summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: cb442f4fb4db93980c9e58890c2cdb4ab1f32b73 (plain) (tree)
1
2
3
4
5
6
7
8
9
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
8586
8587
8588
8589
8590
8591
8592
8593
8594
8595
8596
8597
8598
8599
8600
8601
8602
8603
8604
8605
8606
8607
8608
8609
8610
8611
8612
8613
8614
8615
8616
8617
8618
8619
8620
8621
8622
8623
8624
8625
8626
8627
8628
8629
8630
8631
8632
8633
8634
8635
8636
8637
8638
8639
8640
8641
8642
8643
8644
8645
8646
8647
8648
8649
8650
8651
8652
8653
8654
8655
8656
8657
8658
8659
8660
8661
8662
8663
8664
8665
8666
8667
8668
8669
8670
8671
8672
8673
8674
8675
8676
8677
8678
8679
8680
8681
8682
8683
8684
8685
8686
8687
8688
8689
8690
8691
8692
8693
8694
8695
8696
8697
8698
8699
8700
8701
8702
8703
8704
8705
8706
8707
8708
8709
8710
8711
8712
8713
8714
8715
8716
8717
8718
8719
8720
8721
8722
8723
8724
8725
8726
8727
8728
8729
8730
8731
8732
8733
8734
8735
8736
8737
8738
8739
8740
8741
8742
8743
8744
8745
8746
8747
8748
8749
8750
8751
8752
8753
8754
8755
8756
8757
8758
8759
8760
8761
8762
8763
8764
8765
8766
8767
8768
8769
8770
8771
8772
8773
8774
8775
8776
8777
8778
8779
8780
8781
8782
8783
8784
8785
8786
8787
8788
8789
8790
8791
8792
8793
8794
8795
8796
8797
8798
8799
8800
8801
8802
8803
8804
8805
8806
8807
8808
8809
8810
8811
8812
8813
8814
8815
8816
8817
8818
8819
8820
8821
8822
8823
8824
8825
8826
8827
8828
8829
8830
8831
8832
8833
8834
8835
8836
8837
8838
8839
8840
8841
8842
8843
8844
8845
8846
8847
8848
8849
8850
8851
8852
8853
8854
8855
8856
8857
8858
8859
8860
8861
8862
8863
8864
8865
8866
8867
8868
8869
8870
8871
8872
8873
8874
8875
8876
8877
8878
8879
8880
8881
8882
8883
8884
8885
8886
8887
8888
8889
8890
8891
8892
8893
8894
8895
8896
8897
8898
8899
8900
8901
8902
8903
8904
8905
8906
8907
8908
8909
8910
8911
8912
8913
8914
8915
8916
8917
8918
8919
8920
8921
8922
8923
8924
8925
8926
8927
8928
8929
8930
8931
8932
8933
8934
8935
8936
8937
8938
8939
8940
8941
8942
8943
8944
8945
8946
8947
8948
8949
8950
8951
8952
8953
8954
8955
8956
8957
8958
8959
8960
8961
8962
8963
8964
8965
8966
8967
8968
8969
8970
8971
8972
8973
8974
8975
8976
8977
8978
8979
8980
8981
8982
8983
8984
8985
8986
8987
8988
8989
8990
8991
8992
8993
8994
8995
8996
8997
8998
8999
9000
9001
9002
9003
9004
9005
9006
9007
9008
9009
9010
9011
9012
9013
9014
9015
9016
9017
9018
9019
9020
9021
9022
9023
9024
9025
9026
9027
9028
9029
9030
9031
9032
9033
9034
9035
9036
9037
9038
9039
9040


                                                          




                                 
                            
                          
                             
 
                

                 








                   
                  


                   
                       
                      
                    
 






                   
                      






                       
 





                                                                       


                                                                                      
                                              
          





                                                          
                                                     
                                       
 



                                                                                                                     
 



                                                                     
 
                                  
 


                                                                               
                               
         


                                          
                               






                                                                                    

 

                                                           
                                                                      
 













                                                                           
                                          
 
                                                   
                                                

 

                           



                                                    
                                                    
 

                                                                          
 
                                                                                                                              

                                                                                                




                                                                                                       
                                                                            
                                                                                    
                                                                             








































                                                                                                                      
                                                                                             






                                                                                                     











                                                                                               
                                                                                               





















                                                                                                    
                                                            















                                                                                            
                                                                                           
























                                                                                                                       
                                                                                           
                                                            







                                                                                                      
                                                                                           















































                                                                                                                                                                       
                                                                                            


                                                                                                






                                                                                            
                                                                                           










                                                                                                                      
                                                                                                                      







                                                                                                      
                                                                                           


































                                                                                                                        

                                                                                            

                                                                                             



                                                                                                           
 

                                                                                              

















                                                                                                              


















                                                                                                                                                                       


                                                                                                           
 


                                                                                                                   



























































































































































                                                                                                                                                               

                                                                                        














                                                                               



                                                         



                                                                      

                                                               

                                                      
                                                               


                                                       

                                                       
                                                       
                                                        
                                                       





                                                           
                    





                                                                   

                                                           
                                                                     

                                                                   


                                                           
                                                               
                                                               



                                                                    





                                                               










































































                                                                                               
 



















                                                                                                  

                                                        















                                                                  


                                                           
                                                         
                                                        






                                                          





                                                          





                                                           
                                                                           


                                                                   

                               
                                                       

















                                                       







                                                                                                                     

                                            
                                              






























                                                                                  
 










                                                                   

                                                        
                                  



                                                                                          



                                                                               
                                                             






                                                                                                           
 
                                               
                                               



                       
                                               

                       
 

                                                                                             
 
                                                

                                     
 












                                             

                          






                                                                                         
                                                                                                                            
                       
 
                               
                          
                                                        
                                                                         








                                                                                   
                                                                                
                                                                      

                                                                                              
                                                                                                                                                    
                                                                                            
                         

                                                                                    
                                                                                        
                                         
                                                               
                                                      
                                                                                                 

                                 
                                                                                        
                                                                                     

                                                                                                     



                                                

                        
 
                                     

                                                                                 

                                                                    
                                                              
                                                                             
         
 

                             


                                                                            
                                                                                 

         
                                    
                                                                  










                                                                            



                                                                                       
                                                                                






                                                                       
 




                                                              




                                                                         
                                                                     
                                          
                                                                                             
                                           
                                                                                               

                 
   
                                                                   
                                   
                                                                                
                                                                                                         
                                                                                                         


                                                                            


                                                                        



                                                              
                             

         

                                                                                                        


                                                                     
 


                             

                                      
                                                                        
                                           

                                    
                                                 


                                                                               
                                            
                                               
                                                     


                                                    
 













                                                                                                  
 




                               
                                                                                     
                                                      

                       
 
                





                                                  
 




                                                                  
                                      
                                                      













                                                                  


                                                

                                             
                                                                 
 
                                   
                          


                                                                  
                                                               
         
 






                                                                       

                                                                              

























                                                                                                                              


                                                          

















                                                                              
                                                                                           

                                                           



                              
                                                                                           

                                                           
                


                                                                                      










                                                                                    
 




                                                 


                               

                                                 

                               
 





                                                                        


                                                                          


                 
 









                                                                                                
                                              









                                                                                                     
 
















                                                                                  
                                                                  
                                                                                                         

                                                                                  
                         

                                         
 





                                                                                
                                                                         



                                                                            



                                                                                                                   


                                 
                                                              
                                              
                                                

                                 
 

                                                             








                                                                                   
                                                    
                 
                                                





                                                                                                       






                                               
                                         

                                                                                                            






                                                                                                                     
                                                       

                                                                                                                                                      

                                                         




                                         



                                                                                                         























                                                                              

                                                                                                                             







                                                                          

                                              
                                                         
                                 
                                                                                                           
                                                
                                 
                                                                                                                            






                                                                                 
                                                                                   
                                          
 
                              





                                                                       

                                                                                                  
                                         

                                                                                                             







                                                                                                                                         






                                                                                                                                                                                  

                                                                 
                                                                                          
                                 






















                                                                               
 
                             
                                                                 
                   

                                                                                                                                       
                                 

                      


                                                                                                                                                           
         
 


                 






                                                                                   

                                                                                                                                                          





                                                               
          
















                                                                                        

                       
 
                                                                                                    












                                                    
                               
                               
















                                                                               
                                            

 


                                                                                   
                  



                                                                                                          

 
          

                                                                                            
                                                                                   
      
 
                                         



                                                                                             

 




                                                                                             
                               
                               


                                                
          

                                                               
                                                        
      
                                                        
 
                             



                                                                                                                                                                                                                                 
                    



                                                         
      
 
                                                    
                                                                                       



                                                       
                                                                                     


                                  




                                                                      
                                                                
                                                                                                                              
      






















                                                                                      
                                                     






                                             
                                       










                                                                  

                                         
 

                                                                
 

                                                    
 










                                                                                         
                                                                                              
 

                                                                    
 








                                                                                          
 
































                                                                                                

 










































                                                                                                    







                                                                        





                                                                                                    
                 

         

                                                                        
 



                                                 
                                                     
 
                       


                                                                                 
                                                                                       
                                                    




                                                                                        























                                                                                           
 













                                                                                                      
                           
                                                                   


                                                                              




                                                                                                                                            
 


                 




                                                                                              
                                        




















                                                                                                 
 

                                                                                                             
 
                                                                                                           
                                                                                            
                                                                                                                                          
                                                                                 

                                                                                             
 





                                                                        





                                                                                                 
 
                                                                                             

                                      





                                                                                                                                           
 


                   
          










                                                                                                                       


                                                                                           
                                                            

                                                                                    
                                                                          
                                                 

                                                                 


                              


                                                           

                                                                                                              

                                      
 
                                                    
 
                                                                                             
 
                   


                                                     







                                                                                                   
                                  















                                                                                                            

                               
                            


                                                                                
 

                                                                                               
                                                           

















                                              
                                         
                                        



                                               

                                                                                                              
 


                                                                 
                                                               
                                                                                                       
 
                                                                                                                       
                                           
                                                              
                                                                                      
 













                                                                        
                                                     
                                        
                                        

                                     
                                     
                                      
                                       
                                        



                                      
                                        
                                       

                                      


                                          
                                     
          
        
                                                            

                                                     











                                                  

                                              












                                                        
                                         
                                        
                                            
                                      

                                           
                                           


                                              
                                            

                                            

                                           

                                                 

                                            


                                               

                  

                                                                          

                                                                            
 












                                                                                                                                                                  
 

                                                              
                                                                    









                                                                                          



                                                                                                
                                                  





                                                                                              
                          













                                                                                                        














































                                                                                                                                                     
 

                                                                        
                                                            
 
















                                                                                                                                                                  
 


                                                                                 
                                                                                                          





                                                                                              
                                                               







                                                                                     
                                                                                                                       
                                                         
                                                                                           
                                                         




                                                                                                    













                                                                                                      
 






                                                                                      





                                                                                                                                                      

                                                                     
 
                                             
                                                        


                                                        



                                                 



















                                                                               
                                                
                                                                
                                        
                                 
                                             





                                                      

































                                                                                                                     
 











                                                                                         






                                                                                           















                                                                            
 

                                 





                                                                        





































































                                                                                       
 




































                                                                                                               






                                                    
          

                                                               
                                                               
      
         
               


                                                             




                                                                                                  
      






                                                      
          

                                                                
                                                                
      
         
               


                                                             




                                                                                                    
      



                                                                                                                                     
                                              











                                                                                      
 
                                           
 














                                                                                         

                                                                                 

                                                    









                                                        

                                                            
 


                                                              













                                                
                                                
                                                       

                                                 








                                                           

                                    
                                                    

                                                                                  
                 

                                                         








                                                    
                 





                                                                                     



                                                                                  
                 






                                                                                 
         
                                               
 
                                  




                                           

                                                                     



                                                   
                                          
         

                        
 


                 
                                                                 
 

                                                      











                                                                            
                                               
 


                 
                                                              
 

                                                      
                  
                    
 







                                      
                                                                    
                                               
                                   

                                                                                         
                                                     
                                                       
                                                   
                                                                

















                                                                          
 

                                                               

                                                             

















                                                                                         

                                                                                       
                                                                                     

                                                      
          
           
                                                                                                                       


                                            
                                               















                                                                                         
          



                                                                                           
                                                                                     
          



                                                                                            














                                                                                                        
 
                                            
                       
 
                               

                                                         
                                           




                                                          
                                 

                                                   
                                           


                                                
 
                

                                              
                                                                







                                                                      
                                                               
                                                                  


                                                         
                                                                
                                                                  
                                                             
                                                                  
                                                         
 

                                                         
 
                        
                                                                      
                                                                  
 
                                                                               
                                                                   


                                                         
                                                                               
                 
                                                                  


                                                                                             
                                                                      
                                                                  

                                                         
 
                                

                                                     
                                                                     



                                                                
                                                                      




                                                                







                                                                       






                                                                                                      
 



















                                                                      
 



                              




                                                                     



                                

                                    
                                                                                                     

                                                                                                                                                         
                                             



                                      
                                         




                                                    
                                    



                                    
                                      
         

                                                                                  
                 

                                                    
                      
                                                                                    


         

                                                                                     
                                                                          
 



                                                                        
                 
 


                                 
                                                                            


                                             
 


                                                                     

                                         




                                                                     

                                                  




                                                                     



                                                    




                                                                       



                                                    




                                                                     



                                             










                                                                     



                                                                     



                                                                      
 


                                                                                        
 
                                       

                                                      
                                                                                              

                                                      

                                                                                               

                         







                                                                          
















                                                                                                               
         

                                                                     



                                                                         







                                                                                                                
         
                                                                        



                                                                            








                                                                                                                                                        
                                                      
                                                                           
 
                                                                                        
                                                                                 
                                                                                          
                       
                                                                                   







                                                                                               
         
 















                                                                                                                    


                                                                                        













                                                                                  
                                                






                                     
                            
















                                                                                                        
                                                    

                                                             


                            
















                                                                                             
                                                    

                                                             


                           
                          
                  

                                                                                  
                                                                
              
                                                                



                                                            
                                                                
                                                                                
                      


                                                                                
                                                                              
                                                                

                                                                                      
 


                                                                         
                 
 


                                                                                                                     


                           


































































                                                                                                                                        
         
          

                                             





                                                                           











                                                                                                         
 









                                                                                       
         
 


                                                            


































































































                                                                                                                               
 
 

                                                        
                                              


                                                                                               
                                                  
 





                                                       

                                                        
                                     
                         


                                                                      
                         
                                  
                         
                              
                          




                                                           


                                  




                                                                                   
                         




                                    
 
                                                          




                                                                                               
                                                  
 







                                                                                               

                                                        


                                                                        
                         


                                                      
                                                                          










                                                                                   
                         




                                                   
 
                                                          




                                                                                               
                                                  
 





                                                       

                                                        




                                                                         
                         






                                                                                   

                         
                                                          




                                                                                                
                                                   
 





                                                        

                                                         


                                                  
                          
                                  
                          


                                                            


                                   








                                                                                    

                          
                                                           




                                                                                               
                                                  
 

                                                                                               
 





                                                       

                                                        
                                     
                         


                                                                         
                         




                                                           


                                  
                                   
                                                                          




                                                                                   

                          
                                                          




                                                                                               
                                                  
 
                              
                         





                                                       

                                                        
                                  
                         
                               
                          




                                                                                   

                         
                                                          





                                                                                                 
 










                                                                    
                                 


                                                                              
                                      
                              

                                                         
                                 
                                      




                                                            
                            






                                                                  
                                                           






                                                                                                 














                                                                    
                                 
                                     
                                      
                                                              

                                                 
                                                                                             
                                                                                                          
                                                                      

                 




                                                                
                                      

                                                                  

                                                      






                                                                        
 
                                                           






                                                                                                 









                                                                  
 
                                                           





                                                                                                       
 








                                                                
                                     

                                   
 
                                                      







                                                                                             












                                                               
                                    
                                   
                          
                                   
                                                                             

                                                     

                                      
 
                                                



                                                                                               






                                                                          



                                                  














                                                                  
                           
                                                                  
                                      
                                
                                      
                              
                                      
                                   
                           


                                                        


                                                           






















                                                                                                                                         
 
                                                 






                                                                                                 



                                                       
 
                                                   
 
          



                                                                                                    

                             
          

                                                               
                                                                     
      
                                
                         


                                              
                           
                                
                          
                                  
                          








                                                               
                         
                               
                         




                                                                  
                         





                                                                                               



















                                                                                                                                                      
          

                                                       
                                                             
      






                                                                                               
                                
                         
                                     
                         






                                                                    
                                      
                                
                                      
                            
                                      

                                                              


                                                                                               

                                                              













                                                                                        
 
                                                 

 
          



                                                                                                      

                             
          

                                                                
                                                                      
      
 
                                
                         
                                
                           
                                  
                          


                                                        
                                    
                               
                                    

                                                                 

                                                                          









                                                                                                                                                        
 
          

                                                        
                                                              
      






                                                                                                 
                                
                         

                            

                                                                    

                                                                           
 
                                                  



                                                                                                   
                                        
                       
 

                                                     
 
                                                                                           





                                                                     
 


                                      
 

                                                 










                                                                                                      
 



                                          
                 

















                                                                                                                                                                                                                       
                                                                                                      






















                                                                                                                                                                   

















                                                                                                                                             





                                                                                                                   

                 





















                                                                                                                               

                                                                                    








                                                                                                           
 


                                        
 









                                                                                        
                                                                                               
                                                                           
         
 
                                                    

 

                                                                         

                                                                                                  
               


                                                     
              
      


                                                       
                                  

                            

                                                              
 


                                                                
 


                                                         
 



                                                              


                                                             
                


                                                            
                


                                                              
 


                                                              
                


                                                       
 

                                                          

                                            
                                                                  





                                                            
                                               
                                               


                                               
                                                                          



                                 
                                                       
                                        
                                         
                                                   

                                         
               


                                                                                              




                                               
      
                                     
                                                                  


                                                        
                                 
                            
                                 


                                                                         
                                 



                                                              
                                         
                                                             

                                         


































                                                                                            
 
                                                      



                                                                                                       
                                                                                      

                                                      
                                 
                         
                                        
                         
                                                      

                         
                                                              






                                                                                                          






                                                                   
                                   


                                   

                                                                  
 





                                                                        







                                                                                                          



                                                                   

                                                                  







                                                                                                      

                               
                                 
                                                        
                                 
                                   
                                
                                     
                                  

                                                          


                                                     
                                                             





                                                                                                    

                                
                         
                                                        
                         
                                   
                         
                                     
                         

                                                          

                                   
 
                                                






                                                                                                      


                                                      
                                 
                                    
                                 
                                   
                                
                                   
                                
                                  
                                  
                                 
                                
                                     
                                
                                    
                                 
                                                             





                                                                                                 






                                                                        



                                           
                                                  
 
                       
                           




                                                                                                                       






                                            
                                              

                                           
                       





                                                                                                                     
                                                             

                                                   




                                            
                                              

                                        
                       




                                                                     

                                                           






                                                               

                                                           
                                                           







                                                                 
 
                           



                                                                   
                                                                   








                                                                 



                                                                                                                            
                                                                 



                                    
          



                                                         




                                                                
                                                  
                                                                
          

                                                  
                                                  
      








                                                                                  

                                              
                       






















                                                                                             



                                                                       







                                                         
                       




















                                                                                     



                                                                       
                    
                                                      







                                                              

                                               
                       




















                                                                                     



                                                                       
                    
                                                                                              








                                                                                       

                                          
                       







                                                         
                       








                                                          
                       





                                                    
                                       


                                
                                                                                              



                                                                    
                                                            

                              





                                                        
                                                       








                                                           
                                              

                                                                                       

                                                   

                                               










                                                                 


                                                                



































                                                                                         
                            







                                                                                                           
                            















                                                                                                            
                              







                                                                                                            
                            







                                                                                                            
                            


                                                                                                                   








                                                                                                                  




                                                                                
                                                                                 



                                    
                                                                     

                                                          
                
                           



                                                
                                                






                                                     
                        
                                                     

 


                                                         
                                                                                             
 
                                     



                                    
                       


























                                                                            
                         

         
                               







                                            
                                        

                      
                                         
                      
                            
                                      
                                                              

                       
                                         
                      
                      

                                                                                   
                                 
                    

                                                
                      
                      
                                                           

                          
                                                           
                      
                      

                                                                        
                                         
                      
                            


                                                               
                                               

































                                                                                                                             
                


                                                               
                                   
         











                                                                         

                                                                
                                                                                     

                 










                                                                          

                                                                 
                                                                                      
                 




                               



                                                                                    


                                                           

                                                                                                                    





                                                         


                                                                        
                                                                                  
                                                             
                                                                                       
                 
         











                                                                    


                                                                      
                              



                                            



                                              



                                                        
                                              
                                                                                                                               


                                           
                                        

                                   
                                                                          
 
                       
                               

                                            
                                               
         
                                                                                      
                         

         


                                                            
                                                                                                     
                         
 
                                                                              
         
                                                         

                                                                                             

         
                                



                                                     
                                                                     
                                     

         
                                                                        
                                         

                     
                      


                                              
                                                   



                                             
                         

                                                                                        






                                                                                                         
              
 
                             

                                                                                 
                                 
              
                        
                                                                                           




                                       

                           
                                               
                                                                                                   


                                                                                                  



                                                                                      
                                            

                                                                                              





                                                                                       
                                            
                                                


                                 


                                                                               
                        
                             
                               
                                            







                                 
                                          
                                 

                                                                                                                  




                                                                                     
                                                                      
                                                                                                
                                 
              




                                                                         
                                   
                                                       


                                                              




                                                           
                                                                   
                                                                                  

                                 
         
              





                                                                         
                                         
















                                                                         
                                                                                              
              
                            

                                                                                        


                                                            
                                         


                                                                        
                                         

                                               
                                                                                              
              



                                                           
                                         

                                                          
                                         

                                               
                                                                                              
              



                                                          
                                         

                                                          
                                         
                                               
                 
                                                                                              
              







                                                               
                        
                                                                                          


                                 
                                                                                          


                                 
                                                                                          


                                 
                                                                                          


                                 
                                                                                          


                                 
                                                                                          


                                 
                                                                              


                                 
                                                                              


                                 
                                                                              


                                 
                                                                              


                                 
                                                                              


                                 
                                                                              

                                 



                                                                                                    







                                                                  
                                            
                                        


                                            

                                           
                                        



















                                                                                                                       


                                         
 
                                                                   

                     
                         

                                                                                                                             
                                                                                    
                                                                       
                                                                         
                                                                               


                            
                                                                     
                      
                         


                                                                     

                                               
                                                                   

                                               






                                                                        
                                                                      


                                                                                   



                                                                     


                                                      
                                                                    

                      
                                   
                                                                   

                       
                                                               
                                                                       

                        
                                                                                 
                                                                        

                       

                                                                       



                                                       





                                                                                


                          

                                                               
                      
                      
                                                                   
                      
                          
                                            
                                                                                   
                                                                             



                                 
                                                                

                           
                                                                       

                              
                                                                    
                      

                                                          

                                                                     
                      
                        
                                                                       

                        
                                                                       

                        
                                                                       

                        
                                                                       

                        
                                                                       

                        
                                                                       

                              
                                                                 

                              
                                                                 

                              
                                                                 

                              
                                                                 

                              
                                                                 

                              
                                                                 
                      
         
 
                                     
                                    
         
                              
                 







                                                         



                                                 
                                                     
                                                 
                                      

                                             
                                            























                                                                                                                                   
                                            
                                              
                                             


                                                                           
                                                         
                                                 
                                                    


                                                 
                                                      
                                                                                           
                                                    


                                                 
                                                                                               
                                                            
                                                                 
                                                                                 
                                                                  

                                      

                                                                                             


                                                 
                                      

                                                                        
                                
                                                    
                                                                                                          
                 



                                                


                                                                       
                                    




                                                       
                                                                                                                                      
                         
                                                             







                                                                                                                                    
                                 

                                                                                                                                
                         
                                                                                                        
                                  
                                          


                                                             
                                                                                         
                                                                                    
                                  
                              

                                                           
                                  
                                               






                                                                           

                                                                                                     














                                                                                          
                                                       


                                                
                                  












                                                                                             









                                                                                                            




                                                      


                                                                    
                                                             







                                                                                                                              
                                 

                                                                                                                                


                                    
                                                 
                                          

                                    
                                                
                                          

                                   
                                                
                                          

                                  
                                                
                                          









































                                                                                           



                                     








                                                                           
                                                                                 
                                          
                                                         
                                                                


                                                            



                                                        
               


                                                     


                                    
      





                                                          
                               
                                          





                                                                         

                                                          
                                                                                                                     


                                                                               
                                                                                                                        

                                                                           




                                                                                       


                              




















                                                                                              
                                                        







                                                                                                       
                                                



                                            
                                                                 
                              

                                     




                                                       
                                                             
                                         
                                                                       
                              


                                        
                                                                                                                 




                                                                                 


                                                            
                                                                        

                              

                                         
                                                                
                                                                        



                                                                                    
                                                                 
                                                                                         
                                           
                                                    
                                                                                           




                                                                                               
                                                                             










                                                                                 
                                                                                              
                                        
                                                              


                                    
                                

                                   
                                 

                                     
                                   



                                     
                                  


                                  
                                       


                                                             

                                                                 


                                                             












                                                                                                                                        









                                                                      
                                                                                













                                                                                                                        
                                                      



                                                                     
                                                                






                                                                               

                              
                                  
                                             
                                                                                                              


                                
                                                                               
                                                                             

                                                                              
                                                                                      

                                                                             
                                                                




                                                              
                                                                         




                                                                                       


                                 

                                 





                                                                                                                                 
                              
                 

                                    
                                          
                                                   

                                                                                
                                                                                             


                                                                                                 
                                  
                                         
 

                                 






                                                                                                                                     




                                                        
                                  



                                                    
                                  





                                                        










                                                                                       




                                                                                                     

                                                                                                                        
                                                                                                  

                                               
                                                         

                                                                                                                                                                  





                                            

                                                                                 
                                 
                              



                                                                                
                                                                                               
                                         

                                                                                                
                                                                                           


                                                                                                                                    

                                               
                                         

























                                                                                                                      

                                                  
                                                              

                                         
                                                                                 


                                                                           

                                    

                              
                                    



                                                                                    
                                  



                                                  
                                                              

                                 
                                                                                          





                                                           
                                  









                                                                                            



                                                        

                                                                                               


                                                                    

                                    
                                                                   
                                         






















































                                                                                                  
                                                              



















                                                                                   
                                                                

                                
                                                                                               
                                               
                               
                         




                                                                                                    
                                                                                                   







                                                                                                      
















                                                                                             
                                  

                                               







                                                            
                                    

                                                             





                                                                  
                                      
                                                                     

















                                                                    
                                 
                                  


                                         






                                                                          







                                                                                         
                                                         



                                                                      




                                                                                  
                            

                                                                                              
                                









                                         


                                                                      
 









                                                    
































































































































































































































































































































































































































































































                                                                                                                                                                                                
 
                        
                                                                                                                            
                                                                                                   
                                                                              
                                         


                                                           

                      

                                
                               

                                                          
                                                                                                                     


                                                                    
                                             
                              
         
 
                                                        

                     







                                                                             
                                                                         








                                                                 
                                        



                                                
                                       
                                  
                                 
                                   









                                                                 

                    
                      



                                                                 

                                                                                                                         
                      







                                                                           

                                       
                                

                                      

                                                 
                                     



                                                                                                            
                                                    
                                     


                                   
                                                    
                                     







                                                                                     
                                                          
                                     


                                  
                                                   
                                     

                                  
                                                   
                                     
                              
                                  
                                                   

                                     
                                
                                                 
                                     
                              

                                                        

                                     

                                                        
                                                         

                                     

                                    
                                                    
                                     

                                  
                                                   
                                     

                                                   
                                              
                                     

                              
                                               
                                     
                              
                                     
                                                


                                     
                                                  

                                     
                                     
                                                

                                     

                                                                           

                                     


                                                  
                                     

                                 
                                       
                                                   
                                     


                                                                    
                                     












                                                     


                                                    


                                                    






                                                    
                                                                                                      

                                      










                                                                 

                                                                                                                                      
                                                                         
                                                                   




                                                                                                                          
 
                                                                                                         







                                                                      
                                                                                          
         






                                                                                            
                                                               






                                                                            

















                                                                                                                                       
                                                                                             

                                  


                                                                           

                                                                           









                                                                                 
























                                                                                                    
         
 
                                                 
                                                                                      
 



                                            



          
                                              
                                                        

                                 
              


                               
                              

                         

                                   
                                
                           
 

                             
                                                                                               

                                 


                                 
                               

                               
                                    





                                     

                                  
                                  
                                  
                                  





                                      

                                 
 
                                                                 
 
                                              

                                                                                                                        



                                                                                      

                 
 




                                  
                                    






                                            
                                              
                                                                                                     


                                    
                                        



                                   
                       


                                            
 
                                                                        

                         
                               
 
                                                      
                         
 
                                   


                                                     
                                                                                       
                                                                     





                                                                                              
                                                                      


                                       
                                        


                                                                                            

                                                                                                        



                                         
 
                              






                                                
                               
                                       


                                                                                                      

                                                                                                                         
                                                                           
                                



                                                            

                                                                 
                                                                               

                                                                   
                                                       



                                                              
                                                
                                 

                                                            
                                                      
                                                                   

                                                                
                                                            
                                                                          

                                                                                       
                                                                                                                      


                                    
                                                                                    
                                                                                 

                              
                               


                                      







                                                                                                                                 
                                                                                                         





                                                                                              
                                                                                                 
                                 
                         

                                 
                         









                                                                                         



                                                                                       
                         

                              
                                  
                                     
                         

                                                                        
                                                                               
                                              
                                                                         
                                 
                                                                          
                                                                                            
                                 
                                                           



                                

                                                                   
                                                             
                                                                
                                                               
 














                                                                                            


                                                                                                    
                                               
                                                                                     
                                                                          
                                                                                                       

                                         
 


                                                                          


                                                           
                                                                                                                                                                                                                                                                    

                                                                                                                    


                                                                                                            

                                         
                                                      
                                                                  


                                                                    
                                                                                    
 
                                                                                 
                         

                               
                                                                                
                                                      
                                                       



                                                                                       


                                        
                                                                            
                                                               
                                                                                                                     



                                      
                                                                                             
                                                                                        
                                                                               
                                                                                  

                                                                                                                    
                                                                                                       


                                     
                                            

                                                                                               
                                                                                               
                                                                                                                                     

                                                                                                                                

                              
                              
                                








                                                                                
                         

                              

                                                             
                                      
                                                                                            
                                                                                                              
                                                                              

                                                                                        
                                                            
                                 
                                                                   
                                                                                     

                                 



                                                                                  
                                                         
                                                           
                                                                                 
                         
                                                              
                                                                                
                         
                                                                                                                           
                              
                               
                                                           
                                                                                           
                                              
                                                          


                                 
                                                 








                                                                   
                                                           
                                                                                           
                                              
                                                          



                                                    
                                                       
                                                                         

                               
                                                

                                             
                                                           
                                                                                                                      

                                                         
                                                 




                                                                                   
                                  
                                                 
                                      

                                                                                




                                                                               





                                                                                                                                
                                                                                       

                              

















































































                                                                                                                                                                                  

























                                                   
                                                                      

                         
                               
                                            
                             


                                                               
                             









                                              


                                             





                                             







                                             
                             
                                          
                             



                              
                                             
                             


                           
                                             
                             


                                                                 

                                     
                              
                 
                                 
                                                   
                             


                          
                                            
                             

                          




                                            
                             

                        
                                          
                             
                      



                                                

                                                     
                                                  

                             

                            
                                             
                             

                          
                                            
                             

                                           
                                       
                             

                      
                                        
                             
                      
                             
                                         

                             
                       
                                           


                             
                                         

                             

                                                                   

                             





                                   

                                                                         



                                                                                                       
                                                                     
                                                                             


                                                                   

                                      






                                                        
                                                                          

                                                                                  
                                   


                 
                                                                       


                                 
                                        


                                   


                                            
                         
 

                                                                                          
                                          

                         

                                          
                                              
                                          



                                         

                               

                                          
                                  




                                            
                                              
                                                                          
 
                                          
                              
                                    

                                   
                                        
 
                           





                                                                                           

                                            
                                           
         
                                                                                                                 


                         
                               
         
                                                                                                                          


                         
                                
 






                                                                                                           


                              


                                                           
                                                                                 


                          
                                                    

                                                           


                                                                                                                              
                                                                                   
                 
                                                                                 



                         

                                                                   
                                                                                     




                                   
                                    
                        
                                                                                  

                                                                                           
                                                                                   






                                 
                                                                                                          
 
                                      
                                                                                   
                                 



                        
                                                                           
                                                                                       




                                 

                                                             


                                                
                                                                                    


                                                                        

                                                                                 
                                                                             
                                                                                    




                                 
                                                                                                      

                              

                                                       

                                                     
                                                             
                                                                                                                                                 
                                                       
                                                                                        
                         
                                                                                       




                                 
                                                                     
                                                                                         


                                 
 










                                                              
                         
                                         
                                                         
                                             
                                                                                          
                                               
                                               



                                                                                               



                                 

                             
                                              
                 
                                                                        

                                                         
                                                                                                                     




                                                                                                    
 


                                              

                                                                          

                                                                                                



                                                                                                      



                         



                                                   
                                             
                                      
                                                 



























                                                                                  
                                                              




                                                                       
                                                          
                         
                                                         
                                               
                                                              
                                              
                         
                                                                                    



                                 
                        
                                                 
                                                                                                
                 
                                                                                         


                                 
 


                                            
                                                                          


                                                                                                    
                                                                                             





                                         
                                                        
                                              
                                       
                                                                   

                                                
                                            
                                                                                     
                                 





                            
                                                                      
                                                                  
                         
                                                                                              
                                         




                         
                                                              

                                   

                                                       

                                                      
                                                                                     





                                 
                                                                      

                                                                   
                                                                                              
                                         


                         
 
                       
                                                             
                 
                                                                                    


                                 
 
                      
                                         
                                                                                
                                                                                    


                                 






































































































































































































































































































































































































































































                                                                                                                                              

         
                                                                         
                                                        
                    



                                            
                                              
                                                              
 


                                                               
                                                                                 
                                                                                         

                                                    

                              
 

                                

                      

                                    

                                                                  

                                                                        

                                    
                                                                                                                                          

                                                                          

                                                                                








                                                                                     
                                                                         



                                                                

                                                                                                         
                                                                               








                                            
                                              
                                                               
 
              





                                                    

                                                         
                                                                 

         

                                                   
                                










                                                      
                                       







                                          










                                         





                                              


                                          






















                                                                 
                                                      





                                                 
                                                                 





                                                                  
                                                                   
 








                                      





                                            
                               












                                                                                  

                                                           
                                                                


                                                             











































                                                                                                         
                                                                                  













                                                     







                                                                     
                                                         
                                

                                                                                                 
 
                                       















                                                                                                       
                                                                     

                                                                                                 
 
                                       







































                                                                                                       
                                                                               


















                                                                                               
                                                                                       

                                                                        
                                              



                                      






                                                     
          

















                                                                                               










                                                                                             
         







                                               
         
                                                      
         

                    
 









                                                                                             
         


                                    
         
                                                      










                                                                           
         










                                                                             
                                       
         
                                                                
         















                                                            
          

                                                






                                                                          
 

                                                    
                                          
                                                                     
                                                                                            


                                                               

         






                                                                                                                                              
 
          
                                                                                                                                                 

      




                                            
                                              

                        







                                                                                   
                                                                  


                                                                                                                                   



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

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

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

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


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

static int max_weight_base[CLASS_COUNT];
static int hp_coefficient[CLASS_COUNT];
static int hp_coefficient2[CLASS_COUNT];
static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
static int sp_coefficient[CLASS_COUNT];
static int aspd_base[CLASS_COUNT][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[CLASS_COUNT][MAX_LEVEL];
#if REMODE
enum {
	SHIELD_ASPD,
	RE_JOB_DB_MAX,
} RE_JOB_DB;
static int re_job_db[CLASS_COUNT][RE_JOB_DB_MAX];//[RRInd]
#endif
static struct eri *sc_data_ers; //For sc_data entries
static struct status_data dummy_status;

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

static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill  -> status
static int StatusIconChangeTable[SC_MAX];         // status -> icon
unsigned long StatusChangeFlagTable[SC_MAX];      // status -> flags
static int StatusSkillChangeTable[SC_MAX];        // status -> skill

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

int status_sc2skill(sc_type sc)
{
	if( sc < 0 || sc >= SC_MAX ) {
		ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
		return 0;
	}

	return StatusSkillChangeTable[sc];
}

#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)

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

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

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

void initChangeTables(void)
{
	int i;
	for (i = 0; i < SC_MAX; i++)
		StatusIconChangeTable[i] = SI_BLANK;
	for (i = 0; i < MAX_SKILL; i++)
		SkillStatusChangeTable[i] = SC_NONE;

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

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

	//The main status definitions
	add_sc( SM_BASH              , SC_STUN            );
	set_sc( SM_PROVOKE           , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	add_sc( SM_MAGNUM            , SC_WATK_ELEMENT    );
	set_sc( SM_ENDURE            , SC_ENDURE          , SI_ENDURE          , SCB_MDEF|SCB_DSPD );
	add_sc( MG_SIGHT             , SC_SIGHT           );
	add_sc( MG_SAFETYWALL        , SC_SAFETYWALL      );
	add_sc( MG_FROSTDIVER        , SC_FREEZE          );
	add_sc( MG_STONECURSE        , SC_STONE           );
	add_sc( AL_RUWACH            , SC_RUWACH          );
	add_sc( AL_PNEUMA            , SC_PNEUMA          );
	set_sc( AL_INCAGI            , SC_INCREASEAGI     , SI_INCREASEAGI     , SCB_AGI|SCB_SPEED );
	set_sc( AL_DECAGI            , SC_DECREASEAGI     , SI_DECREASEAGI     , SCB_AGI|SCB_SPEED );
	set_sc( AL_CRUCIS            , SC_SIGNUMCRUCIS    , SI_SIGNUMCRUCIS    , SCB_DEF );
	set_sc( AL_ANGELUS           , SC_ANGELUS         , SI_ANGELUS         , SCB_DEF2 );
	set_sc( AL_BLESSING          , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( AC_CONCENTRATION     , SC_CONCENTRATE     , SI_CONCENTRATE     , SCB_AGI|SCB_DEX );
	set_sc( TF_HIDING            , SC_HIDING          , SI_HIDING          , SCB_SPEED );
	add_sc( TF_POISON            , SC_POISON          );
	set_sc( KN_TWOHANDQUICKEN    , SC_TWOHANDQUICKEN  , SI_TWOHANDQUICKEN  , SCB_ASPD );
	add_sc( KN_AUTOCOUNTER       , SC_AUTOCOUNTER     );
	set_sc( PR_IMPOSITIO         , SC_IMPOSITIO       , SI_IMPOSITIO       , SCB_WATK );
	set_sc( PR_SUFFRAGIUM        , SC_SUFFRAGIUM      , SI_SUFFRAGIUM      , SCB_NONE );
	set_sc( PR_ASPERSIO          , SC_ASPERSIO        , SI_ASPERSIO        , SCB_ATK_ELE );
	set_sc( PR_BENEDICTIO        , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	set_sc( PR_SLOWPOISON        , SC_SLOWPOISON      , SI_SLOWPOISON      , SCB_REGEN );
	set_sc( PR_KYRIE             , SC_KYRIE           , SI_KYRIE           , SCB_NONE );
	set_sc( PR_MAGNIFICAT        , SC_MAGNIFICAT      , SI_MAGNIFICAT      , SCB_REGEN );
	set_sc( PR_GLORIA            , SC_GLORIA          , SI_GLORIA          , SCB_LUK );
	add_sc( PR_LEXDIVINA         , SC_SILENCE         );
	set_sc( PR_LEXAETERNA        , SC_AETERNA         , SI_AETERNA         , SCB_NONE );
	add_sc( WZ_METEOR            , SC_STUN            );
	add_sc( WZ_VERMILION         , SC_BLIND           );
	add_sc( WZ_FROSTNOVA         , SC_FREEZE          );
	add_sc( WZ_STORMGUST         , SC_FREEZE          );
	set_sc( WZ_QUAGMIRE          , SC_QUAGMIRE        , SI_QUAGMIRE        , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
	set_sc( BS_ADRENALINE        , SC_ADRENALINE      , SI_ADRENALINE      , SCB_ASPD );
	set_sc( BS_WEAPONPERFECT     , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
	set_sc( BS_OVERTHRUST        , SC_OVERTHRUST      , SI_OVERTHRUST      , SCB_NONE );
	set_sc( BS_MAXIMIZE          , SC_MAXIMIZEPOWER   , SI_MAXIMIZEPOWER   , SCB_REGEN );
	add_sc( HT_LANDMINE          , SC_STUN            );
	add_sc( HT_ANKLESNARE        , SC_ANKLE           );
	add_sc( HT_SANDMAN           , SC_SLEEP           );
	add_sc( HT_FLASHER           , SC_BLIND           );
	add_sc( HT_FREEZINGTRAP      , SC_FREEZE          );
	set_sc( AS_CLOAKING          , SC_CLOAKING        , SI_CLOAKING        , SCB_CRI|SCB_SPEED );
	add_sc( AS_SONICBLOW         , SC_STUN            );
	set_sc( AS_ENCHANTPOISON     , SC_ENCPOISON       , SI_ENCPOISON       , SCB_ATK_ELE );
	set_sc( AS_POISONREACT       , SC_POISONREACT     , SI_POISONREACT     , SCB_NONE );
	add_sc( AS_VENOMDUST         , SC_POISON          );
	add_sc( AS_SPLASHER          , SC_SPLASHER        );
	set_sc( NV_TRICKDEAD         , SC_TRICKDEAD       , SI_TRICKDEAD       , SCB_REGEN );
	set_sc( SM_AUTOBERSERK       , SC_AUTOBERSERK     , SI_AUTOBERSERK     , SCB_NONE );
	add_sc( TF_SPRINKLESAND      , SC_BLIND           );
	add_sc( TF_THROWSTONE        , SC_STUN            );
	set_sc( MC_LOUD              , SC_LOUD            , SI_LOUD            , SCB_STR );
	set_sc( MG_ENERGYCOAT        , SC_ENERGYCOAT      , SI_ENERGYCOAT      , SCB_NONE );
	set_sc( NPC_EMOTION          , SC_MODECHANGE      , SI_BLANK           , SCB_MODE );
	add_sc( NPC_EMOTION_ON       , SC_MODECHANGE      );
	set_sc( NPC_ATTRICHANGE      , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY  , SCB_DEF_ELE );
	add_sc( NPC_CHANGEWATER      , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEGROUND     , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEFIRE       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEWIND       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEPOISON     , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEHOLY       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEDARKNESS   , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
	add_sc( NPC_POISON           , SC_POISON          );
	add_sc( NPC_BLINDATTACK      , SC_BLIND           );
	add_sc( NPC_SILENCEATTACK    , SC_SILENCE         );
	add_sc( NPC_STUNATTACK       , SC_STUN            );
	add_sc( NPC_PETRIFYATTACK    , SC_STONE           );
	add_sc( NPC_CURSEATTACK      , SC_CURSE           );
	add_sc( NPC_SLEEPATTACK      , SC_SLEEP           );
	add_sc( NPC_MAGICALATTACK    , SC_MAGICALATTACK   );
	set_sc( NPC_KEEPING          , SC_KEEPING         , SI_BLANK           , SCB_DEF );
	add_sc( NPC_DARKBLESSING     , SC_COMA            );
	set_sc( NPC_BARRIER          , SC_BARRIER         , SI_BLANK           , SCB_MDEF|SCB_DEF );
	add_sc( NPC_DEFENDER         , SC_ARMOR           );
	add_sc( NPC_LICK             , SC_STUN            );
	set_sc( NPC_HALLUCINATION    , SC_HALLUCINATION   , SI_HALLUCINATION   , SCB_NONE );
	add_sc( NPC_REBIRTH          , SC_REBIRTH         );
	add_sc( RG_RAID              , SC_STUN            );
	set_sc( RG_STRIPWEAPON       , SC_STRIPWEAPON     , SI_STRIPWEAPON     , SCB_WATK );
	set_sc( RG_STRIPSHIELD       , SC_STRIPSHIELD     , SI_STRIPSHIELD     , SCB_DEF );
	set_sc( RG_STRIPARMOR        , SC_STRIPARMOR      , SI_STRIPARMOR      , SCB_VIT );
	set_sc( RG_STRIPHELM         , SC_STRIPHELM       , SI_STRIPHELM       , SCB_INT );
	add_sc( AM_ACIDTERROR        , SC_BLEEDING        );
	set_sc( AM_CP_WEAPON         , SC_CP_WEAPON       , SI_CP_WEAPON       , SCB_NONE );
	set_sc( AM_CP_SHIELD         , SC_CP_SHIELD       , SI_CP_SHIELD       , SCB_NONE );
	set_sc( AM_CP_ARMOR          , SC_CP_ARMOR        , SI_CP_ARMOR        , SCB_NONE );
	set_sc( AM_CP_HELM           , SC_CP_HELM         , SI_CP_HELM         , SCB_NONE );
	set_sc( CR_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD       , SCB_NONE );
	add_sc( CR_SHIELDCHARGE      , SC_STUN            );
	set_sc( CR_REFLECTSHIELD     , SC_REFLECTSHIELD   , SI_REFLECTSHIELD   , SCB_NONE );
	add_sc( CR_HOLYCROSS         , SC_BLIND           );
	add_sc( CR_GRANDCROSS        , SC_BLIND           );
	add_sc( CR_DEVOTION          , SC_DEVOTION        );
	set_sc( CR_PROVIDENCE        , SC_PROVIDENCE      , SI_PROVIDENCE      , SCB_ALL );
	set_sc( CR_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	set_sc( CR_SPEARQUICKEN      , SC_SPEARQUICKEN    , SI_SPEARQUICKEN    , SCB_ASPD );
	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_ALL );
	add_sc( BA_FROSTJOKER        , SC_FREEZE          );
	set_sc( BA_WHISTLE           , SC_WHISTLE         , SI_BLANK           , SCB_FLEE|SCB_FLEE2 );
	set_sc( BA_ASSASSINCROSS     , SC_ASSNCROS        , SI_BLANK           , SCB_ASPD );
	add_sc( BA_POEMBRAGI         , SC_POEMBRAGI       );
	set_sc( BA_APPLEIDUN         , SC_APPLEIDUN       , SI_BLANK           , SCB_MAXHP );
	add_sc( DC_SCREAM            , SC_STUN            );
	set_sc( DC_HUMMING           , SC_HUMMING         , SI_BLANK           , SCB_HIT );
	set_sc( DC_DONTFORGETME      , SC_DONTFORGETME    , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	set_sc( DC_FORTUNEKISS       , SC_FORTUNE         , SI_BLANK           , SCB_CRI );
	set_sc( DC_SERVICEFORYOU     , SC_SERVICE4U       , SI_BLANK           , SCB_ALL );
	add_sc( NPC_DARKCROSS        , SC_BLIND           );
	add_sc( NPC_GRANDDARKNESS    , SC_BLIND           );
	set_sc( NPC_STOP             , SC_STOP            , SI_STOP            , SCB_NONE );
	set_sc( NPC_WEAPONBRAKER     , SC_BROKENWEAPON    , SI_BROKENWEAPON    , SCB_NONE );
	set_sc( NPC_ARMORBRAKE       , SC_BROKENARMOR     , SI_BROKENARMOR     , SCB_NONE );
	set_sc( NPC_CHANGEUNDEAD     , SC_CHANGEUNDEAD    , SI_UNDEAD          , SCB_DEF_ELE );
	set_sc( NPC_POWERUP          , SC_INCHITRATE      , SI_BLANK           , SCB_HIT );
	set_sc( NPC_AGIUP            , SC_INCFLEERATE     , SI_BLANK           , SCB_FLEE );
	add_sc( NPC_INVISIBLE        , SC_CLOAKING        );
	set_sc( LK_AURABLADE         , SC_AURABLADE       , SI_AURABLADE       , SCB_NONE );
	set_sc( LK_PARRYING          , SC_PARRYING        , SI_PARRYING        , SCB_NONE );
	set_sc( LK_CONCENTRATION     , SC_CONCENTRATION   , SI_CONCENTRATION   , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
	set_sc( LK_TENSIONRELAX      , SC_TENSIONRELAX    , SI_TENSIONRELAX    , SCB_REGEN );
	set_sc( LK_BERSERK           , SC_BERSERK         , SI_BERSERK         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
	set_sc( HP_ASSUMPTIO         , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_NONE );
	add_sc( HP_BASILICA          , SC_BASILICA        );
	set_sc( HW_MAGICPOWER        , SC_MAGICPOWER      , SI_MAGICPOWER      , SCB_MATK );
	add_sc( PA_SACRIFICE         , SC_SACRIFICE       );
	set_sc( PA_GOSPEL            , SC_GOSPEL          , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( PA_GOSPEL            , SC_SCRESIST        );
	add_sc( CH_TIGERFIST         , SC_STOP            );
	set_sc( ASC_EDP              , SC_EDP             , SI_EDP             , SCB_NONE );
	set_sc( SN_SIGHT             , SC_TRUESIGHT       , SI_TRUESIGHT       , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
	set_sc( SN_WINDWALK          , SC_WINDWALK        , SI_WINDWALK        , SCB_FLEE|SCB_SPEED );
	set_sc( WS_MELTDOWN          , SC_MELTDOWN        , SI_MELTDOWN        , SCB_NONE );
	set_sc( WS_CARTBOOST         , SC_CARTBOOST       , SI_CARTBOOST       , SCB_SPEED );
	set_sc( ST_CHASEWALK         , SC_CHASEWALK       , SI_BLANK           , SCB_SPEED );
	set_sc( ST_REJECTSWORD       , SC_REJECTSWORD     , SI_REJECTSWORD     , SCB_NONE );
	add_sc( ST_REJECTSWORD       , SC_AUTOCOUNTER     );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE      , SI_MARIONETTE      , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE2     , SI_MARIONETTE2     , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	add_sc( LK_SPIRALPIERCE      , SC_STOP            );
	add_sc( LK_HEADCRUSH         , SC_BLEEDING        );
	set_sc( LK_JOINTBEAT         , SC_JOINTBEAT       , SI_JOINTBEAT       , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
	add_sc( HW_NAPALMVULCAN      , SC_CURSE           );
	set_sc( PF_MINDBREAKER       , SC_MINDBREAKER     , SI_BLANK           , SCB_MATK|SCB_MDEF2 );
	add_sc( PF_MEMORIZE          , SC_MEMORIZE        );
	add_sc( PF_FOGWALL           , SC_FOGWALL         );
	set_sc( PF_SPIDERWEB         , SC_SPIDERWEB       , SI_BLANK           , SCB_FLEE );
	set_sc( WE_BABY              , SC_BABY            , SI_BABY            , SCB_NONE );
	set_sc( TK_RUN               , SC_RUN             , SI_RUN             , SCB_SPEED|SCB_DSPD );
	set_sc( TK_RUN               , SC_SPURT           , SI_SPURT           , SCB_STR );
	set_sc( TK_READYSTORM        , SC_READYSTORM      , SI_READYSTORM      , SCB_NONE );
	set_sc( TK_READYDOWN         , SC_READYDOWN       , SI_READYDOWN       , SCB_NONE );
	add_sc( TK_DOWNKICK          , SC_STUN            );
	set_sc( TK_READYTURN         , SC_READYTURN       , SI_READYTURN       , SCB_NONE );
	set_sc( TK_READYCOUNTER      , SC_READYCOUNTER    , SI_READYCOUNTER    , SCB_NONE );
	set_sc( TK_DODGE             , SC_DODGE           , SI_DODGE           , SCB_NONE );
	set_sc( TK_SPTIME            , SC_EARTHSCROLL     , SI_EARTHSCROLL     , SCB_NONE );
	add_sc( TK_SEVENWIND         , SC_SEVENWIND ); 
	set_sc( TK_SEVENWIND         , SC_GHOSTWEAPON     , SI_GHOSTWEAPON     , SCB_ATK_ELE ); 
	set_sc( TK_SEVENWIND         , SC_SHADOWWEAPON    , SI_SHADOWWEAPON    , SCB_ATK_ELE ); 
	set_sc( SG_SUN_WARM          , SC_WARM            , SI_WARM            , SCB_NONE );
	add_sc( SG_MOON_WARM         , SC_WARM            );
	add_sc( SG_STAR_WARM         , SC_WARM            );
	set_sc( SG_SUN_COMFORT       , SC_SUN_COMFORT     , SI_SUN_COMFORT     , SCB_DEF2 );
	set_sc( SG_MOON_COMFORT      , SC_MOON_COMFORT    , SI_MOON_COMFORT    , SCB_FLEE );
	set_sc( SG_STAR_COMFORT      , SC_STAR_COMFORT    , SI_STAR_COMFORT    , SCB_ASPD );
	add_sc( SG_FRIEND            , SC_SKILLRATE_UP    );
	set_sc( SG_KNOWLEDGE         , SC_KNOWLEDGE       , SI_BLANK           , SCB_ALL );
	set_sc( SG_FUSION            , SC_FUSION          , SI_BLANK           , SCB_SPEED );
	set_sc( BS_ADRENALINE2       , SC_ADRENALINE2     , SI_ADRENALINE2     , SCB_ASPD );
	set_sc( SL_KAIZEL            , SC_KAIZEL          , SI_KAIZEL          , SCB_NONE );
	set_sc( SL_KAAHI             , SC_KAAHI           , SI_KAAHI           , SCB_NONE );
	set_sc( SL_KAUPE             , SC_KAUPE           , SI_KAUPE           , SCB_NONE );
	set_sc( SL_KAITE             , SC_KAITE           , SI_KAITE           , SCB_NONE );
	add_sc( SL_STUN              , SC_STUN            );
	set_sc( SL_SWOO              , SC_SWOO            , SI_BLANK           , SCB_SPEED );
	set_sc( SL_SKE               , SC_SKE             , SI_BLANK           , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
	set_sc( SL_SKA               , SC_SKA             , SI_BLANK           , SCB_DEF|SCB_MDEF|SCB_ASPD );
	set_sc( SL_SMA               , SC_SMA             , SI_SMA             , SCB_NONE );
	set_sc( SM_SELFPROVOKE       , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	set_sc( ST_PRESERVE          , SC_PRESERVE        , SI_PRESERVE        , SCB_NONE );
	set_sc( PF_DOUBLECASTING     , SC_DOUBLECAST      , SI_DOUBLECAST      , SCB_NONE );
	set_sc( HW_GRAVITATION       , SC_GRAVITATION     , SI_BLANK           , SCB_ASPD );
	add_sc( WS_CARTTERMINATION   , SC_STUN            );
	set_sc( WS_OVERTHRUSTMAX     , SC_MAXOVERTHRUST   , SI_MAXOVERTHRUST   , SCB_NONE );
	set_sc( CG_LONGINGFREEDOM    , SC_LONGING         , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( CG_HERMODE           , SC_HERMODE         );
	set_sc( ITEM_ENCHANTARMS     , SC_ENCHANTARMS     , SI_BLANK           , SCB_ATK_ELE );
	set_sc( SL_HIGH              , SC_SPIRIT          , SI_SPIRIT          , SCB_ALL );
	set_sc( KN_ONEHAND           , SC_ONEHAND         , SI_ONEHAND         , SCB_ASPD );
	set_sc( GS_FLING             , SC_FLING           , SI_BLANK           , SCB_DEF|SCB_DEF2 );
	add_sc( GS_CRACKER           , SC_STUN            );
	add_sc( GS_DISARM            , SC_STRIPWEAPON     );
	add_sc( GS_PIERCINGSHOT      , SC_BLEEDING        );
	set_sc( GS_MADNESSCANCEL     , SC_MADNESSCANCEL   , SI_MADNESSCANCEL   , SCB_BATK|SCB_ASPD );
	set_sc( GS_ADJUSTMENT        , SC_ADJUSTMENT      , SI_ADJUSTMENT      , SCB_HIT|SCB_FLEE );
	set_sc( GS_INCREASING        , SC_INCREASING      , SI_ACCURACY        , SCB_AGI|SCB_DEX|SCB_HIT );
	set_sc( GS_GATLINGFEVER      , SC_GATLINGFEVER    , SI_GATLINGFEVER    , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
	set_sc( NJ_TATAMIGAESHI      , SC_TATAMIGAESHI    , SI_BLANK           , SCB_NONE );
	set_sc( NJ_SUITON            , SC_SUITON          , SI_BLANK           , SCB_AGI|SCB_SPEED );
	add_sc( NJ_HYOUSYOURAKU      , SC_FREEZE          );
	set_sc( NJ_NEN               , SC_NEN             , SI_NEN             , SCB_STR|SCB_INT );
	set_sc( NJ_UTSUSEMI          , SC_UTSUSEMI        , SI_UTSUSEMI        , SCB_NONE );
	set_sc( NJ_BUNSINJYUTSU      , SC_BUNSINJYUTSU    , SI_BUNSINJYUTSU    , SCB_DYE );

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

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

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

	//set_sc( ALL_PARTYFLEE        , SC_INCFLEE         , SI_PARTYFLEE       , SCB_NONE );

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

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

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

	set_sc( GD_LEADERSHIP        , SC_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 );
	
	/**
	 * Rune Knight
	 **/
	set_sc( RK_ENCHANTBLADE      , SC_ENCHANTBLADE      , SI_ENCHANTBLADE      , SCB_NONE );
	set_sc( RK_DRAGONHOWLING     , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	set_sc( RK_DEATHBOUND        , SC_DEATHBOUND        , SI_DEATHBOUND        , SCB_NONE );
	set_sc( RK_WINDCUTTER        , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	add_sc( RK_DRAGONBREATH      , SC_BURNING           );
	set_sc( RK_MILLENNIUMSHIELD  , SC_MILLENNIUMSHIELD  , SI_REUSE_MILLENNIUMSHIELD  , SCB_NONE );
	set_sc( RK_REFRESH           , SC_REFRESH           , SI_REFRESH           , SCB_NONE );
	set_sc( RK_GIANTGROWTH       , SC_GIANTGROWTH       , SI_GIANTGROWTH       , SCB_STR );
	set_sc( RK_STONEHARDSKIN     , SC_STONEHARDSKIN     , SI_STONEHARDSKIN     , SCB_NONE );
	set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
	set_sc( RK_FIGHTINGSPIRIT    , SC_FIGHTINGSPIRIT    , SI_FIGHTINGSPIRIT    , SCB_WATK|SCB_ASPD );
	set_sc( RK_ABUNDANCE         , SC_ABUNDANCE         , SI_ABUNDANCE         , SCB_NONE );
	/**
	 * GC Guillotine Cross
	 **/
	set_sc( GC_VENOMIMPRESS      , SC_VENOMIMPRESS     , SI_VENOMIMPRESS     , SCB_NONE );
	set_sc( GC_POISONINGWEAPON   , SC_POISONINGWEAPON  , SI_POISONINGWEAPON  , SCB_NONE );
	set_sc( GC_WEAPONBLOCKING    , SC_WEAPONBLOCKING   , SI_WEAPONBLOCKING   , SCB_NONE );
	set_sc( GC_CLOAKINGEXCEED    , SC_CLOAKINGEXCEED   , SI_CLOAKINGEXCEED   , SCB_SPEED );
	set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
	set_sc( GC_ROLLINGCUTTER     , SC_ROLLINGCUTTER    , SI_ROLLINGCUTTER    , SCB_NONE );
	/**
	 * Arch Bishop
	 **/
	set_sc( AB_ADORAMUS          , SC_ADORAMUS        , SI_ADORAMUS        , SCB_AGI|SCB_SPEED );
	add_sc( AB_CLEMENTIA         , SC_BLESSING );
	add_sc( AB_CANTO             , SC_INCREASEAGI );
	set_sc( AB_EPICLESIS         , SC_EPICLESIS       , SI_EPICLESIS       , SCB_MAXHP );
	add_sc( AB_PRAEFATIO         , SC_KYRIE );
	set_sc( AB_ORATIO            , SC_ORATIO          , SI_ORATIO          , SCB_NONE );
	set_sc( AB_LAUDAAGNUS        , SC_LAUDAAGNUS      , SI_LAUDAAGNUS      , SCB_VIT );
	set_sc( AB_LAUDARAMUS        , SC_LAUDARAMUS      , SI_LAUDARAMUS      , SCB_LUK );
	set_sc( AB_RENOVATIO         , SC_RENOVATIO       , SI_RENOVATIO       , SCB_REGEN );
	set_sc( AB_EXPIATIO          , SC_EXPIATIO        , SI_EXPIATIO        , SCB_ATK_ELE );
	set_sc( AB_DUPLELIGHT        , SC_DUPLELIGHT      , SI_DUPLELIGHT      , SCB_NONE );
	set_sc( AB_SECRAMENT         , SC_SECRAMENT       , SI_SECRAMENT       , SCB_NONE );
	/**
	 * Warlock
	 **/
	add_sc( WL_WHITEIMPRISON     , SC_WHITEIMPRISON );
	set_sc( WL_FROSTMISTY        , SC_FREEZING        , SI_FROSTMISTY      , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
	set_sc( WL_MARSHOFABYSS      , SC_MARSHOFABYSS    , SI_MARSHOFABYSS    , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
	set_sc( WL_RECOGNIZEDSPELL   , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
	set_sc( WL_STASIS            , SC_STASIS          , SI_STASIS          , SCB_NONE );
	/**
	 * Ranger
	 **/
	set_sc( RA_FEARBREEZE        , SC_FEARBREEZE      , SI_FEARBREEZE      , SCB_NONE );
	set_sc( RA_ELECTRICSHOCKER   , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
	set_sc( RA_WUGDASH           , SC_WUGDASH         , SI_WUGDASH         , SCB_SPEED );
	set_sc( RA_CAMOUFLAGE        , SC_CAMOUFLAGE      , SI_CAMOUFLAGE      , SCB_CRI|SCB_SPEED );
	add_sc( RA_MAGENTATRAP       , SC_ELEMENTALCHANGE );
	add_sc( RA_COBALTTRAP        , SC_ELEMENTALCHANGE );
	add_sc( RA_MAIZETRAP         , SC_ELEMENTALCHANGE );
	add_sc( RA_VERDURETRAP       , SC_ELEMENTALCHANGE );
	add_sc( RA_FIRINGTRAP        , SC_BURNING         );
	set_sc( RA_ICEBOUNDTRAP      , SC_FREEZING        , SI_FROSTMISTY      , SCB_NONE );
	/**
	 * Mechanic
	 **/
	set_sc( NC_ACCELERATION      , SC_ACCELERATION    , SI_ACCELERATION    , SCB_SPEED );
	set_sc( NC_HOVERING          , SC_HOVERING        , SI_HOVERING        , SCB_SPEED );
	set_sc( NC_SHAPESHIFT        , SC_SHAPESHIFT      , SI_SHAPESHIFT      , SCB_DEF_ELE );
	set_sc( NC_INFRAREDSCAN      , SC_INFRAREDSCAN    , SI_INFRAREDSCAN    , SCB_FLEE );
	set_sc( NC_ANALYZE           , SC_ANALYZE         , SI_ANALYZE         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
	set_sc( NC_MAGNETICFIELD     , SC_MAGNETICFIELD   , SI_MAGNETICFIELD   , SCB_NONE );
	set_sc( NC_NEUTRALBARRIER    , SC_NEUTRALBARRIER  , SI_NEUTRALBARRIER  , SCB_NONE );
	set_sc( NC_STEALTHFIELD      , SC_STEALTHFIELD    , SI_STEALTHFIELD    , SCB_NONE );
	///**
	// * Shadow Chaser
	// **/
	//set_sc( SC_REPRODUCE         , SC__REPRODUCE      , SI_REPRODUCE       , SCB_NONE );
	//set_sc( SC_AUTOSHADOWSPELL   , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
	//set_sc( SC_SHADOWFORM        , SC__SHADOWFORM     , SI_SHADOWFORM      , SCB_NONE );
	//set_sc( SC_BODYPAINT         , SC__BODYPAINT      , SI_BODYPAINTING    , SCB_ASPD );
	//set_sc( SC_INVISIBILITY      , SC__INVISIBILITY   , SI_INVISIBILITY    , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
	//set_sc( SC_DEADLYINFECT      , SC__DEADLYINFECT   , SI_DEADLYINFECT    , SCB_NONE );
	//set_sc( SC_ENERVATION        , SC__ENERVATION     , SI_ENERVATION      , SCB_BATK  );
	//set_sc( SC_GROOMY            , SC__GROOMY         , SI_GROOMY          , SCB_ASPD|SCB_HIT|SCB_SPEED );
	//set_sc( SC_IGNORANCE         , SC__IGNORANCE      , SI_IGNORANCE       , SCB_NONE );
	//set_sc( SC_LAZINESS          , SC__LAZINESS       , SI_LAZINESS        , SCB_FLEE );
	//set_sc( SC_UNLUCKY           , SC__UNLUCKY        , SI_UNLUCKY         , SCB_CRI|SCB_FLEE2 );
	//set_sc( SC_WEAKNESS          , SC__WEAKNESS       , SI_WEAKNESS        , SCB_FLEE2|SCB_MAXHP );
	//set_sc( SC_STRIPACCESSARY    , SC__STRIPACCESSORY , SI_STRIPACCESSORY  , SCB_DEX|SCB_INT|SCB_LUK );
	//set_sc( SC_MANHOLE           , SC__MANHOLE        , SI_MANHOLE         , SCB_NONE );
	//add_sc( SC_CHAOSPANIC        , SC_CHAOS );
	//set_sc( SC_BLOODYLUST        , SC__BLOODYLUST     , SI_BLOODYLUST      , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	///**
	// * Royal Guard
	// **/
	//set_sc( LG_REFLECTDAMAGE     , SC_REFLECTDAMAGE   , SI_LG_REFLECTDAMAGE, SCB_NONE );
	//set_sc( LG_FORCEOFVANGUARD   , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
	//set_sc( LG_EXEEDBREAK        , SC_EXEEDBREAK      , SI_EXEEDBREAK      , SCB_NONE );
	//set_sc( LG_PRESTIGE          , SC_PRESTIGE        , SI_PRESTIGE        , SCB_DEF2 );
	//set_sc( LG_BANDING           , SC_BANDING         , SI_BANDING         , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
	//set_sc( LG_PIETY             , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	//set_sc( LG_EARTHDRIVE        , SC_EARTHDRIVE      , SI_EARTHDRIVE      , SCB_DEF|SCB_ASPD );
	//set_sc( LG_INSPIRATION       , SC_INSPIRATION     , SI_INSPIRATION     , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
	///**
	// * Sura
	// **/
	//add_sc( SR_DRAGONCOMBO           , SC_STUN            );
	//add_sc( SR_EARTHSHAKER           , SC_STUN            );
	//set_sc( SR_CRESCENTELBOW         , SC_CRESCENTELBOW      , SI_CRESCENTELBOW         , SCB_NONE );
	//set_sc( SR_CURSEDCIRCLE          , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET   , SCB_NONE );
	//set_sc( SR_LIGHTNINGWALK         , SC_LIGHTNINGWALK      , SI_LIGHTNINGWALK         , SCB_NONE );
	//set_sc( SR_RAISINGDRAGON         , SC_RAISINGDRAGON      , SI_RAISINGDRAGON         , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ );
	//set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN      , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
	//set_sc( SR_GENTLETOUCH_CHANGE    , SC_GT_CHANGE          , SI_GENTLETOUCH_CHANGE    , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
	//set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE      , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
	///**
	// * Wanderer / Mistrel
	// **/
	//set_sc( WA_SWING_DANCE            , SC_SWINGDANCE           , SI_SWINGDANCE           , SCB_SPEED|SCB_ASPD );
	//set_sc( WA_SYMPHONY_OF_LOVER      , SC_SYMPHONYOFLOVER      , SI_SYMPHONYOFLOVERS     , SCB_MDEF );
	//set_sc( WA_MOONLIT_SERENADE       , SC_MOONLITSERENADE      , SI_MOONLITSERENADE      , SCB_MATK );
	//set_sc( MI_RUSH_WINDMILL          , SC_RUSHWINDMILL         , SI_RUSHWINDMILL         , SCB_BATK  );
	//set_sc( MI_ECHOSONG               , SC_ECHOSONG             , SI_ECHOSONG             , SCB_DEF2  );
	//set_sc( MI_HARMONIZE              , SC_HARMONIZE            , SI_HARMONIZE            , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	//set_sc( WM_POEMOFNETHERWORLD      , SC_STOP                 , SI_NETHERWORLD          , SCB_NONE );
	//set_sc( WM_VOICEOFSIREN           , SC_VOICEOFSIREN         , SI_VOICEOFSIREN         , SCB_NONE );
	//set_sc( WM_LULLABY_DEEPSLEEP      , SC_DEEPSLEEP            , SI_DEEPSLEEP            , SCB_NONE );
	//set_sc( WM_SIRCLEOFNATURE         , SC_SIRCLEOFNATURE       , SI_SIRCLEOFNATURE       , SCB_NONE );
	//set_sc( WM_GLOOMYDAY              , SC_GLOOMYDAY            , SI_GLOOMYDAY            , SCB_FLEE|SCB_ASPD );
	//set_sc( WM_SONG_OF_MANA           , SC_SONGOFMANA           , SI_SONGOFMANA           , SCB_NONE );
	//set_sc( WM_DANCE_WITH_WUG         , SC_DANCEWITHWUG         , SI_DANCEWITHWUG         , SCB_ASPD );
	//set_sc( WM_SATURDAY_NIGHT_FEVER   , SC_SATURDAYNIGHTFEVER   , SI_SATURDAYNIGHTFEVER   , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
	//set_sc( WM_LERADS_DEW             , SC_LERADSDEW            , SI_LERADSDEW            , SCB_MAXHP );
	//set_sc( WM_MELODYOFSINK           , SC_MELODYOFSINK         , SI_MELODYOFSINK         , SCB_BATK|SCB_MATK );
	//set_sc( WM_BEYOND_OF_WARCRY       , SC_BEYONDOFWARCRY       , SI_WARCRYOFBEYOND       , SCB_BATK|SCB_MATK );
	//set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
	///**
	// * Sorcerer
	// **/
	//set_sc( SO_FIREWALK          , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	//set_sc( SO_ELECTRICWALK      , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	//set_sc( SO_SPELLFIST         , SC_SPELLFIST       , SI_SPELLFIST       , SCB_NONE );
	//set_sc( SO_CLOUD_KILL        , SC_POISON          , SI_CLOUDKILL       , SCB_NONE );
	//set_sc( SO_STRIKING          , SC_STRIKING        , SI_STRIKING        , SCB_WATK|SCB_CRI );
	//set_sc( SO_WARMER            , SC_WARMER          , SI_WARMER          , SCB_NONE );
	//set_sc( SO_VACUUM_EXTREME    , SC_VACUUM_EXTREME  , SI_VACUUM_EXTREME  , SCB_NONE );
	//set_sc( SO_ARRULLO           , SC_DEEPSLEEP       , SI_DEEPSLEEP       , SCB_NONE );
	///**
	// * Genetic
	// **/
	//set_sc( GN_CARTBOOST                  , SC_GN_CARTBOOST, SI_CARTSBOOST                 , SCB_SPEED );
	//set_sc( GN_THORNS_TRAP                , SC_THORNSTRAP  , SI_THORNTRAP                  , SCB_NONE );
	//set_sc( GN_BLOOD_SUCKER               , SC_BLOODSUCKER , SI_BLOODSUCKER                , SCB_NONE );
	//set_sc( GN_WALLOFTHORN                , SC_STOP        , SI_BLANK                      , SCB_NONE );
	//set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
	//set_sc( GN_FIRE_EXPANSION_TEAR_GAS    , SC_TEARGAS     , SI_FIRE_EXPANSION_TEAR_GAS    , SCB_NONE );
	//set_sc( GN_MANDRAGORA                 , SC_MANDRAGORA  , SI_MANDRAGORA                 , SCB_INT );

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

	//Status that don't have a skill associated.
	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
	StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
	StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
	StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
	StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
	StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
	StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
	StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
	StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
	StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
	StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
	StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
	StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
	StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
	StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
	StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
	StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
	//Cash Items
	StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
	StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
	StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
	StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
	StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
	StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
	StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
	StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
	StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
	StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
	StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
	StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
	StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
	StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
	StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
	StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
	StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
	StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
	StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
	StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
	// Mercenary Bonus Effects
	StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
	StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
	StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
	StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
	StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
	// Warlock Spheres
	StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
	StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
	StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
	StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
	StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;

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

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

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

	StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;

	StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;

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

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

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

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

	//Other SC which are not necessarily associated to skills.
	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
	StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
	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;
	StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
	StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
	StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
	StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
	StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
	// Cash Items
	StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
	StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
	StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
	StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
	StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
	StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
	// Mercenary Bonus Effects
	StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
	StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
	StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
#if RE_EDP
	/**
	 * In RE EDP increases your atk and weapon atk
	 **/
	StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK;
#endif
	if( !battle_config.display_hallucination ) //Disable Hallucination.
		StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
}

static void initDummyData(void)
{
	memset(&dummy_status, 0, sizeof(dummy_status));
	dummy_status.hp = 
	dummy_status.max_hp = 
	dummy_status.max_sp = 
	dummy_status.str =
	dummy_status.agi =
	dummy_status.vit =
	dummy_status.int_ =
	dummy_status.dex =
	dummy_status.luk =
	dummy_status.hit = 1;
	dummy_status.speed = 2000;
	dummy_status.adelay = 4000;
	dummy_status.amotion = 2000;
	dummy_status.dmotion = 2000;
	dummy_status.ele_lv = 1; //Min elemental level.
	dummy_status.mode = MD_CANMOVE;
}


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


/*==========================================
 * ���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);
}

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

//Inflicts damage on the target with the according walkdelay.
//If flag&1, damage is passive and does not triggers cancelling status changes.
//If flag&2, fail if target does not has enough to substract.
//If flag&4, if killed, mob must not give exp/loot.
//flag will be set to &8 when damaging sp of a dead character
int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
{
	struct status_data *status;
	struct status_change *sc;

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

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

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

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

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

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

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

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

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

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

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

	if( hp && !(flag&1) ) {
		if( sc ) {
			struct status_change_entry *sce;
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(target, SC_STONE, INVALID_TIMER);
			status_change_end(target, SC_FREEZE, INVALID_TIMER);
			status_change_end(target, SC_SLEEP, INVALID_TIMER);
			status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
			status_change_end(target, SC_CONFUSION, INVALID_TIMER);
			status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
			status_change_end(target, SC_HIDING, INVALID_TIMER);
			status_change_end(target, SC_CLOAKING, INVALID_TIMER);
			status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
			status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
			if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
				//Endure count is only reduced by non-players on non-gvg maps.
				//val4 signals infinite endure. [Skotlex]
				if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
					status_change_end(target, SC_ENDURE, INVALID_TIMER);
			}
			if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
			{
				struct skill_unit_group* sg = skill_id2group(sce->val4);
				if (sg) {
					skill_delunitgroup(sg);
					sce->val4 = 0;
					status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
				}
			}
			if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
				status_change_end(target, SC_DANCING, INVALID_TIMER);
			if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
				status_change_end(target,SC_CLOAKINGEXCEED,-1);
		}
		unit_skillcastcancel(target, 2);
	}

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

	if (sc && hp && status->hp) {
		if (sc->data[SC_AUTOBERSERK] &&
			(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
			status->hp < status->max_hp>>2)
			sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
		if (sc->data[SC_BERSERK] && status->hp <= 100)
			status_change_end(target, SC_BERSERK, INVALID_TIMER);
	}

	switch (target->type)
	{
		case BL_PC:  pc_damage((TBL_PC*)target,src,hp,sp); break;
		case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
		case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
		case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
	}

	if( status->hp || (flag&8) )
  	{	//Still lives or has been dead before this damage.
		if (walkdelay)
			unit_set_walkdelay(target, gettick(), walkdelay, 0);
		return hp+sp;
	}

	status->hp = 1; //To let the dead function cast skills and all that.
	//NOTE: These dead functions should return: [Skotlex]
	//0: Death cancelled, auto-revived.
	//Non-zero: Standard death. Clear status, cancel move/attack, etc
	//&2: Also remove object from map.
	//&4: Also delete object from memory.
	switch (target->type) {
		case BL_PC:  flag = pc_dead((TBL_PC*)target,src); break;
		case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
		case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
		case BL_MER: flag = mercenary_dead((TBL_MER*)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);

	if(target->type&BL_REGEN)
	{	//Reset regen ticks.
		struct regen_data *regen = status_get_regen_data(target);
		if (regen) {
			memset(&regen->tick, 0, sizeof(regen->tick));
			if (regen->sregen)
				memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
			if (regen->ssregen)
				memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
		}
	}
   
	if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
	{ //flag&8 = disable Kaizel
		int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
		//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
		if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
			status_revive(target, 100, 100);
		else
			status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
		status_change_clear(target,0);
		clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
		sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);

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

		return hp+sp;
	}

	if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
	{// Ensure the monster has not already rebirthed before doing so.
		status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
		status_change_clear(target,0);
		((TBL_MOB*)target)->state.rebirth = 1;

		return hp+sp;
	}

	status_change_clear(target,0);

	if(flag&4) //Delete from memory. (also invokes map removal code)
		unit_free(target,CLR_DEAD);
	else
	if(flag&2) //remove from map
		unit_remove_map(target,CLR_DEAD);
	else
	{ //Some death states that would normally be handled by unit_remove_map
		unit_stop_attack(target);
		unit_stop_walking(target,1);
		unit_skillcastcancel(target,0);
		clif_clearunit_area(target,CLR_DEAD);
		skill_unit_move(target,gettick(),4);
		skill_cleartimerskill(target);
	}

	return hp+sp;
}

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

	status = status_get_status_data(bl);

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

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

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

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

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

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

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

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

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

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

	// send hp update to client
	switch(bl->type) {
	case BL_PC:  pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
	case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
	case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
	case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
	}

	return hp+sp;
}

//Does percentual non-flinching damage/heal. If mob is killed this way,
//no exp/drops will be awarded if there is no src (or src is target)
//If rates are > 0, percent is of current HP/SP
//If rates are < 0, percent is of max HP/SP
//If !flag, this is heal, otherwise it is damage.
//Furthermore, if flag==2, then the target must not die from the substraction.
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
{
	struct status_data *status;
	unsigned int hp  =0, sp = 0;

	status = status_get_status_data(target);

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

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

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

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

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

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

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

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

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

	if (bl->prev) //Animation only if character is already on a map.
		clif_resurrection(bl, 1);
	switch (bl->type) {
		case BL_PC:  pc_revive((TBL_PC*)bl, hp, sp); break;
		case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
		case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
	}
	return 1;
}

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

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

	if (src && status_isdead(src))
		return 0;

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

	if (skill_num == PA_PRESSURE && flag && target) {
		//Gloria Avoids pretty much everything....
		tsc = status_get_sc(target);
		if(tsc && tsc->option&OPTION_HIDE)
			return 0;
		return 1;
	}

	//Should fail when used on top of Land Protector [Skotlex]
	if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
		&& !(status->mode&MD_BOSS)
		&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
		return 0;

	if (src) sc = status_get_sc(src);

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

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

		if (sc->data[SC_WINKCHARM] && target && !flag)
		{	//Prevents skill usage
			clif_emotion(src, E_LV);
			return 0;
		}

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

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

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

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

		}
	}

	if (sc && sc->option)
	{
		if (sc->option&OPTION_HIDE)
		switch (skill_num) { //Usable skills while hiding.
			case TF_HIDING:
			case AS_GRIMTOOTH:
			case RG_BACKSTAP:
			case RG_RAID:
			case NJ_SHADOWJUMP:
			case NJ_KIRIKAGE:
				break;
			default:
				//Non players can use all skills while hidden.
				if (!skill_num || src->type == BL_PC)
					return 0;
		}
		if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
			return 0;
		if(sc->option&OPTION_MOUNTING)
			return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
	}
	if (target == NULL || target == src) //No further checking needed.
		return 1;

	tsc = status_get_sc(target);
	
	if(tsc && tsc->count)
	{	
		if( tsc->data[SC_INVINCIBLE] )
			return 0;
		if(!skill_num && tsc->data[SC_TRICKDEAD])
			return 0;
		if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
			&& tsc->data[SC_FREEZE])
			return 0;
		if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
			return 0;
	}

	//If targetting, cloak+hide protect you, otherwise only hiding does.
	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
		
 	//You cannot hide from ground skills.
	if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
		hide_flag &= ~OPTION_HIDE;

	switch( target->type )
	{
	case BL_PC:
		{
			struct map_session_data *sd = (TBL_PC*) target;
			if (pc_isinvisible(sd))
				return 0;
			if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
				(sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
				return 0;
			if( tsc->data[SC_CAMOUFLAGE] && !(status->mode&(MD_BOSS|MD_DETECTOR)) && !skill_num )
				return 0;
		}
		break;
	case BL_ITEM:	//Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
		//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
		if (status->mode&MD_LOOTER)
			return 1;
		return 0;
	case BL_HOM: 
	case BL_MER:
		if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
			return 0; // Can't use support skills on Homunculus (only Master/Self)
		if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
			return 0; // Can't use Weapon endow skills on Mercenary (only Master)
		if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
			return 0; // Can't use Potion Pitcher on Mercenaries
	default:
		//Check for chase-walk/hiding/cloaking opponents.
		if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
			return 0;
	}
	return 1;
}

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

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

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

	}

	return 1;
}

// Basic ASPD value
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
	int amotion;
	
	// base weapon delay
	amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
	 ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
	 : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
	
	// percentual delay reduction from stats
	amotion-= amotion * (4*status->agi + status->dex)/1000;
	
	// raw delay adjustment from bAspd bonus
	amotion+= sd->aspd_add;
#if REMODE
	/**
	 * Bearing a shield decreases your ASPD by a fixed value depending on your class
	 **/
	if( sd->status.shield )
		amotion += re_job_db[pc_class2idx(sd->status.class_)][SHIELD_ASPD];
	/**
	 * RE Absolute aspd modifiers
	 **/
	if( sd->sc.count ) {
		int i;
		if ( sd->sc.data[i=SC_ASPDPOTION3] ||
		sd->sc.data[i=SC_ASPDPOTION2] ||
		sd->sc.data[i=SC_ASPDPOTION1] ||
		sd->sc.data[i=SC_ASPDPOTION0] )
			amotion -= sd->sc.data[i]->val1*10;
	}
#endif
 	return amotion;
}

static unsigned short status_base_atk(const struct block_list *bl, const 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_GATLING:
		case W_SHOTGUN:
		case W_GRENADE:
			flag = 1;
	}
	if (flag) {
		str = status->dex;
		dex = status->str;
	} else {
		str = status->str;
		dex = status->dex;
	}
	//Normally only players have base-atk, but homunc have a different batk
	// equation, hinting that perhaps non-players should use this for batk.
	// [Skotlex]
	dstr = str/10;
	str += dstr*dstr;
	if (bl->type == BL_PC)
		str+= dex/5 + status->luk/5;
	return cap_value(str, 0, USHRT_MAX);
}


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

#if REMODE
static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
#else
static inline unsigned short status_base_matk_min(const struct status_data* status)
#endif
{
	#if REMODE //Renewal MATK Formula
		return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
	#else //Original Min MATK Formula
		return status->int_+(status->int_/7)*(status->int_/7);
	#endif
}


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

#if REMODE //Renewal Formulas
	status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
	status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
	status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def)
	status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
#else //Old Formulas
	status->hit += level + status->dex;
	status->flee += level + status->agi;
	status->def2 += status->vit;
	status->mdef2 += status->int_ + (status->vit>>1);
#endif

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

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

	if (status->batk) {
		int temp = status->batk + status_base_atk(bl, status);
		status->batk = cap_value(temp, 0, USHRT_MAX);
	} else
		status->batk = status_base_atk(bl, status);
#if REMODE //Renewal ATK Bonus Formula (after atk is calculated)
	status->batk += (int)((float)status->luk/3 + (float)level/4); //(every 3 luk = + 1ATK) + (every 4 base level = +1 ATK)
#endif
	if (status->cri)
	switch (bl->type) {
	case BL_MOB:
		if(battle_config.mob_critical_rate != 100)
			status->cri = status->cri*battle_config.mob_critical_rate/100;
		if(!status->cri && battle_config.mob_critical_rate)
		  	status->cri = 10;
		break;
	case BL_PC:
		//Players don't have a critical adjustment setting as of yet.
		break;
	default:
		if(battle_config.critical_rate != 100)
			status->cri = status->cri*battle_config.critical_rate/100;
		if (!status->cri && battle_config.critical_rate)
			status->cri = 10;
	}
	if(bl->type&BL_REGEN)
		status_calc_regen(bl, status, status_get_regen_data(bl));
}

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

	if(first)
	{	//Set basic level on respawn.
		md->level = md->db->lv;
	}

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

	if (md->guardian_data && md->guardian_data->guardup_lv)
		flag|=4;
	if (md->class_ == MOBID_EMPERIUM)
		flag|=4;

	if (battle_config.slaves_inherit_speed && md->master_id)
		flag|=8;

	if (md->master_id && md->special_state.ai>1)
		flag|=16;

	if (!flag)
	{ //No special status required.
		if (md->base_status) {
			aFree(md->base_status);
			md->base_status = NULL;
		}
		if(first)
			memcpy(&md->status, &md->db->status, sizeof(struct status_data));
		return 0;
	}
	if (!md->base_status)
		md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));

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

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

	if (flag&8 && mbl) {
		struct status_data *mstatus = status_get_base_status(mbl);
		if (mstatus &&
			battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
			status->speed = mstatus->speed;
	}

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

	if( first ) //Initial battle status
		memcpy(&md->status, status, sizeof(struct status_data));

	return 1;
}

//Skotlex: Calculates the stats of the given pet.
int status_calc_pet_(struct pet_data *pd, bool first)
{
	nullpo_ret(pd);

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

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

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

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

			status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
			status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
			status->str = cap_value(status->str,1,battle_config.pet_max_stats);
			status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
			status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
			status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
			status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
			status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);

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

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

	return 1;
}	

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

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

/// Calculates base MaxHP value according to class and base level
/// The recursive equation used to calculate level bonus is (using integer operations)
///    f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
/// which reduces to something close to
///    f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
{
	unsigned int val = pc_class2idx(sd->status.class_);
	val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];

	if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
		val += 100; //Since their HP can't be approximated well enough without this.
	if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
		val += 2000; //Supernovice lvl99 hp bonus.

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

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

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

	val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
	val += val * status->int_/100;

	if (sd->class_&JOBL_UPPER)
		val += val * 25/100;
	else if (sd->class_&JOBL_BABY)
		val -= val * 30/100;
	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
		val *= 3; //Triple max SP for top ranking Taekwons over level 90.

	return val;
}

#if REMODE
/**
 * Renewal Absolute Bonus to be applied after all bonuses were applied (so % bonuses on say, skills, don't affect them)
 **/
void status_renewal_postcalc(struct status_data* status, int flag) {
	if( flag&SCB_FLEE )
		status->flee += 100;
	if( flag&SCB_HIT )
		status->hit += 175;
	return;
}
#endif

//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
int status_calc_pc_(struct map_session_data* sd, bool first)
{
	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
	struct status_data *status; // pointer to the player's base status
	const struct status_change *sc = &sd->sc;
	struct s_skill b_skill[MAX_SKILL]; // previous skill tree
	int b_weight, b_max_weight; // previous weight
	int i,index;
	int skill,refinedef=0;

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

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

	pc_calc_skilltree(sd);	// �X�L���c��?�̌v�Z

	sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;

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

	status = &sd->base_status;
	// these are not zeroed. [zzo]
	sd->hprate=100;
	sd->sprate=100;
	sd->castrate=100;
	sd->delayrate=100;
	sd->dsprate=100;
	sd->hprecov_rate = 100;
	sd->sprecov_rate = 100;
	sd->matk_rate = 100;
	sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
	sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
	sd->regen.state.block = 0;

	// zeroed arrays, order follows the order in pc.h.
	// add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
	memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
		+ sizeof(sd->param_equip)
		+ sizeof(sd->subele)
		+ sizeof(sd->subrace)
		+ sizeof(sd->subrace2)
		+ sizeof(sd->subsize)
		+ sizeof(sd->reseff)
		+ sizeof(sd->weapon_coma_ele)
		+ sizeof(sd->weapon_coma_race)
		+ sizeof(sd->weapon_atk)
		+ sizeof(sd->weapon_atk_rate)
		+ sizeof(sd->arrow_addele) 
		+ sizeof(sd->arrow_addrace)
		+ sizeof(sd->arrow_addsize)
		+ sizeof(sd->magic_addele)
		+ sizeof(sd->magic_addrace)
		+ sizeof(sd->magic_addsize)
		+ sizeof(sd->critaddrace)
		+ sizeof(sd->expaddrace)
		+ sizeof(sd->ignore_mdef)
		+ sizeof(sd->ignore_def)
		+ sizeof(sd->itemgrouphealrate)
		+ sizeof(sd->sp_gain_race)
		);

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

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

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

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

	status->size = (sd->class_&JOBL_BABY)?0:1;
	if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
		if (sd->class_&JOBL_BABY) {
			if (battle_config.character_size&2)
				status->size++;
		} else
		if(battle_config.character_size&1)
			status->size++;
	}
	status->aspd_rate = 1000;
	status->ele_lv = 1;
	status->race = RC_DEMIHUMAN;

	//zero up structures...
	memset(&sd->autospell,0,sizeof(sd->autospell)
		+ sizeof(sd->autospell2)
		+ sizeof(sd->autospell3)
		+ sizeof(sd->addeff)
		+ sizeof(sd->addeff2)
		+ sizeof(sd->addeff3)
		+ sizeof(sd->skillatk)
		+ sizeof(sd->skillheal)
		+ sizeof(sd->skillheal2)
		+ sizeof(sd->hp_loss)
		+ sizeof(sd->sp_loss)
		+ sizeof(sd->hp_regen)
		+ sizeof(sd->sp_regen)
		+ sizeof(sd->skillblown)
		+ sizeof(sd->skillcast)
		+ sizeof(sd->add_def)
		+ sizeof(sd->add_mdef)
		+ sizeof(sd->add_mdmg)
		+ sizeof(sd->add_drop)
		+ sizeof(sd->itemhealrate)
		+ sizeof(sd->subele2)
	);
	
	// vars zeroing. ints, shorts, chars. in that order.
	memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
		+ 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->classchange)
		+ sizeof(sd->speed_rate)
		+ sizeof(sd->speed_add_rate)
		+ sizeof(sd->aspd_add)
		+ sizeof(sd->setitem_hash)
		+ sizeof(sd->setitem_hash2)
		+ sizeof(sd->itemhealrate2)
		// shorts
		+ sizeof(sd->splash_range)
		+ sizeof(sd->splash_add_range)
		+ sizeof(sd->add_steal_rate)
		+ sizeof(sd->add_heal_rate)
		+ sizeof(sd->add_heal2_rate)
		+ sizeof(sd->hp_gain_value)
		+ sizeof(sd->sp_gain_value)
		+ sizeof(sd->magic_hp_gain_value)
		+ sizeof(sd->magic_sp_gain_value)
		+ sizeof(sd->sp_vanish_rate)
		+ sizeof(sd->sp_vanish_per)
		+ sizeof(sd->unbreakable)
		+ sizeof(sd->unbreakable_equip)
		+ sizeof(sd->unstripable_equip)
		);

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

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

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

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

		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 REMODE
			/**
			 * in RE matk_max is used as the weapon's matk.
			 * += is used so that two-wield weapons (in the case of, say, sinx) bonus stack.
			 **/
			status->matk_max += sd->inventory_data[index]->matk;
			/**
			 * Refine Bonus
			 **/
			status->matk_max += sd->status.inventory[index].refine * refinebonus[wlv][0];
			/**
			 * In RE weapon level is used in several areas, this way we save performance
			 **/
			status->wlv = wlv;
		#endif
			if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
				wd->overrefine = r*refinebonus[wlv][1];

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

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

	if(sd->equip_index[EQI_AMMO] >= 0){
		index = sd->equip_index[EQI_AMMO];
		if(sd->inventory_data[index]){		// Arrows
			sd->arrow_atk += sd->inventory_data[index]->atk;
			sd->state.lr_flag = 2;
			run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
			sd->state.lr_flag = 0;
			if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
				return 1;
		}
	}

	//Store equipment script bonuses 
	memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
	memset(sd->param_bonus, 0, sizeof(sd->param_bonus));

	status->def += (refinedef+50)/100;

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

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

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

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

	if( sd->pd )
	{ // Pet Bonus
		struct pet_data *pd = sd->pd;
		if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
			run_script(pd->petDB->equip_script,0,sd->bl.id,0);
		if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
			pc_bonus(sd,pd->bonus->type, pd->bonus->val);
	}

	//param_bonus now holds card bonuses.
	if(status->rhw.range < 1) status->rhw.range = 1;
	if(status->lhw.range < 1) status->lhw.range = 1;
	if(status->rhw.range < status->lhw.range)
		status->rhw.range = status->lhw.range;

	sd->double_rate += sd->double_add_rate;
	sd->perfect_hit += sd->perfect_hit_add;
	sd->splash_range += sd->splash_add_range;

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

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

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

	// Job bonuses
	index = pc_class2idx(sd->status.class_);
	for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
		if(!job_bonus[index][i])
			continue;
		switch(job_bonus[index][i]) {
			case 1: status->str++; break;
			case 2: status->agi++; break;
			case 3: status->vit++; break;
			case 4: status->int_++; break;
			case 5: status->dex++; break;
			case 6: status->luk++; break;
		}
	}

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

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

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

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

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

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

	// Basic MaxHP value
	//We hold the standard Max HP here to make it faster to recalculate on vit changes.
	sd->status.max_hp = status_base_pc_maxhp(sd,status);
	//This is done to handle underflows from negative Max HP bonuses
	i = sd->status.max_hp + (int)status->max_hp;
	status->max_hp = cap_value(i, 0, INT_MAX);

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

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

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

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

	// Basic MaxSP value
	sd->status.max_sp = status_base_pc_maxsp(sd,status);
	//This is done to handle underflows from negative Max SP bonuses
	i = sd->status.max_sp + (int)status->max_sp;
	status->max_sp = cap_value(i, 0, INT_MAX);

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

	// 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;
#if REMODE
		status->def = cap_value(i, SHRT_MIN, SHRT_MAX);
#else
		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
#endif
	}
#if REMODE == 0
	/**
	 * The following setting does not affect Renewal Mode
	 **/
	if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
	{
		status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
		status->def = (unsigned char)battle_config.max_def;
	}
#endif
// ----- EQUIPMENT-MDEF CALCULATION -----

	// Apply relative modifiers from equipment
	if(sd->mdef_rate < 0)
		sd->mdef_rate = 0;
	if(sd->mdef_rate != 100) {
		i =  status->mdef * sd->mdef_rate/100;
#if REMODE
		status->mdef = cap_value(i, SHRT_MIN, SHRT_MAX);
#else
		status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
#endif
	}
#if REMODE == 0
	/**
	 * The following setting does not affect Renewal Mode
	 **/
	if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
	{
		status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
		status->mdef = (signed char)battle_config.max_def;
	}
#endif
// ----- ASPD CALCULATION -----
// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied

	// Basic ASPD value
	i = status_base_amotion_pc(sd,status);
	status->amotion = cap_value(i,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(sc->data[SC_KNOWLEDGE])
		sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
	if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
		sd->max_weight += 2000*skill;

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

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

	if(sc->data[SC_SERVICE4U])
		sd->dsprate -= sc->data[SC_SERVICE4U]->val3;

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

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

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

	if(sc->count){
     	if(sc->data[SC_CONCENTRATE])
		{	//Update the card-bonus data
			sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
			sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
		}
     	if(sc->data[SC_SIEGFRIED]){
			i = sc->data[SC_SIEGFRIED]->val2;
			sd->subele[ELE_WATER] += i;
			sd->subele[ELE_EARTH] += i;
			sd->subele[ELE_FIRE] += i;
			sd->subele[ELE_WIND] += i;
			sd->subele[ELE_POISON] += i;
			sd->subele[ELE_HOLY] += i;
			sd->subele[ELE_DARK] += i;
			sd->subele[ELE_GHOST] += i;
			sd->subele[ELE_UNDEAD] += i;
		}
		if(sc->data[SC_PROVIDENCE]){
			sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
			sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
		}
		if(sc->data[SC_ARMOR_ELEMENT])
		{	//This status change should grant card-type elemental resist.
			sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
		}
		if(sc->data[SC_ARMOR_RESIST])
		{ // Undead Scroll
			sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
		}
	}
	status_cpy(&sd->battle_status, status);

// ----- CLIENT-SIDE REFRESH -----
	if(!sd->bl.prev) {
		//Will update on LoadEndAck
		calculating = 0;
		return 0;
	}
	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
		clif_skillinfoblock(sd);
	if(b_weight != sd->weight)
		clif_updatestatus(sd,SP_WEIGHT);
	if(b_max_weight != sd->max_weight) {
		clif_updatestatus(sd,SP_MAXWEIGHT);
		pc_updateweightstatus(sd);
	}

	calculating = 0;

	return 0;
}

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

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

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

	return 0;
}

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

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

	if (first) {	//[orn]
		const struct s_homunculus_db *db = hd->homunculusDB;
		status->def_ele =  db->element;
		status->ele_lv = 1;
		status->race = db->race;
		status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
		status->rhw.range = 1 + status->size;
		status->mode = MD_CANMOVE|MD_CANATTACK;
		status->speed = DEFAULT_WALK_SPEED;
		if (battle_config.hom_setting&0x8 && hd->master)
			status->speed = status_get_speed(&hd->master->bl);

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

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

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

	merc_hom_calc_skilltree(hd);

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

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

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

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

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

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

	status->aspd_rate = 1000;

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

	status_calc_misc(&hd->bl, status, hom->level);
#if REMODE
	/**
	 * In RE Mode matk_max is used as source of weaponMATK, but homuns don't have it -- so we swap the values here.
	 **/
	status->matk_max = status->matk_min;
#endif
	status_cpy(&hd->battle_status, status);
	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);
#if REMODE
	static short status_calc_def(struct block_list *bl, struct status_change *sc, int);
#else
	static signed char status_calc_def(struct block_list *,struct status_change *,int);
#endif
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
#if REMODE
	static short status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
#else
	static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
#endif
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;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		val = (status->max_sp * (status->int_ + 10) / 750) + 1;
		regen->sp = cap_value(val, 1, SHRT_MAX);
	}
}

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

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

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

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

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

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

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

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

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

	if (!b_status || !status)
		return;

	if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
		status_cpy(status, b_status);
		return;
	}

	if(flag&SCB_STR) {
		status->str = status_calc_str(bl, sc, b_status->str);
		flag|=SCB_BATK;
		if( bl->type&BL_HOM )
			flag |= SCB_WATK;
	}

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

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

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

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

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

	if(flag&SCB_BATK && b_status->batk) {
		status->batk = status_base_atk(bl,status);
		temp = b_status->batk - status_base_atk(bl,b_status);
		if (temp)
		{
			temp += status->batk;
			status->batk = cap_value(temp, 0, USHRT_MAX);
		}
		status->batk = status_calc_batk(bl, sc, status->batk);
	}

	if(flag&SCB_WATK) {

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

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

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

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

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

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

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

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

	if(flag&SCB_MDEF)
	{
		status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
	
		if( bl->type&BL_HOM )
			status->mdef += (status->int_/5 - b_status->int_/5);
	}
		
	if(flag&SCB_MDEF2) {
		if (status->int_ == b_status->int_ && status->vit == b_status->vit)
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
		else
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
	}

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

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

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

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


	}

	if(flag&SCB_CRI && b_status->cri) {
		if (status->luk == b_status->luk)
			status->cri = status_calc_critical(bl, sc, b_status->cri);
		else
			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
	}

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

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

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

	if(flag&SCB_MODE)
	{
		status->mode = status_calc_mode(bl, sc, b_status->mode);
		//Since mode changed, reset their state.
		if (!(status->mode&MD_CANATTACK))
			unit_stop_attack(bl);
		if (!(status->mode&MD_CANMOVE))
			unit_stop_walking(bl,1);
	}

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

	if(flag&SCB_MAXHP) {
		if( bl->type&BL_PC )
		{
			status->max_hp = status_base_pc_maxhp(sd,status);
			status->max_hp += b_status->max_hp - sd->status.max_hp;

			status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);

			if( status->max_hp > (unsigned int)battle_config.max_hp )
				status->max_hp = (unsigned int)battle_config.max_hp;
		}
		else
		{
			status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
		}

		if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
		{
			status->hp = status->max_hp;
			if( sd ) clif_updatestatus(sd,SP_HP);
		}
	}

	if(flag&SCB_MAXSP) {
		if( bl->type&BL_PC )
		{
			status->max_sp = status_base_pc_maxsp(sd,status);
			status->max_sp += b_status->max_sp - sd->status.max_sp;

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

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

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

	if(flag&SCB_MATK) {
		//New matk
	#if REMODE
		status->matk_min = status_base_matk_min(status,status_get_lv(bl));
	#else
		status->matk_min = status_base_matk_min(status);
	#endif
		status->matk_max = status_base_matk_max(status);

		if( bl->type&BL_PC && sd->matk_rate != 100 )
		{
			//Bonuses from previous matk
		#if REMODE == 0 //Only changed in non-re [RRInd]
			status->matk_max = status->matk_max * sd->matk_rate/100;
		#endif
			status->matk_min = status->matk_min * sd->matk_rate/100;
		}
			
		status->matk_min = status_calc_matk(bl, sc, status->matk_min);
		#if REMODE == 0 //Only changed in non-re [RRInd]
			status->matk_max = status_calc_matk(bl, sc, status->matk_max);
		#endif

		if(sc->data[SC_MAGICPOWER]) { //Store current matk values
			sc->mp_matk_min = status->matk_min;
			sc->mp_matk_max = status->matk_max;
		}

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

	}

	if(flag&SCB_ASPD) {
		int amotion;
		if( bl->type&BL_PC )
		{
			amotion = status_base_amotion_pc(sd,status);
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
			
			if(status->aspd_rate != 1000)
				amotion = amotion*status->aspd_rate/1000;
			
			status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
			
			status->adelay = 2*status->amotion;
		}
		else
		if( bl->type&BL_HOM )
		{
			amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;			
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
			
			if(status->aspd_rate != 1000)
				amotion = amotion*status->aspd_rate/1000;
			
			status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
			
			status->adelay = status->amotion;
		}
		else // mercenary and mobs
		{
			amotion = b_status->amotion;
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
			
			if(status->aspd_rate != 1000)
				amotion = amotion*status->aspd_rate/1000;
			
			status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);	
			
			temp = b_status->adelay*status->aspd_rate/1000;
			status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
		}
	}

	if(flag&SCB_DSPD) {
		int dmotion;
		if( bl->type&BL_PC )
		{
			if (b_status->agi == status->agi)
				status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
			else {
				dmotion = 800-status->agi*4;
				status->dmotion = cap_value(dmotion, 400, 800);
				if(battle_config.pc_damage_delay_rate != 100)
					status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
				//It's safe to ignore b_status->dmotion since no bonus affects it.
				status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
			}
		}
		else
		if( bl->type&BL_HOM )
		{
			dmotion = 800-status->agi*4;
			status->dmotion = cap_value(dmotion, 400, 800);
			status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
		}
		else // mercenary and mobs
		{
			status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
		}
	}
#if REMODE
	status_renewal_postcalc(status,flag);
#endif
	if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
		status_calc_regen(bl, status, status_get_regen_data(bl));

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

	// remember previous values
	status = status_get_status_data(bl);
	memcpy(&b_status, status, sizeof(struct status_data));

	if( flag&SCB_BASE )
	{// calculate the object's base status too
		switch( bl->type )
		{
		case BL_PC:  status_calc_pc_(BL_CAST(BL_PC,bl), first);          break;
		case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first);        break;
		case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first);        break;
		case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
		case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first);  break;
		}
	}

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

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

	status_calc_bl_main(bl, flag);

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

	// compare against new values and send client updates
	if( bl->type == BL_PC )
	{
		TBL_PC* sd = BL_CAST(BL_PC, bl);
		if(b_status.str != status->str)
			clif_updatestatus(sd,SP_STR);
		if(b_status.agi != status->agi)
			clif_updatestatus(sd,SP_AGI);
		if(b_status.vit != status->vit)
			clif_updatestatus(sd,SP_VIT);
		if(b_status.int_ != status->int_)
			clif_updatestatus(sd,SP_INT);
		if(b_status.dex != status->dex)
			clif_updatestatus(sd,SP_DEX);
		if(b_status.luk != status->luk)
			clif_updatestatus(sd,SP_LUK);
		if(b_status.hit != status->hit)
			clif_updatestatus(sd,SP_HIT);
		if(b_status.flee != status->flee)
			clif_updatestatus(sd,SP_FLEE1);
		if(b_status.amotion != status->amotion)
			clif_updatestatus(sd,SP_ASPD);
		if(b_status.speed != status->speed)
			clif_updatestatus(sd,SP_SPEED);
		if(b_status.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);
	}
	else
	if( bl->type == BL_HOM )
	{
		TBL_HOM* hd = BL_CAST(BL_HOM, bl);
		if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
			clif_hominfo(hd->master,hd,0);
	}
	else
	if( bl->type == BL_MER )
	{
		TBL_MER* md = BL_CAST(BL_MER, bl);
		if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
			clif_mercenary_updatestatus(md->master, SP_ATK1);
		if( b_status.matk_max != status->matk_max )
			clif_mercenary_updatestatus(md->master, SP_MATK1);
		if( b_status.hit != status->hit )
			clif_mercenary_updatestatus(md->master, SP_HIT);
		if( b_status.cri != status->cri )
			clif_mercenary_updatestatus(md->master, SP_CRITICAL);
		if( b_status.def != status->def )
			clif_mercenary_updatestatus(md->master, SP_DEF1);
		if( b_status.mdef != status->mdef )
			clif_mercenary_updatestatus(md->master, SP_MDEF1);
		if( b_status.flee != status->flee )
			clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
		if( b_status.amotion != status->amotion )
			clif_mercenary_updatestatus(md->master, SP_ASPD);
		if( b_status.max_hp != status->max_hp )
			clif_mercenary_updatestatus(md->master, SP_MAXHP);
		if( b_status.max_sp != status->max_sp )
			clif_mercenary_updatestatus(md->master, SP_MAXSP);
		if( b_status.hp != status->hp )
			clif_mercenary_updatestatus(md->master, SP_HP);
		if( b_status.sp != status->sp )
			clif_mercenary_updatestatus(md->master, SP_SP);
	}
}

/*==========================================
 * Apply shared stat mods from status changes [DracoRPG]
 *------------------------------------------*/
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
{
	if(!sc || !sc->count)
		return cap_value(str,0,USHRT_MAX);

	if(sc->data[SC_INCALLSTATUS])
		str += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCSTR])
		str += sc->data[SC_INCSTR]->val1;
	if(sc->data[SC_STRFOOD])
		str += sc->data[SC_STRFOOD]->val1;
	if(sc->data[SC_FOOD_STR_CASH])
		str += sc->data[SC_FOOD_STR_CASH]->val1;
	if(sc->data[SC_BATTLEORDERS])
		str += 5;
	if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
		str += (sc->data[SC_GUILDAURA]->val3)>>16;
	if(sc->data[SC_LOUD])
		str += 4;
	if(sc->data[SC_TRUESIGHT])
		str += 5;
	if(sc->data[SC_SPURT])
		str += 10;
	if(sc->data[SC_NEN])
		str += sc->data[SC_NEN]->val1;
	if(sc->data[SC_BLESSING]){
		if(sc->data[SC_BLESSING]->val2)
			str += sc->data[SC_BLESSING]->val2;
		else
			str >>= 1;
	}
	if(sc->data[SC_MARIONETTE])
		str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
		str = 50;
	/**
	 * RK Rune Skill
	 **/
	if(sc->data[SC_GIANTGROWTH])
		str += 30;

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

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

	if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
		agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		agi += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCAGI])
		agi += sc->data[SC_INCAGI]->val1;
	if(sc->data[SC_AGIFOOD])
		agi += sc->data[SC_AGIFOOD]->val1;
	if(sc->data[SC_FOOD_AGI_CASH])
		agi += sc->data[SC_FOOD_AGI_CASH]->val1;
	if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
		agi += (sc->data[SC_GUILDAURA]->val4)>>16;
	if(sc->data[SC_TRUESIGHT])
		agi += 5;
	if(sc->data[SC_INCREASEAGI])
		agi += sc->data[SC_INCREASEAGI]->val2;
	if(sc->data[SC_INCREASING])
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DECREASEAGI])
		agi -= sc->data[SC_DECREASEAGI]->val2;
	if(sc->data[SC_QUAGMIRE])
		agi -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
		agi -= sc->data[SC_SUITON]->val2;
	if(sc->data[SC_MARIONETTE])
		agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
		agi = 50;
	/**
	 * Arch Bishop
	 **/
	if(sc->data[SC_ADORAMUS])
		agi -= sc->data[SC_ADORAMUS]->val2;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	if(sc->data[SC_ATKPOTION])
		batk += sc->data[SC_ATKPOTION]->val1;
	if(sc->data[SC_BATKFOOD])
		batk += sc->data[SC_BATKFOOD]->val1;
	if(sc->data[SC_INCATKRATE])
		batk += batk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		batk += batk * sc->data[SC_PROVOKE]->val3/100;
	if(sc->data[SC_CONCENTRATION])
		batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_SKE])
		batk += batk * 3;
	if(sc->data[SC_BLOODLUST])
		batk += batk * sc->data[SC_BLOODLUST]->val2/100;
	if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
		batk -= batk * 25/100;
	if(sc->data[SC_CURSE])
		batk -= batk * 25/100;
//Curse shouldn't effect on this?  <- Curse OR Bleeding??
//	if(sc->data[SC_BLEEDING])
//		batk -= batk * 25/100;
	if(sc->data[SC_FLEET])
		batk += batk * sc->data[SC_FLEET]->val3/100;
	if(sc->data[SC_GATLINGFEVER])
		batk += sc->data[SC_GATLINGFEVER]->val3;
	if(sc->data[SC_MADNESSCANCEL])
		batk += 100;
#if RE_EDP
	/**
	 * in RE EDP increases your base atk by atk x Skill Level.
	 **/
	if( sc->data[SC_EDP] )
		batk = batk * sc->data[SC_EDP]->val1;
#endif
	return (unsigned short)cap_value(batk,0,USHRT_MAX);
}

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

	if(sc->data[SC_IMPOSITIO])
		watk += sc->data[SC_IMPOSITIO]->val2;
	if(sc->data[SC_WATKFOOD])
		watk += sc->data[SC_WATKFOOD]->val1;
	if(sc->data[SC_DRUMBATTLE])
		watk += sc->data[SC_DRUMBATTLE]->val2;
	if(sc->data[SC_VOLCANO])
		watk += sc->data[SC_VOLCANO]->val2;
	if(sc->data[SC_INCATKRATE])
		watk += watk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		watk += watk * sc->data[SC_PROVOKE]->val3/100;
	if(sc->data[SC_CONCENTRATION])
		watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_SKE])
		watk += watk * 3;
	if(sc->data[SC_NIBELUNGEN]) {
		if (bl->type != BL_PC)
			watk += sc->data[SC_NIBELUNGEN]->val2;
		else {
			TBL_PC *sd = (TBL_PC*)bl;
			int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
				watk += sc->data[SC_NIBELUNGEN]->val2;
		}
	}
	if(sc->data[SC_BLOODLUST])
		watk += watk * sc->data[SC_BLOODLUST]->val2/100;
	if(sc->data[SC_FLEET])
		watk += watk * sc->data[SC_FLEET]->val3/100;
	if(sc->data[SC_CURSE])
		watk -= watk * 25/100;
	if(sc->data[SC_STRIPWEAPON])
		watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
	if(sc->data[SC_MERC_ATKUP])
		watk += sc->data[SC_MERC_ATKUP]->val2;
#if RE_EDP
	/**
	 * in RE EDP increases your weapon atk by watk x Skill Level - 1
	 **/
	if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 )
		watk = watk * (sc->data[SC_EDP]->val1 - 1);
#endif

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

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

	if(sc->data[SC_MATKPOTION])
		matk += sc->data[SC_MATKPOTION]->val1;
	if(sc->data[SC_MATKFOOD])
		matk += sc->data[SC_MATKFOOD]->val1;
	if(sc->data[SC_MAGICPOWER])
		matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
	if(sc->data[SC_MINDBREAKER])
		matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
	if(sc->data[SC_INCMATKRATE])
		matk += matk * sc->data[SC_INCMATKRATE]->val1/100;

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

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

	if (sc->data[SC_INCCRI])
		critical += sc->data[SC_INCCRI]->val2;
	if (sc->data[SC_EXPLOSIONSPIRITS])
		critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
	if (sc->data[SC_FORTUNE])
		critical += sc->data[SC_FORTUNE]->val2;
	if (sc->data[SC_TRUESIGHT])
		critical += sc->data[SC_TRUESIGHT]->val2;
	if(sc->data[SC_CLOAKING])
		critical += critical;
	if(sc->data[SC_CAMOUFLAGE])
		critical += 100;

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

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

	if(sc->data[SC_INCHIT])
		hit += sc->data[SC_INCHIT]->val1;
	if(sc->data[SC_HITFOOD])
		hit += sc->data[SC_HITFOOD]->val1;
	if(sc->data[SC_TRUESIGHT])
		hit += sc->data[SC_TRUESIGHT]->val3;
	if(sc->data[SC_HUMMING])
		hit += sc->data[SC_HUMMING]->val2;
	if(sc->data[SC_CONCENTRATION])
		hit += sc->data[SC_CONCENTRATION]->val3;
	if(sc->data[SC_INCHITRATE])
		hit += hit * sc->data[SC_INCHITRATE]->val1/100;
	if(sc->data[SC_BLIND])
		hit -= hit * 25/100;
	if(sc->data[SC_ADJUSTMENT])
		hit -= 30;
	if(sc->data[SC_INCREASING])
		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
	if(sc->data[SC_MERC_HITUP])
		hit += sc->data[SC_MERC_HITUP]->val2;
	if(sc->data[SC_FEAR])
		hit -= hit * 20 / 100;

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

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

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

	if(sc->data[SC_INCFLEE])
		flee += sc->data[SC_INCFLEE]->val1;
	if(sc->data[SC_FLEEFOOD])
		flee += sc->data[SC_FLEEFOOD]->val1;
	if(sc->data[SC_WHISTLE])
		flee += sc->data[SC_WHISTLE]->val2;
	if(sc->data[SC_WINDWALK])
		flee += sc->data[SC_WINDWALK]->val2;
	if(sc->data[SC_INCFLEERATE])
		flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
	if(sc->data[SC_VIOLENTGALE])
		flee += sc->data[SC_VIOLENTGALE]->val2;
	if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT]->val2;
	if(sc->data[SC_CLOSECONFINE])
		flee += 10;
	if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
		flee -= flee * 50/100;
	if(sc->data[SC_BERSERK])
		flee -= flee * 50/100;
	if(sc->data[SC_BLIND])
		flee -= flee * 25/100;
	if(sc->data[SC_ADJUSTMENT])
		flee += 30;
	if(sc->data[SC_GATLINGFEVER])
		flee -= sc->data[SC_GATLINGFEVER]->val4;
	if(sc->data[SC_SPEED])
		flee += 10 + sc->data[SC_SPEED]->val1 * 10;
	if(sc->data[SC_MERC_FLEEUP])
		flee += sc->data[SC_MERC_FLEEUP]->val2;
	if(sc->data[SC_FEAR])
		flee -= flee * 20 / 100;
	if(sc->data[SC_PARALYSE])
		flee -= flee / 10; // 10% Flee reduction
	if(sc->data[SC_INFRAREDSCAN])
		flee -= flee * 30 / 100;
	if( sc->data[SC__LAZINESS] )
		flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
	if( sc->data[SC_GLOOMYDAY] )
		flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
	if( sc->data[SC_HALLUCINATIONWALK] )
		flee += sc->data[SC_HALLUCINATIONWALK]->val2;
	if( sc->data[SC_SATURDAYNIGHTFEVER] )
		flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
	if( sc->data[SC_WATER_BARRIER] )
		flee -= sc->data[SC_WATER_BARRIER]->val3;
	if( sc->data[SC_WIND_STEP_OPTION] )
		flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
	if( sc->data[SC_ZEPHYR] )
		flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
	if( sc->data[SC_MARSHOFABYSS] )
		flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);


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

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

	if(sc->data[SC_INCFLEE2])
		flee2 += sc->data[SC_INCFLEE2]->val2;
	if(sc->data[SC_WHISTLE])
		flee2 += sc->data[SC_WHISTLE]->val3*10;

	return (short)cap_value(flee2,10,SHRT_MAX);
}
#if REMODE
	static short status_calc_def(struct block_list *bl, struct status_change *sc, int def)
#else
	static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
#endif
{
	if(!sc || !sc->count)
#if REMODE
		return (short)cap_value(def,SHRT_MIN,SHRT_MAX);
#else
		return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
#endif
	if(sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_SKA])
		return sc->data[SC_SKA]->val3;
	if(sc->data[SC_BARRIER])
		return 100;
	if(sc->data[SC_KEEPING])
		return 90;
	if(sc->data[SC_STEELBODY])
		return 90;
	if(sc->data[SC_ARMORCHANGE])
		def += sc->data[SC_ARMORCHANGE]->val2;
	if(sc->data[SC_DRUMBATTLE])
		def += sc->data[SC_DRUMBATTLE]->val3;
	if(sc->data[SC_DEFENCE])	//[orn]
		def += sc->data[SC_DEFENCE]->val2 ;
	if(sc->data[SC_INCDEFRATE])
		def += def * sc->data[SC_INCDEFRATE]->val1/100;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		def >>=1;
	if(sc->data[SC_FREEZE])
		def >>=1;
	if(sc->data[SC_SIGNUMCRUCIS])
		def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
	if(sc->data[SC_CONCENTRATION])
		def -= def * sc->data[SC_CONCENTRATION]->val4/100;
	if(sc->data[SC_SKE])
		def >>=1;
	if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
		def -= def * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_STRIPSHIELD])
		def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
	if (sc->data[SC_FLING])
		def -= def * (sc->data[SC_FLING]->val2)/100;
	if( sc->data[SC_FREEZING] )
		def -= def * 3 / 10;
	if( sc->data[SC_MARSHOFABYSS] )
		def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
	if( sc->data[SC_ANALYZE] )
		def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC__BLOODYLUST] )
		def -= def * 55 / 100;
	if( sc->data[SC_FORCEOFVANGUARD] )
		def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if(sc->data[SC_SATURDAYNIGHTFEVER])
		def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
	if(sc->data[SC_EARTHDRIVE])
		def -= def * 25 / 100;
	if( sc->data[SC_GT_CHANGE] )
		def -= def * sc->data[SC_GT_CHANGE]->val3 / 100;
	if( sc->data[SC_ROCK_CRUSHER] )
		def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
	if( sc->data[SC_POWER_OF_GAIA] )
		def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
#if REMODE
	return (short)cap_value(def,SHRT_MIN,SHRT_MAX);
#else
	return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
#endif
}

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])
		return 0;
	if(sc->data[SC_ETERNALCHAOS])
		return 0;
	if(sc->data[SC_SUN_COMFORT])
		def2 += sc->data[SC_SUN_COMFORT]->val2;
	if(sc->data[SC_ANGELUS])
		def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
	if(sc->data[SC_CONCENTRATION])
		def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
	if(sc->data[SC_POISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_DPOISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_SKE])
		def2 -= def2 * 50/100;
	if(sc->data[SC_PROVOKE])
		def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_JOINTBEAT])
		def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
			  + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
	if(sc->data[SC_FLING])
		def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
	if( sc->data[SC_FREEZING] )
		def2 -= def2 * 3 / 10;
	if(sc->data[SC_ANALYZE])
		def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC_ECHOSONG] )
		def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
	if( sc->data[SC_PRESTIGE] )
		def2 += def2 * sc->data[SC_PRESTIGE]->val1 / 100;
	if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
		def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
		def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
	if( sc->data[SC_GT_REVITALIZE] )
		def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100;

	return (short)cap_value(def2,1,SHRT_MAX);
}

#if REMODE
	static short status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
#else
	static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
#endif
{
	if(!sc || !sc->count)
#if REMODE
		return (short)cap_value(mdef,SHRT_MIN,SHRT_MAX);
#else
		return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
#endif

	if(sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_BARRIER])
		return 100;
	if(sc->data[SC_STEELBODY])
		return 90;
	if(sc->data[SC_ARMORCHANGE])
		mdef += sc->data[SC_ARMORCHANGE]->val3;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		mdef += 25*mdef/100;
	if(sc->data[SC_FREEZE])
		mdef += 25*mdef/100;
	if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
		mdef += sc->data[SC_ENDURE]->val1;
	if(sc->data[SC_CONCENTRATION])
		mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
	if( sc->data[SC_MARSHOFABYSS] )
		mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
	if(sc->data[SC_ANALYZE])
		mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if(sc->data[SC_SYMPHONYOFLOVER])
		mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
	if(sc->data[SC_GT_CHANGE])
		mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100;
	if(sc->data[SC_WATER_BARRIER])
		mdef += sc->data[SC_WATER_BARRIER]->val2;

#if REMODE
	return (short)cap_value(mdef,SHRT_MIN,SHRT_MAX);
#else
	return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
#endif
}

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

	return (short)cap_value(mdef2,1,SHRT_MAX);
}

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

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

	if( sd && sd->ud.skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
	{
		speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
	}
	else
	{
		speed_rate = 100;

		//GetMoveHasteValue2()
		{
			int val = 0;

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

			speed_rate -= val;
		}

		//GetMoveSlowValue()
		{
			int val = 0;

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

				if( sc->data[SC_DECREASEAGI] )
					val = max( val, 25 );
				if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
					val = max( val, 50 );
				if( sc->data[SC_DONTFORGETME] )
					val = max( val, sc->data[SC_DONTFORGETME]->val3 );
				if( sc->data[SC_CURSE] )
					val = max( val, 300 );
				if( sc->data[SC_CHASEWALK] )
					val = max( val, sc->data[SC_CHASEWALK]->val3 );
				if( sc->data[SC_WEDDING] )
					val = max( val, 100 );
				if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
					val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
				if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
					val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
				if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
					val = max( val, 75 );
				if( sc->data[SC_SLOWDOWN] ) // Slow Potion
					val = max( val, 100 );
				if( sc->data[SC_GATLINGFEVER] )
					val = max( val, 100 );
				if( sc->data[SC_SUITON] )
					val = max( val, sc->data[SC_SUITON]->val3 );
				if( sc->data[SC_SWOO] )
					val = max( val, 300 );
				if( sc->data[SC_FREEZING] )
					val = max( val, 70 );
				if( sc->data[SC_MARSHOFABYSS] )
					val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
				if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
					val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
				if( sc->data[SC__GROOMY] )
					val = max( val, sc->data[SC__GROOMY]->val2);
				if( sc->data[SC_STEALTHFIELD_MASTER] )
					val = max( val, 30 );
				if( sc->data[SC_BANDING_DEFENCE] )
					val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
				if( sc->data[SC_ROCK_CRUSHER_ATK] )
					val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
				if( sc->data[SC_POWER_OF_GAIA] )
					val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
				if( sc->data[SC_MELON_BOMB] )
					val = max( val, sc->data[SC_MELON_BOMB]->val1 );

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

			speed_rate += val;
		}

		//GetMoveHasteValue1()
		{
			int val = 0;

			if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
				val = max( val, 50 );
			if( sc->data[SC_INCREASEAGI] )
				val = max( val, 25 );
			if( sc->data[SC_WINDWALK] )
				val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
			if( sc->data[SC_CARTBOOST] )
				val = max( val, 20 );
			if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
				val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
			if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
				val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
			if( sc->data[SC_BERSERK] )
				val = max( val, 25 );
			if( sc->data[SC_RUN] )
				val = max( val, 55 );
			if( sc->data[SC_AVOID] )
				val = max( val, 10 * sc->data[SC_AVOID]->val1 );
			if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
				val = max( val, 75 );

			//FIXME: official items use a single bonus for this [ultramage]
			if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
				val = max( val, 25 );
			if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
				val = max( val, -(sd->speed_rate + sd->speed_add_rate) );

			speed_rate -= val;
		}

		if( speed_rate < 40 )
			speed_rate = 40;
	}

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

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

/// Calculates an object's ASPD modifier (alters the base amotion value).
/// Note that the scale of aspd_rate is 1000 = 100%.
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
#if REMODE == 0
	/**
	 * this variable is not used unless in non-RE
	 **/
	int i;
#endif
	if(!sc || !sc->count)
		return cap_value(aspd_rate,0,SHRT_MAX);

	if(!sc->data[SC_QUAGMIRE])
	{
		int max = 0;
		if(sc->data[SC_STAR_COMFORT])
			max = sc->data[SC_STAR_COMFORT]->val2;

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

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

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

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

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

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

	  	//These stack with the rest of bonuses.
		if(sc->data[SC_BERSERK])
			aspd_rate -= 300;
		else if(sc->data[SC_MADNESSCANCEL])
			aspd_rate -= 200;
	}
#if REMODE == 0
	/**
	 * in RE they give a fixed boost -- we do so along SERVICE4U in status_base_amotion_pc
	 **/
	if(sc->data[i=SC_ASPDPOTION3] ||
		sc->data[i=SC_ASPDPOTION2] ||
		sc->data[i=SC_ASPDPOTION1] ||
		sc->data[i=SC_ASPDPOTION0])
		aspd_rate -= sc->data[i]->val2;
#endif
	if(sc->data[SC_DONTFORGETME])
		aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
	if(sc->data[SC_LONGING])
		aspd_rate += sc->data[SC_LONGING]->val2;
	if(sc->data[SC_STEELBODY])
		aspd_rate += 250;
	if(sc->data[SC_SKA])
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER])
		aspd_rate += sc->data[SC_DEFENDER]->val4;
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION])
		aspd_rate += sc->data[SC_GRAVITATION]->val2;
	if(sc->data[SC_JOINTBEAT]) {
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			aspd_rate += 250;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			aspd_rate += 100;
	}
	if( sc->data[SC_FREEZING] )
		aspd_rate += 300;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		aspd_rate += 500;
	if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
	if( sc->data[SC_PARALYSE] )
		aspd_rate += 100;
	if( sc->data[SC__BODYPAINT] )
		aspd_rate += aspd_rate * (20 + 5 * sc->data[SC__BODYPAINT]->val1) / 100;
	if( sc->data[SC__INVISIBILITY] )
		aspd_rate += aspd_rate * sc->data[SC__INVISIBILITY]->val2 / 100;
	if( sc->data[SC__GROOMY] )
		aspd_rate += aspd_rate * sc->data[SC__GROOMY]->val2 / 100;
	if( sc->data[SC_SWINGDANCE] )
		aspd_rate -= aspd_rate * sc->data[SC_SWINGDANCE]->val2 / 100;
	if( sc->data[SC_DANCEWITHWUG] )
		aspd_rate -= aspd_rate * sc->data[SC_DANCEWITHWUG]->val3 / 100;	
	if( sc->data[SC_GLOOMYDAY] )
		aspd_rate += aspd_rate * sc->data[SC_GLOOMYDAY]->val3 / 100;
	if( sc->data[SC_EARTHDRIVE] )
		aspd_rate += aspd_rate * 25 / 100;
	/*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */
	//if( sc->data[SC_RAISINGDRAGON] )
	//	aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie]
	if( sc->data[SC_GT_CHANGE] )
		aspd_rate -= aspd_rate * (sc->data[SC_GT_CHANGE]->val2/200) / 100;
	if( sc->data[SC_GT_REVITALIZE] )
		aspd_rate -= aspd_rate * sc->data[SC_GT_REVITALIZE]->val2 / 100;
	if( sc->data[SC_MELON_BOMB] )
		aspd_rate += aspd_rate * sc->data[SC_MELON_BOMB]->val1 / 100;
	if( sc->data[SC_BOOST500] )
		aspd_rate -= aspd_rate * sc->data[SC_BOOST500]->val1/100;
	if(sc->data[SC_EXTRACT_SALAMINE_JUICE])
		aspd_rate -= aspd_rate * sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1/100;

	return (short)cap_value(aspd_rate,0,SHRT_MAX);
}

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

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

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

	if(sc->data[SC_INCMHPRATE])
		maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
	if(sc->data[SC_APPLEIDUN])
		maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
	if(sc->data[SC_DELUGE])
		maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
	if(sc->data[SC_BERSERK])
		maxhp += maxhp * 2;
	if(sc->data[SC_MARIONETTE])
		maxhp -= 1000;

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

	if(sc->data[SC_EPICLESIS])
		maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
	if(sc->data[SC_VENOMBLEED])
		maxhp -= maxhp * 15 / 100;


	return cap_value(maxhp,1,UINT_MAX);
}

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

	if(sc->data[SC_INCMSPRATE])
		maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
	if(sc->data[SC_SERVICE4U])
		maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
	if(sc->data[SC_MERC_SPUP])
		maxsp += maxsp * sc->data[SC_MERC_SPUP]->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])
		return ELE_WATER;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		return ELE_EARTH;
	if(sc->data[SC_BENEDICTIO])
		return ELE_HOLY;
	if(sc->data[SC_CHANGEUNDEAD])
		return ELE_UNDEAD;
	if(sc->data[SC_ELEMENTALCHANGE])
		return sc->data[SC_ELEMENTALCHANGE]->val2;
	if(sc->data[SC_SHAPESHIFT])
		return sc->data[SC_SHAPESHIFT]->val2;

	return (unsigned char)cap_value(element,0,UCHAR_MAX);
}

static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
	if(!sc || !sc->count)
		return lv;

	if(sc->data[SC_FREEZE])	
		return 1;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		return 1;
	if(sc->data[SC_BENEDICTIO])
		return 1;
	if(sc->data[SC_CHANGEUNDEAD])
		return 1;
	if(sc->data[SC_ELEMENTALCHANGE])
		return sc->data[SC_ELEMENTALCHANGE]->val1;
	if(sc->data[SC_SHAPESHIFT])
		return 1;

	return (unsigned char)cap_value(lv,1,4);
}


unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
	if(!sc || !sc->count)
		return element;
	if(sc->data[SC_ENCHANTARMS])
		return sc->data[SC_ENCHANTARMS]->val2;
	if(sc->data[SC_WATERWEAPON])
		return ELE_WATER;
	if(sc->data[SC_EARTHWEAPON])
		return ELE_EARTH;
	if(sc->data[SC_FIREWEAPON])
		return ELE_FIRE;
	if(sc->data[SC_WINDWEAPON])
		return ELE_WIND;
	if(sc->data[SC_ENCPOISON])
		return ELE_POISON;
	if(sc->data[SC_ASPERSIO])
		return ELE_HOLY;
	if(sc->data[SC_SHADOWWEAPON])
		return ELE_DARK;
	if(sc->data[SC_GHOSTWEAPON])
		return ELE_GHOST;
	return (unsigned char)cap_value(element,0,UCHAR_MAX);
}

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

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

/*==========================================
 * �Ώۂ�Class��Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------*/
int status_get_class(struct block_list *bl)
{
	nullpo_ret(bl);
	switch( bl->type )
	{
	case BL_PC:  return ((TBL_PC*)bl)->status.class_;
	case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
	case BL_PET: return ((TBL_PET*)bl)->pet.class_;
	case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
	case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
	case BL_NPC: return ((TBL_NPC*)bl)->class_;
	}
	return 0;
}
/*==========================================
 * �Ώۂ̃��x����Ԃ�(�ėp)
 * �߂�͐�����0�ȏ�
 *------------------------------------------*/
int status_get_lv(struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
		case BL_PC:  return ((TBL_PC*)bl)->status.base_level;
		case BL_MOB: return ((TBL_MOB*)bl)->level;
		case BL_PET: return ((TBL_PET*)bl)->pet.level;
		case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
		case BL_MER: return ((TBL_MER*)bl)->db->lv;
	}
	return 1;
}

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

struct status_data *status_get_status_data(struct block_list *bl)
{
	nullpo_retr(&dummy_status, bl);

	switch (bl->type) {
		case BL_PC:  return &((TBL_PC*)bl)->battle_status;
		case BL_MOB: return &((TBL_MOB*)bl)->status;
		case BL_PET: return &((TBL_PET*)bl)->status;
		case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
		case BL_MER: return &((TBL_MER*)bl)->battle_status;
		default:
			return &dummy_status;
	}
}

struct status_data *status_get_base_status(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
		case BL_PC:  return &((TBL_PC*)bl)->base_status;
		case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
		case BL_PET: return &((TBL_PET*)bl)->db->status;
		case BL_HOM: return &((TBL_HOM*)bl)->base_status;
		case BL_MER: return &((TBL_MER*)bl)->base_status;
		default:
			return NULL;
	}
}
#if REMODE
	short status_get_def(struct block_list *bl)
#else
	signed char status_get_def(struct block_list *bl)
#endif
{
	struct unit_data *ud;
	struct status_data *status = status_get_status_data(bl);
	int def = status?status->def:0;
	ud = unit_bl2ud(bl);
	if (ud && ud->skilltimer != INVALID_TIMER)
		def -= def * skill_get_castdef(ud->skillid)/100;
#if REMODE
	return cap_value(def, SHRT_MIN, SHRT_MAX);
#else
	return cap_value(def, CHAR_MIN, CHAR_MAX);
#endif
}

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

int status_get_party_id(struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->status.party_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->status.party_id;
		break;
	case BL_MOB:
	{
		struct mob_data *md=(TBL_MOB*)bl;
		if( md->master_id>0 )
		{
			struct map_session_data *msd;
			if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
				return msd->status.party_id;
			return -md->master_id;
		}
	}
		break;
	case BL_HOM:
		if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->status.party_id;
		break;
	case BL_MER:
		if (((TBL_MER*)bl)->master)
			return ((TBL_MER*)bl)->master->status.party_id;
		break;
	case BL_SKILL:
		return ((TBL_SKILL*)bl)->group->party_id;
	}
	return 0;
}

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

int status_get_emblem_id(struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return ((TBL_PC*)bl)->guild_emblem_id;
	case BL_PET:
		if (((TBL_PET*)bl)->msd)
			return ((TBL_PET*)bl)->msd->guild_emblem_id;
		break;
	case BL_MOB:
	{
		struct map_session_data *msd;
		struct mob_data *md = (struct mob_data *)bl;
		if (md->guardian_data)	//Guardian's guild [Skotlex]
			return md->guardian_data->emblem_id;
		if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
			return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
	}
		break;
	case BL_HOM:
	  	if (((TBL_HOM*)bl)->master)
			return ((TBL_HOM*)bl)->master->guild_emblem_id;
		break;
	case BL_MER:
	  	if (((TBL_MER*)bl)->master)
			return ((TBL_MER*)bl)->master->guild_emblem_id;
		break;
	case BL_NPC:
		if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
			struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
			if (g)
				return g->emblem_id;
		}
		break;
	}
	return 0;
}

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

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

int status_isimmune(struct block_list *bl)
{
	struct status_change *sc =status_get_sc(bl);
	if (sc && sc->data[SC_HERMODE])
		return 100;

	if (bl->type == BL_PC &&
		((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
		return ((TBL_PC*)bl)->special_state.no_magic_damage;
	return 0;
}

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

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

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

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

void status_change_init(struct block_list *bl)
{
	struct status_change *sc = status_get_sc(bl);
	nullpo_retv(sc);
	memset(sc, 0, sizeof (struct status_change));
}

//Applies SC defense to a given status change.
//Returns the adjusted duration based on flag values.
//the flag values are the same as in status_change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
	int sc_def = 0, tick_def = 0;
	struct status_data* status;
	struct status_change* sc;
	struct map_session_data *sd;

	nullpo_ret(bl);

	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
	if (status_isimmune(bl))
	switch (type)
	{
	case SC_DECREASEAGI:
	case SC_SILENCE:
	case SC_COMA:
	case SC_INCREASEAGI:
	case SC_BLESSING:
	case SC_SLOWPOISON:
	case SC_IMPOSITIO:
	case SC_AETERNA:
	case SC_SUFFRAGIUM:
	case SC_BENEDICTIO:
	case SC_PROVIDENCE:
	case SC_KYRIE:
	case SC_ASSUMPTIO:
	case SC_ANGELUS:
	case SC_MAGNIFICAT:
	case SC_GLORIA:
	case SC_WINDWALK:
	case SC_MAGICROD:
	case SC_HALLUCINATION:
	case SC_STONE:
	case SC_QUAGMIRE:
	case SC_SUITON:
		return 0;
	}
	
	sd = BL_CAST(BL_PC,bl);
	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 = 3 +status->vit;
		break;
	case SC_SLEEP:
		sc_def = 3 +status->int_;
		break;
	case SC_DECREASEAGI:
	case SC_ADORAMUS://Arch Bishop
		if (sd) tick>>=1; //Half duration for players.
	case SC_STONE:
	case SC_FREEZE:
		sc_def = 3 +status->mdef;
		break;
	case SC_CURSE:
		//Special property: inmunity when luk is greater than level or zero
		if (status->luk > status_get_lv(bl) || status->luk == 0)
			return 0;
		else
			sc_def = 3 +status->luk;
		tick_def = status->vit;
		break;
	case SC_BLIND:
		sc_def = 3 +(status->vit + status->int_)/2;
		break;
	case SC_CONFUSION:
		sc_def = 3 +(status->str + status->int_)/2;
		break;
	case SC_ANKLE:
		if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
			tick /= 5;
		sc_def = status->agi / 2;
		break;
	case SC_MAGICMIRROR:
	case SC_ARMORCHANGE:
		if (sd) //Duration greatly reduced for players.
			tick /= 15;
		//No defense against it (buff).
	/**
	 * 3rd stuff
	 **/
	case SC_WHITEIMPRISON:
		rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
		//tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
		break;
	case SC_BURNING:
		// From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
		tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
		tick = max(tick,10000); // Minimum Duration 10s.
		break;
	case SC_FREEZING:
		tick -= 1000 * ((status->vit + status->dex) / 20);
		tick = max(tick,10000); // Minimum Duration 10s.
		break;
	case SC_OBLIVIONCURSE:
		sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
		break;
	case SC_ELECTRICSHOCKER:
	case SC_BITE:
		{
			if( bl->type == BL_MOB )
				tick -= 1000 * (status->agi/10);
			if( sd && type != SC_ELECTRICSHOCKER )
				tick >>= 1;
		}
		break;
	case SC_CRYSTALIZE:
		tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
		break;
	case SC_VACUUM_EXTREME:
		tick -= 50*status->str;
		break;
	default:
		//Effect that cannot be reduced? Likely a buff.
		if (!(rand()%10000 < rate))
			return 0;
		return tick?tick:1;
	}
	
	if (sd) {

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

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

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

	} else {

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

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

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

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

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

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

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

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

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

/*==========================================
 * Starts a status change.
 * 'type' = type, 'val1~4' depend on the type.
 * 'rate' = base success rate. 10000 = 100%
 * 'tick' is base duration
 * 'flag':
 * &1: Cannot be avoided (it has to start)
 * &2: Tick should not be reduced (by vit, luk, lv, etc)
 * &4: sc_data loaded, no value has to be altered.
 * &8: rate should not be reduced
 *------------------------------------------*/
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
{
	struct map_session_data *sd = NULL;
	struct status_change* sc;
	struct status_change_entry* sce;
	struct status_data *status;
	struct view_data *vd;
	int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;

	nullpo_ret(bl);
	sc = status_get_sc(bl);
	status = status_get_status_data(bl);

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

	if( !sc )
		return 0; //Unable to receive status changes
	
	if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
		return 0;

	if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
	{
		struct mob_data *md = BL_CAST(BL_MOB,bl);
		if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
			return 0; //Emperium/BG Monsters can't be afflicted by status changes
	}

	sd = BL_CAST(BL_PC, bl);

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

	undead_flag = battle_check_undead(status->race,status->def_ele);
	//Check for inmunities / sc fails
	switch (type)
	{
	case SC_STONE:
		if(sc->data[SC_POWER_OF_GAIA])
			return 0;
	case SC_FREEZE:
		//Undead are immune to Freeze/Stone
		if (undead_flag && !(flag&1))
			return 0;
	case SC_SLEEP:
	case SC_STUN:
	case SC_FREEZING:
		if (sc->opt1)
			return 0; //Cannot override other opt1 status changes. [Skotlex]
		if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
			return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
	break;
		
	case SC_BURNING:
		if(sc->opt1 || sc->data[SC_FREEZING])
			return 0;
	break;

	case SC_SIGNUMCRUCIS:
		//Only affects demons and undead element (but not players)
		if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
			return 0;
	break;
	case SC_AETERNA:
		if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
			return 0;
	break;
	case SC_KYRIE:
		if (bl->type == BL_MOB)
			return 0;
	break;
	case SC_OVERTHRUST:
		if (sc->data[SC_MAXOVERTHRUST])
			return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
	case SC_MAXOVERTHRUST:
		if( sc->option&OPTION_MADOGEAR )
			return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
	break;
	case SC_ADRENALINE:
		if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DECREASEAGI] ||
			sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
		)
			return 0;
	break;
	case SC_ADRENALINE2:
		if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DECREASEAGI]
		)
			return 0;
	break;
	case SC_MAGNIFICAT:
		if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
		break;
	case SC_ONEHAND:
	case SC_MERC_QUICKEN:
	case SC_TWOHANDQUICKEN:
		if(sc->data[SC_DECREASEAGI])
			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])
			return 0;
		if(sc->option&OPTION_MADOGEAR)
			return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
	break;
	case SC_CLOAKING:
		//Avoid cloaking with no wall and low skill level. [Skotlex]
		//Due to the cloaking card, we have to check the wall versus to known
		//skill level rather than the used one. [Skotlex]
		//if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
		if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
			return 0;
	break;
	case SC_MODECHANGE:
	{
		int mode;
		struct status_data *bstatus = status_get_base_status(bl);
		if (!bstatus) return 0;
		if (sc->data[type])
		{	//Pile up with previous values.
			if(!val2) val2 = sc->data[type]->val2;
			val3 |= sc->data[type]->val3;
			val4 |= sc->data[type]->val4;
		}
		mode = val2?val2:bstatus->mode; //Base mode
		if (val4) mode&=~val4; //Del mode
		if (val3) mode|= val3; //Add mode
		if (mode == bstatus->mode) { //No change.
			if (sc->data[type]) //Abort previous status
				return status_change_end(bl, type, INVALID_TIMER);
			return 0;
		}
	}
	break;
	//Strip skills, need to divest something or it fails.
	case SC_STRIPWEAPON:
		if (sd) {
			int i;
			opt_flag = 0; //Reuse to check success condition.
			if(sd->unstripable_equip&EQP_WEAPON)
				return 0;
			i = sd->equip_index[EQI_HAND_L];
			if (i>=0 && sd->inventory_data[i] &&
				sd->inventory_data[i]->type == IT_WEAPON)
			{
				opt_flag|=1;
				pc_unequipitem(sd,i,3); //L-hand weapon
			}

			i = sd->equip_index[EQI_HAND_R];
			if (i>=0 && sd->inventory_data[i] &&
				sd->inventory_data[i]->type == IT_WEAPON)
			{
				opt_flag|=2;
				pc_unequipitem(sd,i,3);
			}
			if (!opt_flag) return 0;
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPSHIELD:
		if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..		
		else
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_SHIELD)
				return 0;
			i = sd->equip_index[EQI_HAND_L];
			if (i<0 || !sd->inventory_data[i] ||
				sd->inventory_data[i]->type != IT_ARMOR)
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPARMOR:
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_ARMOR)
				return 0;
			i = sd->equip_index[EQI_ARMOR];
			if (i<0 || !sd->inventory_data[i])
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPHELM:
		if (sd) {
			int i;
			if(sd->unstripable_equip&EQP_HELM)
				return 0;
			i = sd->equip_index[EQI_HEAD_TOP];
			if (i<0 || !sd->inventory_data[i])
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_MERC_FLEEUP:
	case SC_MERC_ATKUP:
	case SC_MERC_HPUP:
	case SC_MERC_SPUP:
	case SC_MERC_HITUP:
		if( bl->type != BL_MER )
			return 0; // Stats only for Mercenaries
	break;
	case SC_STRFOOD:
		if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
			return 0;
	break;
	case SC_AGIFOOD:
		if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
			return 0;
	break;
	case SC_VITFOOD:
		if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
			return 0;
	break;
	case SC_INTFOOD:
		if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
			return 0;
	break;
	case SC_DEXFOOD:
		if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
			return 0;
	break;
	case SC_LUKFOOD:
		if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_STR_CASH:
		if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_AGI_CASH:
		if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_VIT_CASH:
		if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_INT_CASH:
		if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_DEX_CASH:
		if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_LUK_CASH:
		if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
			return 0;
	break;
	case SC_CAMOUFLAGE:
		if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
			return 0;
	break;
	}

	//Check for BOSS resistances
	if(status->mode&MD_BOSS && !(flag&1)) {
		 if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
			 return 0;
		 switch (type) {
			case SC_BLESSING:
			case SC_DECREASEAGI:
			case SC_PROVOKE:
			case SC_COMA:
			case SC_GRAVITATION:
			case SC_SUITON:
			case SC_RICHMANKIM:
			case SC_ROKISWEIL:
			case SC_FOGWALL:
			case SC_FREEZING:
			case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
			case SC_MARSHOFABYSS:
			case SC_ADORAMUS:

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

			// Ranger Effects
			case SC_BITE:
			case SC_ELECTRICSHOCKER:
			case SC_MAGNETICFIELD:

				return 0;
		}
	}

	//Before overlapping fail, one must check for status cured.
	switch (type)
	{
	case SC_BLESSING:
		//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
		//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
			status_change_end(bl, SC_CURSE, INVALID_TIMER);
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(bl, SC_STONE, INVALID_TIMER);
		}
		break;
	case SC_INCREASEAGI:
		status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
		break;
	case SC_QUAGMIRE:
		status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
		status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
		status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DECREASEAGI:
		status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DONTFORGETME:
		status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
		status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
		status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
		break;
	case SC_ONEHAND:
	  	//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
		status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
		break;
	case SC_MAXOVERTHRUST:
	  	//Cancels Normal Overthrust. [Skotlex]
		status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
		break;
	case SC_KYRIE:
		//Cancels Assumptio
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_DELUGE:
		if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
			status_change_end(bl, SC_BLIND, INVALID_TIMER);
		break;
	case SC_SILENCE:
		if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
			status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
		break;
	case SC_HIDING:
		status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
		status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
		break;
	case SC_BERSERK:
		if(battle_config.berserk_cancels_buffs)
		{
			status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
			status_change_end(bl, SC_PARRYING, INVALID_TIMER);
			status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
			status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
		}
		break;
	case SC_ASSUMPTIO:
		status_change_end(bl, SC_KYRIE, INVALID_TIMER);
		status_change_end(bl, SC_KAITE, INVALID_TIMER);
		break;
	case SC_KAITE:
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_CARTBOOST:
		if(sc->data[SC_DECREASEAGI])
		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
			status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
			return 0;
		}
		break;
	case SC_FUSION:
		status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
		break;
	case SC_ADJUSTMENT:
		status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
		break;
	case SC_MADNESSCANCEL:
		status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
		break;
	//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
	case SC_CHANGEUNDEAD:
		status_change_end(bl, SC_BLESSING, INVALID_TIMER);
		status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
		break;
	case SC_STRFOOD:
		status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
		break;
	case SC_AGIFOOD:
		status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
		break;
	case SC_VITFOOD:
		status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
		break;
	case SC_INTFOOD:
		status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
		break;
	case SC_DEXFOOD:
		status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
		break;
	case SC_LUKFOOD:
		status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_STR_CASH:
		status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_AGI_CASH:
		status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_VIT_CASH:
		status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_INT_CASH:
		status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_DEX_CASH:
		status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_LUK_CASH:
		status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
		break;
	}

	//Check for overlapping fails
	if( (sce = sc->data[type]) )
	{
		switch( type )
		{
			case SC_MERC_FLEEUP:
			case SC_MERC_ATKUP:
			case SC_MERC_HPUP:
			case SC_MERC_SPUP:
			case SC_MERC_HITUP:
				if( sce->val1 > val1 )
					val1 = sce->val1;
				break;
			case SC_ADRENALINE:
			case SC_ADRENALINE2:
			case SC_WEAPONPERFECTION:
			case SC_OVERTHRUST:
				if (sce->val2 > val2)
					return 0;
				break;
			case SC_S_LIFEPOTION:
			case SC_L_LIFEPOTION:
			case SC_BOSSMAPINFO:
			case SC_STUN:
			case SC_SLEEP:
			case SC_POISON:
			case SC_CURSE:
			case SC_SILENCE:
			case SC_CONFUSION:
			case SC_BLIND:
			case SC_BLEEDING:
			case SC_DPOISON:
			case SC_CLOSECONFINE2: //Can't be re-closed in.
			case SC_MARIONETTE:
			case SC_MARIONETTE2:
			case SC_NOCHAT:
			case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
				return 0;
			case SC_COMBO: 
			case SC_DANCING:
			case SC_DEVOTION:
			case SC_ASPDPOTION0:
			case SC_ASPDPOTION1:
			case SC_ASPDPOTION2:
			case SC_ASPDPOTION3:
			case SC_ATKPOTION:
			case SC_MATKPOTION:
			case SC_ENCHANTARMS:
			case SC_ARMOR_ELEMENT:
			case SC_ARMOR_RESIST:
				break;
			case SC_GOSPEL:
				 //Must not override a casting gospel char.
				if(sce->val4 == BCT_SELF)
					return 0;
				if(sce->val1 > val1)
					return 1;
				break;
			case SC_ENDURE:
				if(sce->val4 && !val4)
					return 1; //Don't let you override infinite endure.
				if(sce->val1 > val1)
					return 1;
				break;
			case SC_KAAHI:
				//Kaahi overwrites previous level regardless of existing level.
				//Delete timer if it exists.
				if (sce->val4 != INVALID_TIMER) {
					delete_timer(sce->val4,kaahi_heal_timer);
					sce->val4 = INVALID_TIMER;
				}
				break;
			case SC_JAILED:
				//When a player is already jailed, do not edit the jail data.
				val2 = sce->val2;
				val3 = sce->val3;
				val4 = sce->val4;
				break;
			case SC_JOINTBEAT:
				val2 |= sce->val2; // stackable ailments
			default:
				if(sce->val1 > val1)
					return 1; //Return true to not mess up skill animations. [Skotlex]
		}
	}

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
	switch(type)
	{
		case SC_DECREASEAGI:
		case SC_INCREASEAGI:
			val2 = 2 + val1; //Agi change
			break;
		case SC_ENDURE:
			val2 = 7; // Hit-count [Celest]
			if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
			{
				struct map_session_data *tsd;
				if( sd )
				{
					int i;
					for( i = 0; i < 5; i++ )
					{
						if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
							status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
					}
				}
				else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
					status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
			}
			//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
			if( val4 )
				tick = -1;
			break;
		case SC_AUTOBERSERK:
			if (status->hp < status->max_hp>>2 &&
				(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
					sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
			tick = -1;
			break;
		case SC_SIGNUMCRUCIS:
			val2 = 10 + 4*val1; //Def reduction
			tick = -1;
			clif_emotion(bl,E_SWT);
			break;
		case SC_MAXIMIZEPOWER:
			val2 = tick>0?tick:60000;
			break;
		case SC_EDP:	// [Celest]
			val2 = val1 + 2; //Chance to Poison enemies.
			val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
			if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
				tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
			break;
		case SC_POISONREACT:
			val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
			val3=50; // + 5*val1; //Chance to counter. [Skotlex]
			break;
		case SC_MAGICROD:
			val2 = val1*20; //SP gained
			break;
		case SC_KYRIE:
			val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
			val3 = (val1 / 2 + 5); //Hits
			break;
		case SC_MAGICPOWER:
			//val1: Skill lv
			val2 = 1; //Lasts 1 invocation
			val3 = 5*val1; //Matk% increase
			break;
		case SC_SACRIFICE:
			val2 = 5; //Lasts 5 hits
			tick = -1;
			break;
		case SC_ENCPOISON:
			val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
		case SC_ASPERSIO:
		case SC_FIREWEAPON:
		case SC_WATERWEAPON:
		case SC_WINDWEAPON:
		case SC_EARTHWEAPON:
		case SC_SHADOWWEAPON:
		case SC_GHOSTWEAPON:
			skill_enchant_elemental_end(bl,type);
			break;
		case SC_ELEMENTALCHANGE:
			// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
			// val2 : Element (When no element, random one is picked)
			// val3 : 0 = called by skill 1 = called by script (fixed level)
			if( !val2 ) val2 = rand()%ELE_MAX;

			if( val1 == 1 && val3 == 0 )
				val1 = 1 + rand()%4;
			else if( val1 > 4 )
				val1 = 4; // Max Level
			val3 = 0; // Not need to keep this info.
			break;
		case SC_PROVIDENCE:
			val2=val1*5; //Race/Ele resist
			break;
		case SC_REFLECTSHIELD:
			val2=10+val1*3; // %Dmg reflected
			if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
			{
				struct map_session_data *tsd;
				if( sd )
				{
					int i;
					for( i = 0; i < 5; i++ )
					{
						if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
							status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
					}
				}
				else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
					status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
			}
			break;
		case SC_STRIPWEAPON:
			if (!sd) //Watk reduction
				val2 = 25;
			break;
		case SC_STRIPSHIELD:
			if (!sd) //Def reduction
				val2 = 15;
			break;
		case SC_STRIPARMOR:
			if (!sd) //Vit reduction
				val2 = 40;
			break;
		case SC_STRIPHELM:
			if (!sd) //Int reduction
				val2 = 40;
			break;
		case SC_AUTOSPELL:
			//Val1 Skill LV of Autospell
			//Val2 Skill ID to cast
			//Val3 Max Lv to cast
			val4 = 5 + val1*2; //Chance of casting
			break;
		case SC_VOLCANO:
			if (status->def_ele == ELE_FIRE)
				val2 = val1*10; //Watk increase
			else
				val2 = 0;
			break;
		case SC_VIOLENTGALE:
			if (status->def_ele == ELE_WIND)
				val2 = val1*3; //Flee increase
			else
				val2 = 0;
			break;
		case SC_DELUGE:
			if(status->def_ele == ELE_WATER)
				val2 = deluge_eff[val1-1]; //HP increase
			else
				val2 = 0;
			break;
		case SC_SUITON:
			if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
				//No penalties.
				val2 = 0; //Agi penalty
				val3 = 0; //Walk speed penalty
				break;
			}
			val3 = 50;
			val2 = 3*((val1+1)/3);
			if (val1 > 4) val2--;
			break;
		case SC_ONEHAND:
		case SC_TWOHANDQUICKEN:
			val2 = 300;
			if (val1 > 10) //For boss casted skills [Skotlex]
				val2 += 20*(val1-10);
			break;
		case SC_MERC_QUICKEN:
			val2 = 300;
			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,tick,0, 0, 0);
			val1|= (val3<<16);
			val3 = tick/1000; //Tick duration
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_LONGING:
			val2 = 500-100*val1; //Aspd penalty.
			break;
		case SC_EXPLOSIONSPIRITS:
			val2 = 75 + 25*val1; //Cri bonus
			break;
#if REMODE == 0
		/**
		 * Only in non-RE it's var is changed
		 **/
		case SC_ASPDPOTION0:
		case SC_ASPDPOTION1:
		case SC_ASPDPOTION2:
#endif
		case SC_ASPDPOTION3:
			val2 = 50*(2+type-SC_ASPDPOTION0);
			break;

		case SC_WEDDING:
		case SC_XMAS:
		case SC_SUMMER:
			if (!vd) return 0;
			//Store previous values as they could be removed.
			val1 = vd->class_;
			val2 = vd->weapon;
			val3 = vd->shield;
			val4 = vd->cloth_color;
			unit_stop_attack(bl);
			clif_changelook(bl,LOOK_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
			break;
		case SC_NOCHAT:
			// [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
			tick = 60000;
			val1 = battle_config.manner_system; //Mute filters.
			if (sd)
			{
				clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
				clif_updatestatus(sd,SP_MANNER);
			}
			break;

		case SC_STONE:
			val3 = tick/1000; //Petrified HP-damage iterations.
			if(val3 < 1) val3 = 1; 
			tick = val4; //Petrifying time.
			if (tick < 1000)
				tick = 1000; //Min time
			calc_flag = 0; //Actual status changes take effect on petrified state.
			break;

		case SC_DPOISON:
		//Lose 10/15% of your life as long as it doesn't brings life below 25%
		if (status->hp > status->max_hp>>2)
		{
			int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
			if (status->hp - diff < status->max_hp>>2)
				diff = status->hp - (status->max_hp>>2);
			status_zap(bl, diff, 0);
		}
		// fall through
		case SC_POISON:				/* �� */
		val3 = tick/1000; //Damage iterations
		if(val3 < 1) val3 = 1;
		tick_time = 1000; // [GodLesZ] tick time
		//val4: HP damage
		if (bl->type == BL_PC)
			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
		else
			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
		
		break;
		case SC_CONFUSION:
			clif_emotion(bl,E_WHAT);
			break;
		case SC_BLEEDING:
			val4 = tick/10000;
			if (!val4) val4 = 1;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_S_LIFEPOTION:
		case SC_L_LIFEPOTION:
			if( val1 == 0 ) return 0;
			// val1 = heal percent/amout
			// val2 = seconds between heals
			// val4 = total of heals
			if( val2 < 1 ) val2 = 1;
			if( (val4 = tick/(val2 * 1000)) < 1 )
				val4 = 1;
			tick_time = val2 * 1000; // [GodLesZ] tick time
			break;
		case SC_BOSSMAPINFO:
			if( sd != NULL )
			{
				struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
				if( boss_md == NULL || boss_md->bl.prev == NULL )
				{ // No MVP on this map - MVP is dead
					clif_bossmapinfo(sd->fd, boss_md, 1);
					return 0; // No need to start SC
				}
				val1 = boss_md->bl.id;
				if( (val4 = tick/1000) < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
			}
			break;
		case SC_HIDING:
			val2 = tick/1000;
			tick_time = 1000; // [GodLesZ] tick time
			val3 = 0; // unused, previously speed adjustment
			val4 = val1+3; //Seconds before SP substraction happen.
			break;
		case SC_CHASEWALK:
			val2 = tick>0?tick:10000; //Interval at which SP is drained.
			val3 = 35 - 5 * val1; //Speed adjustment.
			if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
				val3 -= 40;
			val4 = 10+val1*2; //SP cost.
			if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
			break;
		case SC_CLOAKING:
			if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
				val1 = 10;
			val2 = tick>0?tick:60000; //SP consumption rate.
			val3 = 0; // unused, previously walk speed adjustment
			//val4&1 signals the presence of a wall.
			//val4&2 makes cloak not end on normal attacks [Skotlex]
			//val4&4 makes cloak not end on using skills
			if (bl->type == BL_PC)	//Standard cloaking.
				val4 |= battle_config.pc_cloak_check_type&7;
			else
				val4 |= battle_config.monster_cloak_check_type&7;
			break;
		case SC_SIGHT:			/* �T�C�g/���A�t */
		case SC_RUWACH:
		case SC_SIGHTBLASTER:
			val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
			val2 = tick/250;
			tick_time = 10; // [GodLesZ] tick time
			break;

		//Permanent effects.
		case SC_AETERNA:
		case SC_MODECHANGE:
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_BROKENWEAPON:
		case SC_BROKENARMOR:
		case SC_READYSTORM:
		case SC_READYDOWN:
		case SC_READYCOUNTER:
		case SC_READYTURN:
		case SC_DODGE:
			tick = -1;
			break;

		case SC_AUTOGUARD:
			if( !(flag&1) )
			{
				struct map_session_data *tsd;
				int i,t;
				for( i = val2 = 0; i < val1; i++)
				{
					t = 5-(i>>1);
					val2 += (t < 0)? 1:t;
				}

				if( bl->type&(BL_PC|BL_MER) )
				{
					if( sd )
					{
						for( i = 0; i < 5; i++ )
						{
							if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
								status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
						}
					}
					else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
						status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
				}
			}
			break;

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

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

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

		case SC_WINDWALK:
			val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
			break;

		case SC_JOINTBEAT:
			if( val2&BREAK_NECK )
				sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
			break;

		case SC_BERSERK:
			if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
				sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
			//HP healing is performing after the calc_status call.
			//Val2 holds HP penalty
			if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
			if (!val4) val4 = 10000; //Val4 holds damage interval
			val3 = tick/val4; //val3 holds skill duration
			tick_time = val4; // [GodLesZ] tick time
			break;

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

		case SC_MARIONETTE:
		{
			int stat;

			val3 = 0;
			val4 = 0;
			stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
			stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
			stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
			stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
			stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
			stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
			break;
		}
		case SC_MARIONETTE2:
		{
			int stat,max_stat;
			// fetch caster information
			struct block_list *pbl = map_id2bl(val1);
			struct status_change *psc = pbl?status_get_sc(pbl):NULL;
			struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
			// fetch target's stats
			struct status_data* status = status_get_status_data(bl); // battle status

			if (!psce)
				return 0;

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

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

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

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

		case SC_DEVOTION:
		{
			struct block_list *d_bl;
			struct status_change *d_sc;

			if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
			{ // Inherits Status From Source
				const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
				enum sc_type type2;
				int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
				while( i >= 0 )
				{
					type2 = types[i];
					if( d_sc->data[type2] )
						sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
					i--;
				}
			}
			break;
		}

		case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
			status_zap(bl, status->hp-1, val2?0:status->sp);
			return 1;
			break;
		case SC_CLOSECONFINE2:
		{
			struct block_list *src = val2?map_id2bl(val2):NULL;
			struct status_change *sc2 = src?status_get_sc(src):NULL;
			struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
			if (src && sc2) {
				if (!sce2) //Start lock on caster.
					sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
				else { //Increase count of locked enemies and refresh time.
					(sce2->val2)++;
					delete_timer(sce2->timer, status_change_timer);
					sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
				}
			} else //Status failed.
				return 0;
		}
			break;
		case SC_KAITE:
			val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
			break;
		case SC_KAUPE:
			switch (val1) {
				case 3: //33*3 + 1 -> 100%
					val2++;
				case 1:
				case 2: //33, 66%
					val2 += 33*val1;
					val3 = 1; //Dodge 1 attack total.
					break;
				default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
					val2 = 100;
					val3 = val1-2;
					break;
			}
			break;

		case SC_COMBO:
		{
			//val1: Skill ID
			//val2: When given, target (for autotargetting skills)
			//val3: When set, this combo time should NOT delay attack/movement
			//val3: TK: Last used kick
			//val4: TK: Combo time
			struct unit_data *ud = unit_bl2ud(bl);
			if (ud && !val3) 
			{
				tick += 300 * battle_config.combo_delay_rate/100;
				ud->attackabletime = gettick()+tick;
				unit_set_walkdelay(bl, gettick(), tick, 1);
			}
			val3 = 0;
			val4 = tick;
		}
			break;
		case SC_EARTHSCROLL:
			val2 = 11-val1; //Chance to consume: 11-skilllv%
			break;
		case SC_RUN:
			val4 = gettick(); //Store time at which you started running.
			tick = -1;
			break;
		case SC_KAAHI:
			val2 = 200*val1; //HP heal
			val3 = 5*val1; //SP cost 
			val4 = INVALID_TIMER;	//Kaahi Timer.
			break;
		case SC_BLESSING:
			if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
				val2 = val1;
			else
				val2 = 0; //0 -> Half stat.
			break;
		case SC_TRICKDEAD:
			if (vd) vd->dead_sit = 1;
			tick = -1;
			break;
		case SC_CONCENTRATE:
			val2 = 2 + val1;
			if (sd) { //Store the card-bonus data that should not count in the %
				val3 = sd->param_bonus[1]; //Agi
				val4 = sd->param_bonus[4]; //Dex
			} else {
				val3 = val4 = 0;
			}
			break;
		case SC_MAXOVERTHRUST:
			val2 = 20*val1; //Power increase
			break;
		case SC_OVERTHRUST:
			//val2 holds if it was casted on self, or is bonus received from others
			val3 = 5*val1; //Power increase
			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			break;
		case SC_ADRENALINE2:
		case SC_ADRENALINE:
			val3 = (val2) ? 300 : 200; // aspd increase
		case SC_WEAPONPERFECTION:
			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
				tick += tick / 10;
			break;
		case SC_CONCENTRATION:
			val2 = 5*val1; //Batk/Watk Increase
			val3 = 10*val1; //Hit Increase
			val4 = 5*val1; //Def reduction
			break;
		case SC_ANGELUS:
			val2 = 5*val1; //def increase
			break;
		case SC_IMPOSITIO:
			val2 = 5*val1; //watk increase
			break;
		case SC_MELTDOWN:
			val2 = 100*val1; //Chance to break weapon
			val3 = 70*val1; //Change to break armor
			break;
		case SC_TRUESIGHT:
			val2 = 10*val1; //Critical increase
			val3 = 3*val1; //Hit increase
			break;
		case SC_SUN_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
			break;
		case SC_MOON_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
			break;
		case SC_STAR_COMFORT:
			val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
			break;
		case SC_QUAGMIRE:
			val2 = (sd?5:10)*val1; //Agi/Dex decrease.
			break;

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

		case SC_FLING:
			if (bl->type == BL_PC)
				val2 = 0; //No armor reduction to players.
			else
				val2 = 5*val1; //Def reduction
			val3 = 5*val1; //Def2 reduction
			break;
		case SC_PROVOKE:
			//val2 signals autoprovoke.
			val3 = 2+3*val1; //Atk increase
			val4 = 5+5*val1; //Def reduction.
			break;
		case SC_AVOID:
			//val2 = 10*val1; //Speed change rate.
			break;
		case SC_DEFENCE:
			val2 = 2*val1; //Def bonus
			break;
		case SC_BLOODLUST:
			val2 = 20+10*val1; //Atk rate change.
			val3 = 3*val1; //Leech chance
			val4 = 20; //Leech percent
			break;
		case SC_FLEET:
			val2 = 30*val1; //Aspd change
			val3 = 5+5*val1; //bAtk/wAtk rate change
			break;
		case SC_MINDBREAKER:
			val2 = 20*val1; //matk increase.
			val3 = 12*val1; //mdef2 reduction.
			break;
		case SC_SKA:  
			val2 = tick/1000;  
			val3 = rand()%100; //Def changes randomly every second...  
			tick_time = 1000; // [GodLesZ] tick time
			break;  
		case SC_JAILED:
			//Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
			tick = val1>0?1000:250;
			if (sd)
			{
				if (sd->mapindex != val2)
				{
					int pos =  (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
					map =  sd->mapindex; //Current Map
					//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
					pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
					//2. Set restore point (val3 -> return map, val4 return coords
					val3 = map;
					val4 = pos;
				} else if (!val3 || val3 == sd->mapindex) { //Use save point.
					val3 = sd->status.save_point.map;
					val4 = (sd->status.save_point.x&0xFFFF)
						|(sd->status.save_point.y<<16);
				}
			}
			break;
		case SC_UTSUSEMI:
			val2=(val1+1)/2; // number of hits blocked
			val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
			break;
		case SC_BUNSINJYUTSU:
			val2=(val1+1)/2; // number of hits blocked
			break;
		case SC_CHANGE:
			val2= 30*val1; //Vit increase
			val3= 20*val1; //Int increase
			break;
		case SC_SWOO:
			if(status->mode&MD_BOSS)
				tick /= 5; //TODO: Reduce skill's duration. But for how long?
			break;
		case SC_SPIDERWEB:
			if( bl->type == BL_PC )
				tick /= 2;
			break;
		case SC_ARMOR:
			//NPC_DEFENDER:
			val2 = 80; //Damage reduction
			//Attack requirements to be blocked:
			val3 = BF_LONG; //Range
			val4 = BF_WEAPON|BF_MISC; //Type
			break;
		case SC_ENCHANTARMS:
			//end previous enchants
			skill_enchant_elemental_end(bl,type);
			//Make sure the received element is valid.
			if (val2 >= ELE_MAX)
				val2 = val2%ELE_MAX;
			else if (val2 < 0)
				val2 = rand()%ELE_MAX;
			break;
		case SC_CRITICALWOUND:
			val2 = 20*val1; //Heal effectiveness decrease
			break;
		case SC_MAGICMIRROR:
		case SC_SLOWCAST:
			val2 = 20*val1; //Magic reflection/cast rate
			break;

		case SC_ARMORCHANGE:
			if (val2 == NPC_ANTIMAGIC)
			{	//Boost mdef
				val2 =-20;
				val3 = 20;
			} else { //Boost def
				val2 = 20;
				val3 =-20;
			}
			val2*=val1; //20% per level
			val3*=val1;
			break;
		case SC_EXPBOOST:
		case SC_JEXPBOOST:
			if (val1 < 0)
				val1 = 0;
			break;
		case SC_INCFLEE2:
		case SC_INCCRI:
			val2 = val1*10; //Actual boost (since 100% = 1000)
			break;
		case SC_SUFFRAGIUM:
			val2 = 15 * val1; //Speed cast decrease
			break;
		case SC_INCHEALRATE:
			if (val1 < 1)
				val1 = 1;
			break;
		case SC_HALLUCINATION:
			val2 = 5+val1; //Factor by which displayed damage is increased by
			break;
		case SC_DOUBLECAST:
			val2 = 30+10*val1; //Trigger rate
			break;
		case SC_KAIZEL:
			val2 = 10*val1; //% of life to be revived with
			break;
		// case SC_ARMOR_ELEMENT:
		// case SC_ARMOR_RESIST:
			// Mod your resistance against elements:
			// val1 = water | val2 = earth | val3 = fire | val4 = wind
			// break;
		//case ????:
			//Place here SCs that have no SCB_* data, no skill associated, no ICON
			//associated, and yet are not wrong/unknown. [Skotlex]
			//break;

		case SC_MERC_FLEEUP:
		case SC_MERC_ATKUP:
		case SC_MERC_HITUP:
			val2 = 15 * val1;
			break;
		case SC_MERC_HPUP:
		case SC_MERC_SPUP:
			val2 = 5 * val1;
			break;
		case SC_REBIRTH:
			val2 = 20*val1; //% of life to be revived with
			break;

		case SC_MANU_DEF:
		case SC_MANU_ATK:
		case SC_MANU_MATK:
			val2 = 1; // Manuk group
			break;
		case SC_SPL_DEF:
		case SC_SPL_ATK:
		case SC_SPL_MATK:
			val2 = 2; // Splendide group
			break;
		/**
		 * General
		 **/
		case SC_FEAR:
			val2 = 2;
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_BURNING:
			val4 = tick / 2000; // Total Ticks to Burn!!
			tick_time = 2000; // [GodLesZ] tick time
			break;
		/**
		 * Rune Knight
		 **/
		case SC_DEATHBOUND:
			val2 = 500 + 100 * val1;
			break;
		case SC_FIGHTINGSPIRIT:
			val_flag |= 1|2;
			break;
		case SC_ABUNDANCE:
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_GIANTGROWTH:
			val2 = 10; // Triple damage success rate.
			break;
		/**
		 * Arch Bishop
		 **/
		case SC_RENOVATIO:
			val4 = tick / 5000;
			tick_time = 5000;
			break;
		case SC_SECRAMENT:
			val2 = 10 * val1;
			break;
		case SC_VENOMIMPRESS:
			val2 = 10 * val1;
			val_flag |= 1|2;
			break;
		case SC_POISONINGWEAPON:
			val_flag |= 1|2|4;
			break;
		case SC_WEAPONBLOCKING:
			val2 = 10 + 2 * val1; // Chance
			val4 = tick / 3000;
			tick_time = 3000; // [GodLesZ] tick time
			val_flag |= 1|2;
			break;
		case SC_TOXIN:
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_MAGICMUSHROOM:
			val4 = tick / 4000;
			tick_time = 4000; // [GodLesZ] tick time
			break;
		case SC_PYREXIA:
			val4 = tick / 3000;
			tick_time = 4000; // [GodLesZ] tick time
			break;
		case SC_LEECHESEND:
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_OBLIVIONCURSE:
			val4 = tick / 3000;
			tick_time = 3000; // [GodLesZ] tick time
			break;
		case SC_ROLLINGCUTTER:
			val_flag |= 1;
			break;
		case SC_CLOAKINGEXCEED:
			val2 = ( val1 + 1 ) / 2; // Hits
			val3 = ( val1 - 1 ) * 10; // Walk speed
			val_flag |= 1|2|4;			
			if (bl->type == BL_PC)
				val4 |= battle_config.pc_cloak_check_type&7;
			else
				val4 |= battle_config.monster_cloak_check_type&7;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_HALLUCINATIONWALK:
			val2 = 50 * val1; // Evasion rate of physical attacks. Flee
			val3 = 10 * val1; // Evasion rate of magical attacks.
			val_flag |= 1|2|4;
			break;
		case SC_WHITEIMPRISON:
			status_change_end(bl, SC_BURNING, -1);
			status_change_end(bl, SC_FREEZING, -1);
			status_change_end(bl, SC_FREEZE, -1);
			status_change_end(bl, SC_STONE, -1);
			break;
		case SC_FREEZING:
			status_change_end(bl, SC_BURNING, -1);
			break;
		case SC_READING_SB:
			// val2 = sp reduction per second
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_SPHERE_1:
		case SC_SPHERE_2:
		case SC_SPHERE_3:
		case SC_SPHERE_4:
		case SC_SPHERE_5:
			if( !sd )
				return 0;	// Should only work on players.
			val4 = tick / 1000;
			if( val4 < 1 )
				val4 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			val_flag |= 1;
			break;
		case SC_SHAPESHIFT:
			switch( val1 )
			{
				case 1: val2 = ELE_FIRE; break;
				case 2: val2 = ELE_EARTH; break;
				case 3: val2 = ELE_WIND; break;
				case 4: val2 = ELE_WATER; break;
			}
			break;
		case SC_ELECTRICSHOCKER:
		case SC_CRYSTALIZE:
			val4 = tick / 1000;
			if( val4 < 1 )
				val4 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_CAMOUFLAGE:
			//val3 |= battle_config.pc_camouflage_check_type&7;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_WUGDASH:
			val4 = gettick(); //Store time at which you started running.
			tick = -1;
			break;
		case SC__SHADOWFORM:
			{
				//struct map_session_data * s_sd = map_id2sd(val2);
				//if( s_sd )
				//	s_sd->shadowform_id = bl->id;
				val4 = tick / 1000;
				val_flag |= 1|2|4;
				tick_time = 1000; // [GodLesZ] tick time
			}
			break;
		case SC__STRIPACCESSORY:
			if (!sd)
				val2 = 20;
			break;
		case SC__INVISIBILITY:
			val2 = 50 - 10 * val1; // ASPD
			val3 = 20 * val1; // CRITICAL
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			val_flag |= 1|2;
			break;
		case SC__ENERVATION:
			val2 = 20 + 10 * val1; // ATK Reduction
			val_flag |= 1|2;
			if( sd ) pc_delspiritball(sd,sd->spiritball,0);
			break;
		case SC__GROOMY:
			val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
			val3 = 20 * val1; //HIT
			val_flag |= 1|2|4;
			if( sd )
			{ // Removes Animals
				//if( pc_isriding(sd,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG) ) pc_setriding(sd, 0);
				//if( pc_iswarg(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
				if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
				if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
				if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
				if( sd->md ) merc_delete(sd->md,3);
			}
			break;
		case SC__LAZINESS:
			val2 = 10 + 10 * val1; // Cast reduction
			val3 = 10 * val1; // Flee Reduction
			val_flag |= 1|2|4;
			break;
		case SC__UNLUCKY:
			val2 = 10 * val1; // Crit and Flee2 Reduction
			val_flag |= 1|2|4;
			break;
		case SC__WEAKNESS:
			val2 = 10 * val1;
			val_flag |= 1|2;
			skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
			break;
		case SC__BLOODYLUST:
			val_flag |= 1|2;
			break;
		case SC_GN_CARTBOOST:
			if( val1 < 3 )
				val2 = 50;
			else if( val1 < 5 )
				val2 = 75;
			else
				val2 = 100;
			break;
		case SC_PROPERTYWALK:
			val_flag |= 1|2;
			val3 = 0;
			break;
		case SC_WARMER:
			status_change_end(bl, SC_FREEZE, -1);
			status_change_end(bl, SC_FREEZING, -1);
			status_change_end(bl, SC_CRYSTALIZE, -1);
			break;
		case SC_STRIKING:
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_BLOODSUCKER:
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_SWINGDANCE:
			val2 = 4 * val1; // Walk speed and aspd reduction.
			break;
		case SC_SYMPHONYOFLOVER:
		case SC_RUSHWINDMILL:
		case SC_ECHOSONG:
			val2 = 6 * val1;
			val2 += val3; //Adding 1% * Lesson Bonus
			val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
			break;			
		case SC_MOONLITSERENADE:
			val2 = 10 * val1;
			break;
		case SC_HARMONIZE:
			val2 = 3 + 2 * val1;
			break;
		case SC_VOICEOFSIREN:
			val4 = tick / 2000;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_DEEPSLEEP:
			val4 = tick / 2000;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_SIRCLEOFNATURE:
			val2 = 1 + val1; //SP consume
			val3 = 40 * val1;	//HP recovery
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_SONGOFMANA:
			val3 = 10 + (2 * val2);
			val4 = tick/3000;
			tick_time = 3000; // [GodLesZ] tick time
			break;
		case SC_SATURDAYNIGHTFEVER:
			if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
			if (!val4) val4 = 3000;
			val3 = tick/val4;
			tick_time = val4; // [GodLesZ] tick time
			break;
		case SC_GLOOMYDAY:
			val2 = 3 + 2 * val1; // Flee reduction.
			val3 = 3 * val1; // ASPD reduction.
			break;
		case SC_SITDOWN_FORCE:
		case SC_BANANA_BOMB_SITDOWN:
			if( sd && !pc_issit(sd) )
			{
				pc_setsit(sd);
				skill_sit(sd,1);
				clif_sitting(bl);
			}
			break;
		case SC_DANCEWITHWUG:
			val3 = (5 * val1) + (1 * val2); //Still need official value.
			break;
		case SC_LERADSDEW:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_MELODYOFSINK:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_BEYONDOFWARCRY:
			val3 = (5 * val1) + (1 * val2);
			break;
		case SC_UNLIMITEDHUMMINGVOICE:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if( ud == NULL ) return 0;
				ud->state.skillcastcancel = 0;
				val3 = 15 - (2 * val2);
			}
			break;
		case SC_REFLECTDAMAGE:
			val2 = 15 + 5 * val1;
			val3 = (val1==5)?20:(val1+4)*2; // SP consumption
			val4 = tick/10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;
		case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
			val2 = 20 + 12 * (val1 - 1); // Chance
			val3 = 5 + (2 * val1); // Max rage counters
			tick_time = 6000; // [GodLesZ] tick time
			val_flag |= 1|2|4;
			break;
		case SC_EXEEDBREAK:
			val1 *= 150; // 150 * skill_lv
			if( sd )
			{	// Chars.
				struct item_data *id = sd->inventory_data[sd->equip_index[EQI_HAND_R]];
				if( id ) val1 += (id->weight/10 * id->wlv * status_get_lv(bl) / 100); // (weapon_weight * weapon_level * base_lvl)/100
				val1 += 15 * sd->status.job_level; // 15 * job_lvl
			}
			else	// Mobs
				val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2));	// About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] 
			break;
			
		case SC_PRESTIGE:	// Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
			val2 = ((status->int_ + status->luk) / 6) + 5;	// Chance to evade magic damage.
			val1 *= 15; // Defence added
			if( sd )
				val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
			val_flag |= 1|2;
			break;
		case SC_BANDING:
			tick_time = 5000; // [GodLesZ] tick time
			val_flag |= 1;
			break;
		case SC_SHIELDSPELL_DEF:
		case SC_SHIELDSPELL_MDEF:
		case SC_SHIELDSPELL_REF:
			val_flag |= 1|2;
			break;
		case SC_MAGNETICFIELD:
			val3 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			break;
		case SC_INSPIRATION:
			if( sd )
			{
				val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
				val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
			}
			val4 = tick / 1000;
			tick_time = 1000; // [GodLesZ] tick time
			status_change_clear_buffs(bl,3); //Remove buffs/debuffs
			break;
		case SC_SPELLFIST:
		case SC_CURSEDCIRCLE_ATKER:
			val_flag |= 1|2|4;
			break;
		case SC_CRESCENTELBOW:
			val2 = 94 + val1;
			val_flag |= 1|2;
			break;
		case SC_LIGHTNINGWALK:
			val1 = 88 + 2 * val1;
			val_flag |= 1;
			break;
		case SC_RAISINGDRAGON:
			val3 = tick / 5000;
			tick_time = 5000; // [GodLesZ] tick time
			break;
		case SC_GT_CHANGE:
			if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula.
			val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF
			break;
		case SC_GT_REVITALIZE:
			val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus.
			val3 = 60 + 40 * val1; //HP recovery
			break;
		case SC_PYROTECHNIC_OPTION:
			val2 = 60;	// Watk TODO: Renewal (Atk2)
			val3 = 11;	// % Increase damage.
			val_flag |= 1|2|4;
			break;
		case SC_HEATER_OPTION:
			val2 = 120; // Watk. TODO: Renewal (Atk2)
			val3 = 33;	// % Increase effects.
			val4 = 3;	// Change into fire element.
			val_flag |= 1|2|4;
			break;
		case SC_TROPIC_OPTION:
			val2 = 180; // Watk. TODO: Renewal (Atk2)
			val3 = MG_FIREBOLT;
			break;
		case SC_AQUAPLAY_OPTION:
			val2 = 40; // Matk. TODO: Renewal (Matk1)
			val3 = 33;	// % Increase effects.
			val_flag |= 1|2|4;
			break;
		case SC_COOLER_OPTION:
			val2 = 80;	// % Freezing chance
			val3 = 33;	// % increased damage
			val4 = 1;	// Change into water elemet
			val_flag |= 1|2|4;
			break;
		case SC_CHILLY_AIR_OPTION:
			val2 = 120; // Matk. TODO: Renewal (Matk1)
			val3 = MG_COLDBOLT;
			val_flag |= 1|2;
			break;
		case SC_GUST_OPTION:
			val2 = 33;
			val_flag |= 1|2;
			break;
		case SC_WIND_STEP_OPTION:
			val2 = 50;	// % Increase speed and flee.
			break;
		case SC_BLAST_OPTION:
			val2 = 33;
			val3 = 4;
			val_flag |= 1|2|4;
			break;
		case SC_WILD_STORM_OPTION:
			val2 = MG_LIGHTNINGBOLT;
			val_flag |= 1|2;
			break;
		case SC_PETROLOGY_OPTION:
			val2 = 5;
			val3 = 33;
			val_flag |= 1|2|4;
			break;
		case SC_CURSED_SOIL_OPTION:
			val2 = 10;
			val3 = 33;
			val4 = 2;
			val_flag |= 1|2|4;
			break;
		case SC_UPHEAVAL_OPTION:
			val2 = WZ_EARTHSPIKE;
			val_flag |= 1|2;
			break;
		case SC_CIRCLE_OF_FIRE_OPTION:
			val2 = 300;
			val_flag |= 1|2;
			break;
		case SC_FIRE_CLOAK_OPTION:
		case SC_WATER_DROP_OPTION:
		case SC_WIND_CURTAIN_OPTION:
		case SC_STONE_SHIELD_OPTION:
			val2 = 20;	// Elemental modifier. Not confirmed.
			break;
		case SC_CIRCLE_OF_FIRE:
		case SC_FIRE_CLOAK:
		case SC_WATER_DROP:
		case SC_WATER_SCREEN:
		case SC_WIND_CURTAIN:
		case SC_WIND_STEP:
		case SC_STONE_SHIELD:
		case SC_SOLID_SKIN:
			val2 = 10;
			tick_time = 2000; // [GodLesZ] tick time
			break;
		case SC_WATER_BARRIER:
			val2 = 40;	// Increasement. Mdef1 ??? 
			val3 = 20;	// Reductions. Atk2, Flee1, Matk1 ????
			val_flag |= 1|2|4;
			break;
		case SC_ZEPHYR:
			val2 = 22;	// Flee.
			break;
		case SC_TIDAL_WEAPON:
			val2 = 20; // Increase Elemental's attack.
			break;
		case SC_ROCK_CRUSHER:
		case SC_ROCK_CRUSHER_ATK:
		case SC_POWER_OF_GAIA:
			val2 = 33;
			break;
		case SC_MELON_BOMB:
		case SC_BANANA_BOMB:
			val1 = 15;
			break;
		case SC_STOMACHACHE:
			val2 = 8;	// SP consume.
			val4 = tick / 10000;
			tick_time = 10000; // [GodLesZ] tick time
			break;

		default:
			if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
			{	//Status change with no calc, no icon, and no skill associated...? 
				ShowError("UnknownStatusChange [%d]\n", type);
				return 0;
			}
	}
	else //Special considerations when loading SC data.
	switch( type )
	{
		case SC_WEDDING:
		case SC_XMAS:
		case SC_SUMMER:
			clif_changelook(bl,LOOK_WEAPON,0);
			clif_changelook(bl,LOOK_SHIELD,0);
			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
			break;	
		case SC_KAAHI:
			val4 = INVALID_TIMER;
			break;
	}

	//Those that make you stop attacking/walking....
	switch (type)
	{
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
		case SC_STONE:
			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
				pc_setstand(sd);
		case SC_TRICKDEAD:
			unit_stop_attack(bl);
			status_change_end(bl, SC_DANCING, INVALID_TIMER);
			// Cancel cast when get status [LuzZza]
			if (battle_config.sc_castcancel&bl->type)
				unit_skillcastcancel(bl, 0);
		case SC_STOP:
		case SC_CONFUSION:
		case SC_CLOSECONFINE:
		case SC_CLOSECONFINE2:
		case SC_ANKLE:
		case SC_SPIDERWEB:
		case SC_ELECTRICSHOCKER:
			unit_stop_walking(bl,1);
		break;
		case SC_HIDING:
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
		case SC_CHASEWALK:
		case SC_WEIGHT90:
		case SC_CAMOUFLAGE:
			unit_stop_attack(bl);
		break;
		case SC_SILENCE:
			if (battle_config.sc_castcancel&bl->type)
				unit_skillcastcancel(bl, 0);
		break;
	}

	// Set option as needed.
	opt_flag = 1;
	switch(type)
	{
		//OPT1
		case SC_STONE:  sc->opt1 = OPT1_STONEWAIT; break;
		case SC_FREEZE: sc->opt1 = OPT1_FREEZE;    break;
		case SC_STUN:   sc->opt1 = OPT1_STUN;      break;
		case SC_SLEEP:  sc->opt1 = OPT1_SLEEP;     break;
		case SC_BURNING:  sc->opt1 = OPT1_BURNING;   break; // Burning need this to be showed correctly. [pakpil]
		case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON;  break;
		//OPT2
		case SC_POISON:       sc->opt2 |= OPT2_POISON;       break;
		case SC_CURSE:        sc->opt2 |= OPT2_CURSE;        break;
		case SC_SILENCE:      sc->opt2 |= OPT2_SILENCE;      break;
		case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
		case SC_BLIND:        sc->opt2 |= OPT2_BLIND;        break;
		case SC_ANGELUS:      sc->opt2 |= OPT2_ANGELUS;      break;
		case SC_BLEEDING:     sc->opt2 |= OPT2_BLEEDING;     break;
		case SC_DPOISON:      sc->opt2 |= OPT2_DPOISON;      break;
		//OPT3
		case SC_TWOHANDQUICKEN:
		case SC_ONEHAND:
		case SC_SPEARQUICKEN:
		case SC_CONCENTRATION:
		case SC_MERC_QUICKEN:
			sc->opt3 |= OPT3_QUICKEN;
			opt_flag = 0;
			break;
		case SC_MAXOVERTHRUST:
		case SC_OVERTHRUST:
		case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
			sc->opt3 |= OPT3_OVERTHRUST;
			opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 |= OPT3_ENERGYCOAT;
			opt_flag = 0;
			break;
		case SC_INCATKRATE:
			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
			if (bl->type != BL_MOB) {
				opt_flag = 0;
				break;
			}
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 |= OPT3_STEELBODY;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 |= OPT3_BLADESTOP;
			opt_flag = 0;
			break;
		case SC_AURABLADE:
			sc->opt3 |= OPT3_AURABLADE;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			sc->opt3 |= OPT3_BERSERK;
			opt_flag = 0;
			break;
//		case ???: // doesn't seem to do anything
//			sc->opt3 |= OPT3_LIGHTBLADE;
//			opt_flag = 0;
//			break;
		case SC_DANCING:
			if ((val1&0xFFFF) == CG_MOONLIT)
				sc->opt3 |= OPT3_MOONLIT;
			opt_flag = 0;
			break;
		case SC_MARIONETTE:
		case SC_MARIONETTE2:
			sc->opt3 |= OPT3_MARIONETTE;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 |= OPT3_ASSUMPTIO;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 |= OPT3_WARM;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 |= OPT3_KAITE;
			opt_flag = 0;
			break;
		case SC_BUNSINJYUTSU:
			sc->opt3 |= OPT3_BUNSIN;
			opt_flag = 0;
			break;
		case SC_SPIRIT:
			sc->opt3 |= OPT3_SOULLINK;
			opt_flag = 0;
			break;
		case SC_CHANGEUNDEAD:
			sc->opt3 |= OPT3_UNDEAD;
			opt_flag = 0;
			break;
//		case ???: // from DA_CONTRACT (looks like biolab mobs aura)
//			sc->opt3 |= OPT3_CONTRACT;
//			opt_flag = 0;
//			break;
		//OPTION
		case SC_HIDING:
			sc->option |= OPTION_HIDE;
			opt_flag = 2;
			break;
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
			sc->option |= OPTION_CLOAK;
			opt_flag = 2;
			break;
		case SC_CHASEWALK:
			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
			opt_flag = 2;
			break;
		case SC_SIGHT:
			sc->option |= OPTION_SIGHT;
			break;
		case SC_RUWACH:
			sc->option |= OPTION_RUWACH;
			break;
		case SC_WEDDING:
			sc->option |= OPTION_WEDDING;
			break;
		case SC_XMAS:
			sc->option |= OPTION_XMAS;
			break;
		case SC_SUMMER:
			sc->option |= OPTION_SUMMER;
			break;
		case SC_ORCISH:
			sc->option |= OPTION_ORCISH;
			break;
		case SC_FUSION:
			sc->option |= OPTION_FLYING;
			break;
		default:
			opt_flag = 0;
	}

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

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

	if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER || bl->type == BL_MOB ) )
		clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
	else if( sd ) //Send packet to self otherwise (disguised player?)
		clif_status_load(bl,StatusIconChangeTable[type],1);
	/**
	 * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
	 **/
	if( tick_time )
		tick = tick_time;

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

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

	switch( type )
	{
		case SC_BERSERK:
			sce->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
			break;
		case SC_CHANGE:
			status_percent_heal(bl, 100, 100);
			break;
		case SC_RUN:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if( ud )
					ud->state.running = unit_run(bl);
			}
			break;
		case SC_BOSSMAPINFO:
			clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
			break;
		case SC_MERC_HPUP:
			status_percent_heal(bl, 100, 0); // Recover Full HP
			break;
		case SC_MERC_SPUP:
			status_percent_heal(bl, 0, 100); // Recover Full SP
			break;
		/**
		 * Ranger
		 **/
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if( ud )
					ud->state.running = unit_wugdash(bl, sd);
			}
			break;
		case SC_COMBO:
			switch (sce->val1) {
				case TK_STORMKICK:
					clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
					break;
				case TK_DOWNKICK:
					clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
					break;
				case TK_TURNKICK:
					clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
					break;
				case TK_COUNTER:
					clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
					break;
				case MO_COMBOFINISH:
				case CH_TIGERFIST:
				case CH_CHAINCRUSH:
					if (sd)
						clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
					break;
				case TK_JUMPKICK:
					if (sd)
						clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
					break;
			}
	}

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

	return 1;
}
/*==========================================
 * �X�e�[�^�X�ُ�S����
 * type:
 * 0 - ???
 * 1 - ???
 * 2 - ???
 *------------------------------------------*/
int status_change_clear(struct block_list* bl, int type)
{
	struct status_change* sc;
	int i;

	sc = status_get_sc(bl);

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

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

		if(type == 0)
		switch (i)
		{	//Type 0: PC killed -> Place here statuses that do not dispel on death.
		case SC_WEIGHT50:
		case SC_WEIGHT90:
		case SC_EDP:
		case SC_MELTDOWN:
		case SC_XMAS:
		case SC_SUMMER:
		case SC_NOCHAT:
		case SC_FUSION:
		case SC_EARTHSCROLL:
		case SC_READYSTORM:
		case SC_READYDOWN:
		case SC_READYCOUNTER:
		case SC_READYTURN:
		case SC_DODGE:
		case SC_JAILED:
		case SC_EXPBOOST:
		case SC_ITEMBOOST:
		case SC_HELLPOWER:
		case SC_JEXPBOOST:
		case SC_AUTOTRADE:
		case SC_FOOD_STR_CASH:
		case SC_FOOD_AGI_CASH:
		case SC_FOOD_VIT_CASH:
		case SC_FOOD_DEX_CASH:
		case SC_FOOD_INT_CASH:
		case SC_FOOD_LUK_CASH:
			continue;
		}

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

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

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

	if( type == 0 || type == 2 )
		clif_changeoption(bl);

	return 1;
}

/*==========================================
 * �X�e�[�^�X�ُ�I��
 *------------------------------------------*/
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
{
	struct map_session_data *sd;
	struct status_change *sc;
	struct status_change_entry *sce;
	struct status_data *status;
	struct view_data *vd;
	int opt_flag=0, calc_flag;

	nullpo_ret(bl);
	
	sc = status_get_sc(bl);
	status = status_get_status_data(bl);

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

	sd = BL_CAST(BL_PC,bl);

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

	if (tid == INVALID_TIMER) {
		if (type == SC_ENDURE && sce->val4)
			//Do not end infinite endure.
			return 0;
		if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
			delete_timer(sce->timer,status_change_timer);
		if (sc->opt1)
		switch (type) {
			//"Ugly workaround"  [Skotlex]
			//delays status change ending so that a skill that sets opt1 fails to 
			//trigger when it also removed one
			case SC_STONE:
				sce->val3 = 0; //Petrify time counter.
			case SC_FREEZE:
			case SC_STUN:
			case SC_SLEEP:
			if (sce->val1) {
			  	//Removing the 'level' shouldn't affect anything in the code
				//since these SC are not affected by it, and it lets us know
				//if we have already delayed this attack or not.
				sce->val1 = 0;
				sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
				return 1;
			}
		}
	}

	sc->data[type] = NULL;
	(sc->count)--;

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	switch(type){
		case SC_WEDDING:
		case SC_XMAS:
		case SC_SUMMER:
			if (!vd) break;
			if (sd)
			{	//Load data from sd->status.* as the stored values could have changed.
				//Must remove OPTION to prevent class being rechanged.
				sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
				clif_changeoption(&sd->bl);
				status_set_viewdata(bl, sd->status.class_);
			} else {
				vd->class_ = sce->val1;
				vd->weapon = sce->val2;
				vd->shield = sce->val3;
				vd->cloth_color = sce->val4;
			}
			clif_changelook(bl,LOOK_BASE,vd->class_);
			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
			clif_changelook(bl,LOOK_WEAPON,vd->weapon);
			clif_changelook(bl,LOOK_SHIELD,vd->shield);
			if(sd) clif_skillinfoblock(sd);
		break;
		case SC_RUN:
		{
			struct unit_data *ud = unit_bl2ud(bl);
			bool begin_spurt = true;
			if (ud) {
				if(!ud->state.running)
					begin_spurt = false;
				ud->state.running = 0;
				if (ud->walktimer != INVALID_TIMER)
					unit_stop_walking(bl,1);
			}
			if (begin_spurt && sce->val1 >= 7 &&
				DIFF_TICK(gettick(), sce->val4) <= 1000 &&
				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
			)
				sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
		}
		break;
		case SC_AUTOBERSERK:
			if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
				status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
			break;

		case SC_ENDURE:
		case SC_DEFENDER:
		case SC_REFLECTSHIELD:
		case SC_AUTOGUARD:
			{
				struct map_session_data *tsd;
				if( bl->type == BL_PC )
				{ // Clear Status from others
					int i;
					for( i = 0; i < 5; i++ )
					{
						if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
							status_change_end(&tsd->bl, type, INVALID_TIMER);
					}
				}
				else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
				{ // Clear Status from Master
					tsd = ((TBL_MER*)bl)->master;
					if( tsd && tsd->sc.data[type] )
						status_change_end(&tsd->bl, type, INVALID_TIMER);
				}
			}
			break;
		case SC_DEVOTION:
			{
				struct block_list *d_bl = map_id2bl(sce->val1);
				if( d_bl )
				{
					if( d_bl->type == BL_PC )
						((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
					else if( d_bl->type == BL_MER )
						((TBL_MER*)d_bl)->devotion_flag = 0;
					clif_devotion(d_bl, NULL);
				}

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

		case SC_BLADESTOP:
			if(sce->val4)
			{
				int tid = sce->val4;
				struct block_list *tbl = map_id2bl(tid);
				struct status_change *tsc = status_get_sc(tbl);
				sce->val4 = 0;
				if(tbl && tsc && tsc->data[SC_BLADESTOP])
				{
					tsc->data[SC_BLADESTOP]->val4 = 0;
					status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
				}
				clif_bladestop(bl, tid, 0);
			}
			break;
		case SC_DANCING:
			{
				const char* prevfile = "<unknown>";
				int prevline = 0;
				struct map_session_data *dsd;
				struct status_change_entry *dsc;
				struct skill_unit_group *group;

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

				if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
				{// end status on partner as well
					dsc = dsd->sc.data[SC_DANCING];
					if(dsc)
					{	//This will prevent recursive loops. 
						dsc->val2 = dsc->val4 = 0;
						status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
					}
				}

				if(sce->val2)
				{// erase associated land skill
					group = skill_id2group(sce->val2);

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

					sce->val2 = 0;
					skill_delunitgroup(group);
				}

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

				status_change_end(bl, SC_LONGING, INVALID_TIMER);
			}
			break;
		case SC_NOCHAT:
			if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
				sd->status.manner = 0;
			if (sd && tid == INVALID_TIMER)
			{
				clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
				clif_updatestatus(sd,SP_MANNER);
			}
			break;
		case SC_SPLASHER:	
			{
				struct block_list *src=map_id2bl(sce->val3);
				if(src && tid != INVALID_TIMER)
					skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
			}
			break;
		case SC_CLOSECONFINE2:
			{
				struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
				struct status_change *sc2 = src?status_get_sc(src):NULL;
				if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
					//If status was already ended, do nothing.
					//Decrease count
					if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
						status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
				}
			}
		case SC_CLOSECONFINE:
			if (sce->val2 > 0) {
				//Caster has been unlocked... nearby chars need to be unlocked.
				int range = 1
					+skill_get_range2(bl, status_sc2skill(type), sce->val1)
					+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
				map_foreachinarea(status_change_timer_sub, 
					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
			}
			break;
		case SC_COMBO:
			if( sd )
			switch (sce->val1) {
				case MO_COMBOFINISH:
				case CH_TIGERFIST:
				case CH_CHAINCRUSH:
					clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
					break;
				case TK_JUMPKICK:
					clif_skillinfo(sd, TK_JUMPKICK, 0);
					break;
			}
			break;

		case SC_MARIONETTE:
		case SC_MARIONETTE2:	/// Marionette target
			if (sce->val1)
			{	// check for partner and end their marionette status as well
				enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
				struct block_list *pbl = map_id2bl(sce->val1);
				struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
				
				if (sc2 && sc2->data[type2])
				{
					sc2->data[type2]->val1 = 0;
					status_change_end(pbl, type2, INVALID_TIMER);
				}
			}
			break;

		case SC_BERSERK:
			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
			if(status->hp > 100 && sce->val2)
				status_set_hp(bl, 100, 0); 
			if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
			{
				sc->data[SC_ENDURE]->val4 = 0;
				status_change_end(bl, SC_ENDURE, INVALID_TIMER);
			}
			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
			break;
		case SC_GOSPEL:
			if (sce->val3) { //Clear the group.
				struct skill_unit_group* group = skill_id2group(sce->val3);
				sce->val3 = 0;
				skill_delunitgroup(group);
			}
			break;
		case SC_HERMODE: 
			if(sce->val3 == BCT_SELF)
				skill_clear_unitgroup(bl);
			break;
		case SC_BASILICA: //Clear the skill area. [Skotlex]
				skill_clear_unitgroup(bl);
				break;
		case SC_TRICKDEAD:
			if (vd) vd->dead_sit = 0;
			break;
		case SC_WARM:
			if (sce->val4) { //Clear the group.
				struct skill_unit_group* group = skill_id2group(sce->val4);
				sce->val4 = 0;
				skill_delunitgroup(group);
			}
			break;
		case SC_KAAHI:
			//Delete timer if it exists.
			if (sce->val4 != INVALID_TIMER)
				delete_timer(sce->val4,kaahi_heal_timer);
			break;
		case SC_JAILED:
			if(tid == INVALID_TIMER)
				break;
		  	//natural expiration.
			if(sd && sd->mapindex == sce->val2)
				pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
			break; //guess hes not in jail :P
		case SC_CHANGE:
			if (tid == INVALID_TIMER)
		 		break;
			// "lose almost all their HP and SP" on natural expiration.
			status_set_hp(bl, 10, 0);
			status_set_sp(bl, 10, 0);
			break;
		case SC_AUTOTRADE:
			if (tid == INVALID_TIMER)
				break;
			// Note: vending/buying is closed by unit_remove_map, no
			// need to do it here.
			map_quit(sd);
			// Because map_quit calls status_change_end with tid -1
			// from here it's not neccesary to continue
			return 1;
			break;
		case SC_STOP:
			if( sce->val2 )
			{
				struct block_list* tbl = map_id2bl(sce->val2);
				sce->val2 = 0;
				if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
					status_change_end(tbl, SC_STOP, INVALID_TIMER);
			}
			break;
		/**
		 * 3rd Stuff
		 **/
		case SC_MILLENNIUMSHIELD:
			clif_millenniumshield(sd,0);
			break;
		case SC_HALLUCINATIONWALK:
			sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
			break;
		case SC_WHITEIMPRISON:
			if( tid == -1 )
				break; // Terminated by Damage
			clif_damage(bl,bl,0,0,0,400*sce->val1,0,0,0);
			status_zap(bl,400*sce->val1,0);
			break;
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if (ud) {
					ud->state.running = 0;
					if (ud->walktimer != -1)
						unit_stop_walking(bl,1);
				}
			}
			break;
		case SC_ADORAMUS:
			status_change_end(bl, SC_BLIND, -1);
			break;		
		/*
		case SC__SHADOWFORM:
			{
				struct map_session_data *s_sd = map_id2sd(sce->val2);
				if( !s_sd )
					break;
				s_sd->shadowform_id = 0;
			}
			break;
		case SC_SITDOWN_FORCE:
			if( sd && pc_issit(sd) )
			{
				pc_setstand(sd);
				clif_standing(bl,true);
			}
			break;
		case SC_NEUTRALBARRIER_MASTER:
		case SC_STEALTHFIELD_MASTER:
			if( sce->val2 )
			{
				struct skill_unit_group* group = skill_id2group(sce->val2);
				sce->val2 = 0;
				skill_delunitgroup(group);
			}
			break;
		case SC_BANDING:
			{
				struct skill_unit_group *group;
				if(sce->val4)
				{
					group = skill_id2group(sce->val4);
					sce->val4 = 0;
					skill_delunitgroup(group);
				}
			}
			break;
		case SC_CURSEDCIRCLE_ATKER:
			if( sce->val3 )
				map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
			break;
		case SC_RAISINGDRAGON:
			if( sd && sce->val2 && !pc_isdead(sd) )
			{
				int i;
				i = min(sd->spiritball,5);
				pc_delspiritball(sd, sd->spiritball, 0);
				status_change_end(bl, SC_EXPLOSIONSPIRITS, -1);
				while( i > 0 )
				{
					pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
					--i;
				}
			}
			break;*/
		}

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

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

	case SC_HIDING:
		sc->option &= ~OPTION_HIDE;
		opt_flag|= 2|4; //Check for warp trigger + AoE trigger
		break;
	case SC_CLOAKING:
	case SC_CLOAKINGEXCEED:
		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_SUMMER:
		sc->option &= ~OPTION_SUMMER;
		break;
	case SC_ORCISH:
		sc->option &= ~OPTION_ORCISH;
		break;
	case SC_RUWACH:
		sc->option &= ~OPTION_RUWACH;
		break;
	case SC_FUSION:
		sc->option &= ~OPTION_FLYING;
		break;
	//opt3
	case SC_TWOHANDQUICKEN:
	case SC_ONEHAND:
	case SC_SPEARQUICKEN:
	case SC_CONCENTRATION:
	case SC_MERC_QUICKEN:
		sc->opt3 &= ~OPT3_QUICKEN;
		opt_flag = 0;
		break;
	case SC_OVERTHRUST:
	case SC_MAXOVERTHRUST:
	case SC_SWOO:
		sc->opt3 &= ~OPT3_OVERTHRUST;
		opt_flag = 0;
		break;
	case SC_ENERGYCOAT:
	case SC_SKE:
		sc->opt3 &= ~OPT3_ENERGYCOAT;
		opt_flag = 0;
		break;
	case SC_INCATKRATE: //Simulated Explosion spirits effect.
		if (bl->type != BL_MOB)
		{
			opt_flag = 0;
			break;
		}
	case SC_EXPLOSIONSPIRITS:
		sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
		opt_flag = 0;
		break;
	case SC_STEELBODY:
	case SC_SKA:
		sc->opt3 &= ~OPT3_STEELBODY;
		opt_flag = 0;
		break;
	case SC_BLADESTOP:
		sc->opt3 &= ~OPT3_BLADESTOP;
		opt_flag = 0;
		break;
	case SC_AURABLADE:
		sc->opt3 &= ~OPT3_AURABLADE;
		opt_flag = 0;
		break;
	case SC_BERSERK:
		sc->opt3 &= ~OPT3_BERSERK;
		opt_flag = 0;
		break;
//	case ???: // doesn't seem to do anything
//		sc->opt3 &= ~OPT3_LIGHTBLADE;
//		opt_flag = 0;
//		break;
	case SC_DANCING:
		if ((sce->val1&0xFFFF) == CG_MOONLIT)
			sc->opt3 &= ~OPT3_MOONLIT;
		opt_flag = 0;
		break;
	case SC_MARIONETTE:
	case SC_MARIONETTE2:
		sc->opt3 &= ~OPT3_MARIONETTE;
		opt_flag = 0;
		break;
	case SC_ASSUMPTIO:
		sc->opt3 &= ~OPT3_ASSUMPTIO;
		opt_flag = 0;
		break;
	case SC_WARM: //SG skills [Komurka]
		sc->opt3 &= ~OPT3_WARM;
		opt_flag = 0;
		break;
	case SC_KAITE:
		sc->opt3 &= ~OPT3_KAITE;
		opt_flag = 0;
		break;
	case SC_BUNSINJYUTSU:
		sc->opt3 &= ~OPT3_BUNSIN;
		opt_flag = 0;
		break;
	case SC_SPIRIT:
		sc->opt3 &= ~OPT3_SOULLINK;
		opt_flag = 0;
		break;
	case SC_CHANGEUNDEAD:
		sc->opt3 &= ~OPT3_UNDEAD;
		opt_flag = 0;
		break;
//	case ???: // from DA_CONTRACT (looks like biolab mobs aura)
//		sc->opt3 &= ~OPT3_CONTRACT;
//		opt_flag = 0;
//		break;
	default:
		opt_flag = 0;
	}

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

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

	if(opt_flag)
		clif_changeoption(bl);

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

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

	ers_free(sc_data_ers, sce);
	return 1;
}

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

	if(!((bl=map_id2bl(id))&&
		(sc=status_get_sc(bl)) &&
		(sce = sc->data[SC_KAAHI])))
		return 0;

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

	status=status_get_status_data(bl);
	if(!status_charge(bl, 0, sce->val3)) {
		sce->val4 = INVALID_TIMER;
		return 0;
	}

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

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

	bl = map_id2bl(id);
	if(!bl)
	{
		ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
		return 0;
	}
	sc = status_get_sc(bl);
	status = status_get_status_data(bl);
	
	if(!(sc && (sce = sc->data[type])))
	{
		ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
		return 0;
	}

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

	sd = BL_CAST(BL_PC, bl);

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

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

	case SC_CHASEWALK:
		if(!status_charge(bl, 0, sce->val4))
			break; //Not enough SP to continue.
			
		if (!sc->data[SC_INCSTR]) {
			sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
				(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
				*skill_get_time2(status_sc2skill(type),sce->val1));
		}
		sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
		return 0;
	break;

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

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

	case SC_SIGHT:
	case SC_RUWACH:
	case SC_SIGHTBLASTER:
		map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);

		if( --(sce->val2)>0 ){
			sc_timer_next(250+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
		
	case SC_PROVOKE:
		if(sce->val2) { //Auto-provoke (it is ended in status_heal)
			sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
			return 0;
		}
		break;

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

	case SC_POISON:
		if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
			break;
	case SC_DPOISON:
		if (--(sce->val3) > 0) {
			if (!sc->data[SC_SLOWPOISON]) {
				bool flag;
				map_freeblock_lock();
				status_zap(bl, sce->val4, 0);
				flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
				map_freeblock_unlock();
				if (flag) return 0; //target died, SC cancelled already.
			}
			sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
			return 0;
		}
		break;

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

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

	case SC_BLEEDING:
		if (--(sce->val4) >= 0) {
			int flag, hp =  rand()%600 + 200;
			map_freeblock_lock();
			status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
			flag = !sc->data[type];
			map_freeblock_unlock();
			if( !flag ) {
				if( status->hp == 1 ) break;
				sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
			}
			return 0;
		}
		break;

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

	case SC_BOSSMAPINFO:
		if( sd && --(sce->val4) >= 0 )
		{
			struct mob_data *boss_md = map_id2boss(sce->val1);
			if( boss_md && sd->bl.m == boss_md->bl.m )
			{
				clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
				if (boss_md->bl.prev != NULL) {
					sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
					return 0;
				}
			}
		}
		break;

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

	case SC_BERSERK:
		// 5% every 10 seconds [DracoRPG]
		if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
		{
			sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_NOCHAT:
		if(sd){
			sd->status.manner++;
			clif_changestatus(bl,SP_MANNER,sd->status.manner);
			clif_updatestatus(sd,SP_MANNER);
			if (sd->status.manner < 0)
			{	//Every 60 seconds your manner goes up by 1 until it gets back to 0.
				sc_timer_next(60000+tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

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

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

	case SC_GOSPEL:
		if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
		{
			int hp, sp;
			hp = (sce->val1 > 5) ? 45 : 30;
			sp = (sce->val1 > 5) ? 35 : 20;
			if(!status_charge(bl, hp, sp))
				break;
			sc_timer_next(10000+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
		
	case SC_GUILDAURA:
		{
			struct block_list *tbl = map_id2bl(sce->val2);
			
			if (tbl && battle_check_range(bl, tbl, 2)){
				sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
				return 0;
			}
		}
		break;

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

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

	case SC_PYREXIA:
		if( --(sce->val4) >= 0 )
		{
			bool flag;
			map_freeblock_lock();
			clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0);
			status_fix_damage(NULL,bl,100,0);
			flag = !sc->data[type];
			map_freeblock_unlock();
			if( !flag )
			{
				if( sce->val4 == 10 )
					sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds
				sc_timer_next(3000+tick,status_change_timer,bl->id,data);
			}
			return 0;
		}
		break;

	case SC_LEECHESEND:
		if( --(sce->val4) >= 0 )
		{
			bool flag;
			int damage = status->max_hp/100;
			if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T ) )
				damage += 3 * status->vit;
			else
				damage += 7 * status->vit;
			
			unit_skillcastcancel(bl,2);
			
			map_freeblock_lock();
			status_zap(bl,damage,0);
			flag = !sc->data[type];
			map_freeblock_unlock();
			if( !flag ) {
				sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
			}
			return 0;
		}
		break;

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

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

			if( !flag )
			{ // Random Skill Cast
				if( sd )
				{
					int mushroom_skillid = 0, i;
					unit_stop_attack(bl);
					unit_skillcastcancel(bl,1);
					do
					{
						i = rand() % MAX_SKILL_MAGICMUSHROOM_DB;
						mushroom_skillid = skill_magicmushroom_db[i].skillid;
					}
					while( mushroom_skillid == 0 );

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

				clif_emotion(bl,18);
				sc_timer_next(4000+tick,status_change_timer,bl->id,data);
			}
			return 0;
		}
		break;

	case SC_TOXIN:
		if( --(sce->val4) >= 0 )
		{ //Damage is every 10 seconds including 3%sp drain.
			bool flag;
			map_freeblock_lock();
			clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
			status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
			flag = !sc->data[type];
			map_freeblock_unlock();
			if( !flag ) {
				sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
			}
			return 0;
		}
		break;

	case SC_OBLIVIONCURSE:
		if( --(sce->val4) >= 0 )
		{
			clif_emotion(bl,1);	
			sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
			return 0;
		}
		break;

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

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

	case SC_RENOVATIO:
		if( --(sce->val4) >= 0 )
		{
			status_heal(bl, status->max_hp * 3 / 100, 0, 2);
			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_BURNING:
		if( --(sce->val4) >= 0 )
		{
			struct block_list *src = map_id2bl(sce->val3);
			int flag, damage = 3 * status_get_max_hp(bl) / 100; // Non Elemental Damage
			if( status )
				damage += battle_attr_fix(NULL, bl, sce->val2, ELE_FIRE, status->def_ele, status->ele_lv);

			map_freeblock_lock();
			status_fix_damage(src,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
			flag = !sc->data[type];
			map_freeblock_unlock();
			if( !flag ) {// Target still lives. [LimitLine]
				sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
			}
			return 0;
		}
		break;

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

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

	case SC_READING_SB:
		if( !status_charge(bl, 0, sce->val2) )
			break;
		sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
		return 0;

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

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

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

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

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

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

	case SC_BLOODSUCKER:
		if( --(sce->val4) >= 0 )
		{
			struct block_list *src = map_id2bl(sce->val2);
			int damage;
			bool flag;
			if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
				break;
			map_freeblock_lock();
			damage = skill_attack(skill_get_type(GN_BLOOD_SUCKER), src, src, bl, GN_BLOOD_SUCKER, sce->val1, tick, 0);
			flag = !sc->data[type];
			map_freeblock_unlock();
			status_heal(src, damage, 0, 0);
			clif_skill_nodamage(src, bl, GN_BLOOD_SUCKER, 0, 1);
			if (!flag) {
				sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
			}
			return 0;
		}
		break;

	case SC_VOICEOFSIREN:
		if( --(sce->val4) >= 0 )
		{
			clif_emotion(bl,3);
			sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

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

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

	
	case SC_SATURDAYNIGHTFEVER:
		// 1% HP/SP drain every 3 seconds [Jobbie]
		if( --(sce->val3) >= 0 )
		{
			int hp = status->hp / 100;
			int sp = status->sp / 100;
			if( !status_charge(bl, hp, sp) )
				break;
			sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

	case SC_CRYSTALIZE:
		if( --(sce->val4) >= 0 )
		{ // Drains 2% of HP and 1% of SP every seconds.
			status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
			sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

	case SC_BANDING:
		if( status_charge(bl, 0, 7 - sce->val1) )
		{
			//if( sd ) pc_banding(sd, sce->val1);
			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
		
	case SC_REFLECTDAMAGE:
		if( --(sce->val4) >= 0 ) {
			if( !status_charge(bl,0,sce->val3) )
				break;
			sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

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

	case SC_MAGNETICFIELD:
		{
			if( --(sce->val3) <= 0 )
				break; // Time out
			if( sce->val2 == bl->id )
			{
				if( !status_charge(bl,0,14 + (3 * sce->val1)) )
					break; // No more SP status should end, and in the next second will end for the other affected players
			}
			else
			{
				struct block_list *src = map_id2bl(sce->val2);
				struct status_change *ssc;
				if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
					break; // Source no more under Magnetic Field
			}
			sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
		}
		break;

	case SC_INSPIRATION:
		if(--(sce->val4) >= 0)
		{
			int hp = status->max_hp * (7-sce->val1) / 100;
			int sp = status->max_sp * (9-sce->val1) / 100;
			
			if( !status_charge(bl,hp,sp) ) break;
			
			sc_timer_next(1000+tick,status_change_timer,bl->id, data);
			return 0;
		}
		break;

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

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

	case SC_STOMACHACHE:
		if( --(sce->val4) > 0 )
		{
			status_charge(bl,0,sce->val2);	// Reduce 8 every 10 seconds.
			if( sd && !pc_issit(sd) )	// Force to sit every 10 seconds.
			{
				pc_stop_walking(sd,1|4);
				pc_stop_attack(sd);
				pc_setsit(sd);
				clif_sitting(bl);
			}
			sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
		}
		break;

	}

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

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

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

	if (status_isdead(bl))
		return 0;

	tsc = status_get_sc(bl);

	switch( type )
	{
	case SC_SIGHT:	/* �T�C�g */
	case SC_CONCENTRATE:
		status_change_end(bl, SC_HIDING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
		status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
		break;
	case SC_RUWACH:	/* ���A�t */
		if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
			status_change_end(bl, SC_HIDING, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
			status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
			if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
				skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
		}
		break;
	case SC_SIGHTBLASTER:
		if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
			status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
		{
			skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
			if (sce) sce->val2 = 0; //This signals it to end.
		}
		break;
	case SC_CLOSECONFINE:
		//Lock char has released the hold on everyone...
		if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
			tsc->data[SC_CLOSECONFINE2]->val2 = 0;
			status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
		}
		break;
	}
	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++ )
	{
		status_change_end(bl, (sc_type)i, INVALID_TIMER);
	}

	for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
	{
		if(!sc->data[i])
			continue;
		
		switch (i) {
			//Stuff that cannot be removed
			case SC_WEIGHT50:
			case SC_WEIGHT90:
			case SC_COMBO:
			case SC_SMA:
			case SC_DANCING:
			case SC_GUILDAURA:
			case SC_SAFETYWALL:
			case SC_PNEUMA:
			case SC_NOCHAT:
			case SC_JAILED:
			case SC_ANKLE:
			case SC_BLADESTOP:
			case SC_CP_WEAPON:
			case SC_CP_SHIELD:
			case SC_CP_ARMOR:
			case SC_CP_HELM:
			case SC_STRFOOD:
			case SC_AGIFOOD:
			case SC_VITFOOD:
			case SC_INTFOOD:
			case SC_DEXFOOD:
			case SC_LUKFOOD:
			case SC_HITFOOD:
			case SC_FLEEFOOD:
			case SC_BATKFOOD:
			case SC_WATKFOOD:
			case SC_MATKFOOD:
			case SC_FOOD_STR_CASH:
			case SC_FOOD_AGI_CASH:
			case SC_FOOD_VIT_CASH:
			case SC_FOOD_DEX_CASH:
			case SC_FOOD_INT_CASH:
			case SC_FOOD_LUK_CASH:
			case SC_EXPBOOST:
			case SC_JEXPBOOST:
			case SC_ITEMBOOST:
				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, (sc_type)i, INVALID_TIMER);
	}
	return 0;
}

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

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

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

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

	if (sd) {
		if (sd->hp_loss.value || sd->sp_loss.value)
			pc_bleeding(sd, natural_heal_diff_tick);
		if (sd->hp_regen.value || sd->sp_regen.value)
			pc_regen(sd, natural_heal_diff_tick);
	}

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

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

	ud = unit_bl2ud(bl);

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

	if (!flag)
		return 0;

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

	//Natural Hp regen
	if (flag&RGN_HP)
	{
		rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
		if (ud && ud->walktimer != INVALID_TIMER)
			rate/=2;
		// Homun HP regen fix (they should regen as if they were sitting (twice as fast) 
		if(bl->type==BL_HOM) rate *=2;

		regen->tick.hp += rate;
		
		if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
		{
			val = 0;
			do {
				val += regen->hp;
				regen->tick.hp -= battle_config.natural_healhp_interval;
			} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
			if (status_heal(bl, val, 0, 1) < val)
				flag&=~RGN_SHP; //full.
		}
	}

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

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

	if (!regen->sregen)
		return flag;

	//Skill regen
	sregen = regen->sregen;

	if(flag&RGN_SHP)
	{	//Skill HP regen
		sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
		
		while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
		{
			sregen->tick.hp -= battle_config.natural_heal_skill_interval;
			if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
				break; //Full
		}
	}
	if(flag&RGN_SSP)
	{	//Skill SP regen
		sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
		while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
		{
			val = sregen->sp;
			if (sd && sd->state.doridori) {
				val*=2;
				sd->state.doridori = 0;
				if ((rate = pc_checkskill(sd,TK_SPTIME)))
					sc_start(bl,status_skill2sc(TK_SPTIME),
						100,rate,skill_get_time(TK_SPTIME, rate));
				if (
					(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
					rand()%10000 < battle_config.sg_angel_skill_ratio
				) { //Angel of the Sun/Moon/Star
					clif_feel_hate_reset(sd);
					pc_resethate(sd);
					pc_resetfeel(sd);
				}
			}
			sregen->tick.sp -= battle_config.natural_heal_skill_interval;
			if(status_heal(bl, 0, val, 3) < val)
				break; //Full
		}
	}
	return flag;
}

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

/*==========================================
 * DB reading.
 * job_db1.txt    - weight, hp, sp, aspd
 * job_db2.txt    - job level stat bonuses
 * size_fix.txt   - size adjustment table for weapons
 * refine_db.txt  - refining data table
 *------------------------------------------*/
#if REMODE
static bool status_readdb_job_re(char* fields[], int columns, int current) {
	int idx, class_;
	unsigned int i;

	class_ = atoi(fields[0]);

	if(!pcdb_checkid(class_)) {
		ShowWarning("status_readdb_job_re: Invalid job class %d specified.\n", class_);
		return false;
	}
	idx = pc_class2idx(class_);

	for(i = 0; i < RE_JOB_DB_MAX; i++) {
		re_job_db[idx][i] = atoi(fields[i+1]);
	}
	return true;
}
#endif
static bool status_readdb_job1(char* fields[], int columns, int current)
{// Job-specific values (weight, HP, SP, ASPD)
	int idx, class_;
	unsigned int i;

	class_ = atoi(fields[0]);

	if(!pcdb_checkid(class_))
	{
		ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
		return false;
	}
	idx = pc_class2idx(class_);

	max_weight_base[idx] = atoi(fields[1]);
	hp_coefficient[idx]  = atoi(fields[2]);
	hp_coefficient2[idx] = atoi(fields[3]);
	sp_coefficient[idx]  = atoi(fields[4]);

	for(i = 0; i < MAX_WEAPON_TYPE; i++)
	{
		aspd_base[idx][i] = atoi(fields[i+5]);
	}
	return true;
}

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

	class_ = atoi(fields[0]);

	if(!pcdb_checkid(class_))
	{
		ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
		return false;
	}
	idx = pc_class2idx(class_);

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

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

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

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

	refinebonus[current][0] = atoi(fields[0]);  // stats per safe-upgrade
	refinebonus[current][1] = atoi(fields[1]);  // stats after safe-limit
	refinebonus[current][2] = atoi(fields[2]);  // safe limit

	for(i = 0; i < MAX_REFINE; i++)
	{
		percentrefinery[current][i] = atoi(fields[3+i]);
	}
	return true;
}

int status_readdb(void)
{
	int i, j;

	// initialize databases to default
	//

	// job_db1.txt
	memset(max_weight_base, 0, sizeof(max_weight_base));
	memset(hp_coefficient, 0, sizeof(hp_coefficient));
	memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
	memset(sp_coefficient, 0, sizeof(sp_coefficient));
	memset(aspd_base, 0, sizeof(aspd_base));
#if REMODE
	memset(re_job_db, 0, sizeof(re_job_db));
#endif
	// job_db2.txt
	memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus

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

	// refine_db.txt
	for(i=0;i<ARRAYLENGTH(percentrefinery);i++){
		for(j=0;j<MAX_REFINE; j++)
			percentrefinery[i][j]=100;  // success chance
		percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
		refinebonus[i][0]=0;  // stats per safe-upgrade
		refinebonus[i][1]=0;  // stats after safe-limit
		refinebonus[i][2]=10;  // safe limit
	}

	// read databases
	//

	sv_readdb(db_path, "job_db1.txt",   ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1,                            &status_readdb_job1);
	sv_readdb(db_path, "job_db2.txt",   ',', 1,                 1+MAX_LEVEL,       -1,                            &status_readdb_job2);
	sv_readdb(db_path, "size_fix.txt",  ',', MAX_WEAPON_TYPE,   MAX_WEAPON_TYPE,    ARRAYLENGTH(atkmods),         &status_readdb_sizefix);
	sv_readdb(db_path, "refine_db.txt", ',', 3+MAX_REFINE+1,    3+MAX_REFINE+1,     ARRAYLENGTH(percentrefinery), &status_readdb_refine);

#if REMODE
	sv_readdb(db_path, "job_db_re.txt",  ',', 1+RE_JOB_DB_MAX, 1+RE_JOB_DB_MAX,        -1,                            &status_readdb_job_re);
#endif

	return 0;
}

/*==========================================
 * �X�L���֌W����������
 *------------------------------------------*/
int do_init_status(void)
{
	add_timer_func_list(status_change_timer,"status_change_timer");
	add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
	add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
	initChangeTables();
	initDummyData();
	status_readdb();
	status_calc_sigma();
	natural_heal_prev_tick = gettick();
	sc_data_ers = ers_new(sizeof(struct status_change_entry));
	add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
	return 0;
}
void do_final_status(void)
{
	ers_destroy(sc_data_ers);
}