summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: f5a739f76a15725c899f4df06526b128d6c5ec88 (plain) (tree)
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
6250
6251
6252
6253
6254
6255
6256
6257
6258
6259
6260
6261
6262
6263
6264
6265
6266
6267
6268
6269
6270
6271
6272
6273
6274
6275
6276
6277
6278
6279
6280
6281
6282
6283
6284
6285
6286
6287
6288
6289
6290
6291
6292
6293
6294
6295
6296
6297
6298
6299
6300
6301
6302
6303
6304
6305
6306
6307
6308
6309
6310
6311
6312
6313
6314
6315
6316
6317
6318
6319
6320
6321
6322
6323
6324
6325
6326
6327
6328
6329
6330
6331
6332
6333
6334
6335
6336
6337
6338
6339
6340
6341
6342
6343
6344
6345
6346
6347
6348
6349
6350
6351
6352
6353
6354
6355
6356
6357
6358
6359
6360
6361
6362
6363
6364
6365
6366
6367
6368
6369
6370
6371
6372
6373
6374
6375
6376
6377
6378
6379
6380
6381
6382
6383
6384
6385
6386
6387
6388
6389
6390
6391
6392
6393
6394
6395
6396
6397
6398
6399
6400
6401
6402
6403
6404
6405
6406
6407
6408
6409
6410
6411
6412
6413
6414
6415
6416
6417
6418
6419
6420
6421
6422
6423
6424
6425
6426
6427
6428
6429
6430
6431
6432
6433
6434
6435
6436
6437
6438
6439
6440
6441
6442
6443
6444
6445
6446
6447
6448
6449
6450
6451
6452
6453
6454
6455
6456
6457
6458
6459
6460
6461
6462
6463
6464
6465
6466
6467
6468
6469
6470
6471
6472
6473
6474
6475
6476
6477
6478
6479
6480
6481
6482
6483
6484
6485
6486
6487
6488
6489
6490
6491
6492
6493
6494
6495
6496
6497
6498
6499
6500
6501
6502
6503
6504
6505
6506
6507
6508
6509
6510
6511
6512
6513
6514
6515
6516
6517
6518
6519
6520
6521
6522
6523
6524
6525
6526
6527
6528
6529
6530
6531
6532
6533
6534
6535
6536
6537
6538
6539
6540
6541
6542
6543
6544
6545
6546
6547
6548
6549
6550
6551
6552
6553
6554
6555
6556
6557
6558
6559
6560
6561
6562
6563
6564
6565
6566
6567
6568
6569
6570
6571
6572
6573
6574
6575
6576
6577















































































































































































































































































































                                                                                                                                         
                                                              






























































                                                                                                                
                                                                            











                                                                               
                                                                   


















































































































































































































































































                                                                                                                        


                                                                   































































































































































































































































































































































                                                                                                                                              
                                                                                                            









































































                                                                                                                                                     
                                                                           





















































                                                                                                                                          
                                                                                              






















































                                                                                    

                                                                                      

                                                                                              
                                                                                    

                                                                                      








                                                          
 




                                                          
                                                    



                                                   
                                                        



                                                   
                                                     
                         
                            














                                                                                       

                                                                          































































                                                                                          


                                                                               































































                                                                                                 
                                                      








































































                                                                                                       
                                                                    



                                                                                                     

                                                                    


























































































































































































































                                                                                                                                             

                                             
































                                                                                                                                                                   
                                                                   








































                                                                                                                                                      
                                                                       






















































































































































































                                                                                                                                                                   
                                                      






                                                                                          










                                                                                            












                                                                             








                                                             



                                                                
 











                                                                             



















                                                                                        
                                
                                                                  
 





































                                                                         






























                                                                                                                

                                  













                                                                                                   

                                   












                                                                                                     




                                                                  







                                                                                                  


                                                              



































                                                                                                                                      

                                                                                          
 























                                                                                    
                                 

                                 



                                   



                                      








































































































































































                                                                                                










                                                                        
                                                       





























































































































































                                                                                                         







                                                                                                   

                                       












                                                     
                                                   
          





                                                                                                          
















                                                                                       


















                                                                        

                                                                                      












                                                                        

                                                                 

                                             

                                                                                         


                                                                                         





                                                                                       

                             
















































                                                                                                   









                                                                                                          







                                                                                                  


                                                                                   

























































































































                                                                                                   
                                                                          






































                                                                                 
                                                                             






























                                                                        
                                                  





























































































































                                                                                                                                                         

                                                                 

























                                                                                                      





                                                                                   































































                                                                                                
                                                      


                                                                           
                                                      
























                                                                                                                                                  

                                                 


























                                                                                                 

                                                  

































































































































































































































































































































































































                                                                                                                                             
                                                    





                                                                    
                                            





















                                                                                                    

                                                 

                                                                            











                                                                               





                                                                      

                                                                           






















































































































































                                                                                                           
















                                                                                                           





































































































                                                                                                       











                                                                           

                                                     




                                  
















































                                                                                              
 












































































                                                                                   









                                                                     






                                                                                              








                                                                        
          





                                               







                                                                     






                                                                                      
          











                                                                        





















































































































































































































































































                                                                                                                    






























                                                                                        












































                                                                                                                       
                             
                                                       
 

                                              
                                                


                                          










                                                                                        
















































































































































































































































                                                                                                            













                                                                                                                              
                                                                                                                                    














































                                                                                                          



                                                            

                                                        

                                                                  


                                                                       








                                                                                                  
                                                            

















































                                                                                                      









                                                                                                                       














































































                                                                                                               
                                 
                                               
                                                           
                                                                            
                                         


                                                                     


























































































































































































































































































































                                                                                                                                

                                                                                           


                                                                                 

                                                                    


                                                                                

                                                                    


                                                                           

                                                                    


                                                                                 

                                                                     


                                                                                

                                                                    


                                                                           

                                                                    



































































































                                                                                                                                                                



                                                                                           
                                                               
                                        












                                                                                        

                                          












































                                                                                             



                                                                     























                                                                                                 
                                                                                                   





































































                                                                                                

                                                      
                               





















                                                                                              
                                     
                                       


                                                                                               
                         


                                                                   



















                                                                                                   

                                     








                                          



                                                                                    

























































































































































































































































































































































































































                                                                                                                                                  

                                                                        





                                                                                                 

                                                                        

































































                                                                                                                                      
                                                                                    
                                                                                  





















                                                                                                                 



























                                                                                                                                                   

                                       
                                                                                    







































































































































































































































































































































































































                                                                                                                                             
                                                            


























                                                         

                                                                                   








































































































































































































































































                                                                                                                                                                               
                                                      













































































































































































                                                                                                          
                                          
                                                        
                                        
                                                        


                                                                                           



                                                                                                
                                                          



                                                                                                    
                                                                                      
                                                             































































































































































































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

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

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

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

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

int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. 
unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.

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

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

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

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

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

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

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

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

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

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

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

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

	//Status that don't have a skill associated.
	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
	StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
	
	//Other SC which are not necessarily associated to skills.
	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
	StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
	StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
	StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
	StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
	StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
	StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
	StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
	StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;

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

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

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

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

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

//Sets SP to given value. Flag is the flag passed to status_heal in case
//final value is higher than current (use 2 to make a healing effect display 
//on players)
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
{
	struct status_data *status;
	
	status = status_get_status_data(bl);
	if (status == &dummy_status)
		return 0;

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

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

	if(sp && !(target->type&BL_CONSUME))
		sp = 0; //Not a valid SP target.
	
	if (hp < 0) { //Assume absorbed damage.
		status_heal(target, -hp, 0, 1);
		hp = 0;
	}

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

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

// Let through. battle.c/skill.c have the whole logic of when it's possible or
// not to hurt someone (and this check breaks pet catching) [Skotlex]
//	if (!target->prev && !(flag&2))
//		return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp

	sc = status_get_sc(target);

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

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

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

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

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

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

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

	if(target->type&BL_REGEN)
	{	//Reset regen ticks.
		struct regen_data *regen = status_get_regen_data(target);
		if (regen) {
			malloc_set(&regen->tick, 0, sizeof(regen->tick));
			if (regen->sregen)
				malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
			if (regen->ssregen)
				malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
		}
	}
	if(flag&4) //Delete from memory. (also invokes map removal code)
		unit_free(target,1);
	else
	if(flag&2) //remove from map
		unit_remove_map(target,1);
	else
	{ //Some death states that would normally be handled by unit_remove_map
		unit_stop_attack(target);
		unit_stop_walking(target,0);
		unit_skillcastcancel(target,0);
		clif_clearchar_area(target,1);
		skill_unit_move(target,gettick(),4);
		skill_cleartimerskill(target);
	}
		
	return hp+sp;
}

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

	status = status_get_status_data(bl);

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

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

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

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

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

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

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

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

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

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

	status = status_get_status_data(target);

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

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

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

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

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

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

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

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

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

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

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

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

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

		if (
			(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
			|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
			|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
			|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
			|| (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
		)
			return 0;

		if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
		{	//Prevents skill usage
			clif_emotion(src, 3);
			return 0;
		}
			
		if (sc->data[SC_BLADESTOP].timer != -1) {
			switch (sc->data[SC_BLADESTOP].val1)
			{
				case 5: if (skill_num == MO_EXTREMITYFIST) break;
				case 4: if (skill_num == MO_CHAINCOMBO) break;
				case 3: if (skill_num == MO_INVESTIGATE) break;
				case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
				default: return 0;
			}
		}

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

		if (skill_num && //Do not block item-casted skills.
			(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
		) {	//Skills blocked through status changes...
			if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
				sc->data[SC_SILENCE].timer != -1 ||
				(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
				(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
				sc->data[SC_STEELBODY].timer != -1 ||
				sc->data[SC_BERSERK].timer != -1
			))
				return 0;

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

		}
	}

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

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

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

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

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

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

static int status_base_atk(struct block_list *bl, struct status_data *status)
{
	int flag = 0, str, dex, dstr;

	if(!(bl->type&battle_config.enable_baseatk))
		return 0;

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

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

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

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

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

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

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

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

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

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

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

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

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

	if (flag&8 && mbl) {
		struct status_data *mstatus = status_get_base_status(mbl);
		if (mstatus)
			status->speed = mstatus->speed;
	}
		
	if (flag&16 && mbl)
	{	//Max HP setting from Summon Flora/marine Sphere
		struct unit_data *ud = unit_bl2ud(mbl);
		//Remove special AI when this is used by regular mobs.
		if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
			md->special_state.ai = 0;
		if (ud)
		{	// different levels of HP according to skill level
			if (ud->skillid == AM_SPHEREMINE) {
				status->max_hp = 2000 + 400*ud->skilllv;
			} else { //AM_CANNIBALIZE
				status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
				status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
			}
			status->hp = status->max_hp;
		}
	}

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

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

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

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

//Skotlex: Calculates the stats of the given pet.
int status_calc_pet(struct pet_data *pd, int first)
{
	
	nullpo_retr(0, pd);

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

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

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

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

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

static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
{
	unsigned int val;
	val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
		+ hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
		* (100 + status->vit)/100 + sd->param_equip[2];
	if (sd->class_&JOBL_UPPER)
		val += val * 25/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
		val += 2000;

	return val;
}

static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
	unsigned int val;
	val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
		* (100 + status->int_)/100 + sd->param_equip[3];
	if (sd->class_&JOBL_UPPER)
		val += val * 25/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
		val *= 3; //Triple max SP for top ranking Taekwons over level 90.
	
	return val;
}


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

	int b_weight,b_max_weight;
	int i,index;
	int skill,refinedef=0;

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

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

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

	status = &sd->base_status;
	// these are not zeroed. [zzo]
	sd->hprate=100;
	sd->sprate=100;
	sd->castrate=100;
	sd->delayrate=100;
	sd->dsprate=100;
	sd->speed_rate = 100;
	sd->hprecov_rate = 100;
	sd->sprecov_rate = 100;
	sd->atk_rate = sd->matk_rate = 100;
	sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
	sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
	sd->regen.state.block = 0;
	
	// zeroed arays, order follows the order in map.h.
	// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
	malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
		+ sizeof(sd->param_equip)
		+ sizeof(sd->subele)
		+ sizeof(sd->subrace)
		+ sizeof(sd->subrace2)
		+ sizeof(sd->subsize)
		+ sizeof(sd->reseff)
		+ sizeof(sd->weapon_coma_ele)
		+ sizeof(sd->weapon_coma_race)
		+ sizeof(sd->weapon_atk)
		+ sizeof(sd->weapon_atk_rate)
		+ sizeof(sd->arrow_addele) 
		+ sizeof(sd->arrow_addrace)
		+ sizeof(sd->arrow_addsize)
		+ sizeof(sd->magic_addele)
		+ sizeof(sd->magic_addrace)
		+ sizeof(sd->magic_addsize)
		+ sizeof(sd->critaddrace)
		+ sizeof(sd->expaddrace)
		+ sizeof(sd->itemgrouphealrate)
		+ sizeof(sd->sp_gain_race)
		);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	// Apply relative modifiers from equipment
	if(sd->hprate < 0)
		sd->hprate = 0;
	if(sd->hprate!=100)
		status->max_hp = status->max_hp * sd->hprate/100;
	if(battle_config.hp_rate != 100)
		status->max_hp = status->max_hp * battle_config.hp_rate/100;

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

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

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,SL_KAINA))>0)
		status->max_sp += 30*skill;
	if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
		status->max_sp += status->max_sp * skill/100;
	if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
		status->max_sp += status->max_sp * 2*skill/100;

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

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

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

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

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

	//Equipment modifiers for misc settings
	if(sd->matk_rate < 0)
		sd->matk_rate = 0;
	if(sd->matk_rate != 100){
		status->matk_max = status->matk_max * sd->matk_rate/100;
		status->matk_min = status->matk_min * sd->matk_rate/100;
	}

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

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

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

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

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

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

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

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

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

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

	// Apply relative modifiers from equipment
	if(sd->def_rate < 0)
		sd->def_rate = 0;
	if(sd->def_rate != 100) {
		i =  status->def * sd->def_rate/100;
		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
	}

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

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

	// Apply relative modifiers from equipment
	if(sd->mdef_rate < 0)
		sd->mdef_rate = 0;
	if(sd->mdef_rate != 100) {
		i =  status->mdef * sd->mdef_rate/100;
		status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
	}

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

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

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

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

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

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

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

	// Relative modifiers from passive skills
	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
		status->aspd_rate -= 5*skill;
	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
		status->aspd_rate -= 30*skill;
	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
		status->aspd_rate -= ((skill+1)/2) * 10;
	if(pc_isriding(sd))
		status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
	
	status->adelay = 2*status->amotion;
	

// ----- DMOTION -----
//
	i =  800-status->agi*4;
	status->dmotion = cap_value(i, 400, 800);
	if(battle_config.pc_damage_delay_rate != 100)
		status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;

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

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

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

	// Skill SP cost
	if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
		sd->dsprate -= 4*skill;

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

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

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

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

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

	calculating = 0;
	return 0;
}

int status_calc_homunculus(struct homun_data *hd, int first)
{
	struct status_data b_status, *status;
	struct map_session_data *sd;
	struct s_homunculus *hom;
	int skill;
	
	memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
	sd = hd->master;
	hom = &sd->homunculus;

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

	status->def_ele =  hd->homunculusDB->element ;	//[orn]
	status->ele_lv = 1;
	status->race = hd->homunculusDB->race ;	//[orn]
	status->size = hd->homunculusDB->size ;	//[orn]
	status->rhw.range = 1 + status->size;	//[orn]
	status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;	//[orn]
	status->speed = DEFAULT_WALK_SPEED;
	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->hp = 1;
	status->sp = 1;
	status->max_hp = hom->max_hp ;
	status->max_sp = hom->max_sp ;

	merc_hom_calc_skilltree(sd);

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

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

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

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

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

	status->aspd_rate = 1000;

	skill = (1000 -4*status->agi -status->dex)
			*hd->homunculusDB->baseASPD/1000;
	
	status->amotion = cap_value(skill,battle_config.max_aspd,2000);
	status->adelay = 2*status->amotion;

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

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

	return 1;
}

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

//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
	struct map_session_data *sd;
	int val, skill;
	
	if (!(bl->type&BL_REGEN) || !regen)
		return;
	BL_CAST(BL_PC,bl,sd);
	
	val = 1 + (status->vit/5) + (status->max_hp/200);

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

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

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

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

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

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

		val = 0;
		if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
			val += skill*3 + (status->max_sp*skill/500);
		if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
			val += skill*3 + (status->max_sp*skill/500);
		sregen->sp = cap_value(val, 0, SHRT_MAX);
			
		// Skill-related recovery (only when sit)
		sregen = regen->ssregen;
		
		val = 0;
		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			val += skill*4 + (status->max_hp*skill/500);

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

		val = 0;
		if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
		{
			val += skill*3 + (status->max_sp*skill/500);
			if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
				val += (30+10*skill)*val/100;
		}
		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
			val += skill*2 + (status->max_sp*skill/500);
		sregen->sp = cap_value(val, 0, SHRT_MAX);
	}
	
	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
	{
		sd = ((TBL_HOM*)bl)->master;
		if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
		{
			val = regen->hp*(100+5*skill)/100;
			regen->hp = cap_value(val, 1, SHRT_MAX);
		}
		if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
		{
			val = regen->sp*(100+3*skill)/100;
			regen->sp = cap_value(val, 1, SHRT_MAX);
		}
	}
}

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

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

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

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

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

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

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

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

	if(flag&(SCB_MAXSP|SCB_INT))
	{	
		flag|=SCB_MAXSP;
		
		status->max_sp = status_base_pc_maxsp(sd,status);
		status->max_sp += b_status->max_sp - sd->status.max_sp;
		
		status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
		
		if(status->max_sp > (unsigned int)battle_config.max_sp)
			status->max_sp = battle_config.max_sp;
		else if(!status->max_sp)
			status->max_sp = 1;
		
		if(status->sp > status->max_sp) {
			status->sp = status->max_sp;
			clif_updatestatus(sd,SP_SP);
		}
	}

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

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

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

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

	if(flag&SCB_SPEED) {
		if(status->speed < battle_config.max_walk_speed)
			status->speed = battle_config.max_walk_speed;

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

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

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

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

	}
	
	if(flag&(SCB_AGI|SCB_DSPD)) {
		if (b_status->agi == status->agi)
			status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
		else {
			skill = 800-status->agi*4;
			status->dmotion = cap_value(skill, 400, 800);
			if(battle_config.pc_damage_delay_rate != 100)
				status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
			//It's safe to ignore b_status->dmotion since no bonus affects it.
			status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, status->dmotion);
		}
	}

	if(flag&SCB_SPEED) {
		clif_updatestatus(sd,SP_SPEED);
		if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
			unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
	}

	//Needs be done even when it was already done in status_calc_misc, because
	//int/vit max hp/sp could have changed due to skills.
	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
		status_calc_regen(&sd->bl, status, &sd->regen);
	
	if(flag&SCB_REGEN)
		status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
	
	if (flag == SCB_ALL)
		return; //Refresh is done on invoking function (status_calc_pc)
	
	if(flag&SCB_STR)
		clif_updatestatus(sd,SP_STR);
	if(flag&SCB_AGI)
		clif_updatestatus(sd,SP_AGI);
	if(flag&SCB_VIT)
		clif_updatestatus(sd,SP_VIT);
	if(flag&SCB_INT)
		clif_updatestatus(sd,SP_INT);
	if(flag&SCB_DEX)
		clif_updatestatus(sd,SP_DEX);
	if(flag&SCB_LUK)
		clif_updatestatus(sd,SP_LUK);
	if(flag&SCB_HIT)
		clif_updatestatus(sd,SP_HIT);
	if(flag&SCB_FLEE)
		clif_updatestatus(sd,SP_FLEE1);
	if(flag&SCB_ASPD)
		clif_updatestatus(sd,SP_ASPD);
	if(flag&(SCB_BATK|SCB_WATK))
		clif_updatestatus(sd,SP_ATK1);
	if(flag&SCB_DEF)
		clif_updatestatus(sd,SP_DEF1);
	if(flag&SCB_WATK)
		clif_updatestatus(sd,SP_ATK2);
	if(flag&SCB_DEF2)
		clif_updatestatus(sd,SP_DEF2);
	if(flag&SCB_FLEE2)
		clif_updatestatus(sd,SP_FLEE2);
	if(flag&SCB_CRI)
		clif_updatestatus(sd,SP_CRITICAL);
	if(flag&SCB_MATK) {
		clif_updatestatus(sd,SP_MATK1);
		clif_updatestatus(sd,SP_MATK2);
	}
	if(flag&SCB_MDEF)
		clif_updatestatus(sd,SP_MDEF1);
	if(flag&SCB_MDEF2)
		clif_updatestatus(sd,SP_MDEF2);
	if(flag&SCB_RANGE)
		clif_updatestatus(sd,SP_ATTACKRANGE);
	if(flag&SCB_MAXHP)
		clif_updatestatus(sd,SP_MAXHP);
	if(flag&SCB_MAXSP)
		clif_updatestatus(sd,SP_MAXSP);
}

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


	if(flag&(SCB_MAXHP|SCB_VIT))
	{
		flag|=SCB_MAXHP; //Ensures client-side refresh
		// Apply relative modifiers from equipment
		if(status->max_hp > (unsigned int)battle_config.max_hp)
			status->max_hp = battle_config.max_hp;
		else if(!status->max_hp)
			status->max_hp = 1;
		if(status->hp > status->max_hp)
			status->hp = status->max_hp;
	}
	if(flag&SCB_VIT)
	{
		flag|=SCB_DEF;
		status->def +=	(status->vit/5 - b_status->vit/5);
	}
	if(flag&(SCB_MAXSP|SCB_INT))
	{	
		flag|=SCB_MAXSP;
		if(status->max_sp > (unsigned int)battle_config.max_sp)
			status->max_sp = battle_config.max_sp;
		else if(!status->max_sp)
			status->max_sp = 1;
		if(status->sp > status->max_sp)
			status->sp = status->max_sp;
	}
	if(flag&SCB_INT) {
		flag|=SCB_MDEF;
		status->mdef += (status->int_/5 - b_status->int_/5);
	}
	if(flag&SCB_DEX) {
		flag |=SCB_WATK;
		status->rhw.atk += (status->dex - b_status->dex);
	}
	if(flag&SCB_STR) {
		flag |=SCB_WATK;
		status->rhw.atk += (status->str - b_status->str);
	}
	if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
		status->rhw.atk2 = status->rhw.atk;

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

		skill = (1000 -4*status->agi -status->dex)
			*hd->homunculusDB->baseASPD/1000;
		
		status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
		if(status->aspd_rate != 1000)
			skill = skill*status->aspd_rate/1000;

		status->amotion = cap_value(skill,battle_config.max_aspd,2000);
		status->adelay = 2*status->amotion;
	}
	
	if(flag&(SCB_AGI|SCB_DSPD)) {
		skill = 800-status->agi*4;
		status->dmotion = cap_value(skill, 400, 800);
		status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
	}

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

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

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

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

	BL_CAST(BL_PC,bl,sd);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	if(flag&SCB_MATK) {
		status->matk_min = status_base_matk_min(status);
		status->matk_max = status_base_matk_max(status);
		status->matk_min = status_calc_matk(bl, sc, status->matk_min);
		status->matk_max = status_calc_matk(bl, sc, status->matk_max);
		if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
			sc->data[SC_MAGICPOWER].val3 = status->matk_min;
			sc->data[SC_MAGICPOWER].val4 = status->matk_max;
		}
	}

	if(bl->type == BL_HOM) {
		//The remaining are handled quite different by homunculus, so use their own function.
		status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
		return;
	}

	if(flag&SCB_ASPD) {
		status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
		temp = status->aspd_rate*b_status->amotion/1000;
		status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
		
		temp = status->aspd_rate*b_status->adelay/1000;
		status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
	}

	if(flag&SCB_DSPD)
		status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);

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

	return cap_value(str,1,USHRT_MAX);
}

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

	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
		agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
	if(sc->data[SC_INCAGIRATE].timer!=-1)
		agi += agi*sc->data[SC_INCAGIRATE].val1/100;
	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		agi += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCAGI].timer!=-1)
		agi += sc->data[SC_INCAGI].val1;
	if(sc->data[SC_AGIFOOD].timer!=-1)
		agi += sc->data[SC_AGIFOOD].val1;
	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
		agi += sc->data[SC_GUILDAURA].val4>>16;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		agi += 5;
	if(sc->data[SC_INCREASEAGI].timer!=-1)
		agi += sc->data[SC_INCREASEAGI].val2;
	if(sc->data[SC_INCREASING].timer!=-1)
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DECREASEAGI].timer!=-1)
		agi -= sc->data[SC_DECREASEAGI].val2;
	if(sc->data[SC_QUAGMIRE].timer!=-1)
		agi -= sc->data[SC_QUAGMIRE].val2;
	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
		agi -= sc->data[SC_SUITON].val2;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
		agi = 50;

	return cap_value(agi,1,USHRT_MAX);
}

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

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

	return cap_value(vit,1,USHRT_MAX);
}

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

	if(sc->data[SC_INCALLSTATUS].timer!=-1)
		int_ += sc->data[SC_INCALLSTATUS].val1;
	if(sc->data[SC_INCINT].timer!=-1)
		int_ += sc->data[SC_INCINT].val1;
	if(sc->data[SC_INTFOOD].timer!=-1)
		int_ += sc->data[SC_INTFOOD].val1;
	if(sc->data[SC_CHANGE].timer!=-1)
		int_ += sc->data[SC_CHANGE].val3;
	if(sc->data[SC_BATTLEORDERS].timer!=-1)
		int_ += 5;
	if(sc->data[SC_TRUESIGHT].timer!=-1)
		int_ += 5;
	if(sc->data[SC_BLESSING].timer != -1){
		if (sc->data[SC_BLESSING].val2)
			int_ += sc->data[SC_BLESSING].val2;
		else
			int_ >>= 1;
	}
	if(sc->data[SC_STRIPHELM].timer!=-1)
		int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
	if(sc->data[SC_NEN].timer!=-1)
		int_ += sc->data[SC_NEN].val1;
	if(sc->data[SC_MARIONETTE].timer!=-1)
		int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2].timer!=-1)
		int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
		int_ = 50;

	return cap_value(int_,1,USHRT_MAX);
}

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

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

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

	return cap_value(dex,1,USHRT_MAX);
}

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

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

	return cap_value(luk,1,USHRT_MAX);
}

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

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

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

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

	return cap_value(watk,0,USHRT_MAX);
}

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

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

	return cap_value(matk,0,USHRT_MAX);
}

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

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

	return cap_value(critical,10,SHRT_MAX);
}

static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
{
	
	if(!sc || !sc->count)
		return cap_value(hit,1,SHRT_MAX);

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

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

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

	if(sc->data[SC_INCFLEE].timer!=-1)
		flee += sc->data[SC_INCFLEE].val1;
	if(sc->data[SC_FLEEFOOD].timer!=-1)
		flee += sc->data[SC_FLEEFOOD].val1;
	if(sc->data[SC_WHISTLE].timer!=-1)
		flee += sc->data[SC_WHISTLE].val2;
	if(sc->data[SC_WINDWALK].timer!=-1)
		flee += sc->data[SC_WINDWALK].val2;
	if(sc->data[SC_INCFLEERATE].timer!=-1)
		flee += flee * sc->data[SC_INCFLEERATE].val1/100;
	if(sc->data[SC_VIOLENTGALE].timer!=-1)
		flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
	if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT].val2;
	if(sc->data[SC_CLOSECONFINE].timer!=-1)
		flee += 10;
	if(sc->data[SC_SPIDERWEB].timer!=-1)
		flee -= flee * 50/100;
	if(sc->data[SC_BERSERK].timer!=-1)
		flee -= flee * 50/100;
	if(sc->data[SC_BLIND].timer!=-1)
		flee -= flee * 25/100;
	if(sc->data[SC_ADJUSTMENT].timer!=-1)
		flee += 30;
	if(sc->data[SC_GATLINGFEVER].timer!=-1)
		flee -= sc->data[SC_GATLINGFEVER].val4;
	if(sc->data[SC_SPEED].timer!=-1)
		flee += 10 + sc->data[SC_SPEED].val1 * 10 ;

	return cap_value(flee,1,SHRT_MAX);
}

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

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

	return cap_value(flee2,10,SHRT_MAX);
}

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

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

	return cap_value(def,0,CHAR_MAX);
}

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

	return cap_value(def2,1,SHRT_MAX);
}

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

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

	return cap_value(mdef,0,CHAR_MAX);
}

static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
	if(!sc || !sc->count)
		return cap_value(mdef2,1,SHRT_MAX);

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

	return cap_value(mdef2,1,SHRT_MAX);
}

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

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

	//% increases (they don't stack, with the exception of Speedup1? @.@)
	if(sc->data[SC_SPEEDUP1].timer!=-1)
		speed -= speed * 50/100;
	if(sc->data[SC_RUN].timer!=-1)
		speed -= speed * 50/100;
	else if(sc->data[SC_SPEEDUP0].timer!=-1)
		speed -= speed * 25/100;
	else if(sc->data[SC_FUSION].timer != -1)
		speed -= speed * 25/100;
	else if(sc->data[SC_INCREASEAGI].timer!=-1)
		speed -= speed * sc->data[SC_INCREASEAGI].val3/100; //[orn]
	else if(sc->data[SC_CARTBOOST].timer!=-1)
		speed -= speed * 20/100;
	else if(sc->data[SC_BERSERK].timer!=-1)
		speed -= speed * 20/100;
	else if(sc->data[SC_AVOID].timer!=-1)
		speed -= speed * sc->data[SC_AVOID].val2/100;
	else if(sc->data[SC_WINDWALK].timer!=-1)
		speed -= speed * sc->data[SC_WINDWALK].val3/100;

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

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

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

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

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

		if(sc->data[SC_ADRENALINE2].timer!=-1 &&
			max < sc->data[SC_ADRENALINE2].val3)
			max = sc->data[SC_ADRENALINE2].val3;
		
		if(sc->data[SC_ADRENALINE].timer!=-1 &&
			max < sc->data[SC_ADRENALINE].val3)
			max = sc->data[SC_ADRENALINE].val3;
		
		if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
			max < sc->data[SC_SPEARQUICKEN].val2)
			max = sc->data[SC_SPEARQUICKEN].val2;

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

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

	  	//These stack with the rest of bonuses.
		if(sc->data[SC_BERSERK].timer!=-1)
			aspd_rate -= 300;
		else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
			aspd_rate -= 200;
	}
	if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
		sc->data[i=SC_ASPDPOTION0].timer!=-1)
		aspd_rate -= sc->data[i].val2;
	if(sc->data[SC_DONTFORGETME].timer!=-1)
		aspd_rate += sc->data[SC_DONTFORGETME].val2;
	if(sc->data[SC_LONGING].timer!=-1)
		aspd_rate += sc->data[SC_LONGING].val2;
	if(sc->data[SC_STEELBODY].timer!=-1)
		aspd_rate += 250;
	if(sc->data[SC_SKA].timer!=-1)
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER].timer != -1)
		aspd_rate += sc->data[SC_DEFENDER].val4;
	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION].timer!=-1)
		aspd_rate += sc->data[SC_GRAVITATION].val2;
//Curse shouldn't effect on this?
//		if(sc->data[SC_BLEEDING].timer != -1)
//			aspd_rate += 250;
	if(sc->data[SC_JOINTBEAT].timer!=-1) {
		if (sc->data[SC_JOINTBEAT].val2 == 1)
			aspd_rate += 250;
		else if (sc->data[SC_JOINTBEAT].val2 == 2)
			aspd_rate += 100;
	}

	return cap_value(aspd_rate,0,SHRT_MAX);
}

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

	return cap_value(dmotion,0,USHRT_MAX);
}

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

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

	return cap_value(maxhp,1,UINT_MAX);
}

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

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

	return cap_value(maxsp,1,UINT_MAX);
}

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

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


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

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

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

	status = &sd->battle_status;

	b_speed = status->speed;

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

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

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

const char * status_get_name(struct block_list *bl)
{
	nullpo_retr(0, bl);
	switch (bl->type) {
	case BL_MOB:
		return ((struct mob_data *)bl)->name;
	case BL_PC:
		return ((struct map_session_data *)bl)->status.name;
	case BL_PET:
		return ((struct pet_data *)bl)->pet.name;
	case BL_HOM:
		return ((struct homun_data *)bl)->master->homunculus.name;
	case BL_NPC:
		return ((struct npc_data*)bl)->name;
	default:
		return "Unknown";
	}
}

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

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

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

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

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

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

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

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

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

int status_get_party_id(struct block_list *bl)
{
	nullpo_retr(0, bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->status.party_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->status.party_id;
		break;
	case BL_MOB:
	{
		struct mob_data *md=(TBL_MOB*)bl;
		if( md->master_id>0 )
		{
			struct map_session_data *msd;
			if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
				return msd->status.party_id;
			return -md->master_id;
		}

	}
		break;
	case BL_HOM:
		if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->status.party_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->party_id;
	}
	return 0;
}

int status_get_guild_id(struct block_list *bl)
{
	nullpo_retr(0, bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->status.guild_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->status.guild_id;
		break;
	case BL_MOB:
	{
		struct map_session_data *msd;
		struct mob_data *md = (struct mob_data *)bl;
		if (md->guardian_data)	//Guardian's guild [Skotlex]
			return md->guardian_data->guild_id;
		if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
			return msd->status.guild_id; //Alchemist's mobs [Skotlex]
	}
		break;
	case BL_HOM:
	  	if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->status.guild_id;
		break;
	case BL_NPC:
	  	if (bl->subtype == SCRIPT)
			return ((TBL_NPC*)bl)->u.scr.guild_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->guild_id;
	}
	return 0;
}

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

int status_isdead(struct block_list *bl)
{
	nullpo_retr(0, bl);
	return status_get_status_data(bl)->hp == 0;
}

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

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

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

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

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

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

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

	nullpo_retr(0, bl);

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

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

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

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

	} else {

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

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

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

	return sc_def>10000?10000:sc_def;
}

/*==========================================
 * Starts a status change.
 * type = type, val1~4 depend on the type.
 * rate = base success rate. 10000 = 100%
 * Tick is base duration
 * flag:
 * &1: Cannot be avoided (it has to start)
 * &2: Tick should not be reduced (by vit, luk, lv, etc)
 * &4: sc_data loaded, no value has to be altered.
 * &8: rate should not be reduced
 *------------------------------------------
 */
int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
{
	struct map_session_data *sd = NULL;
	struct status_change* sc;
	struct status_data *status;
	struct view_data *vd;
	int opt_flag, calc_flag, undead_flag;

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

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

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

	//Check rate
	if (!(flag&(1|4))) {
		int def = status_get_sc_def(bl, type);

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

		//Item defenses do not reduce duration, so they go out of the function.
		if(sd && SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
			&& sd->reseff[type-SC_COMMON_MIN] > 0)
			def += sd->reseff[type-SC_COMMON_MIN];

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

		if (!(rand()%10000 < rate))
			return 0;
	}

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

	//Check for inmunities / sc fails
	switch (type) {
		case SC_FREEZE:
		case SC_STONE:
			//Undead are inmune to Freeze/Stone
			if (undead_flag && !(flag&1))
				return 0;
		case SC_SLEEP:
		case SC_STUN:
			if (sc->opt1)
				return 0; //Cannot override other opt1 status changes. [Skotlex]
		break;
		case SC_CURSE:
			//Dark Elementals are inmune to curse.
			if (status->def_ele == ELE_DARK && !(flag&1))
				return 0;
		break;
		case SC_COMA:
			//Dark elementals and Demons are inmune to coma.
			if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
				return 0;
		break;
		case SC_SIGNUMCRUCIS:
			//Only affects demons and undead.
			if(status->race != RC_DEMON && !undead_flag)
				return 0;
			break;
		case SC_AETERNA:
		  if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
			  return 0;
		break;
		case SC_OVERTHRUST:
			if (sc->data[SC_MAXOVERTHRUST].timer != -1)
				return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
		break;
		case SC_ADRENALINE:
			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
				return 0;
			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
				sc->data[SC_DONTFORGETME].timer!=-1 ||
				sc->data[SC_DECREASEAGI].timer!=-1
			)
				return 0;
		break;
		case SC_ADRENALINE2:
			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
				return 0;
			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
				sc->data[SC_DONTFORGETME].timer!=-1 ||
				sc->data[SC_DECREASEAGI].timer!=-1
			)
				return 0;
		break;
		case SC_ONEHAND:
		case SC_TWOHANDQUICKEN:
			if(sc->data[SC_DECREASEAGI].timer!=-1)
				return 0;
		case SC_CONCENTRATE:
		case SC_INCREASEAGI:
		case SC_SPEARQUICKEN:
		case SC_TRUESIGHT:
		case SC_WINDWALK:
		case SC_CARTBOOST:
		case SC_ASSNCROS:
			if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
				return 0;
		break;
		case SC_CLOAKING:
			//Avoid cloaking with no wall and low skill level. [Skotlex]
			//Due to the cloaking card, we have to check the wall versus to known
			//skill level rather than the used one. [Skotlex]
			//if (sd && val1 < 3 && skill_check_cloaking(bl))
			if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
				return 0;
			break;
		case SC_MODECHANGE:
		{
			int mode;
			struct status_data *bstatus = status_get_base_status(bl);
			if (!bstatus) return 0;
			mode = val2?val2:bstatus->mode; //Base mode
			if (val3) mode|= val3; //Add mode
			if (val4) mode&=~val4; //Del mode
			if (mode == bstatus->mode) { //No change.
				if (sc->data[type].timer != -1) //Abort previous status
					return status_change_end(bl, type, -1);
				return 0;
			}
		}
	}

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

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) //Do not parse val settings when loading SCs
	switch(type){
		case SC_INCREASEAGI:
			val2 = 2 + val1; //Agi increase
			val3 = (5*val1)/2; //Speed increase
			break;
		case SC_DECREASEAGI:
			val2 = 2 + val1; //Agi decrease
			val3 = 100 - (5*val1)/2; //Speed decrease
			if (val3 < 1) val3 = 1;
			if (sd) tick>>=1; //Half duration for players.
			break;
		case SC_ENDURE:
			val2 = 7; // Hit-count [Celest]
			break;
		case SC_AUTOBERSERK:
			if (status->hp < status->max_hp>>2 &&
				(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
					sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
			break;
		
		case SC_SIGNUMCRUCIS:
			val2 = 10 + 4*val1; //Def reduction
			clif_emotion(bl,4);
			break;
		case SC_MAXIMIZEPOWER:
			val2 = tick>0?tick:60000;
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2; //Chance to Poison enemies.
			break;
		case SC_POISONREACT:
			val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
			val3=50; // + 5*val1; //Chance to counter. [Skotlex]
			break;
		case SC_MAGICROD:
			val2 = val1*20; //SP gained
			break;
		case SC_KYRIE:
			val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
			val3 = (val1 / 2 + 5); //Hits
			break;
		case SC_MAGICPOWER:
			//val1: Skill lv
			val2 = 1; //Lasts 1 invocation
			//val3 will store matk_min (needed in case you use ground-spells)
			//val4 will store matk_max
			break;
		case SC_SACRIFICE:
			val2 = 5; //Lasts 5 hits
			break;
		case SC_ENCPOISON:
			val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
		case SC_ASPERSIO:
		case SC_FIREWEAPON:
		case SC_WATERWEAPON:
		case SC_WINDWEAPON:
		case SC_EARTHWEAPON:
		case SC_SHADOWWEAPON:
		case SC_GHOSTWEAPON:
			skill_enchant_elemental_end(bl,type);
			break;
		case SC_ELEMENTALCHANGE:
			//Val1 is skill level, val2 is skill that invoked this.
			if (!val3) //Val 3 holds the element, when not given, a random one is picked.
				val3 = rand()%ELE_MAX;
			val4 =1+rand()%4; //Elemental Lv is always a random value between  1 and 4.
			break;
		case SC_PROVIDENCE:
			val2=val1*5; //Race/Ele resist
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3; //% Dmg reflected
			if (sd)
			{	//Pass it to devoted chars.
				struct map_session_data *tsd;
				int i;
				for (i = 0; i < 5; i++)
				{	//Pass the status to the other affected chars. [Skotlex]
					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
						status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
				}
			}
			break;
		case SC_STRIPWEAPON:
			if (bl->type != BL_PC) //Watk reduction
				val2 = 5*val1;
			break;
		case SC_STRIPSHIELD:
			if (bl->type != BL_PC) //Def reduction
				val2 = 3*val1;
			break;
		case SC_STRIPARMOR:
			if (bl->type != BL_PC) //Vit reduction
				val2 = 8*val1;
			break;
		case SC_STRIPHELM:
			if (bl->type != BL_PC) //Int reduction
				val2 = 8*val1;
			break;
		case SC_AUTOSPELL:
			//Val1 Skill LV of Autospell
			//Val2 Skill ID to cast
			//Val3 Max Lv to cast
			val4 = 5 + val1*2; //Chance of casting
			break;
		case SC_VOLCANO:
			if (status->def_ele == ELE_FIRE)
				val2 = val1*10; //Watk increase
			else
				val2 = 0;
			break;
		case SC_VIOLENTGALE:
			if (status->def_ele == ELE_WIND)
				val2 = val1*3; //Flee increase
			else
				val2 = 0;
			break;
		case SC_DELUGE:
			if(status->def_ele == ELE_WATER)
				val2 = deluge_eff[val1-1]; //HP increase
			else
				val2 = 0;
			break;
		case SC_SUITON:
			val2 = 0;	//Agi penalty
			val3 = 0; //Walk speed penalty
			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.

			if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
				break;
			else {
				val3 = 50;

				switch ((val1+1)/3) {
				case 3:
					val2 = 8;
				break;
				case 2:
					val2 = 5;
				break;
				case 1:
					val2 = 3;
				break;
				case 0: 
					val2 = 0;
				break;
				default:
					val2 = 3*((val1+1)/3);
				break;
				}
			}
			break;
		case SC_ONEHAND:
		case SC_TWOHANDQUICKEN:
			val2 = 300;
			if (val1 > 10) //For boss casted skills [Skotlex]
				val2 += 20*(val1-10);
			break;
		case SC_SPEARQUICKEN:
			val2 = 200+10*val1;
			break;
		case SC_DANCING:
			//val1 : Skill ID + LV
			//val2 : Skill Group of the Dance.
			//val3 : Brings the skilllv (merged into val1 here)
			//val4 : Partner
			if (val1 == CG_MOONLIT)
				clif_status_change(bl,SI_MOONLIT,1);
			val1|= (val3<<16);
			val3 = 0; //Tick duration/Speed penalty.
			if (sd) { //Store walk speed change in lower part of val3
				val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
				if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
				val3 -= 40; //TODO: Figure out real bonus rate.
			}
			val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
			tick = 1000;
			break;
		case SC_LONGING:
			val2 = 500-100*val1; //Aspd penalty.
			val3 = 50+10*val1; //Walk speed adjustment.
			break;
		case SC_EXPLOSIONSPIRITS:
			val2 = 75 + 25*val1; //Cri bonus
			break;
		case SC_ASPDPOTION0:
		case SC_ASPDPOTION1:
		case SC_ASPDPOTION2:
		case SC_ASPDPOTION3:
			val2 = 50*(2+type-SC_ASPDPOTION0);
			break;

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

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

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

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

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

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

		case SC_DEFENDER:
			if (!flag)
			{	
				struct map_session_data *tsd;
				int i;
				val2 = 5 + 15*val1; //Damage reduction
				val3 = 65 + 5*val1; //Speed adjustment
				val4 = 250 - 50*val1; //Aspd adjustment 

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

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

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

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

		case SC_BERSERK:
			if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
				sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
			//HP healing is performing after the calc_status call.
			//Val2 holds HP penalty
			if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
			if (!val4) val4 = 10000; //Val4 holds damage interval
			val3 = tick/val4; //val3 holds skill duration
			tick = val4;
			break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		case SC_REGENERATION:
			if (val1 == 1)
				val2 = 2;
			else
				val2 = val1; //HP Regerenation rate: 200% 200% 300%
			val3 = val1; //SP Regeneration Rate: 100% 200% 300%
			//if val4 comes set, this blocks regen rather than increase it.
			break;

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

			}
			break;
		}

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

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

		case SC_COMBO:
		{
			//val1: Skill ID
			//val2: When given, target (for autotargetting skills)
			//val3: When set, this combo time should NOT delay attack/movement
			//val4: Combo time
			struct unit_data *ud = unit_bl2ud(bl);
			switch (val1) {
				case TK_STORMKICK:
					clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
					break;
				case TK_DOWNKICK:
					clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
					break;
				case TK_TURNKICK:
					clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
					break;
				case TK_COUNTER:
					clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
					break;
			}
			if (ud && !val3) 
			{
				ud->attackabletime = gettick()+tick;
				unit_set_walkdelay(bl, gettick(), tick, 1);
			}
			val4 = tick; //Store combo-time in val4.
		}
			break;
		case SC_TKREST:
			val2 = 11-val1; //Chance to consume: 11-skilllv%
			break;
		case SC_RUN:
			val4 = gettick(); //Store time at which you started running.
			break;
		case SC_KAAHI:
			if(flag&4) {
				val4 = -1;
				break;
			}
			val2 = 200*val1; //HP heal
			val3 = 5*val1; //SP cost 
			val4 = -1;	//Kaahi Timer.
			break;
		case SC_BLESSING:
			if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
				val2 = val1;
			else
				val2 = 0; //0 -> Half stat.
			break;
		case SC_TRICKDEAD:
			if (vd) vd->dead_sit = 1;
			break;
		case SC_CONCENTRATE:
			val2 = 2 + val1;
			if (sd) { //Store the card-bonus data that should not count in the %
				val3 = sd->param_bonus[1]; //Agi
				val4 = sd->param_bonus[4]; //Dex
			} else {
				val3 = val4 = 0;
			}
			break;
		case SC_ADRENALINE2:
		case SC_ADRENALINE:
			if (val2 || !battle_config.party_skill_penalty)
				val3 = 300;
			else
				val3 = 200;
		case SC_WEAPONPERFECTION:
		case SC_OVERTHRUST:
			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			break;
		case SC_CONCENTRATION:
			val2 = 5*val1; //Batk/Watk Increase
			val3 = 10*val1; //Hit Increase
			val4 = 5*val1; //Def reduction
			break;
		case SC_ANGELUS:
			val2 = 5*val1; //def increase
			break;
		case SC_IMPOSITIO:
			val2 = 5*val1; //watk increase
			break;
		case SC_MELTDOWN:
			val2 = 100*val1; //Chance to break weapon
			val3 = 70*val1; //Change to break armor
			break;
		case SC_TRUESIGHT:
			val2 = 10*val1; //Critical increase
			val3 = 3*val1; //Hit increase
			break;
		case SC_SUN_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
			break;
		case SC_MOON_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
			break;
		case SC_STAR_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
			break;
		case SC_QUAGMIRE:
			val2 = (sd?5:10)*val1; //Agi/Dex decrease.
			break;

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

		case SC_FLING:
			val2 = 3*val1; //Def reduction
			val3 = 3*val1; //Def2 reduction
			break;
		case SC_PROVOKE:
			//val2 signals autoprovoke.
			val3 = 2+3*val1; //Atk increase
			val4 = 5+5*val1; //Def reduction.
			break;
		case SC_AVOID:
			val2 = 10*val1; //Speed change rate.
			break;
		case SC_DEFENCE:
			val2 = 2*val1; //Def bonus
			break;
		case SC_BLOODLUST:
			val2 = 20+10*val1; //Atk rate change.
			val3 = 3*val1; //Leech chance
			val4 = 20; //Leech percent
			break;
		case SC_FLEET:
			val2 = 30*val1; //Aspd change
			val3 = 5+5*val1; //bAtk/wAtk rate change
			break;
		case SC_MINDBREAKER:
			val2 = 20*val1; //matk increase.
			val3 = 12*val1; //mdef2 reduction.
			break;
		case SC_SKA:  
			val2 = tick/1000;  
			val3 = rand()%100; //Def changes randomly every second...  
			tick = 1000;  
			break;  
		case SC_JAILED:
			tick = val1>0?1000:250;
			if (sd && sd->mapindex != val2)
			{
				int pos =  (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
				map =  sd->mapindex; //Current Map
				//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
				if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
					pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
				//2. Set restore point (val3 -> return map, val4 return coords
				val3 = map;
				val4 = pos;
			}
			break;
		case SC_UTSUSEMI:
			val2=(val1+1)/2; // number of hits blocked
			val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
			break;
		case SC_BUNSINJYUTSU:
			val2=(val1+1)/2; // number of hits blocked
			break;
		case SC_CHANGE:
			val2= 30*val1; //Vit increase
			val3= 20*val1; //Int increase
			break;
		case SC_SWOO:
			if(status->mode&MD_BOSS)
				tick /= 5; //TODO: Reduce skill's duration. But for how long?
			break;
		case SC_ANKLE:
			if (sd && battle_config.pc_sc_def_rate != 100)
				tick -= tick*status->agi*battle_config.pc_sc_def_rate/10000;
			else if (battle_config.mob_sc_def_rate != 100)
				tick -= tick*status->agi*battle_config.mob_sc_def_rate/10000;
			else
				tick -= tick*status->agi/100;
			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
				tick /= 5;
			// Minimum trap time of 3+0.03*skilllv seconds [celest]
			// Changed to 3 secs and moved from skill.c [Skotlex]
			if (tick < 3000)
				tick = 3000;
			break;
		case SC_SPIDERWEB:
			if (map[bl->m].flag.pvp)
				tick /=2;
			break;
		case SC_INTRAVISION:
		case SC_ARMOR_ELEMENT:
			//Place here SCs that have no SCB_* data, no skill associated, no ICON
			//associated, and yet are not wrong/unknown. [Skotlex]
			break;
		default:
			if (calc_flag == SCB_NONE &&
				StatusSkillChangeTable[type]==0 &&
				StatusIconChangeTable[type]==0)
			{	//Status change with no calc, and no skill associated...? unknown?
				if(battle_config.error_log)
					ShowError("UnknownStatusChange [%d]\n", type);
				return 0;
			}
	}
	else //Special considerations when loading SC data.
	switch (type) {
		case SC_WEDDING:
		case SC_XMAS:
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
			clif_changelook(bl,LOOK_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
			break;	
		case SC_KAAHI:
			val4 = -1;
			break;
		//In case the speed reduction comes loaded incorrectly,
		//prevent division by 0.
		case SC_INCREASEAGI:
		case SC_DECREASEAGI:
		case SC_DONTFORGETME:
		case SC_CLOAKING:
		case SC_LONGING:
		case SC_HIDING:
		case SC_CHASEWALK:
		case SC_DEFENDER:
			if (!val3)
				return 0;
			break;
		case SC_GUILDAURA:
			//Compatibility Upgrade due to Guild Aura code rewrite 
			//(older saved SC versions would load up with huge bonuses)
			return 0;
	}
	//Those that make you stop attacking/walking....
	switch (type) {
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
		case SC_STONE:
			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
				pc_setstand(sd);
		case SC_TRICKDEAD:
			unit_stop_attack(bl);
			skill_stop_dancing(bl);
			// Cancel cast when get status [LuzZza]
			if (battle_config.sc_castcancel)
				unit_skillcastcancel(bl, 0);
		case SC_STOP:
		case SC_CONFUSION:
		case SC_CLOSECONFINE:
		case SC_CLOSECONFINE2:
		case SC_ANKLE:
		case SC_SPIDERWEB:
			unit_stop_walking(bl,1);
		break;
		case SC_HIDING:
		case SC_CLOAKING:
		case SC_CHASEWALK:
			unit_stop_attack(bl);
		break;
		case SC_SILENCE:
			if (battle_config.sc_castcancel)
				unit_skillcastcancel(bl, 0);
		break;
	}

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

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

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

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

	(sc->count)++;

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

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

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

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


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

	sc = status_get_sc(bl);

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

	if(sc->data[SC_DANCING].timer != -1)
		skill_stop_dancing(bl);
	for(i = 0; i < SC_MAX; i++)
	{
		if(sc->data[i].timer == -1)
		  continue;
		if(type == 0)
		switch (i)
		{	//Type 0: PC killed -> Place here stats that do not dispel on death.
		case SC_EDP:
		case SC_MELTDOWN:
		case SC_XMAS:
		case SC_NOCHAT:
		case SC_FUSION:
		case SC_TKREST:
		case SC_READYSTORM:
		case SC_READYDOWN:
		case SC_READYCOUNTER:
		case SC_READYTURN:
		case SC_DODGE:
		case SC_JAILED:
		case SC_STRFOOD:
		case SC_AGIFOOD:
		case SC_VITFOOD:
		case SC_INTFOOD:
		case SC_DEXFOOD:
		case SC_LUKFOOD:
		case SC_HITFOOD:
		case SC_FLEEFOOD:
		case SC_BATKFOOD:
		case SC_WATKFOOD:
		case SC_MATKFOOD:
			continue;
		}
		status_change_end(bl, i, -1);

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

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

	return 1;
}

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

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

	BL_CAST(BL_PC,bl,sd);

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

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

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

		case SC_DEFENDER:
		case SC_REFLECTSHIELD:
		case SC_AUTOGUARD:
		if (sd) {
			struct map_session_data *tsd;
			int i;
			for (i = 0; i < 5; i++)
			{	//Clear the status from the others too [Skotlex]
				if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
					status_change_end(&tsd->bl,type,-1);
			}
		}
		break;
		case SC_DEVOTION:	
		{
			struct map_session_data *md = map_id2sd(sc->data[type].val1);
			//The status could have changed because the Crusader left the game. [Skotlex]
			if (md)
			{
				md->devotion[sc->data[type].val2] = 0;
				clif_devotion(md);
			}
			//Remove AutoGuard and Defender [Skotlex]
			if (sc->data[SC_AUTOGUARD].timer != -1)
				status_change_end(bl,SC_AUTOGUARD,-1);
			if (sc->data[SC_DEFENDER].timer != -1)
				status_change_end(bl,SC_DEFENDER,-1);
			if (sc->data[SC_REFLECTSHIELD].timer != -1)
				status_change_end(bl,SC_REFLECTSHIELD,-1);
			break;
		}
		case SC_BLADESTOP:
			if(sc->data[type].val4)
			{
				struct block_list *tbl = (struct block_list *)sc->data[type].val4;
				struct status_change *tsc = status_get_sc(tbl);
				sc->data[type].val4 = 0;
				if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
				{
					tsc->data[SC_BLADESTOP].val4 = 0;
					status_change_end(tbl,SC_BLADESTOP,-1);
				}
				clif_bladestop(bl,tbl,0);
			}
			break;
		case SC_DANCING:
			{
				struct map_session_data *dsd;
				struct status_change *dsc;
				struct skill_unit_group *group;
				if(sc->data[type].val2)
				{
					group = (struct skill_unit_group *)sc->data[type].val2;
					sc->data[type].val2 = 0;
					skill_delunitgroup(bl, group, 0);
				}
				if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
					dsc = &dsd->sc;
					if(dsc && dsc->data[type].timer!=-1)
					{	//This will prevent recursive loops. 
						dsc->data[type].val2 = dsc->data[type].val4 = 0;
						status_change_end(&dsd->bl, type, -1);
					}
				}
			}
			if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT)
				clif_status_change(bl,SI_MOONLIT,0);

			if (sc->data[SC_LONGING].timer!=-1)
				status_change_end(bl,SC_LONGING,-1);				
			break;
		case SC_NOCHAT:
			if (sd) {
				if (sd->status.manner < 0 && tid != -1)
				  	sd->status.manner = 0;
				clif_updatestatus(sd,SP_MANNER);
			}
			break;
		case SC_SPLASHER:	
			{
				struct block_list *src=map_id2bl(sc->data[type].val3);
				if(src && tid!=-1)
					skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
			}
			break;
		case SC_CLOSECONFINE2:
			{
				struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
				struct status_change *sc2 = src?status_get_sc(src):NULL;
				if (src && sc2 && sc2->count) {
					//If status was already ended, do nothing.
					if (sc2->data[SC_CLOSECONFINE].timer != -1)
					{ //Decrease count
						if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
							status_change_end(src, SC_CLOSECONFINE, -1);
					}
				}
			}
		case SC_CLOSECONFINE:
			if (sc->data[type].val2 > 0) {
				//Caster has been unlocked... nearby chars need to be unlocked.
				int range = 1
					+skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
					+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
				map_foreachinarea(status_change_timer_sub, 
					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
			}
			break;
		case SC_COMBO: //Clear last used skill when it is part of a combo.
			if (sd && sd->skillid_old == sc->data[type].val1)
				sd->skillid_old = sd->skilllv_old = 0;
			break;

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

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

		case SC_BERSERK:
			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
			if(status->hp > 100 && sc->data[type].val2)
				status_set_hp(bl, 100, 0); 
			if(sc->data[SC_ENDURE].timer != -1)
				status_change_end(bl, SC_ENDURE, -1);
			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP),
				skill_get_time(LK_BERSERK, sc->data[type].val1));
			break;
		case SC_GRAVITATION:
			if (sc->data[type].val3 == BCT_SELF) {
				struct unit_data *ud = unit_bl2ud(bl);
				if (ud)
					ud->canmove_tick = ud->canact_tick = gettick();
			}
			break;
		case SC_GOSPEL: //Clear the buffs from other chars.
			if (sc->data[type].val3) { //Clear the group.
				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
				sc->data[type].val3 = 0;
				skill_delunitgroup(bl, group, 0);
			}
			break;
		case SC_HERMODE: 
			if(sc->data[type].val3 == BCT_SELF)
				skill_clear_unitgroup(bl);
			break;
		case SC_BASILICA: //Clear the skill area. [Skotlex]
				skill_clear_unitgroup(bl);
				break;
		case SC_TRICKDEAD:
			if (vd) vd->dead_sit = 0;
			break;
		case SC_WARM:
			if (sc->data[type].val4) { //Clear the group.
				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
				sc->data[type].val4 = 0;
				skill_delunitgroup(bl, group, 0);
			}
			break;
		case SC_KAAHI:
			//Delete timer if it exists.
			if (sc->data[type].val4 != -1) {
				delete_timer(sc->data[type].val4,kaahi_heal_timer);
				sc->data[type].val4=-1;
			}
			break;
		case SC_JAILED:
			if(tid == -1)
				break;
		  	//natural expiration.
			if(sd && sd->mapindex == sc->data[type].val2)
			{
				if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
					pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
			}
			break; //guess hes not in jail :P
		case SC_CHANGE:
			if (tid == -1)
		 		break;
			// "lose almost all their HP and SP" on natural expiration.
			status_set_hp(bl, 10, 0);
			status_set_sp(bl, 10, 0);
			break;
		}

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

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

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

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

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

	if(opt_flag)
		clif_changeoption(bl);

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

	return 1;
}

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

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

	hp = status->max_hp - status->hp;
	if (hp > sc->data[data].val2)
		hp = sc->data[data].val2;
	if (hp)
		status_heal(bl, hp, 0, 2);
	sc->data[data].val4=-1;
	return 1;
}

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

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

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

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

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

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

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

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

	case SC_SKA:  
		if((--sc->data[type].val2)>0){  
			sc->data[type].val3 = rand()%100; //Random defense.  
			sc->data[type].timer=add_timer(  
				1000+tick, status_change_timer,  
				bl->id, data);  
			return 0;  
		}  
		break;

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

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

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

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

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

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

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

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

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

	case SC_DEVOTION:
		{	//Check range and timeleft to preserve status [Skotlex]
			//This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
			struct map_session_data *md = map_id2sd(sc->data[type].val1);
			if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
			{
				sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;
		
	case SC_BERSERK:
		// 5% every 10 seconds [DracoRPG]
		if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
		{
			sc->data[type].timer = add_timer(
				sc->data[type].val4+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
		break;
	case SC_NOCHAT:
		if(sd){
			sd->status.manner++;
			clif_updatestatus(sd,SP_MANNER);
			if (sd->status.manner < 0)
			{	//Every 60 seconds your manner goes up by 1 until it gets back to 0.
				sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

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

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

	case SC_GOSPEL:
		if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
		{
			int hp, sp;
			hp = (sc->data[type].val1 > 5) ? 45 : 30;
			sp = (sc->data[type].val1 > 5) ? 35 : 20;
			if(!status_charge(bl, hp, sp))
				break;
			sc->data[type].timer = add_timer(
				10000+tick, status_change_timer,
					bl->id, data);
			return 0;
		}
		break;
		
	case SC_GUILDAURA:
		{
			struct block_list *tbl = map_id2bl(sc->data[type].val2);
			
			if (tbl && battle_check_range(bl, tbl, 2)){
				sc->data[type].timer = add_timer(
					1000 + tick, status_change_timer,
					bl->id, data);
					return 0;
			}
		}
		break;
	case SC_JAILED:
		if(--sc->data[type].val1 > 0)
		{
			sc->data[type].timer=add_timer(
				60000+tick, status_change_timer, bl->id,data);
			return 0;
		}
		break;
	case SC_BLIND:
		if(sc->data[SC_FOGWALL].timer!= -1) 
		{	//Blind lasts forever while you are standing on the fog.
			sc->data[type].timer=add_timer(
				5000+tick, status_change_timer,
				bl->id, data);
			return 0;
		}
		break;
	}

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

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

	return status_change_end( bl,type,tid );
}

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

	int type;
	unsigned int tick;

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

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

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

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

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

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

		if(sc->data[i].timer == -1)
			continue;
		
		switch (i) {
			//Stuff that cannot be removed
			case SC_WEIGHT50:
			case SC_WEIGHT90:
			case SC_COMBO:
			case SC_SMA:
			case SC_DANCING:
			case SC_GUILDAURA:
			case SC_SAFETYWALL:
			case SC_NOCHAT:
			case SC_JAILED:
			case SC_ANKLE:
			case SC_BLADESTOP:
			case SC_CP_WEAPON:
			case SC_CP_SHIELD:
			case SC_CP_ARMOR:
			case SC_CP_HELM:
				continue;
				
			//Debuffs that can be removed.
			case SC_HALLUCINATION:
			case SC_QUAGMIRE:
			case SC_SIGNUMCRUCIS:
			case SC_DECREASEAGI:
			case SC_SLOWDOWN:
			case SC_MINDBREAKER:
			case SC_WINKCHARM:
			case SC_STOP:
			case SC_ORCISH:
			case SC_STRIPWEAPON:
			case SC_STRIPSHIELD:
			case SC_STRIPARMOR:
			case SC_STRIPHELM:
				if (!(type&2))
					continue;
				break;
			//The rest are buffs that can be removed.
			case SC_BERSERK:
				if (!(type&1))
					continue;
			  	sc->data[i].val2 = 0;
				break;
			default:
				if (!(type&1))
					continue;
				break;
		}
		status_change_end(bl,i,-1);
	}
	return 0;
}

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

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

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

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

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

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

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

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

	ud = unit_bl2ud(bl);

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

	if (!flag)
		return 0;

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

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

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

	if (!regen->sregen)
		return flag;

	//Skill regen
	sregen = regen->sregen;

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

//Natural heal main timer.
static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
{
	natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
	map_foreachiddb(status_natural_heal);
	natural_heal_prev_tick = tick;
	return 0;
}

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

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

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

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

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

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

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

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

	return 0;
}

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