += sc->data[SC_WATER_BARRIER]->val2;
    if (sc->data[SC_ODINS_POWER])
        mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
    if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
        mdef += 50;

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

static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
    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 (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
        return 0;
    if (sc->data[SC_SKA])
        return 90;
#ifdef RENEWAL
    if (sc->data[SC_ASSUMPTIO])
        mdef2 *= 2;
#endif
    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->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK)) {
        if (sd->ud.skillid == LG_EXEEDBREAK)
            speed_rate = 100 + 60 - (sd->ud.skilllv * 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|OPTION_MOUNTING))
                    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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)));

                if (sc->data[SC_DECREASEAGI])
                    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_GATLINGFEVER])
                    val = max(val, 100);
                if (sc->data[SC_SUITON])
                    val = max(val, sc->data[SC_SUITON]->val3);
                if (sc->data[SC_SWOO])
                    val = max(val, 300);
                if (sc->data[SC_FREEZING])
                    val = max(val, 70);
                if (sc->data[SC_MARSHOFABYSS])
                    val = max(val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1);
                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 (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_SPEEDUP1])  //FIXME: used both by NPC_AGIUP and Speed Potion script
                val = max(val, 50);
            if (sc->data[SC_INCREASEAGI])
                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] || sc->data[SC__BLOODYLUST])
                val = max(val, 25);
            if (sc->data[SC_RUN])
                val = max(val, 55);
            if (sc->data[SC_AVOID])
                val = max(val, 10 * sc->data[SC_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_SWINGDANCE])
                val = max(val, sc->data[SC_SWINGDANCE]->val2);
            if (sc->data[SC_WIND_STEP_OPTION])
                val = max(val, sc->data[SC_WIND_STEP_OPTION]->val2);

            //FIXME: official items use a single bonus for this [ultramage]
            if (sc->data[SC_SPEEDUP0])  // 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 (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_ASPDPOTION3] ||
        sc->data[i=SC_ASPDPOTION2] ||
        sc->data[i=SC_ASPDPOTION1] ||
        sc->data[i=SC_ASPDPOTION0])
        pots += sc->data[i]->val1;

    if (!sc->data[SC_QUAGMIRE]) {
        if (sc->data[SC_STAR_COMFORT])
            skills1 = 5; // needs more info

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

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

        if (sc->data[SC_MERC_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_GATLINGFEVER] && skills1 < 9) // needs more info
            skills1 = 9;

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

        if (sc->data[SC_ASSNCROS] &&
            skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) { // needs more info
            if (bl->type!=BL_PC)
                skills1 = 4+1*sc->data[SC_ASSNCROS]->val1;
            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:
                        skills1 = 5+1*sc->data[SC_ASSNCROS]->val1;
                }
        }
    }

    if ((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) &&    skills1 < 15)
        skills1 = 15;
    else if (sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info
        skills1 = 15;

    if (sc->data[SC_DONTFORGETME])
        skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
    if (sc->data[SC_LONGING])
        skills2 -= sc->data[SC_LONGING]->val2; // needs more info
    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; // needs more info
    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_FREEZING])
        skills2 -= 30;
    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_SWINGDANCE])
        skills2 += sc->data[SC_SWINGDANCE]->val2;
    if (sc->data[SC_DANCEWITHWUG])
        skills2 += sc->data[SC_DANCEWITHWUG]->val3;
    if (sc->data[SC_GLOOMYDAY])
        skills2 -= sc->data[SC_GLOOMYDAY]->val3;
    if (sc->data[SC_EARTHDRIVE])
        skills2 -= 25;
    if (sc->data[SC_GT_CHANGE])
        skills2 += sc->data[SC_GT_CHANGE]->val3;
    if (sc->data[SC_MELON_BOMB])
        skills2 -= sc->data[SC_MELON_BOMB]->val1;
    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;

    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_FIGHTINGSPIRIT])
            aspd += sc->data[SC_FIGHTINGSPIRIT]->val3;
        if ((sc->data[SC_GUST_OPTION]
             || sc->data[SC_BLAST_OPTION]
             || sc->data[SC_WILD_STORM_OPTION])
           )
            aspd -= 50; // ventus passive = +5 ASPD
        if (sc->data[SC_OVERED_BOOST]) {
            aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
        }
        //  if(sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
        //      aspd -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) * 4;
    }

    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_ONEHAND] &&
            max < sc->data[SC_ONEHAND]->val2)
            max = sc->data[SC_ONEHAND]->val2;

        if (sc->data[SC_MERC_QUICKEN] &&
            max < sc->data[SC_MERC_QUICKEN]->val2)
            max = sc->data[SC_MERC_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_GATLINGFEVER] &&
            max < sc->data[SC_GATLINGFEVER]->val2)
            max = sc->data[SC_GATLINGFEVER]->val2;

        if (sc->data[SC_FLEET] &&
            max < sc->data[SC_FLEET]->val2)
            max = sc->data[SC_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] || sc->data[SC__BLOODYLUST]))
            aspd_rate -= 300;
        else if (sc->data[SC_MADNESSCANCEL])
            aspd_rate -= 200;
    }

    if (sc->data[i=SC_ASPDPOTION3] ||
        sc->data[i=SC_ASPDPOTION2] ||
        sc->data[i=SC_ASPDPOTION1] ||
        sc->data[i=SC_ASPDPOTION0])
        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_FREEZING])
        aspd_rate += 300;
    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_SWINGDANCE])
        aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
    if (sc->data[SC_DANCEWITHWUG])
        aspd_rate -= sc->data[SC_DANCEWITHWUG]->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_GT_CHANGE])
        aspd_rate -= sc->data[SC_GT_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_gvg(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_CONCENTRATION])
        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, unsigned int maxhp)
{
    if (!sc || !sc->count)
        return 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] || sc->data[SC__BLOODYLUST])
        maxhp += maxhp * 2;
    if (sc->data[SC_MARIONETTE])
        maxhp -= 1000;

    if (sc->data[SC_MERC_HPUP])
        maxhp += maxhp * sc->data[SC_MERC_HPUP]->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_LERADSDEW])
        maxhp += maxhp * sc->data[SC_LERADSDEW]->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_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
        maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
    if (sc->data[SC_GT_REVITALIZE]) // Max HP increase: [Skill Level x 2] %
        maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
    if (sc->data[SC_MUSTLE_M])
        maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
    if (sc->data[SC_SOLID_SKIN_OPTION])
        maxhp += 2000;// Fix amount.
    if (sc->data[SC_POWER_OF_GAIA])
        maxhp += 3000;
    if (sc->data[SC_MYSTERIOUS_POWDER])
        maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
    if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
        maxhp += 500;
    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;

    return cap_value(maxhp,1,UINT_MAX);
}

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

    if (sc->data[SC_INCMSPRATE])
        maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
    if (sc->data[SC_INCMSP])
        maxsp += (sc->data[SC_INCMSP]->val1);
    if (sc->data[SC_SERVICE4U])
        maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
    if (sc->data[SC_MERC_SPUP])
        maxsp += maxsp * sc->data[SC_MERC_SPUP]->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_CHANGEUNDEAD])
        return ELE_UNDEAD;
    if (sc->data[SC_ELEMENTALCHANGE])
        return sc->data[SC_ELEMENTALCHANGE]->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_CHANGEUNDEAD])
        return 1;
    if (sc->data[SC_ELEMENTALCHANGE])
        return sc->data[SC_ELEMENTALCHANGE]->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_WATERWEAPON]
        || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2))
        return ELE_WATER;
    if (sc->data[SC_EARTHWEAPON]
        || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
        return ELE_EARTH;
    if (sc->data[SC_FIREWEAPON]
        || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2))
        return ELE_FIRE;
    if (sc->data[SC_WINDWEAPON]
        || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2))
        return ELE_WIND;
    if (sc->data[SC_ENCPOISON])
        return ELE_POISON;
    if (sc->data[SC_ASPERSIO])
        return ELE_HOLY;
    if (sc->data[SC_SHADOWWEAPON])
        return ELE_DARK;
    if (sc->data[SC_GHOSTWEAPON] || 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;
    }
    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;
        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;
        default:
            return NULL;
    }
}
defType status_get_def(struct block_list *bl)
{
    struct unit_data *ud;
    struct status_data *status = status_get_status_data(bl);
    int def = status?status->def:0;
    ud = unit_bl2ud(bl);
    if (ud && ud->skilltimer != INVALID_TIMER)
        def -= def * skill_get_castdef(ud->skillid)/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 status_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 = map_id2sd(md->master_id)) != NULL)
                        return msd->status.party_id;
                    return -md->master_id;
                }
            }
            break;
        case BL_HOM:
            if (((TBL_HOM *)bl)->master)
                return ((TBL_HOM *)bl)->master->status.party_id;
            break;
        case BL_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 = map_id2sd(md->master_id)) != NULL)
                    return msd->status.guild_id; //Alchemist's mobs [Skotlex]
            }
            break;
        case BL_HOM:
            if (((TBL_HOM *)bl)->master)
                return ((TBL_HOM *)bl)->master->status.guild_id;
            break;
        case BL_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 = map_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 status_get_status_data(bl)->hp == 0;
}

int status_isimmune(struct block_list *bl)
{
    struct status_change *sc =status_get_sc(bl);
    if (sc && sc->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 (mobdb_checkid(class_) || mob_is_clone(class_))
        vd = mob_get_viewdata(class_);
    else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
        vd = npc_get_viewdata(class_);
    else if (homdb_checkid(class_))
        vd = merc_get_hom_viewdata(class_);
    else if (merc_class(class_))
        vd = merc_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_WEDDING)
                        class_ = JOB_WEDDING;
                    else if (sd->sc.option&OPTION_SUMMER)
                        class_ = JOB_SUMMER;
                    else if (sd->sc.option&OPTION_XMAS)
                        class_ = JOB_XMAS;
                    else if (sd->sc.option&OPTION_RIDING) {
                        switch (class_) {   //Adapt class to a Mounted one.
                            case JOB_KNIGHT:
                                class_ = JOB_KNIGHT2;
                                break;
                            case JOB_CRUSADER:
                                class_ = JOB_CRUSADER2;
                                break;
                            case JOB_LORD_KNIGHT:
                                class_ = JOB_LORD_KNIGHT2;
                                break;
                            case JOB_PALADIN:
                                class_ = JOB_PALADIN2;
                                break;
                            case JOB_BABY_KNIGHT:
                                class_ = JOB_BABY_KNIGHT2;
                                break;
                            case JOB_BABY_CRUSADER:
                                class_ = JOB_BABY_CRUSADER2;
                                break;
                        }
                    }
                    sd->vd.class_ = class_;
                    clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
                    sd->vd.head_top = sd->status.head_top;
                    sd->vd.head_mid = sd->status.head_mid;
                    sd->vd.head_bottom = sd->status.head_bottom;
                    sd->vd.hair_style = 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.sex = sd->status.sex;
                } 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;
    }
    vd = status_get_viewdata(bl);
    if (vd && vd->cloth_color && (
            (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
            || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
            || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
        ))
        vd->cloth_color = 0;
}

/// 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 &((TBL_NPC *)bl)->sc;
            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 = status_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 status_change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
    int sc_def = 0, tick_def = 0;
    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 (status_isimmune(bl))
        switch (type) {
            case SC_DECREASEAGI:
            case SC_SILENCE:
            case SC_COMA:
            case SC_INCREASEAGI:
            case SC_BLESSING:
            case SC_SLOWPOISON:
            case SC_IMPOSITIO:
            case SC_AETERNA:
            case SC_SUFFRAGIUM:
            case SC_BENEDICTIO:
            case SC_PROVIDENCE:
            case SC_KYRIE:
            case SC_ASSUMPTIO:
            case SC_ANGELUS:
            case SC_MAGNIFICAT:
            case SC_GLORIA:
            case SC_WINDWALK:
            case SC_MAGICROD:
            case SC_HALLUCINATION:
            case SC_STONE:
            case SC_QUAGMIRE:
            case SC_SUITON:
            case SC_SWINGDANCE:
            case SC__ENERVATION:
            case SC__GROOMY:
            case SC__IGNORANCE:
            case SC__LAZINESS:
            case SC__UNLUCKY:
            case SC__WEAKNESS:
            case SC__BLOODYLUST:
                return 0;
        }

    sd = BL_CAST(BL_PC,bl);
    status = status_get_status_data(bl);
    sc = status_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_BLEEDING:
            sc_def = 3 +status->vit;
            break;
        case SC_SLEEP:
            sc_def = 3 +status->int_;
            break;
        case SC_DEEPSLEEP:
            tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
            sc_def = 5 * status->int_ /10;
            break;
        case SC_DECREASEAGI:
        case SC_ADORAMUS://Arch Bishop
            if (sd) tick>>=1; //Half duration for players.
        case SC_STONE:
        case SC_FREEZE:
            sc_def = 3 +status->mdef;
            break;
        case SC_CURSE:
            //Special property: inmunity when luk is greater than level or zero
            if (status->luk > status_get_lv(bl) || status->luk == 0)
                return 0;
            else
                sc_def = 3 +status->luk;
            tick_def = status->vit;
            break;
        case SC_BLIND:
            if (sc && sc->data[SC__UNLUCKY])
                return tick;
            sc_def = 3 +(status->vit + status->int_)/2;
            break;
        case SC_CONFUSION:
            sc_def = 3 +(status->str + status->int_)/2;
            break;
        case SC_ANKLE:
            if (status->mode&MD_BOSS) // Lasts 5 times less on bosses
                tick /= 5;
            sc_def = status->agi / 2;
            break;
        case SC_MAGICMIRROR:
        case SC_ARMORCHANGE:
            if (sd) //Duration greatly reduced for players.
                tick /= 15;
            //No defense against it (buff).
            rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
            break;
        case SC_WHITEIMPRISON:
            if (tick == 5000)  // 100% on caster
                break;
            if (bl->type == BL_PC)
                tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
            else
                tick -= (status->vit + status->luk) / 20 * 1000;
            break;
        case SC_BURNING:
            // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
            tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
            tick = max(tick,10000); // Minimum Duration 10s.
            break;
        case SC_FREEZING:
            tick -= 1000 * ((status->vit + status->dex) / 20);
            tick = max(tick,10000); // Minimum Duration 10s.
            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_BITE: // {(Base Success chance) - (Target's AGI / 4)}
            rate -= status->agi*1000/4;
            rate = max(rate,50000); // minimum of 50%
            break;
        case SC_ELECTRICSHOCKER:
            if (bl->type == BL_MOB)
                tick -= 1000 * (status->agi/10);
            break;
        case SC_CRYSTALIZE:
            tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
            break;
        case SC_MANDRAGORA:
            sc_def = (status->vit+status->luk)/5;
            break;
        case SC_KYOUGAKU:
            tick -= 30*status->int_;
            break;
        case SC_PARALYSIS:
            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;

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

        if (tick_def) {
            if (battle_config.pc_sc_def_rate != 100)
                tick_def = tick_def*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;

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

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

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

    //When no tick def, reduction is the same for both.
    if (!tick_def && type != SC_STONE)  //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
        tick_def = sc_def;

    //Natural resistance
    if (!(flag&8)) {
        rate -= rate*sc_def/100;

        //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_COMMONSC_RESIST])
                rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
        }
    }
    if (!(rnd()%10000 < rate))
        return 0;

    //Why would a status start with no duration? Presume it has
    //duration defined elsewhere.
    if (!tick) return 1;

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

    tick -= tick*tick_def/100;
    // Changed to 5 seconds according to recent tests [Playtester]
    if (type == SC_ANKLE && tick < 5000)
        tick = 5000;
    return tick<=0?0:tick;
}

/*==========================================
 * Starts a status change.
 * 'type' = type, 'val1~4' depend on the type.
 * 'rate' = base success rate. 10000 = 100%
 * 'tick' is base duration
 * 'flag':
 * &1: Cannot be avoided (it has to start)
 * &2: Tick should not be reduced (by vit, luk, lv, etc)
 * &4: sc_data loaded, no value has to be altered.
 * &8: rate should not be reduced
 *------------------------------------------*/
int status_change_start(struct block_list *bl,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;
    bool sc_isnew = true;

    nullpo_ret(bl);
    sc = status_get_sc(bl);
    status = status_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 (status_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) && status_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_DECREASEAGI:
            case SC_BURNING:
            case SC_FREEZING:
                //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: //08/31/2011 - Class Balance Changes
            case SC_CRYSTALIZE:
            case SC_DEEPSLEEP:
            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_DEEPSLEEP:
            case SC_SATURDAYNIGHTFEVER:
            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 = status_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_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_DEEPSLEEP:
        case SC_SLEEP:
        case SC_STUN:
        case SC_FREEZING:
        case SC_CRYSTALIZE:
            if (sc->opt1)
                return 0; //Cannot override other opt1 status changes. [Skotlex]
            if ((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && 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__BLOODYLUST:
            if (!sd) return 0; //should only affect player
        case SC_BERSERK:
            if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
                || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK]))
               )
                return 0;
            break;

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

        case SC_SIGNUMCRUCIS:
            //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_AETERNA:
            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_MAXOVERTHRUST])
                return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
        case SC_MAXOVERTHRUST:
            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_DECREASEAGI] ||
                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_DECREASEAGI]
               )
                return 0;
            break;
        case SC_MAGNIFICAT:
            if (sc->option&OPTION_MADOGEAR)  //Mado is immune to magnificat
                return 0;
            break;
        case SC_ONEHAND:
        case SC_MERC_QUICKEN:
        case SC_TWOHANDQUICKEN:
            if (sc->data[SC_DECREASEAGI])
                return 0;

        case SC_INCREASEAGI:
            if (sd && pc_issit(sd)) {
                pc_setstand(sd);
            }

        case SC_CONCENTRATE:
        case SC_SPEARQUICKEN:
        case SC_TRUESIGHT:
        case SC_WINDWALK:
        case SC_CARTBOOST:
        case SC_ASSNCROS:
            if (sc->data[SC_QUAGMIRE])
                return 0;
            if (sc->option&OPTION_MADOGEAR)
                return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
            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 = status_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_STRIPWEAPON:
            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_L];
                if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
                    opt_flag|=1;
                    pc_unequipitem(sd,i,3); //L-hand weapon
                }

                i = sd->equip_index[EQI_HAND_R];
                if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
                    opt_flag|=2;
                    pc_unequipitem(sd,i,3);
                }
                if (!opt_flag) return 0;
            }
            if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
            break;
        case SC_STRIPSHIELD:
            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_STRIPARMOR:
            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_STRIPHELM:
            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_MERC_FLEEUP:
        case SC_MERC_ATKUP:
        case SC_MERC_HPUP:
        case SC_MERC_SPUP:
        case SC_MERC_HITUP:
            if (bl->type != BL_MER)
                return 0; // Stats only for Mercenaries
            break;
        case SC_STRFOOD:
            if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
                return 0;
            break;
        case SC_AGIFOOD:
            if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
                return 0;
            break;
        case SC_VITFOOD:
            if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
                return 0;
            break;
        case SC_INTFOOD:
            if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
                return 0;
            break;
        case SC_DEXFOOD:
            if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
                return 0;
            break;
        case SC_LUKFOOD:
            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_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
                return 0;
            break;
        case SC_FOOD_AGI_CASH:
            if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
                return 0;
            break;
        case SC_FOOD_VIT_CASH:
            if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
                return 0;
            break;
        case SC_FOOD_INT_CASH:
            if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
                return 0;
            break;
        case SC_FOOD_DEX_CASH:
            if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
                return 0;
            break;
        case SC_FOOD_LUK_CASH:
            if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->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__STRIPACCESSORY:
            if (sd) {
                int i = -1;
                if (!(sd->bonus.unstripable_equip&EQI_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&EQI_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_SATURDAYNIGHTFEVER:
            if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
                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_DECREASEAGI:
            case SC_PROVOKE:
            case SC_COMA:
            case SC_GRAVITATION:
            case SC_SUITON:
            case SC_RICHMANKIM:
            case SC_ROKISWEIL:
            case SC_FOGWALL:
            case SC_FREEZING:
            case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
            case SC_MARSHOFABYSS:
            case SC_ADORAMUS:
            case SC_PARALYSIS:

                // 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_BITE:
            case SC_ELECTRICSHOCKER:
            case SC_MAGNETICFIELD:

                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_INCREASEAGI:
            status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
            break;
        case SC_QUAGMIRE:
            status_change_end(bl, SC_CONCENTRATE, 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_DECREASEAGI:
            status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
            //Also blocks the ones below...
        case SC_DONTFORGETME:
            status_change_end(bl, SC_INCREASEAGI, 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_ONEHAND, INVALID_TIMER);
            status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
            status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
            break;
        case SC_ONEHAND:
            //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
            status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
            break;
        case SC_MAXOVERTHRUST:
            //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_CLOSECONFINE, INVALID_TIMER);
            status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
            break;
        case SC__BLOODYLUST:
        case SC_BERSERK:
            if (battle_config.berserk_cancels_buffs) {
                status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
                status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
                status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
                status_change_end(bl, SC_PARRYING, INVALID_TIMER);
                status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
                status_change_end(bl, SC_MERC_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_DECREASEAGI]) {
                //Cancel Decrease Agi, but take no further effect [Skotlex]
                status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
                return 0;
            }
            break;
        case SC_FUSION:
            status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
            break;
        case SC_ADJUSTMENT:
            status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
            break;
        case SC_MADNESSCANCEL:
            status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
            break;
            //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
        case SC_CHANGEUNDEAD:
            status_change_end(bl, SC_BLESSING, INVALID_TIMER);
            status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
            break;
        case SC_STRFOOD:
            status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
            break;
        case SC_AGIFOOD:
            status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
            break;
        case SC_VITFOOD:
            status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
            break;
        case SC_INTFOOD:
            status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
            break;
        case SC_DEXFOOD:
            status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
            break;
        case SC_LUKFOOD:
            status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
            break;
        case SC_FOOD_STR_CASH:
            status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
            break;
        case SC_FOOD_AGI_CASH:
            status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
            break;
        case SC_FOOD_VIT_CASH:
            status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
            break;
        case SC_FOOD_INT_CASH:
            status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
            break;
        case SC_FOOD_DEX_CASH:
            status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
            break;
        case SC_FOOD_LUK_CASH:
            status_change_end(bl, SC_LUKFOOD, 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_ASPDPOTION0, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
            status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
            break;
        case SC_SWINGDANCE:
        case SC_SYMPHONYOFLOVER:
        case SC_MOONLITSERENADE:
        case SC_RUSHWINDMILL:
        case SC_ECHOSONG:
        case SC_HARMONIZE: //group A doesn't overlap
            if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
            if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
            if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
            if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, 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_VOICEOFSIREN:
        case SC_DEEPSLEEP:
        case SC_GLOOMYDAY:
        case SC_SONGOFMANA:
        case SC_DANCEWITHWUG:
        case SC_SATURDAYNIGHTFEVER:
        case SC_LERADSDEW:
        case SC_MELODYOFSINK:
        case SC_BEYONDOFWARCRY:
        case SC_UNLIMITEDHUMMINGVOICE: //group B
            if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
            if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
            if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
            if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
            if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
            if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, 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_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
            if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
            if (type != SC_SATURDAYNIGHTFEVER) {
                if (sc->data[SC_SATURDAYNIGHTFEVER]) {
                    sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp
                    status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
                }
            }
            break;
        case SC_REFLECTSHIELD:
            status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
            break;
        case SC_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_GT_ENERGYGAIN:
        case SC_GT_CHANGE:
        case SC_GT_REVITALIZE:
            if (type != SC_GT_REVITALIZE)
                status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
            if (type != SC_GT_ENERGYGAIN)
                status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
            if (type != SC_GT_CHANGE)
                status_change_end(bl, SC_GT_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;
    }

    //Check for overlapping fails
    if ((sce = sc->data[type])) {
        switch (type) {
            case SC_MERC_FLEEUP:
            case SC_MERC_ATKUP:
            case SC_MERC_HPUP:
            case SC_MERC_SPUP:
            case SC_MERC_HITUP:
                if (sce->val1 > val1)
                    val1 = sce->val1;
                break;
            case SC_ADRENALINE:
            case SC_ADRENALINE2:
            case SC_WEAPONPERFECTION:
            case SC_OVERTHRUST:
                if (sce->val2 > val2)
                    return 0;
                break;
            case SC_S_LIFEPOTION:
            case SC_L_LIFEPOTION:
            case SC_BOSSMAPINFO:
            case SC_STUN:
            case SC_SLEEP:
            case SC_POISON:
            case SC_CURSE:
            case SC_SILENCE:
            case SC_CONFUSION:
            case SC_BLIND:
            case SC_BLEEDING:
            case SC_DPOISON:
            case SC_CLOSECONFINE2: //Can't be re-closed in.
            case SC_MARIONETTE:
            case SC_MARIONETTE2:
            case SC_NOCHAT:
            case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
            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_COMBO:
            case SC_DANCING:
            case SC_DEVOTION:
            case SC_ASPDPOTION0:
            case SC_ASPDPOTION1:
            case SC_ASPDPOTION2:
            case SC_ASPDPOTION3:
            case SC_ATKPOTION:
            case SC_MATKPOTION:
            case SC_ENCHANTARMS:
            case SC_ARMOR_ELEMENT:
            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) {
                    delete_timer(sce->val4,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_LERADSDEW:
                if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
                    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 = status_get_viewdata(bl);
    calc_flag = StatusChangeFlagTable[type];
    if (!(flag&4)) //&4 - Do not parse val settings when loading SCs
        switch (type) {
            case SC_DECREASEAGI:
            case SC_INCREASEAGI:
                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 = map_id2sd(sd->devotion[i])))
                                status_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))
                        status_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_SIGNUMCRUCIS:
                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.
#ifndef RENEWAL_EDP
                val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
#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 = 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_ENCPOISON:
                val2= 250+50*val1;  //Poisoning Chance (2.5+0.5%) in 1/10000 rate
            case SC_ASPERSIO:
            case SC_FIREWEAPON:
            case SC_WATERWEAPON:
            case SC_WINDWEAPON:
            case SC_EARTHWEAPON:
            case SC_SHADOWWEAPON:
            case SC_GHOSTWEAPON:
                skill_enchant_elemental_end(bl,type);
                break;
            case SC_ELEMENTALCHANGE:
                // val1 : 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 = map_id2sd(sd->devotion[i])))
                                status_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))
                        status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
                }
                break;
            case SC_STRIPWEAPON:
                if (!sd) //Watk reduction
                    val2 = 25;
                break;
            case SC_STRIPSHIELD:
                if (!sd) //Def reduction
                    val2 = 15;
                break;
            case SC_STRIPARMOR:
                if (!sd) //Vit reduction
                    val2 = 40;
                break;
            case SC_STRIPHELM:
                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_SUITON:
                if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
                    //No penalties.
                    val2 = 0; //Agi penalty
                    val3 = 0; //Walk speed penalty
                    break;
                }
                val3 = 50;
                val2 = 3*((val1+1)/3);
                if (val1 > 4) val2--;
                break;
            case SC_ONEHAND:
            case SC_TWOHANDQUICKEN:
                val2 = 300;
                if (val1 > 10) //For boss casted skills [Skotlex]
                    val2 += 20*(val1-10);
                break;
            case SC_MERC_QUICKEN:
                val2 = 300;
                break;
#ifndef RENEWAL
            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 skilllv (merged into val1 here)
                //val4 : Partner
                if (val1 == CG_MOONLIT)
                    clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
                val1|= (val3<<16);
                val3 = tick/1000; //Tick duration
                tick_time = 1000; // [GodLesZ] tick time
                break;
            case SC_LONGING:
                val2 = 500-100*val1; //Aspd penalty.
                break;
            case SC_EXPLOSIONSPIRITS:
                val2 = 75 + 25*val1; //Cri bonus
                break;

            case SC_ASPDPOTION0:
            case SC_ASPDPOTION1:
            case SC_ASPDPOTION2:
            case SC_ASPDPOTION3:
                val2 = 50*(2+type-SC_ASPDPOTION0);
                break;

            case SC_WEDDING:
            case SC_XMAS:
            case SC_SUMMER:
                if (!vd) return 0;
                //Store previous values as they could be removed.
                val1 = vd->class_;
                val2 = vd->weapon;
                val3 = vd->shield;
                val4 = vd->cloth_color;
                unit_stop_attack(bl);
                clif_changelook(bl,LOOK_WEAPON,0);
                clif_changelook(bl,LOOK_SHIELD,0);
                clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
                clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
                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.
                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 = map_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_BLEEDING:
                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_BOSSMAPINFO:
                if (sd != NULL) {
                    struct mob_data *boss_md = map_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_SPIRIT] && sc->data[SC_SPIRIT]->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_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_AETERNA:
            case SC_MODECHANGE:
            case SC_WEIGHT50:
            case SC_WEIGHT90:
            case SC_BROKENWEAPON:
            case SC_BROKENARMOR:
            case SC_READYSTORM:
            case SC_READYDOWN:
            case SC_READYCOUNTER:
            case SC_READYTURN:
            case SC_DODGE:
            case SC_PUSH_CART:
                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 = map_id2sd(sd->devotion[i])))
                                    status_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))
                            status_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 = map_id2sd(sd->devotion[i])))
                                status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
                        }
                    }
                }
                break;

            case SC_TENSIONRELAX:
                if (sd) {
                    pc_setsit(sd);
                    clif_sitting(&sd->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_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
                break;

            case SC_BERSERK:
                if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
                    sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
            case SC__BLOODYLUST:
                //HP healing is performing after the calc_status call.
                //Val2 holds HP penalty
                if (!val4) val4 = skill_get_time2(status_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
                    status_change_clear_buffs(bl,3); //Remove buffs/debuffs
                }
                break;

            case SC_MARIONETTE: {
                    int stat;

                    val3 = 0;
                    val4 = 0;
                    stat = (sd ? sd->status.str : status_get_base_status(bl)->str) / 2;
                    val3 |= cap_value(stat,0,0xFF)<<16;
                    stat = (sd ? sd->status.agi : status_get_base_status(bl)->agi) / 2;
                    val3 |= cap_value(stat,0,0xFF)<<8;
                    stat = (sd ? sd->status.vit : status_get_base_status(bl)->vit) / 2;
                    val3 |= cap_value(stat,0,0xFF);
                    stat = (sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2;
                    val4 |= cap_value(stat,0,0xFF)<<16;
                    stat = (sd ? sd->status.dex : status_get_base_status(bl)->dex) / 2;
                    val4 |= cap_value(stat,0,0xFF)<<8;
                    stat = (sd ? sd->status.luk : status_get_base_status(bl)->luk) / 2;
                    val4 |= cap_value(stat,0,0xFF);
                    break;
                }
            case SC_MARIONETTE2: {
                    int stat,max_stat;
                    // fetch caster information
                    struct block_list *pbl = map_id2bl(val1);
                    struct status_change *psc = pbl?status_get_sc(pbl):NULL;
                    struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
                    // fetch target's stats
                    struct status_data *status = status_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_REJECTSWORD:
                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_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 = map_id2bl(val1)) && (d_sc = status_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(status_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 = map_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_CLOSECONFINE2: {
                    struct block_list *src = val2?map_id2bl(val2):NULL;
                    struct status_change *sc2 = src?status_get_sc(src):NULL;
                    struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
                    if (src && sc2) {
                        if (!sce2) //Start lock on caster.
                            sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
                        else { //Increase count of locked enemies and refresh time.
                            (sce2->val2)++;
                            delete_timer(sce2->timer, status_change_timer);
                            sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
                        }
                    } else //Status failed.
                        return 0;
                }
                break;
            case SC_KAITE:
                val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
                break;
            case SC_KAUPE:
                switch (val1) {
                    case 3: //33*3 + 1 -> 100%
                        val2++;
                    case 1:
                    case 2: //33, 66%
                        val2 += 33*val1;
                        val3 = 1; //Dodge 1 attack total.
                        break;
                    default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
                        val2 = 100;
                        val3 = val1-2;
                        break;
                }
                break;

            case SC_COMBO: {
                    //val1: Skill ID
                    //val2: When given, target (for autotargetting skills)
                    //val3: When set, this combo time should NOT delay attack/movement
                    //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 = gettick()+tick;
                        unit_set_walkdelay(bl, gettick(), tick, 1);
                    }
                    val3 = 0;
                    val4 = tick;
                }
                break;
            case SC_EARTHSCROLL:
                val2 = 11-val1; //Chance to consume: 11-skilllv%
                break;
            case SC_RUN:
                val4 = 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_CONCENTRATE:
                val2 = 2 + val1;
                if (sd) { //Store the card-bonus data that should not count in the %
                    val3 = sd->param_bonus[1]; //Agi
                    val4 = sd->param_bonus[4]; //Dex
                } else {
                    val3 = val4 = 0;
                }
                break;
            case SC_MAXOVERTHRUST:
                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_WEAPONPERFECTION:
                if (sd && pc_checkskill(sd,BS_HILTBINDING)>0)
                    tick += tick / 10;
                break;
            case SC_CONCENTRATION:
                val2 = 5*val1; //Batk/Watk Increase
                val3 = 10*val1; //Hit Increase
                val4 = 5*val1; //Def reduction
                break;
            case SC_ANGELUS:
                val2 = 5*val1; //def increase
                break;
            case SC_IMPOSITIO:
                val2 = 5*val1; //watk increase
                break;
            case SC_MELTDOWN:
                val2 = 100*val1; //Chance to break weapon
                val3 = 70*val1; //Change to break armor
                break;
            case SC_TRUESIGHT:
                val2 = 10*val1; //Critical increase
                val3 = 3*val1; //Hit increase
                break;
            case SC_SUN_COMFORT:
                val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
                break;
            case SC_MOON_COMFORT:
                val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
                break;
            case SC_STAR_COMFORT:
                val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
                break;
            case SC_QUAGMIRE:
                val2 = (sd?5:10)*val1; //Agi/Dex decrease.
                break;

                // gs_something1 [Vicious]
            case SC_GATLINGFEVER:
                val2 = 20*val1; //Aspd increase
                val3 = 20+10*val1; //Batk increase
                val4 = 5*val1; //Flee decrease
                break;

            case SC_FLING:
                if (bl->type == BL_PC)
                    val2 = 0; //No armor reduction to players.
                else
                    val2 = 5*val1; //Def reduction
                val3 = 5*val1; //Def2 reduction
                break;
            case SC_PROVOKE:
                //val2 signals autoprovoke.
                val3 = 2+3*val1; //Atk increase
                val4 = 5+5*val1; //Def reduction.
                break;
            case SC_AVOID:
                //val2 = 10*val1; //Speed change rate.
                break;
            case SC_DEFENCE:
                val2 = 2*val1; //Def bonus
                break;
            case SC_BLOODLUST:
                val2 = 20+10*val1; //Atk rate change.
                val3 = 3*val1; //Leech chance
                val4 = 20; //Leech percent
                break;
            case SC_FLEET:
                val2 = 30*val1; //Aspd change
                val3 = 5+5*val1; //bAtk/wAtk rate change
                break;
            case SC_MINDBREAKER:
                val2 = 20*val1; //matk increase.
                val3 = 12*val1; //mdef2 reduction.
                break;
            case SC_SKA:
                val2 = tick/1000;
                val3 = 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_UTSUSEMI:
                val2=(val1+1)/2; // number of hits blocked
                val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
                break;
            case SC_BUNSINJYUTSU:
                val2=(val1+1)/2; // number of hits blocked
                break;
            case SC_CHANGE:
                val2= 30*val1; //Vit increase
                val3= 20*val1; //Int increase
                break;
            case SC_SWOO:
                if (status->mode&MD_BOSS)
                    tick /= 5; //TODO: Reduce skill's duration. But for how long?
                break;
            case SC_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_ARMORCHANGE:
                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_EXPBOOST:
            case SC_JEXPBOOST:
                if (val1 < 0)
                    val1 = 0;
                break;
            case SC_INCFLEE2:
            case SC_INCCRI:
                val2 = val1*10; //Actual boost (since 100% = 1000)
                break;
            case SC_SUFFRAGIUM:
                val2 = 15 * val1; //Speed cast decrease
                break;
            case SC_INCHEALRATE:
                if (val1 < 1)
                    val1 = 1;
                break;
            case SC_HALLUCINATION:
                val2 = 5+val1; //Factor by which displayed damage is increased by
                break;
            case SC_DOUBLECAST:
                val2 = 30+10*val1; //Trigger rate
                break;
            case SC_KAIZEL:
                val2 = 10*val1; //% of life to be revived with
                break;
                // case SC_ARMOR_ELEMENT:
                // 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_MERC_FLEEUP:
            case SC_MERC_ATKUP:
            case SC_MERC_HITUP:
                val2 = 15 * val1;
                break;
            case SC_MERC_HPUP:
            case SC_MERC_SPUP:
                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 / 2000; // Total Ticks to Burn!!
                tick_time = 2000; // [GodLesZ] tick time
                break;
                /**
                 * Rune Knight
                 **/
            case SC_DEATHBOUND:
                val2 = 500 + 100 * val1;
                break;
            case SC_FIGHTINGSPIRIT:
                val_flag |= 1|2;
                break;
            case SC_ABUNDANCE:
                val4 = tick / 10000;
                tick_time = 10000; // [GodLesZ] tick time
                break;
            case SC_GIANTGROWTH:
                val2 = 10; // Triple damage success rate.
                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:
                status_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_FREEZING, INVALID_TIMER);
                status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                status_change_end(bl, SC_STONE, INVALID_TIMER);
                break;
            case SC_FREEZING:
                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_SPHERE_1:
            case SC_SPHERE_2:
            case SC_SPHERE_3:
            case SC_SPHERE_4:
            case SC_SPHERE_5:
                if (!sd)
                    return 0;   // Should only work on players.
                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_CRYSTALIZE:
            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 = gettick(); //Store time at which you started running.
                tick = -1;
                break;
            case SC__SHADOWFORM: {
                    struct map_session_data *s_sd = map_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__STRIPACCESSORY:
                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 (merc_is_hom_active(sd->hd)) merc_hom_vaporize(sd,1);
                    if (sd->md) merc_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_STRIPWEAPON,100,val1,tick);
                sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
                break;
                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_FREEZING, INVALID_TIMER);
                status_change_end(bl, SC_CRYSTALIZE, 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_BLOODSUCKER:
                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_SWINGDANCE:
                val2 = 4 * val1; // Walk speed and aspd reduction.
                break;
            case SC_SYMPHONYOFLOVER:
            case SC_RUSHWINDMILL:
            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_MOONLITSERENADE:
                val2 = 10 * val1;
                break;
            case SC_HARMONIZE:
                val2 = 5 + 5 * val1;
                break;
            case SC_VOICEOFSIREN:
                val4 = tick / 2000;
                tick_time = 2000; // [GodLesZ] tick time
                break;
            case SC_DEEPSLEEP:
                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_SONGOFMANA:
                val3 = 10 + (2 * val2);
                val4 = tick/3000;
                tick_time = 3000; // [GodLesZ] tick time
                break;
            case SC_SATURDAYNIGHTFEVER:
                if (!val4) val4 = skill_get_time2(status_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:
                if (sd && !pc_issit(sd)) {
                    pc_setsit(sd);
                    skill_sit(sd,1);
                    clif_sitting(bl);
                }
                break;
            case SC_DANCEWITHWUG:
                val3 = (5 * val1) + (1 * val2); //Still need official value.
                break;
            case SC_LERADSDEW:
                val3 = (5 * val1) + (1 * val2);
                break;
            case SC_MELODYOFSINK:
                val3 = (5 * val1) + (1 * val2);
                break;
            case SC_BEYONDOFWARCRY:
                val3 = (5 * val1) + (1 * val2);
                break;
            case SC_UNLIMITEDHUMMINGVOICE: {
                    struct unit_data *ud = unit_bl2ud(bl);
                    if (ud == NULL) return 0;
                    ud->state.skillcastcancel = 0;
                    val3 = 15 - (2 * val2);
                }
                break;
            case SC_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 * status_get_lv(bl) / 100);
                    val1 += 15 * (sd ? sd->status.job_level:50) + 100;
                } else  // Mobs
                    val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_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
                status_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_GT_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 = map_id2bl(val2)))
                        val4 = (200/status_get_int(src)) * val1;  // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
                }
                break;
            case SC_GT_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 = map_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:
                val2 = 60;  // Watk TODO: Renewal (Atk2)
                val3 = 11;  // % Increase damage.
                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; // Matk. TODO: Renewal (Matk1)
                val3 = 33;  // % Increase effects.
                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:
                val2 = 33;
                val_flag |= 1|2;
                break;
            case SC_WIND_STEP_OPTION:
                val2 = 50;  // % Increase speed and flee.
                break;
            case SC_BLAST_OPTION:
                val2 = 33;
                val3 = 4;
                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 = 33;
                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()%val1;
                clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
                break;
            case SC_KAGEMUSYA:
                val3 = val1 * 2;
            case SC_IZAYOI:
                val2 = tick/1000;
                tick_time = 1000;
                break;
            case SC_ZANGETSU:
                if ((status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
                    val2 = status_get_lv(bl) / 2 + 50;
                else
                    val2 -= 50;
                break;
            case SC_GENSOU: {
                    int hp = status_get_hp(bl), lv = 5;
                    short per = 100 / (status_get_max_hp(bl) / hp);

                    if (per <= 15)
                        lv = 1;
                    else if (per <= 30)
                        lv = 2;
                    else if (per <= 50)
                        lv = 3;
                    else if (per <= 75)
                        lv = 4;
                    if (hp % 2 == 0)
                        status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
                    else
                        status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
                }
                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_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_PARALYSIS: //[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_PARALYSIS])
                    sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
                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:
                clif_changelook(bl,LOOK_WEAPON,0);
                clif_changelook(bl,LOOK_SHIELD,0);
                clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
                clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
                break;
            case SC_KAAHI:
                val4 = INVALID_TIMER;
                break;
        }

    //Those that make you stop attacking/walking....
    switch (type) {
        case SC_FREEZE:
        case SC_STUN:
        case SC_SLEEP:
        case SC_STONE:
        case SC_DEEPSLEEP:
            if (sd && pc_issit(sd)) //Avoid sprite sync problems.
                pc_setstand(sd);
        case SC_TRICKDEAD:
            unit_stop_attack(bl);
            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_STOP:
        case SC_CONFUSION:
        case SC_CLOSECONFINE:
        case SC_CLOSECONFINE2:
        case SC_ANKLE:
        case SC_SPIDERWEB:
        case SC_ELECTRICSHOCKER:
        case SC_BITE:
        case SC_THORNSTRAP:
        case SC__MANHOLE:
        case SC_CRYSTALIZE:
        case SC_WHITEIMPRISON:
        case SC_CURSEDCIRCLE_ATKER:
        case SC_CURSEDCIRCLE_TARGET:
        case SC_FEAR:
        case SC_NETHERWORLD:
        case SC_MEIKYOUSISUI:
        case SC_KYOUGAKU:
        case SC_PARALYSIS:
            unit_stop_walking(bl,1);
            break;
        case SC_HIDING:
        case SC_CLOAKING:
        case SC_CLOAKINGEXCEED:
        case SC_CHASEWALK:
        case SC_WEIGHT90:
        case SC_CAMOUFLAGE:
        case SC_VOICEOFSIREN:
            unit_stop_attack(bl);
            break;
        case SC_SILENCE:
            if (battle_config.sc_castcancel&bl->type)
                unit_skillcastcancel(bl, 0);
            break;
    }

    // Set option as needed.
    opt_flag = 1;
    switch (type) {
            //OPT1
        case SC_STONE:
            sc->opt1 = OPT1_STONEWAIT;
            break;
        case SC_FREEZE:
            sc->opt1 = OPT1_FREEZE;
            break;
        case SC_STUN:
            sc->opt1 = OPT1_STUN;
            break;
        case SC_SLEEP:
        case SC_DEEPSLEEP:
			if(type == SC_DEEPSLEEP)
				opt_flag = 0;
            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_CRYSTALIZE:
            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_SIGNUMCRUCIS:
            sc->opt2 |= OPT2_SIGNUMCRUCIS;
            break;

        case SC_BLIND:
            sc->opt2 |= OPT2_BLIND;
            break;
        case SC_ANGELUS:
            sc->opt2 |= OPT2_ANGELUS;
            break;
        case SC_BLEEDING:
            sc->opt2 |= OPT2_BLEEDING;
            break;
        case SC_DPOISON:
            sc->opt2 |= OPT2_DPOISON;
            break;
            //OPT3
        case SC_TWOHANDQUICKEN:
        case SC_ONEHAND:
        case SC_SPEARQUICKEN:
        case SC_CONCENTRATION:
        case SC_MERC_QUICKEN:
            sc->opt3 |= OPT3_QUICKEN;
            opt_flag = 0;
            break;
        case SC_MAXOVERTHRUST:
        case SC_OVERTHRUST:
        case SC_SWOO:   //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
            sc->opt3 |= 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;
            //      case SC__BLOODYLUST:
            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:
        case SC_MARIONETTE2:
            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_BUNSINJYUTSU:
            sc->opt3 |= OPT3_BUNSIN;
            opt_flag = 0;
            break;
        case SC_SPIRIT:
            sc->opt3 |= OPT3_SOULLINK;
            opt_flag = 0;
            break;
        case SC_CHANGEUNDEAD:
            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;
            break;
        case SC_XMAS:
            sc->option |= OPTION_XMAS;
            break;
        case SC_SUMMER:
            sc->option |= OPTION_SUMMER;
            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 (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;
    }

    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)
            delete_timer(sce->timer, status_change_timer);
        sc_isnew = false;
    } 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 = add_timer(gettick() + tick, status_change_timer, bl->id, type);
    else
        sce->timer = INVALID_TIMER; //Infinite duration

    if (calc_flag)
        status_calc_bl(bl,calc_flag);

    if (sc_isnew && StatusChangeStateTable[type])   /* non-zero */
        status_calc_state(bl,sc,(enum scs_flag) StatusChangeStateTable[type],true);


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

    switch (type) {
        case SC__BLOODYLUST:
        case SC_BERSERK:
            if (!(sce->val2)) { //don't heal if already set
                status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
                status_set_sp(bl, 0, 0); //Damage all SP
            }
            sce->val2 = 5 * status->max_hp / 100;
            break;
        case SC_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_BOSSMAPINFO:
            clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
            break;
        case SC_MERC_HPUP:
            status_percent_heal(bl, 100, 0); // Recover Full HP
            break;
        case SC_MERC_SPUP:
            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_COMBO:
            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 = status_get_sc(bl);

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

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

        if (type == 0)
            switch (i) {
                    //Type 0: PC killed -> Place here statuses that do not dispel on death.
                case SC_ELEMENTALCHANGE://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;
                case SC_WEIGHT50:
                case SC_WEIGHT90:
                case SC_EDP:
                case SC_MELTDOWN:
                case SC_XMAS:
                case SC_SUMMER:
                case SC_NOCHAT:
                case SC_FUSION:
                case SC_EARTHSCROLL:
                case SC_READYSTORM:
                case SC_READYDOWN:
                case SC_READYCOUNTER:
                case SC_READYTURN:
                case SC_DODGE:
                case SC_JAILED:
                case SC_EXPBOOST:
                case SC_ITEMBOOST:
                case SC_HELLPOWER:
                case SC_JEXPBOOST:
                case SC_AUTOTRADE:
                case SC_WHISTLE:
                case SC_ASSNCROS:
                case SC_POEMBRAGI:
                case SC_APPLEIDUN:
                case SC_HUMMING:
                case SC_DONTFORGETME:
                case SC_FORTUNE:
                case SC_SERVICE4U:
                case SC_FOOD_STR_CASH:
                case SC_FOOD_AGI_CASH:
                case SC_FOOD_VIT_CASH:
                case SC_FOOD_DEX_CASH:
                case SC_FOOD_INT_CASH:
                case SC_FOOD_LUK_CASH:
                case SC_DEF_RATE:
                case SC_MDEF_RATE:
                case SC_INCHEALRATE:
                case SC_INCFLEE2:
                case SC_INCHIT:
                case SC_ATKPOTION:
                case SC_MATKPOTION:
                case SC_S_LIFEPOTION:
                case SC_L_LIFEPOTION:
                case SC_PUSH_CART:
                    continue;

            }

        if (type == 3) {
            switch (i) {
                    // TODO: This list may be incomplete
                case SC_WEIGHT50:
                case SC_WEIGHT90:
                case SC_NOCHAT:
                case SC_PUSH_CART:
                    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)
                delete_timer(sc->data[i]->timer, status_change_timer);
            ers_free(sc_data_ers, sc->data[i]);
            sc->data[i] = NULL;
        }
    }

    sc->opt1 = 0;
    sc->opt2 = 0;
    sc->opt3 = 0;
    sc->option &= OPTION_MASK;

    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 = status_get_sc(bl);
    status = status_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
            delete_timer(sce->timer,status_change_timer);
        if (sc->opt1)
            switch (type) {
                    //"Ugly workaround"  [Skotlex]
                    //delays status change ending so that a skill that sets opt1 fails to
                    //trigger when it also removed one
                case SC_STONE:
                    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 = add_timer(gettick()+10, status_change_timer, bl->id, type);
                        return 1;
                    }
            }
    }

    (sc->count)--;

    if (StatusChangeStateTable[type])
        status_calc_state(bl,sc,(enum scs_flag) StatusChangeStateTable[type],false);

    sc->data[type] = NULL;

    vd = status_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;
                status_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_WEDDING:
        case SC_XMAS:
        case SC_SUMMER:
            if (!vd) break;
            if (sd) {
                //Load data from sd->status.* as the stored values could have changed.
                //Must remove OPTION to prevent class being rechanged.
                sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
                clif_changeoption(&sd->bl);
                status_set_viewdata(bl, sd->status.class_);
            } else {
                vd->class_ = sce->val1;
                vd->weapon = sce->val2;
                vd->shield = sce->val3;
                vd->cloth_color = sce->val4;
            }
            clif_changelook(bl,LOOK_BASE,vd->class_);
            clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
            clif_changelook(bl,LOOK_WEAPON,vd->weapon);
            clif_changelook(bl,LOOK_SHIELD,vd->shield);
            if (sd) clif_skillinfoblock(sd);
            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(gettick(), sce->val4) <= 1000 &&
                    (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
                   )
                    sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_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 = map_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 = map_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 = map_id2bl(tid);
                struct status_change *tsc = status_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=map_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_delunitgroup(group);
                }

                if ((sce->val1&0xFFFF) == CG_MOONLIT)
                    clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);

                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=map_id2bl(sce->val3);
                if (src && tid != INVALID_TIMER)
                    skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL);
            }
            break;
        case SC_CLOSECONFINE2: {
                struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
                struct status_change *sc2 = src?status_get_sc(src):NULL;
                if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
                    //If status was already ended, do nothing.
                    //Decrease count
                    if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
                        status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
                }
            }
        case SC_CLOSECONFINE:
            if (sce->val2 > 0) {
                //Caster has been unlocked... nearby chars need to be unlocked.
                int range = 1
                            +skill_get_range2(bl, status_sc2skill(type), sce->val1)
                            +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
                map_foreachinarea(status_change_timer_sub,
                                  bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
            }
            break;
        case SC_COMBO:
            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:
        case SC_MARIONETTE2:    /// Marionette target
            if (sce->val1) {
                // check for partner and end their marionette status as well
                enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
                struct block_list *pbl = map_id2bl(sce->val1);
                struct status_change *sc2 = pbl?status_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_SATURDAYNIGHTFEVER:
            //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
            if (status->hp > 100 && sce->val2)
                status_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);
            }
        case SC__BLOODYLUST:
            sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
            if (type == SC_SATURDAYNIGHTFEVER)  //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_delunitgroup(group);
            }
            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_delunitgroup(group);
            }
            break;
        case SC_KAAHI:
            //Delete timer if it exists.
            if (sce->val4 != INVALID_TIMER)
                delete_timer(sce->val4,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_CHANGE:
            if (tid == INVALID_TIMER)
                break;
            // "lose almost all their HP and SP" on natural expiration.
            status_set_hp(bl, 10, 0);
            status_set_sp(bl, 10, 0);
            break;
        case SC_AUTOTRADE:
            if (tid == INVALID_TIMER)
                break;
            // Note: vending/buying is closed by unit_remove_map, no
            // need to do it here.
            map_quit(sd);
            // Because map_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 = map_id2bl(sce->val2);
                sce->val2 = 0;
                if (tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id)
                    status_change_end(tbl, SC_STOP, 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:
            if (tid == -1)
                break; // Terminated by Damage
            status_fix_damage(bl,bl,400*sce->val1,clif_damage(bl,bl,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 = map_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_delunitgroup(group);
            }
            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_delunitgroup(group);
            }
            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.
                map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, 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 = map_id2bl(sce->val2);
                struct status_change *sc = status_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_BLOODSUCKER:
            if (sce->val2) {
                struct block_list *src = map_id2bl(sce->val2);
                if (src) {
                    struct status_change *sc = status_get_sc(src);
                    sc->bs_counter--;
                }
            }
            break;
        case SC_VACUUM_EXTREME:
            if (sc && sc->cant.move > 0) sc->cant.move--;
            break;
        case SC_KYOUGAKU:
            clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
            clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
            break;
        case SC_INTRAVISION:
            calc_flag = SCB_ALL;/* required for overlapping */
            break;
    }

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

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

        case SC_HIDING:
            sc->option &= ~OPTION_HIDE;
            opt_flag|= 2|4; //Check for warp trigger + AoE trigger
            break;
        case SC_CLOAKING:
        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;
            break;
        case SC_XMAS:
            sc->option &= ~OPTION_XMAS;
            break;
        case SC_SUMMER:
            sc->option &= ~OPTION_SUMMER;
            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_ONEHAND:
        case SC_SPEARQUICKEN:
        case SC_CONCENTRATION:
        case SC_MERC_QUICKEN:
            sc->opt3 &= ~OPT3_QUICKEN;
            opt_flag = 0;
            break;
        case SC_OVERTHRUST:
        case SC_MAXOVERTHRUST:
        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;
            //  case SC__BLOODYLUST:
            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_MARIONETTE2:
            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_BUNSINJYUTSU:
            sc->opt3 &= ~OPT3_BUNSIN;
            opt_flag = 0;
            break;
        case SC_SPIRIT:
            sc->opt3 &= ~OPT3_SOULLINK;
            opt_flag = 0;
            break;
        case SC_CHANGEUNDEAD:
            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_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);

    if (opt_flag&8)  //bugreport:681
        clif_changeoption2(bl);
    else if (opt_flag)
        clif_changeoption(bl);

    if (calc_flag)
        status_calc_bl(bl,calc_flag);

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

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

    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=map_id2bl(id))&&
          (sc=status_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=status_get_status_data(bl);
    if (!status_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)
        status_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 = map_id2bl(id);
    if (!bl) {
        ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
        return 0;
    }
    sc = status_get_sc(bl);
    status = status_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 = 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 (!status_charge(bl, 0, 1))
                break; //Not enough SP to continue.
            sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
            return 0;

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

            if (!sc->data[SC_INCSTR]) {
                sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
                         (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
                         *skill_get_time2(status_sc2skill(type),sce->val1));
            }
            sc_timer_next(sce->val2+tick, status_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, status_change_timer,bl->id, data);
                return 0;
            }
            break;

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

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

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

        case SC_SIGHT:
        case SC_RUWACH:
        case SC_SIGHTBLASTER:
            map_foreachinrange(status_change_timer_sub, bl, 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, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_PROVOKE:
            if (sce->val2) { //Auto-provoke (it is ended in status_heal)
                sc_timer_next(1000*60+tick,status_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,status_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,status_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 = map_id2bl(sce->val2);
                        if (src)
                            mob_log_damage((TBL_MOB *)bl,src,sce->val4);
                    }
                    map_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, status_change_timer, bl->id, data);
                    }
                    map_freeblock_unlock();
                }
                return 0;
            }
            break;

        case SC_TENSIONRELAX:
            if (status->max_hp > status->hp && --(sce->val3) > 0) {
                sc_timer_next(sce->val4+tick, status_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_BLEEDING:
            if (--(sce->val4) >= 0) {
                int hp =  rnd()%600 + 200;
                map_freeblock_lock();
                status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 1);
                if (sc->data[type]) {
                    if (status->hp == 1) {
                        map_freeblock_unlock();
                        break;
                    }
                    sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
                }
                map_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 ;
                status_heal(bl, hp, 0, 2);
                sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_BOSSMAPINFO:
            if (sd && --(sce->val4) >= 0) {
                struct mob_data *boss_md = map_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, status_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 (!status_charge(bl, 0, sp))
                        break;
                }
                sc_timer_next(1000+tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC__BLOODYLUST:
        case SC_BERSERK:
            // 5% every 10 seconds [DracoRPG]
            if (--(sce->val3) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100) {
                sc_timer_next(sce->val4+tick, status_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, status_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, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_MARIONETTE:
        case SC_MARIONETTE2: {
                struct block_list *pbl = map_id2bl(sce->val1);
                if (pbl && check_distance_bl(bl, pbl, 7)) {
                    sc_timer_next(1000 + tick, status_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 (!status_charge(bl, hp, sp))
                    break;
                sc_timer_next(10000+tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_JAILED:
            if (sce->val1 == INT_MAX || --(sce->val1) > 0) {
                sc_timer_next(60000+tick, status_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, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC_ABUNDANCE:
            if (--(sce->val4) > 0) {
                status_heal(bl,0,60,0);
                sc_timer_next(10000+tick, status_change_timer, bl->id, data);
            }
            break;

        case SC_PYREXIA:
            if (--(sce->val4) >= 0) {
                map_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,status_change_timer,bl->id,data);
                }
                map_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);
                map_freeblock_lock();
                status_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, status_change_timer, bl->id, data);
                }
                map_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
                    map_freeblock_lock();
                    status_zap(bl,damage,0);
                    flag = !sc->data[type]; // Killed? Should not
                    map_freeblock_unlock();
                }

                if (!flag) {  // Random Skill Cast
                    if (sd && !pc_issit(sd)) { //can't cast if sit
                        int mushroom_skillid = 0, i;
                        unit_stop_attack(bl);
                        unit_skillcastcancel(bl,1);
                        do {
                            i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
                            mushroom_skillid = skill_magicmushroom_db[i].skillid;
                        } while (mushroom_skillid == 0);

                        switch (skill_get_casttype(mushroom_skillid)) {  // Magic Mushroom skills are buffs or area damage
                            case CAST_GROUND:
                                skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
                                break;
                            case CAST_NODAMAGE:
                                skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
                                break;
                            case CAST_DAMAGE:
                                skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
                                break;
                        }
                    }

                    clif_emotion(bl,E_HEH);
                    sc_timer_next(4000+tick,status_change_timer,bl->id,data);
                }
                return 0;
            }
            break;

        case SC_TOXIN:
            if (--(sce->val4) >= 0) {
                //Damage is every 10 seconds including 3%sp drain.
                map_freeblock_lock();
                clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
                status_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, status_change_timer, bl->id, data);
                }
                map_freeblock_unlock();
                return 0;
            }
            break;

        case SC_OBLIVIONCURSE:
            if (--(sce->val4) >= 0) {
                clif_emotion(bl,E_WHAT);
                sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

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

        case SC_CLOAKINGEXCEED:
            if (!status_charge(bl,0,10-sce->val1))
                break;
            sc_timer_next(1000 + tick, status_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;
                status_heal(bl, heal, 0, 2);
                sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_BURNING:
            if (--(sce->val4) >= 0) {
                struct block_list *src = map_id2bl(sce->val3);
                int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)

                map_freeblock_lock();
                clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
                status_damage(src, bl, damage, 0, 0, 1);

                if (sc->data[type]) { // Target still lives. [LimitLine]
                    sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
                }
                map_freeblock_unlock();
                return 0;
            }
            break;

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

        case SC_SPHERE_1:
        case SC_SPHERE_2:
        case SC_SPHERE_3:
        case SC_SPHERE_4:
        case SC_SPHERE_5:
            if (--(sce->val4) >= 0) {
                if (!status_charge(bl, 0, 1))
                    break;
                sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

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

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

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

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

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

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

        case SC_STRIKING:
            if (--(sce->val4) >= 0) {
                if (!status_charge(bl,0, sce->val1))
                    break;
                sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC_VACUUM_EXTREME:
            if (--(sce->val4) >= 0) {
                if (!unit_is_walking(bl) && !sce->val2) {
                    sc->cant.move++;
                    sce->val2 = 1;
                }
                sc_timer_next(100 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC_BLOODSUCKER:
            if (--(sce->val4) >= 0) {
                struct block_list *src = map_id2bl(sce->val2);
                int damage;
                if (!src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)))
                    break;
                map_freeblock_lock();
                damage =  200 + 100 * sce->val1 + status_get_int(src);
                status_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, status_change_timer, bl->id, data);
                }
                map_freeblock_unlock();
                status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
                return 0;
            }
            break;

        case SC_VOICEOFSIREN:
            if (--(sce->val4) >= 0) {
                clif_emotion(bl,E_LV);
                sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

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

        case SC_SIRCLEOFNATURE:
            if (--(sce->val4) >= 0) {
                if (!status_charge(bl,0,sce->val2))
                    break;
                status_heal(bl, sce->val3, 0, 1);
                sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_SONGOFMANA:
            if (--(sce->val4) >= 0) {
                status_heal(bl,0,sce->val3,3);
                sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;


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

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

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

        case SC_BANDING:
            if (status_charge(bl, 0, 7 - sce->val1)) {
                if (sd) pc_banding(sd, sce->val1);
                sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

        case SC_REFLECTDAMAGE:
            if (--(sce->val4) >= 0) {
                if (!status_charge(bl,0,sce->val3))
                    break;
                sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;

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

        case SC_MAGNETICFIELD: {
                if (--(sce->val3) <= 0)
                    break; // Time out
                if (sce->val2 == bl->id) {
                    if (!status_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 = map_id2bl(sce->val2);
                    struct status_change *ssc;
                    if (!src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD])
                        break; // Source no more under Magnetic Field
                }
                sc_timer_next(1000 + tick, status_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 (!status_charge(bl,hp,sp)) break;

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

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

        case SC_STOMACHACHE:
            if (--(sce->val4) > 0) {
                status_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, status_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, status_change_timer, bl->id, data);
            return 0;
        case SC_MEIKYOUSISUI:
            if (--(sce->val4) > 0) {
                status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
                sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC_IZAYOI:
        case SC_KAGEMUSYA:
            if (--(sce->val2) > 0) {
                if (!status_charge(bl, 0, 1)) break;
                sc_timer_next(1000+tick, status_change_timer, bl->id, data);
                return 0;
            }
            break;
        case SC_ANGRIFFS_MODUS:
            if (--(sce->val4) >= 0) { //drain hp/sp
                if (!status_charge(bl,100,20)) break;
                sc_timer_next(1000+tick,status_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 (status_isdead(bl))
        return 0;

    tsc = status_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_CONCENTRATE:
            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_SIGHTBLASTER:
            if (battle_check_target(src, bl, BCT_ENEMY) > 0 &&
                status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) {
                skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
                if (sce) sce->val2 = 0; //This signals it to end.
            }
            break;
        case SC_CLOSECONFINE:
            //Lock char has released the hold on everyone...
            if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
                tsc->data[SC_CLOSECONFINE2]->val2 = 0;
                status_change_end(bl, SC_CLOSECONFINE2, 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;
}

/*==========================================
 * 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= status_get_sc(bl);

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

    if (type&2) //Debuffs
        for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
			if(sc->data[i])
				status_change_end(bl, (sc_type)i, INVALID_TIMER);
        }
	if(type&4) //Toxins
		for (i = SC_TOXIN; i <= SC_LEECHESEND; ++i) {
			if (sc->data[i])
				status_change_end(bl, (sc_type)i, INVALID_TIMER);
		}

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

        switch (i) {
                //Stuff that cannot be removed
            case SC_WEIGHT50:
            case SC_WEIGHT90:
            case SC_COMBO:
            case SC_SMA:
            case SC_DANCING:
            case SC_LEADERSHIP:
            case SC_GLORYWOUNDS:
            case SC_SOULCOLD:
            case SC_HAWKEYES:
            case SC_GUILDAURA:
            case SC_SAFETYWALL:
            case SC_PNEUMA:
            case SC_NOCHAT:
            case SC_JAILED:
            case SC_ANKLE:
            case SC_BLADESTOP:
            case SC_CP_WEAPON:
            case SC_CP_SHIELD:
            case SC_CP_ARMOR:
            case SC_CP_HELM:
            case SC_STRFOOD:
            case SC_AGIFOOD:
            case SC_VITFOOD:
            case SC_INTFOOD:
            case SC_DEXFOOD:
            case SC_LUKFOOD:
            case SC_HITFOOD:
            case SC_FLEEFOOD:
            case SC_BATKFOOD:
            case SC_WATKFOOD:
            case SC_MATKFOOD:
            case SC_FOOD_STR_CASH:
            case SC_FOOD_AGI_CASH:
            case SC_FOOD_VIT_CASH:
            case SC_FOOD_DEX_CASH:
            case SC_FOOD_INT_CASH:
            case SC_FOOD_LUK_CASH:
            case SC_EXPBOOST:
            case SC_JEXPBOOST:
            case SC_ITEMBOOST:
            case SC_ELECTRICSHOCKER:
            case SC__MANHOLE:
            case SC_GIANTGROWTH:
            case SC_MILLENNIUMSHIELD:
            case SC_REFRESH:
            case SC_STONEHARDSKIN:
            case SC_VITALITYACTIVATION:
            case SC_FIGHTINGSPIRIT:
            case SC_ABUNDANCE:
            case SC_CURSEDCIRCLE_ATKER:
            case SC_CURSEDCIRCLE_TARGET:
                continue;

                //Debuffs that can be removed.
			case SC_CRYSTALIZE:
			case SC_DEEPSLEEP:
			case SC_MANDRAGORA:
			case SC_MARSHOFABYSS:
				if(!(type&4))
					continue;
				break;
            case SC_QUAGMIRE:
            case SC_DECREASEAGI:
			case SC_BURNING:
				if(!(type&2))
					continue;
				break;
			case SC_HALLUCINATION:
			case SC_SIGNUMCRUCIS:
            case SC_SLOWDOWN:
            case SC_MINDBREAKER:
            case SC_WINKCHARM:
            case SC_STOP:
            case SC_ORCISH:
            case SC_STRIPWEAPON:
            case SC_STRIPSHIELD:
            case SC_STRIPARMOR:
            case SC_STRIPHELM:
            case SC_BITE:
            case SC_ADORAMUS:
            case SC_VACUUM_EXTREME:
            case SC_FEAR:
            case SC_MAGNETICFIELD:
            case SC_NETHERWORLD:
                if (!(type&2) || type == 6) //RK_Refresh is not supposed to remove these
                    continue;
                break;
                //The rest are buffs that can be removed.
            case SC__BLOODYLUST:
            case SC_BERSERK:
            case SC_SATURDAYNIGHTFEVER:
                if (!(type&1))
                    continue;
                sc->data[i]->val2 = 0;
                break;
            default:
                if (!(type&1))
                    continue;
                break;
        }
        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 = status_get_sc(src);
    const struct TimerData *timer;
    unsigned int tick;
    struct status_change_data data;

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

    tick = 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_HALLUCINATION:
            case SC_SIGNUMCRUCIS:
            case SC_DECREASEAGI:
            case SC_SLOWDOWN:
            case SC_MINDBREAKER:
            case SC_WINKCHARM:
            case SC_STOP:
            case SC_ORCISH:
                //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
                //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
                //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
                //case SC_STRIPHELM:
                //case SC__STRIPACCESSORY:
            case SC_BITE:
            case SC_FREEZING:
            case SC_VENOMBLEED:
            case SC_DEATHHURT:
            case SC_PARALYSE:
                if (sc->data[i]->timer != INVALID_TIMER) {
                    timer = get_timer(sc->data[i]->timer);
                    if (timer == NULL || timer->func != status_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_BLEEDING:
                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;
            status_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 = status_get_regen_data(bl);
    if (!regen) return 0;
    status = status_get_status_data(bl);
    sc = status_get_sc(bl);
    if (sc && !sc->count)
        sc = NULL;
    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 && (
            status_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 = status_get_viewdata(bl)) && vd->dead_sit == 2) {
        //Apply sitting regen bonus.
        sregen = regen->ssregen;
        if (flag&(RGN_SHP)) {
            //Sitting HP regen
            val = natural_heal_diff_tick * sregen->rate.hp;
            if (regen->state.overweight)
                val>>=1; //Half as fast when overweight.
            sregen->tick.hp += val;
            while (sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
                sregen->tick.hp -= battle_config.natural_heal_skill_interval;
                if (status_heal(bl, sregen->hp, 0, 3) < sregen->hp) {
                    //Full
                    flag&=~(RGN_HP|RGN_SHP);
                    break;
                }
            }
        }
        if (flag&(RGN_SSP)) {
            //Sitting SP regen
            val = natural_heal_diff_tick * sregen->rate.sp;
            if (regen->state.overweight)
                val>>=1; //Half as fast when overweight.
            sregen->tick.sp += val;
            while (sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
                sregen->tick.sp -= battle_config.natural_heal_skill_interval;
                if (status_heal(bl, 0, sregen->sp, 3) < sregen->sp) {
                    //Full
                    flag&=~(RGN_SP|RGN_SSP);
                    break;
                }
            }
        }
    }

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

    ud = unit_bl2ud(bl);

    if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != 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 = status_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 (status_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 (status_heal(bl, 0, val, 1) < val)
                flag&=~RGN_SSP; //full.
        }
    }

    if (!regen->sregen)
        return flag;

    //Skill regen
    sregen = regen->sregen;

    if (flag&RGN_SHP) {
        //Skill HP regen
        sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;

        while (sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
            sregen->tick.hp -= battle_config.natural_heal_skill_interval;
            if (status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
                break; //Full
        }
    }
    if (flag&RGN_SSP) {
        //Skill SP regen
        sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
        while (sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
            val = sregen->sp;
            if (sd && sd->state.doridori) {
                val*=2;
                sd->state.doridori = 0;
                if ((rate = pc_checkskill(sd,TK_SPTIME)))
                    sc_start(bl,status_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 (status_heal(bl, 0, val, 3) < val)
                break; //Full
        }
    }
    return flag;
}

//Natural heal main timer.
static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
{
    natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
    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];
}


/*------------------------------------------
 * 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;
}

/*
* 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(db_path, "re/job_db1.txt",   ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE,   -1,     &status_readdb_job1);
#else
    sv_readdb(db_path, "pre-re/job_db1.txt",   ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE,   -1,     &status_readdb_job1);
#endif
    sv_readdb(db_path, "job_db2.txt",   ',', 1,                 1+MAX_LEVEL,       -1,                            &status_readdb_job2);
    sv_readdb(db_path, "size_fix.txt",  ',', MAX_WEAPON_TYPE,   MAX_WEAPON_TYPE,    ARRAYLENGTH(atkmods),         &status_readdb_sizefix);
    sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);

    return 0;
}

/*==========================================
 * Status db init and destroy.
 *------------------------------------------*/
int do_init_status(void)
{
    add_timer_func_list(status_change_timer,"status_change_timer");
    add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
    add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
    initChangeTables();
    initDummyData();
    status_readdb();
    status_calc_sigma();
    natural_heal_prev_tick = gettick();
    sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
    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);
}