summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: b2f67735b3d248098e7125891f6e85553b2be91e (plain) (tree)
1
2
3
4
5
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460



                                                         
                                             














                                                                        

                     
                                                                                                                                           
                   
 

                       
                     


















                              
                          





                           
                        
 






                   
                                 
                              
 

                                




                                                    

                                     

                                                       
                                                                                  

                               
                                               














                                                                                                    
                                                 













                                                                                       
                                                










                                                                                                            
                              

         
                                                  

 

                                                                            









                                                                           




                                                             
 

                                                        

 

                           
                                                                       
                                                                                                                                     
                                                                                                                                                                                      
 


                                    
                                                           
 
                                          
                                                        

                                    
                                                        
 


                                                                                        

                                                                                                                              










                                                                                                               


                                                            
                                                                                                                              
                                                                  
                                                                                                             





                                                            






                                                                                                                   
                                                            
                                                                                                    
                                                            
                                                                                        




                           






                                                                                                       
                                                            
                                                                                                    



                                                            




                                                                                                                           
                                                            
                                                                                                 


                                                            
                                                                                                          
                                                            

                                                                                                    

                                                            

                                                                                                  

                                                            


                                                                                                 
                                                         
                                                                                                      















                                                            
                                                                                                   
                                                            
                                                                                                            

                                                            
                                                                                                    





                                                            



                                                                                                       
                                                            




                                                                                                       
                                                            
                                                                                                       


                                                            



                                                                                                                               

                                                            

                                                                                                             
              
                                                                                                    

                                                            







                                                                                                       

                                                            
                                                                                                               
                                                            


                                                                                                            

                                                            
                                                                                                   
                                                            

                                                                                                              
                                                            
                                                                                                     
                                                            



                                                                                                              

                                                            





                                                                                                               
                                                            

                                                                                                    
               
                                                                                                                                       
     
                                                                                                            
      


                                                                                                                                                                               
                                                            
                                                                                                    
                                                            
                                                                                                              

                                                            






                                                                                                                                                           
                                                            

                                                                                                                                                         

                                                            
                                                                                                                                
                                                            
                                                                                                              

                                                            





                                                                                                              
                                                            



                                                                                                            
                                                         


                                                                                                                       

                                                            


                                                                                                    
                                                            






                                                                                                     
                                                            







                                                                                                                              
                                                            

                                                                                                              
                                                            




                                                                                                            


                                                              
                                                                                                       




                            


                                                                                                                          




                            

                                                                                                                   
                                                            


                                                                                                                 












                                                            


                                                                                                          



                                                            



                                                                                                     
 


                                                                                                                   
 

                                                                                                                                   
 




                                                                                                    





                                                            





                                                                                                                           

                       

                                                                                                                          
 
                                       

                                                                                                                           
                                              



                                                                                                                      
                                          
                                                                                                      
                                         
                                                                                 
 
                                                                                                       
                                                          

                                                                                                        
 
                                                            
                                                                                                                              

                                                                  

                                                                                                             



                                                            





                                                                                                                                                                               
                                                            
                                                                                                   
                                                            


                                                                                                                   
 



                                                                                                   
 

                                                                                                                          



                     



                                                                                                                
                                                    







                                                                                                                 




                                                                                                       




                                                                                                       



                                                                                                       
                                                                                                             

                                                     
                                                                                                     

                                                                                                     






                                                                                                       




                                                                                                                         



                                                                                                                              


                



                                                                                                     





                                                           
                                                                                                                               


                  







                                                                                                                               


                     








                                                                                                                                                                     


                       












                                                                                                                        
                                                                                                     



                                                       




                                                                

                                                                                                                 
                                                                                                                  





                                                                                                                                              


                             





                                                                                                                                                            
                                                                                                            

                                                                                                             









                                                                                                                                                



                  


                                                                                                    
                                                                                                                                                   

                                                                                                            
                                                                                                   





                                                                                                                                                                   
                                                       


                 

                                                                                                                     
                                                                                                             



                                                                                                                                    
 



                                                                 
                                        
                                                                     
                                                                                 
                                             
                                                                                                            
                                       
                                                                                     

                                                                           
                                                                                               
                                              
                                                                           
                                                                                    
 
                                                             

























                                                                                                                               
 


                                                                                                                        

                                                                                                                                               
                                                           





                                                                                                                 
                                                                                                
                                                                                                        
 
                                                                                                                                                         

                                                           
                                                                                                         






                                                           
 


                                                                                                        
                                                                              















                                                                                   




                                                                                
                                                                              


                                                                                  
                                                                              


















                                                                                     
                                                                                                  
                                                                  
                                                                      
                                                                  

                     



















                                                                                      
                                                              
                                                                      

                                                                              
                                                                      
                                                                        

                                                                    
                                                              

                                                                    
                                                                  
                                                                      

                                                                        
                                                                        
 



                                                                      
 




                                                                          
 




                                                                                
 
                                  




                                                                
 
                          




                                                               
 
                                   







                                                                    
                               




                                                                                          
                                        









                                                                                                      
                                   




                                                                                
                           

                                                                                    
                                                             





                                                                                        







                                                                                             






                                                                                                          

                                                         























                                                                                  
 
                   
                                                                



                                                                                      

                                                                              







                                                                                    
 


                                                                      


                                                                  


                                                                                
                                                                   







                                                                        
                                                               


                                                                                                                   









                                                                 





                                                                     
                                                             
                                                                           












                                                                         

                                                                 



                                                                  
                                                                 
                                                                  

                                                                                
                                                                       
                                                                              
                                                                          

                                                                                                   
                                                                                                                                    

                                                               
                                                                                    
                                                                                      
                                                              
                                                                           
                                                                            
 
                     





                                                                  
 
                                  




                                                              
 
                                          
                                                                                     


                                                                    
                                                                       
                                                                    
 
                             

                                                                     
 
                          

                                                                          





                                                                          











                                                                             
                                                                             
                                                                            
                                                                        
                                                                                                                              

                                                                                       
 




                                                                      
                                                                            



                                                                              
 
                            

                                                                        
                                                                 


                                                                           
 



                                                                            
 




                                                                           
 




                                                                                            
 


                                                               
                   
                                                              



                                                                         

                                                                     







                                                                        
 
                                                                           
                                                                     

                      

 
                        
 
















                                                         

 
                                                                                        
                                                                    
 

                       


                                                                                                                     
                                                                         

                                                                                  

                                                                   
                               
                             
                                         
                                 

                         


                                             
                                                                
                                              

 
                                                                         

                                                                            

                                                                   
                               
 
                                         
                                 

                         


                                             
                                                                
                                              

 


                                                            
                                  
                                                                                                 
                                                      


                                                             

                                                                              

                                                             

                                                                                                                     
                               
                                 
                  
 
                           
                                                                                                                                                      

                                                   
 



                                                
                                                



                       
                                                



                                     
                                                                                                    
 
                                             
                                  

                         
                                         
                                     
                            

         
                                        
                                     
                            




                         
                     

                          
     

                                                                                      


                                                                                         
 
                                    





                                                                                                                            
 
                              
                                                                           
                                                                                

                                                                                     
 
                                                

                                                                                                                

                                                                              
                                                                                             





                                                                                      










                                                                                   
                                                                            


                                                                                                       
                                                                                                                                                           









                                                                                                 
                                                                                    





                                                                                                     
                                                 

         

                    
 
                                 

                                                                                 
                                               
                                                                        
                                                          
                                                                             
                                                                  
                                                                                   
                                                                       
                                                                                          


                               




                                                                                        

         
                                                                                            
                                                                                   
                                                                    

         

                                                                  
                              
                                                                                    
                                    

         
                                                                        
                                                             
                                          



                                                                         




                                                                                                      


                                                                

         
                                   
                                    

                      
                   



                                                              


                                                                          








                                                                                               

                                                                      


                                                                                                         
                                                         
                    

                                                                             
                                                                         
                                                                               

                                            
                                                                    
 
                                    
         
 






                                                                                     
 

                                            

         
                                       

                                                                        
                                            
                                         
                                                           
                                                                                    
                                          
                                                                    
                                                
                                                      
                                                            

                                               
 
                            



                                                                                                  

                                                                          
                               
                                 
                  
 
                       
                                         
 
                                            

                         
                                                                                                                                                      

                                                   
 
                                




                                                                                     
                                                       



                       
                                                  





                                           

                                                          



                                      
                                                       



                       

                                                          



                                

                    
 





                                            



                                                                 




                                                                                            

         
                            






                                                                       
                                                                             

                                                                                                                                

                                    
 
                                             
 







                                                      


                           

                                                      
 







                                                      



                                                                              
                                                  


                              
                                                                                            
                    
                                                            



                              
                                                                                            
                    
                                                            

                 

                                                                                       

 

                                                                                    
                               
                            

                       
                                          
 
                                         
                                 

                                           

                                            
 

                                         


                               

                                         


                               

                     


                                                                        
 
                           


                                                                                



                 

                                                                                        



                                          
                       








                                           
                     
                       
 

                                         
                     







                                                                        


                                                                                



                 



                                                                    


                                                                                            



                                                                                         

                                                                                                       
                               

                                            
                                                          
 
                                                                 
 
                                                                     


                                                
                                             


                                                                                 
                                                     
                                 
                                                                                                          



                                 
                                                                        
                                                                                                       

                              

                                                                                                                                                                      
                                                                 




                                                                                                            

                                                                                                                                            

                                                                                                                               
                                                                          


                                                                                                                          






                                                 


                                                                                  
                                                                     




                                                                          
                                                                      
                                                 


                                                                                          


                                                                                                    
                                                                                      



                                                 


                 
                                            


                               
                                                                                                                                                                                                         


                                                                               
                                                                           



                                                                            
                                                                          
                                                                                                                  
                                                                       



                                                                                          


                                                                                                          
                                                                                    




                                                                                       





                                                                        
                                           
                                                                     
                                           
                                                                      
                                           
                                                                          
                                           




                                                      

                                                                                                                         
                                                                      

















                                                                                                                 
                                                                                         

                 
                                                                                                                               
                                                                  

















                                                                                                                                                          
 







                                                                                                         
 






                                                                                                                   
                                 
                         





                                                                         











                                                                                      

                         






                                                                                   






                                                                                                                             
                                     











                                                                                                                                                                     

                                                                                                                                  
         
                                                                           

                                                                                 


                                                                                                                                          


                                          

                           
                                                                                      

                                                                                                                                   
                                                



                                                         
                                                                                      


                                                                                        
                                                                                                     

                                                                           
                                                 
                         
                 
                              

                                                                                                        
                                                                                                                                                 
                                               
                                         
                                 








                                                                                                                                                                                        
                                   


                                                                         
                                                                                               
                                                 
                                                                                       

                                                 
         
 


                 

                                                                          

                                                                     
                                    

                                      
                           
 
                           
                                                         












                                                                                       

                                                                                  
                        



                                                                
                                                              







                                               
                                 



                                                                                         
                                                               
 

                                                                     

                        
                                                

                            

                                                                                
                                                                                                         
                                                                     
                                                                                               
                                                   
                 

         

                                                                
                                                        
                                                                      
                                                                                              
                                                       

                                                                          
                                                            


                                                                                                                          
                                                 
                                                                                                   
                                                                            
                         
                                                      

                                                                                          


                 

                                                           
                                                  












                                                                          

                                                         
                                                        

















                                                                  
                                                            









                                                    


                 
                                                       
 

                                                                
                                        
                                                               
                        
                                                                                                          
                    
                                                                                 
              

                                                                    
     

                                                                      
      



                                                                   
                         
                                                           



                                                                                           


                         
                                                   
                                                                         




                                                 
                                                                     


                       
                            



                                                                                       


                                                                                          


                 
                                                   
                                                      
                                                                                 

                               
                                                           
                                                                                            
                                           
                                                                 
                                                             
















                                                                                                        
 
                                                                    
 
                                                                                                            

                                                         
                                     
                                                                    











                                                                                                                                            

                                                                                                   
                   
 

                       
                                              
                                                                
 
                                        
                                      
                                            
                                     
                                                                                                                                                   
                                                                                 
 


                                                         

 

                                                                                                   
                   
 

                       
                                              
                                                                
 
                                                                                             
                                                          
                                                                                                

                                                                    
                                        
                                                                         
                                            

                                                                         
                                                                                                                                               


                                                                                 
 
                                                       

 

                                                                                       



                                                   

                                                                                           

                                                                            
                                                                                    
                                                                           
                                       
                                                                    
                                                                         
                                                  

                  

                            








                                                                                                              
                                                        
 
                                                                                                          
 
                           




















                                                                                                            
                                   












                                                                                

                                                               
 

                                                                                                 




                                                                                                                                   
 

                                                                                                                  
                                                    




                                                                                                                  
 

                                                                                                                        
                                                                                       
 
                                                                                                                        
                                                                                                       
                                                 
                                                                
                                                
                        
                                                                  
                                                
                 
         

                                  
                                                                                          
 





                                                                             
                                
                                                                                                                                                                                  

                                 
                                                                                    












                                                                                                                                    

                                                                                                                



                                      
                                                                        

                                 
                                                               
 

                                                                               
                                                                                        



                                         
                                                                                           



                                                                        
                                                                                                        





                                                                                                
                                                   

                                                       
                                                   

                                                                  



                                                                                                                          
                                                                                          




                                                                                                
                                                                                           

      
                                            
                              
                                                                                                          




                                                                      
                                                                                                 

                                                              
                                                                                                 
                                                                                                  


                                                 

                                                                               
                                                                                     


                                                                                                                                                               






                                                                                               
                                                                   
 





                                                                                                                               
                                                                                                    
 


                                                               
                                                                                         

                                                              
                                                                                                  






                                                  

                                                


                                                                                                                              
                                                                                         
                                              
                                                                                                    




                                         


                                                                              
 










                                                                                                       
                 
 

                                       
 


                                                                        





                                                                        
                                           

                     
                                
                                                                                                                                                                                  

                                 
                                                                        






                                                                                                                           

                                                


                                                
                                                                                  
                                         
                                                         
                                                                                        
                                                                                                            





                                                         

                                                                                                           



                                                      
                                                                                        

                                                 
                                                                                                        
                                                                                   








                                                                                                                            
                                                                            

                                                              
                                                                            
                                                                                              



                                                 
 



                                                                              
 





                                                                                                                                 
 




                                                                                                 
 

                                                                                                                                    
 

                                                                          
 







                                                                                                  
 





                                                                  
                                            



                                                                                                                            
                                                                           




                                                                                                                                                      



                                                          





                                                             





                                                                               
 
                                                                                                                             
                                                                              







                                                                          
                                                
                                                                     
                                                     
                                 
                                                          





                                                       



                                                                                           
                                                                                                                      





                                   



                                                 
                               
                                                          
                                                                 
                                                  
                                         
                                                             
                                          

                                                    

                                                                                              











                                                                                    


                                                
                                                      
                                                                                         

                                                                                      

                                                 
                                                                                    
                                   





                                                                                           
                                                               
                                                                        

                                                                   

                                                 
                                                       
                                                
 


                                                    



                                                  
                                                                          
                                        
                                                                                     
 



                                                                



                                         
                                                               
                                                                        

                                                                   

                                                 
                                                    
                                               
                                                        
                                                                         
                                                        
                                                                           
                                                                 
                                                       
                                                           
                                                 

                                                    
 



                                                  
                                                                          
                                        
                                                                                     
 



                                                                





                                                     

                                              
                
                                                                                         
                                                              
                                                         
                    
                                                                                                 

                                        
 
                                                                                         
 

                                                                                    


                                       
                                                                   





                                               

                                                                          




                                 
                                                               



                                  
                                                                  



                                  
                                                                  



                                   
                                                                     



                                      
                                                                    

                                                   



                                   
                                                                     



                                                 
               
                                                                                                                                   
                                           
      
                                                        
               
                                         
      
                                            
                                                       
         
                                                                          
                                                                   
                                                   
                                                                 

                                                       

                 
                                                                                                                           
                                           
                                                                                                                           
                                           

                                                   



                                                 
                                                   
                                                                                                                        
                                                    
                                                 

                                                   





                                                  

                                                                      

         


                                                                                   
               


                                                                                                    





                                                  
                             
                                  

                                                       
                                                                       


               
                                                                                         
                                                                                                      
                                                                   






                                                                                                                                             
                                                
                                                                                                                                   


                                                 
                                                                                          


                                                                               
                                                                                                                             
                                                            
                                
                                                                                    
                                       
                                                                                  
                        
                                                                                   
                                                    
                                  
                                                                                         
                                         
                                                                                       
      
                                             
 

                              
                                
                                                  

                                                                                           



                                        
                                                       
                                                
                                                                    

                                        




                                                                                 
 
                                                                                                            
 
                                                   




                                         

                                                            



















                                                                


                                                                 
                                                    
                                                   
         


                                                                 
         
                                                                  
              
                                        
     
                                        
      


                                                                


                                                          
                                                   
      

         
                                                                   





                                                               


                                                         
                                                  
      


                                                 



                                                                                     
                 
                                            










                                                         
                                             
                                                                              


                                                                                      
                                                                               
      
                 
                                                 
                                                                                     




                                                                                  
                                                                 




                                                                                 
                                                     



                                                                 
                                                     



                                                                 
                                                       



                                                                   
                                                       



                                                                   
                                              
                                                                                   
                                                                                        
                                                         
                                                                                          
                                                          
                                                                                        
                                                         
                                                                                          
                                                          
 























                                                                                                   
                                                                                     
 

                                                 
                                                                                                   
                                                                                                  








                                                                                             


                                                                               



                                                                                           
         
                                                  


















                                                                     





                                                                                      




                        



                                                                                 
 


                                   
                             



                                                                             



                                                
                                                        
                                                  



                 




                                                                                 
 




                                   

                         
                              
                                                                             
                                         
                                                        
                    
                                                  
 
                                                       
 





                                              
 




                                               
 
                                                                                
                
                                                       
                                                          




                 

                                                                     
                                    



                         

                              
                              






                                               
                                          












                                                          
                                                       
                                           



                 



                                                                              


                     


                                   



























                                                                                              

                         













                                                                                                                               






























                                                                                                            
                                                  

                 

                               

                                                                                               
                                    
                                    
                        
                        




                                            
                                                 







                                                       


                                                  





                                                       
                  
                                              

                                                                      





                                                                      
                                                                   
                                                                    


                                                         
                                                                    
                                                                    
                                                                 
                                                                    
                                                                 
                                                                    






                                                         
                                                                          
                                                                    
 
                                                                                   
                                                                     


                                                         
                                                                                     
                                                                    

                                                                                                 
                 
                                                                          
                                                                    


                                                         

                                                             

                                                                        

                                                                

                                                                         


                                                                
                                                             

                                                        
                                                               

                                                        
                                                             

                                                        
                                                               






                                                                                                      
                        



                                           
                         

                                      
                                             

                                      
                                             




                                                                    
                                             

                                       
                                             






                                                                      







                                                              

                                           
 



                                              
                                                                                            


                                                                                        
               

              
           


                                                            


                                                                       
                                        







                                                                             
         
 
                                      
                                                       
                                    
      

                                    
 
                                                
                                                                                          
                                 




                                                                                    
                                                  
                                                                                                       





                                                                                                     
                                            
                                      

                         

                                                                                                   

                                                                                       



                                                                                            



                                                                                        



                                        
 







                                                                           

                                                                                     

                                                                          


                                                                    
                                                        

                 

                        
                        

                       














                                                                                           
                                                                            
                                      



                          
                                                             





                                         
                                                             









                                                  
                                                             







                                                            
                                                               







                                                            
                                                             











                                             
                                                             






                                                  
                                        

                                                            


                                                                 
                 
                                                                     

         
                           
                                                                            
                                                                
                                                                                      
 
                                  

                                                      
                                                                                            

                                                      

                                                                                              

                         


                          
                                       
              
                                              

                         
                                                                           
                    
                                                                                          
              
                                                  




                                
                                       
              
                                              

                         
                                                                              
                    
                                                                                            
              
                                                  



                                
                          
                                                                   

                                     
                                                            


                           
                                       
              
                                              

                         
                                                                              
                    
                                                                      
              
                                                                                                                  
     
                                              



                                
                           
                                                                      

                                     
                                                               


                            
                                                                
              
                                              

                         
                                                                                 
                    
                                                                                                 
              
                                                                                                                  
     
                                                   




                                
 
                                                                   
 
                                                                                                                      
                                                                 
 




                                                                               

         
                                      
                                          
                                                                                
                        
                                                                                                         
                 
                                                                                                                             

                                     

         

                                          
                                                                                 
                    
                                                                                                       


                              
                                                                                
                                              
                                                                                



                                              

                                                                          

         
                           
                                                                
                                                        
                                             
                                              
                                           
                                                                        


                                             


                            

                            
                                      
                                                                   

                                                                              
 
                                                                            
 


                                                                                
                                                                             

                 


                                                                              




                                                              
                                      
                                                                   
                                         
                                                                              

                                                                                              
 


                                                                                
                                                                             

                 

                                            



                                                              
                           
                                        
         
 




















                                                                                                           


                            
                                        
                                                                            
              

                                                                                                                                   
                                                                                                                           
     
                                                                                                     
 
                                                                          
 

                                                                       
      
                                                                         
                                                                                       
 



                                                                  
                                                                                       
      
                                                                                    
                                                                         









                                                                                                                  

                                                                                                                    



                                                              
      
                                                                         
                                         
                                                                                                                                                              


                                                                                               
 
                                                     

                                               
                                                                                       
 

                                                                       
 
                                                                         
                                                                                               
 

                                                                                               



                                                                           
                                                                       

                                               
                                                                            
 
 



                                                                                                         

                                                                                           

                                                                   
 
                        








                                                                                 
                 
         
 
                                   
                                         
                                                     


                                                                      






                                                                                               





                                                            



                                                                                                
                                                                  
         
 
                                       
 
                                                 


                                                             
                                 
                                                                 
                                      
                                                      
                                      
                                                      
                                      
                                                      
                                        
                                                      
                                      
                                                      
                                      
                                                      
                                      
                                                      
                                        
                                                        
                                              
                                                       
                                          

                                                        
                                       
               
                                                                              
      
                 

                                                       
                                        





                                                       
                                                                               
              
                                                                                   



                                                       
                                         




                                                       
                                          
                                                        
                                      

                                                           
                                                
                                                        
                                                

                                                        
                                                                                 



                                                        
                                          




                                                        
                                            




                                                        
                                                  
                                                              
                                            
                                                        
                                            
                                                        
                                    
                                                     
                                    
                                                     
              
                                                  

                                                       
                                         

                                                                                            

                                                       
                                                                
                                                                                
                                                                          
                                                  
                                                                           
                                        
                                                                         
                                        
                                                                              
                                        
                                                                          
                                          
                                                                           
                                          
                                                                              
                                                
                                                                          
                                              
                                                                           
                                              
                                                                           
                                      
                                                                        
                                      

                                                                        
                                                                 
                                              
                                                                           
                                              
                                                                           
                                      
                                                                        
                                      


                                                                        
 
                                                     

                                                                              


                                         


                           

                              
                                                               

                      
                                                                

















                                                                                           





                                                                                        
                                                                                                                












                                                                                                                                                               

                                                                               
                    


                                             



                       
                                                                                           
                                                    
                                                                                                        
                           
                                                                                                           
                                 







                                





                                                                                   
                                                                                             



                                                                                                                              

                            

                                                                                                            
                                                                                                                                                                                               


                                                            
 





                                                                                                                                 
      



                       

                                                                                         

                                     

                       


                                                       
                                
                                                           








                                 
                 

                     
                              

                              
                              

                              


                           



                                                                               



                                                                             



                         
              



                                                                                                                             




                                                                   
                              
                                             
                 


                                            

                                                                 

                                                          



                                                                 

                                                        
 
 

                                                                                               
              

                       
                             


                                                
                                                                                    




                                                                                                       






                                                                                             



                                                                               








                                                                                     




                                                                                                                             
                                                


                                                                                                                       

                                                                                                                                                                  
                                                                                                                                                                                             



                                                                                                                                                                                                                                                                            

                                                 




















                                                                                   
                        
                                     










                                                                                                
                                                                                        









                                                                                            



                                                                       



                                                       
                                                                                        



                                                  

                                      



                                                                  

                                                           





























                                                                         

                                                                           








                                                       
                                                   

                                                  

                                                     



                                                          
                                                                                        



                                                  

                                      



                                                                  
















                                                                                                   
                                                                    









                                                                        

                                                                           








                                                               
                                                   

                                                  
 
                                      
                                                                   
 


                                                       


                                                          
                                                                                        



                                                  

                                      



                                                                  

















                                                                 

                                                                           








                                                         
                                                   
                                     


                                                                   

                                                  



                                                          
                                                                                         
 
                       


                                                   

                                        



                                                                   

                                                        

























                                                                          

                                                                           
                                   
                                                          






                                                               
                                                    

                                                   

                                                      
 





                                                                                



                                                           
                                                                                        
 
                       


                                                  

                                      



                                                                  
























                                                                                                   
                                                                    



                                                                        

                                                                           






                                                         
                                                   

                                                  


                                                                   
                                                             
                                                                      



                                                          


                                                                                        
 



                                                    
                                      
                                     
                                                    
                                                                    
         
                               
                         
                                      
                                                       
                                
                                                 
                                  
                                                   
                                       
                                                        
                                   
                         
                                
                          
                                           
                                                                 
                                    
                                                          
                                                                            
                                                        
                                             
                                                              
                                     
                                                      
                                     
                                                      
                                  
                                                   
                                    
                                                         
                                                              
                                                                      
                                     
                                                                  

                                                  

                                                       
 
                                                            
 
 
                                                                                                         
 
                       

                                                   
 
                        


                                                                        
                                                                   

               
                                        
                                                           
                                         
                            
                                        

                                                           
                                 
                                                    
                                                                               
                           
                              





                                                                                           
                                     
                                                        
                                                            


                                                                    
                                    



                                                          



                                                                 
               

                                                                      


                                                                      
      
                            
                                 






                                                                              
                                                    
                                                               

                                      
           


                                                                 
                                                                    
                                             
                                                                      

                                                                     
 






                                                       
 
                                   
                                                                  
                                    


                                                                   

                                                     
 


                                                               
                                                           

 
                                                                                                         
 
                       




                                                                        

                                                                 





















                                                                                            
                                                                    




                                                                                              




                                                              
                                        
                                                              
                        
                                                                                 




                                                                                                          


                                                                      
                                                         




                                                                 



                                                                 
               
                                                           
                                                                    
      

                                                                    

                                                         

                                                                 

                                                    





                                                                                          
                                     


                                                                     

                                                      

                                                                     


                                                           
 


                                                                                           











                                                             

                                                         





                                                                                    

                                                               
                                                           

                 
      
 
 

                                                                                                         
                              
                                                   
 
                        
                                                                        
                                             

                                                                            













                                                             
                                       
                                                         






                                                                                    
                                  

                                                                     
                                                                   
                                     
                                                                    
                                          
                                                                         
                                  
                                                    

                                                                     
 






                                                       
 


                                                       
 
                                   
                                                                  
                                    


                                                                   

                                                       
 
                                                             

 

                                                                                                               

                                                         
 
                        
                                                                        
                                                                



                                                               

                                                                         





                                                                
                                  
                                     
                                  


                                                        
                                                                   

      
                                       
                                                             
                                  
                                                                         



                                                                     
 
                                                        

 
                                                                                                     

 

                                                   
 
                        
                                                                        
                                          
                                                           
                                                          

         
                                
                                                 
                                     
                                                      
                                       
                                                        
                                   
                                                    
                                 
                                                  
                                         
                                                          
                                     
                                                               
                                       
                          
                                     
                                                                             
                                 
                                                  
                                    
                                                               
                               
                                    
                                                 
                                      
                                 
                                                              
                              


                                      
                                        
                                                                                    

                                                  

                                                      
 
                                                  

 


                                                                                                       



                                                                            
                                                             
                                                                           

         

                                                    
 
                        
                                                                        
                                                           

         
                                 
                                                   
                                     
                                                       
                                             
                                                               
                                 
                                                   
                                  
                                                    
                                     
                                                       
                                                            
                                                        
                                       


                                                          
                                       
                           
                                    
                                                                
                                         
                                                           
                                   
                                                          
                                  
                                                    
                                           
                                                             
                                       

                                                         

                                                            
      



                                                                    
                                 



                                        
                                        
                                  
                                                        
                                      
                                        
                                   
                                                                  
                                   
                                                                               
                                              
                                                                                         
                                                     
                                        
                                                 
                                        
                                          
                                                                         
                                
                                                  

                                                                       

                                  
                                                                                       
                                                       

                                                       

                                                        
 
                                                   

 
                                                                                                         
 

                                                    
 
                        
                                                                        
                                                           

         
                                       
                                                           


                                                       
                                                                   

                                                         
 
                                                   
 
 

                                                                                                
                                     
 
                              

                                                                       
                        
                                                                        
                                            
                                                                                  
                                                                    
                                              
                                                
                                                                                      
                                                 
                                                                                  
                                        
                                                         


                                                                       
                                 
                         
                             
                                              
                                 
                           
                                 

                                                          
                                   

                          
 
                                       
                                                        
                                    
                                                     
 
                                   
                                                    
                                              

                                                       
                                                                                  
                          
                                     
                          

               
                                                         
                         
                                
                         
                                    
                                                               
      
                                        
                                                                   
                                
                                                           
                                         
                                                                    
                             
                         
                                                                                                
                                                            
                                       
                                                                  
                               
                                                            
                                 
                                                                       
                                              
                                                                                       
                                    
                                      
                                      
                                                                   
                                    
                                      
                                                            

                                      
                                       
                                                                    
                                                                                    
                                                          
                                  
                                                   

                                                                

                                 
                                 
                         

                                                      

                                                           





                                                                                                       
                           
                             
              
                                                                
     
                                                         

      
                        

                                                                        
                                           
                                   
      
                                            
                                                                                    
                                                        
                                                                          
                                        
                                                         






                                                                
                                 
                         
                                      
                         
                                     
                                                       
                                                                   
                                                                                        
                                 



                                                                                
                                         

                                                                      
                                
                                      
                                 
                                      
                             
                                      
                                 
                                                              



                                                                                             
                                                              
                                 
                                                                         
                                  
                                                               

                                                              



                                                                           
                                 
                         






                                                        

                                                                                                  
 

                                                                        
 
                        
                                                                        

                                                                                          
                                        
                                                          
                                                                        

         
                                 
                         
                                


                                                             
                                  


                          
                                  
                                                     
                                                                                 
                           
                                                                                                            
                                                                                         
                                                                                                                                     
                                                         




                                                        
                                                                         
                                      
                                                                      
                                                                                    

                                                                           
                           
                                
                                       

                                 

                                                        

                                                            
 
                                                                












                                                                                                         
                                        


                                                                            
              
                                           






                                                                 
                                 


                            

                                                                           

                                 






                                                         
                                                                                            
 
                                                         
                            
 

                                                                                      
 
                                                     
         
                                                       
                                                                


                                                                                              
                                                                              
                 
         
                             






                                      
                                                 
                                         
                                        
                                                                                 
                                                             

                                                                               
                                                            
                                                                                       
                                                             
                                                                                               
                                                                      










                                                          
                                                                                                   
                                                                                  
                                












                                                                                                                                                                                                                                            
                                                                                                               









                                                                                                                             
                                                                                                                                                                               



                                                                                                                                               



                                                                                                             











                                                                                                                                                   
                                                                    
                                                                                                                            









                                                                                                                          
                                                                     
                                                                                               

                                                                                                                                    



                                                                                                                                                              

                                                                                                
 


                                                                                                                                       

                                          





                                      
                                                                                        
                                                                                     

                                                                                                              





                                                                                  
                                                                                                                          


                                                                                                                               
                                                 













                                                                                     
                                                                           


                                                                                      
                                                    

                                                                                  

                                                                                                                       

                                                                                


























                                                                                               
                                                                              

 

                                  

                                                                                   
                   
                                
 
                       
                              

                         
                     
                      
                                    



                                                    

                                                  
 
                                             
                                                                    
                                          
                                                                    
                                          
                                                                                    
                                          
                                                                 
                                          
                                                                
                                          
                                                                  
                                          
                                                                

                                          
 
                                                                                   
                                                
                                                                    
                                
                                                                           










                                                                                    
                 
 



                                                                     
 













                                                                                                     

                                                                                           

























                                                                         
 















                                                                                               

                                                            

                                                                 

                                                              


                              

                 
      
 
 


                                                                                     


                                                
                                                                                                                            
                                      

                                                                                                                 
                                  
                                                    
 
                                                                                       
                                                                    




                                                                              
                                                                                           


              
                       

                                                       
 
                                     
                            
                                             

                                                              
                                                 


                                                                
                                                 


                                                                
                                              


                                                             
                                              


                                                             
                                             


                                                            
                                               


                                                              
                                                  


                                                                 
                                             


                                                            
                                                                                 
                                                
                                                                  
                                
                                                                           








                                                                          
                                 

                         

                                 
 
                                        
                                         
                                                      


                                         



                                                  

                                               
                                     
                                                                  
                                
                                                        
                                  
                                 
                            
                                 
                                 
                                                         
                                                                         
                                 
                                                                                  
                                                            

                                                              
                                         
                                                             

                                         
                                     
                                 
                                                      
                                 
                                                                              
                                                               
                                   
                                 
                                     
                                                                    
                                        
                                                                    
                                  
                                                             
                                
                                                           
                                         
                                                                    
                                    
                                                                       
                                     
                                 
                                             
                                                                        
                                     
                                                                


                                                             
                                                                            
                                      
                                                                 
                                     
                                                                 
                                       
                                                                   

                                                             

                                                                  

                                                               
 
                                                      

 

                                                                                                
                       
                                                                                                      
                                                                               

                         

                                                                                             
 
                                 
                         
                                                      

                         
                                                              

 

                                                                                             
 

                                                                   
 


                                                                     
                                                     
                                 
                                                      




                                                                    
                                   
                                           
                              
                                           
                                             
                                       
                              
                                                                                  
                             


                                                                 
                                                                        
                                    
                                          
                                   
                                                                    
                                    
                                                       
                                          
                                                                           
                                         
                                                                              
                                     
                                                                                                                 
                                       
                                                                              
                                                                                    
                                                                                   
                                                                                       
                                                                                       






                                                                            
                                                                           
                                            
                                                                             
                                         
                                                                          



                                                                            
                                    
                                                                     

                                                                     

                                                                     

                                                                           



                                                                     
 
                                                           

 

                                                                                                   

                                                     
 


                                                                     
                                                     
                                 
                                                      




                                                                        
                                                                              


                                                                                  
                            

                                                                     

                                                                               



                                                                      

                                                                          



                                                                     
 
                                             

 
                                                                                               
 
                             

                               
                               
                                 
                                                        
                                 
                                   
                                
                                       
                                  
                                       
                                                         
                                   




                                                             
                                                                                             
 
                             

                          
                               
                         
                                                        
                         
                                   
                         
                                       
                         
                                       
                                                         
                                   
                         
                                      

                         
                                                

 

                                                                                                      
                             
                               
                                    
                                                      

                                                                                    
                                 

                                                                                    
                                 

                                                                                  
                                

                                                                                  
                                
                                      
                                  
                                 
                                
                                     
                                
                                                                          
                                 
                                                                          
                                 
                                    
                                
                                                             

 








                                                                                                 
 



                                                       

                                                                        
                                                                         
                                                  
                                                                          
         
                              

 





                                                  
                                                        
 

                           










                                                                                 
         
                    




                                            

                      
                                             
                                                 
 
                       
                           
                                                                       
                                                                                                                                   




                                                                              





                                            

                   
                                             
                                              
 

                           






                                                                            







                                                               



                                                                   

                                    




                                                                 
                                        

                           










                                                                                               

                                              






                                                                 














                                                                                     

                                    

         


                                             
                             
                                                             
                                   
                             





                                                                  

                                                      
                       

                                                                                      
                                                  

 

                                                    


                           
                                                             
                    




                                                                  
                      

                    
                                                                  
                                        
                                                                  
                                                                                                         


                                                            

                      
                    




                                                                    

                      




                                                                        

                      




                                                                      
                      
                     




                                                                         




                      
                                                    
 


                           
                                                             
                    




                                                                  
                      

                    


                                                                             
                                                                                                    


                                                                      
                 
                                                                                                 
                                                                                 

                      
                    




                                                                    

                      




                                                                        

                      




                                                                  

                      




                                                                      
                              
                     




                                                                         




                      

                                                     


                           
                                                             
                    




                                                                  
                      

                    







                                                                       
                                                                                                 
                                                                                 

                      
                    




                                                                    

                      




                                                                        

                      



                                                                            
                                      

                                                    
         

                      




                                                                         




                      
                                                

                       



                                                       

                 
 
                                                 

                       



                                                        


                 

                                        
                       
                                                    

 






                                                       

                           




                                                                                       


                 
                                                            


                              


                                                              
                                                              


                                                               







                                                           

                                                             
                                                                                         
                                               

                                                 

                                                     

                                                     




                           
         
                                                                  





















                                                                            
                                 
                         
                                              
                                                                                  


                                                                         


                                                                                                                 
                                                           



                                                            
                                                                                                                         
                                                               








                                                                                                                                 

                                                               
                                                                                            




                                                                                                   
                 
         

                      
         
                                                           




                                                                                                    

                      
         
                                                           

                                                                      
                                                         




                                                                                          
                                 


                                                                                                    
                 
         

                      
         
                                                           





                                                                      
                                                                                                                        
                 
         
                      
                                    
         
                                                             




                                                                                                           

                      
         
                                                                 




                                                                                                          

                      
         
                                                                  




                                                                                                          




                                                                     


                                                          
                                   

                                                              
                                         


                                                                




                    

                                              
                                                      



                                                     





                                                        

                                                                                                                     




                                                                                                  
                                       
 
                                     
                                 


                                    
 




                                                                                                       
                                                                                                               
                                                                                                                              

                                                                            
                                 























                                   
                                 
                 

                               
                                         
                                          
                        
                                

                              

























                                                  

                       

                                                                       
                                       
                      
                       
                        

                                                                       








                                                                
                      
                        


                                                                                    



                                                                       
                                         
                      
                         

                                     
     
                                     

                                                                       
                                       

                      



                                                                                     
                                      
                                                                       
      
                                       

                           
                                      
                                                         
                                                                                                                  

                        




                                                                


                                                     
                      


                                                                       
                      
                       
                                      
                                                                       
                                                                                                    

                      


                                                              
                                     
                                                                                                                             
                                       
                                       

                      
                                                 
                                                                       
                                       

                          
                                                 
                                                                       
                                       

                           
                                                                    
                                  
                                    




                                                               
                                                                                                           


                                                                             
                                                    


                                                                                           
                                                   
                      




                                                                                          
                    
                                                           

                        
                                                     

                           
                                                   

                                                          
                                     
                                  







                                                      

                                                                        
                                     

                                
                                                     

                      
                                                                 
                      

                                                

                      
                                                                                                                        
                      
                                   
                                                     
                      
                            
                                                                                                                                     
                      



                                                               
                                       

































                                                                                
                                                                                    
                                                


                                                                                          

         

                                                                
                                  

                            
                                       




                                          


                                                             
                                
                                                               



                                                         
                                                                         
                 



                                                                                        
                 

                                
                                                                     








                                                                                  
                                  







                                    
                        

                             
                           

                                                             
                           
                                       
                      


                                       






                                                                                  

                     
 
 
                                                  

                                                                                                        

                                       
 
                        



                                                     
 





                                                
 
                                                                       








                                                                                    


                                                                          

              
                        







                                                     
                                                                



















                                                                           
 
















                                                                  

                                                                                                                                                               


                                           
                               



                                                                          

                                         
 
                                                



                                                                                      
                

                                                            
                                                                                                     

                         

                                                          
                                                                                                                                  
                                                                                             
     
                                                                                

                                                                                                    

         

                                                  



                                                     
                                                      
                                                                           


                                     

                                                                  
                       



                                   

                                                        




                                                                                          
                                   
                                         

                                   
                                       
                                                          

                                         


                                                      
                                   

                                                           
                                                                  
                                         
                                   








                                                                                                                  

                                                                                     

                                         
                                
                                                                

                                         

                                                                                           


                                         
                                                                                                  


                                         
                                  




                                                       
                                                                                                            
                                   
                                      

                                                                                                            

                                   
                                                                                                 
                                         
                                                                                                                                                     


                                         
                                                                                                 
                                         


                                                                          
                                   
                                                                                       




                                         
                                                 
                                         
                                   





                                      

                                                                                                              
                                   
                                
                                                  
                                         

                                 
                                                        



                                         







                                                                                    


                                                             




                                                                         
                                                             
                                                                                   
                                                                                          
                                         




                                                                             
                                                                                                     



                                                                                 
 


                                                                                                                
                                                                                                         





                                                                                                      


                                                                               
                                                                  





                                                                                                                         
                                                                                                         
                                 



                                                                                               
                                     
                                                          





                                                                         
                                                                                                 
                         


                                                                                                      
                                                          
                                      
                                                                        
                                                 

                                                                      
                                                 
                                                                                                 


                                                                                                      









                                                                                                  
                                         


                                                                                                  
                                         


                                                                                                  
                                         


                                                                                                  
                                         








                                                                                                  









                                                                                                                        
                                                                                                                               

                                                                                

                                                                                                                        
                                                                                                                               
















                                                                                                      
                                                                 
                         
                              

                                                 
                                         
                              


                                    

                                                             
                                 


                                                                   

                                                                                               
 



















                                                         

                                             














                                                                                                                                        








                                              






                                              
                                       
































                                                                                               
                                 









                                                                                             
                                           











                                                                                               
                                           




                                                                                                          
 
                                      
                                                       
                                                                                 
                              
                                         
                                                                                                                
                                                             
                                           





                                                               
                                                                                                                                                                   


                                                                     
                                                                                        
                                                                                                                           
                                                                                                                                                                            
                                                 


                                                                                                      
                                                                                                                                                                    
                                                 
                                         
                                 
                                                                                                                

                                                                 



                                                                                                 
                                                                                        
                                                         


                                                                   
                                                         



                                                                     
                                                                                                           
                                      
                                                






                                                                                       










                                                                                                             
                                                                                                   









                                                                                                                                     








                                                                                            
                                                         

                                              
                                                                                                
                                           

























                                                                                                                    
                                                                                           
                                                                     
                                                  
                                                      
                                                                                        
                                                                                                                           
                                                                                                                                                                      
                                                 


                                                                                                      
                                                                                                                                                              
                                                 
                                         
                                 












































                                                                               
                                                                                                             























































                                                                                       
                                            
                                         


                                                                                  


                                                      



                                                                                                                                
























                                                                                                      

                                                                                           
                                                                                                          












                                                                                                               
 










                                                                         


                                                        


                                                               

                                                                      



















                                                                                                                          
                                                                                













                                                                                                         
                                                                                                           



                                                                                        
                                                                                                                                                 



                                                                                         
                                                          


                                                                                                       

                                                                      
                                      
 












                                                    
                                                 
                                                         


                                          
                                                              
                                                                     


                                                                           




                                                                       
                                                                                                
                                                                                                                                   
                                                                                                                                                                              
                                                         


                                                                                                              
                                                                                                                                                                      
                                                         
                                                 

                                         
                                      
 
                                         
                                                             






                                                                                        
                                                                                       
                                                                                                                                     
                                                                                                                           
                                                                                                                                                          



                                                 
 







                                                                             
                                                                                                           




                                                                        
 


                                                                                       
 

                                                     
                                                                                                                                  
                                      
 

                                                            
                                                                                     
                                                                                                  
                                                                                          






                                                                                                
 







                                                                                                
 

























                                                                                                                                          
 










                                                                                                                                          




                                                                                             
                                                                                                                   

                                                 
                                                                                                       







                                                                                                                    


                                                                
                                                         
                                      
 

                                                            
                                                         
                                      
 


                                                                
 













                                                                                               
                                                                                                                        

                                                                                                                                
                                                                                                                


                                                                              


                                                                                                                                              
                                                 

                                                    
                                 
                                      

                         

                                                                                         

                                                                                   
                                                                                                        
                                 

                                                                            
                                      

                                              

                                                                                              
                                                                                                            
                                                  
                                                                          
                                                                                                              


                                                                                                   
                                                                                                                                                       


                                                       
                         







                                                                                    
                                                   










                                                                                                                      
 

                                            


                                                                                                  
                                                                                     


                                                                       
                                                                  

                                                                                         

                                                                                                   


                                            

                                      



                                                                                 



                                                                                                           

                                                                                     
                         
                                                         



                                                          
                                                                    








                                                                                              
                                                         





















                                                                                                       
                                           







                                                                             
                                                                                           


























                                                                                                   
 







                                                                  
 




































                                                                                        







                                                                                                        





                                                                                                             
                                                                                             


                                                                                                              
                                                                 
                                                           
                                                        


                                                                                                                                            

















































                                                                                                     

                                                            

                                                  

                                                   







                                                           
                                             























































                                                                                                      


                                                       





















                                                                                                                                 















                                                                         


                                                               

                                                                        









                                                                         
                                                                                                                                                                                        










                                                                        
                                               

                                                                     








                                                                                           
















                                                                                    
                                                                         









                                                                        









                                                                



                                                                 












                                                                        



                                                                                                           

                                                                                     
                         
                                                         
                                      



                                                   




                                                                                  

                                                                        
                                      





                                                              
                                                              

                                                                        


                                                                       
                                         
                                                                                 
                                                                                           
                                 



                                                                                                                                
                                                             















                                                                                             




                                                                        


                                                                             


                                                 
                                                                       

                                                                                 









                                                   












                                                                                          
                         
                                                                           
                                         

                                                                                       



                                                                        
                                      
                                                                                         

                                              

                                                                                                                   
                                                 
                                              
                                                                                              
                                      
                                         
                                                                                                                 












                                                                        

                                                              



                                                                        


                                                                        

                                                     





                                                                                                                                                      

                                          






                                                                                                    



                                                                                       
                                         
                                 










                                                              

                                                                                 

                                           
                                                                               

                                             


                                                                                                                    

                                                 

                                                                                                                             

                                                        
                                 


                                                                               
                                                                                   



                                                     
                                                                          

                                                                        
                                      


                                                                         
                                                                                          

                                           





                                                                                                                                                             
                                      



                                                                                                        


                                                                                    
                                                                        


                                                                        






                                                                        

                                                                                                                      
                                 

                                                                        

                                                                                        


                                                                                           

                                                                                               






                                                                                             
                                                         
                                                                                                                 
                                                                
                                                                                                                                                                     
                                                                                                                                                                                             

                                 

                                                       



                                                                                                                      
                                      


                                                       


                                                   

                                                                         
                                                                                             
                                                                      




                                                                         


                                                
                                              
                                                        
                                                                                            
                                                                     



                                                                          

                                                 
                                                                        

                                             
                                                                                            
                                                


                                                        



                                                 
                                      


                                                            

                                                   
                                                                                            
                                         


                                                     
                                                         


                                                      




                                                    
                                                                  
                                      




                                           
                                           




                                            
                                           





                                             
                                           











                                                 

                                              
                                                                     

                                       
                                                   













                                                                          
                                                        


                                                                         



                                                          
                                                                                             
                                      




                                                         



                                                                                              
                                                           










                                                                                                                  
                                                           






                                                                                                                  




                                                           
                                                            
                                 


                                                
                                           










                                                                                 
 







                                            
 
                         

                                                                                           


                                                   
                                                                                          

                                                 
                                                                              

                                                                                                    
                                                                              
                                                                                                   
                         
          








                                                                          
                                                         



























                                                                             
                                                                                                                       

                                                                       
                                                         


                                                                                  
                                              

                                                              

                                                        














                                                        

                                                        

                                                        


                                                 
                                                  

                                                            
                                      
                                            
                                           
                                                         
                                      






                                                              








                                                                                           
                                             

                                                                 
                                                                                               




                                                                                             




                                                               


                                                          



                                                                         
                                
                                                                                                                                          


                                                 

                                                                



                                        
                                            
                                         

                                               
                                                                           



                                                                                          



                                                     


                 
                                                                               
                                              
 
                            
                                                                       

                                                        
                                                   

                                

                                                                                         

































































































































































                                                                                                                                              










                                                                                                                                                                                          









                                                                                                                        




                                             







                                                                   
   









                                          

                                          
                              




























































































































                                              


                                          




                        


















                                                                                                                                              
                      






                                                                                                                               





                                                                           
                               
                                                      
                              












                                                                           
                              

                                      
                                                                                                          

                                                    
                              



                                                    
                              




                                                                                     
                         
                                   


                                                          
                              



                                                   
                              


                                                   
                              


                                                   
                              


                                                 
                              





                                                        
                                
                                                          

                                                         
                              



                                                    
                              


                                                   
                              


                                                   
                              


                                               
                              


                                                
                              


                                                  
                              


                                                
                              





                                                                           



                                                  
                              

                                       

                                                   
                              
                                      


                                                                    
                              

                                                   
                              

                                                    
                              
                                

                                                     
                              


                                                  
                              


                                                    
                              


                                                    
                              

                                                    
                              

                                                    
                              



                                                         



                                                     



                                                       
                        
                                     
         
                        
 
 
   












































































                                                                                  
























































































































































































































































































                                                                                                                                                                                    
















































































































































                                                                                 








                                                                                          

                                                        


                                 
                                








                                     
                                                                      
                                            


                                                                                                                            
                                                           

                                                         


                                 

                                                                     






                                                                                                                        
                                                                                        
                                                                







                                           
                           












                                                                        

                                                                                                     


                                        
                               

                                  


                               
 

                       
                                





                                                                        
                                                                                     

                         
                                         
 
                                                                   
                                                                                        
 




                                                                                       
                                                                       




                                                                                                     

                                                                              
                                                   










                                                                                                                                 






                              
                                                    
                                                

         
                       
                                                                   

                                 
 
                                      
                                                       
                      
                                       
                 



                                                               
                 

















                                                                                                           
                                                                                                


                                                                                  
                                                                                                     
                                 
                                                                                                                                    





                                                                                    
 







                                                                   





                                                                                                                                                 
                                         







                                                                                                         
                                 
                         




                                                                                



                                                                                               

                                                                   
 





                                                                                       
 








                                                                                            
                                 








                                                                   
 


                                                                                                   

                                                                                
                                                



                                                                    
                                 
 
                                                                                                                
                                                                        
                                                                       
                                                  

                                                                                    
 

                                                                                                       
                                 
 


                                                                                                    
 
                                                            






                                                                                                                                                                                                                                                                    
 
                                                      
 

                                                                                     
                                 
 
                                                                     
                                                                             
 
                                                                                 
                         




                                                                                
                         

                                                                                   
                         





                                                                                                                             
                         







                                                                                                  
                                                                                                                     

                                                                                                        
                         
                              







                                                                                                                                       
                         



















                                                                                       
                         
                              
 













                                                                                                                           
                              
 
                                








                                                                                                                       
                                                                                                                                        
                                                                                                                                          
                                                                                                                                   




                                                                                            

                                                                             
                         
                              


                                                           
                              

                                                                   
                              

                                                 
                              







                                                                                                                  
                              



                                                                                  
                              












                                                                                                                       
                              




                                                                                

                                              
                                                                                                   


                                                                           
                              

                                         

                                                                               
                                              
                                                                                                                                           



                                                                                       

                                                                                  




                                         
                                                     

                                          
                                                                                                                                      



                                                                               
                                                                        
                                                                      
                                                                                                                             






                                                                       
                                                                           
                                                                                                





















                                                                                      

                                        

                                                                                            
                                                                                                                 















                                                                                                                                                                      
                                                                  
                                      

                                                                     
                                                                                          
















                                                                                                                         

                                                                  


                                 



                                                                          
                                                                                                               




                                                                                         













                                                                                                                   


                     
                      



                               















                                                           
                               








                                                                              
                                                    
                                          


                                     
                                      













                                                                       












                                                          



                                                      



                                                        















                                                     
                                     












                                                     

                                     





                                                                         
                                   




















                                                           





                                                        

































                                                             





                                                                           

                                     

         
                       
                                                                                     
                                              


                                 
 





                                                                          







                                                                  
                                                                                                       
                                                                        





                                          
                                                                      



                                                                                                                                    
                                                                                                                  






                                                        
                                                        
 
                                 
                                                                       



                                                                                           
 
                                        


                 
                                                                  


                                        
                               

               
                                                                                                               







                                                                                          

                                               



                                          
                                 


                               
                                           







                                                       

                                                                   


                                          
                               


                                        
                            

                                                                                                   

                         

                                         
 
                                                    
                                                                                                                         


                         
                                


                                                                                                                          
 
                                   



                                                                               
                                     
                                   
                                                           
              
                                                                                                                      
          
 
                      




                                                                                          
                                 
 


                                                                   
 
                                                       
                                                                                   



                                                                                                                                                   
                                 
 






                                                                                            
 



                                                                                                   
 



                                                                                            
 


                                        
                                                        


                                                       
                                                                                                                                    
                              
                                                                                                                           
 
                                              

                                                                                           
                                         
                         
                              
 





                                                                                                 
 


                                                                     
                                                                                



                                                                                              
                                                                                       








                                                                                              
 
                               
                                                                                                        
                                      
                                   

                                                












                                                                                                                         
                                 
                                                        
                                         
                         
                              
 



                                                                                                  
                         
                              
 

                                       







                                                                               
                         
                 
                              
 




                                                                               
                                                                                                                              










                                                                                                        

                                         
                              
 

                                     


                                                       

                                                                                
                                                        


                                                                                                                             

                                         
                              
 











                                                                                                               
 








































                                                                                  
                                                   




















                                                                                                       
 











                                                                                                            
 
                                 






                                                                             


                                                                                              
                         
                              
 





















                                                                                                       
 





                                                                                             
 















                                                                                              
                                                      
                                                                                                                         



                                                                                                  
                                                        
                                         
                         
                              
 





                                                                                                                                      
                                                                                                                                                                  






                                                                                                        
 














                                                                                     

                                                              
                                                                                      
                                                                          


                                                                            
                                                                                                   
                                                                                                                     
                                                                                 
 
                                                                                                                                                   
                                         

                                                                



                                                                                                          
                                 


                                         
 



                                                                                  
                                                                                              





                                                                                                                        
                         
                              
 




                                                                                                
                         
                              
 



                                                             
                                                                                          


                                         
 

                                                              
                                      
                                                                                       
                                 
 
                                  
                                                
                                                                
                                                                                
                                                         
 
                                                      
                                                             



                                                                                                       
 

                                         
                              
 



                                                                                                                     
 
                                                      
                                                                                                                                     
                                                                         
 






                                                                                                       
 





                                                                                               
                         
                              
 











                                                                                               
 




                                                                                                                    
                                      
                         
                                                                                        
                                 
 





                                                                                               
                              
 





                                                                                               
                              
 
                                   
                                                  
                                                                                     




                                                                                               
 







                                                                                               
 
                                      

                                                                                                              
                                              
                                                                                               
                                         
                         
                              
 







                                                                                               



                                                                               
                                                                                                                          


                                                      
                                                                                                                                             



                                                                                                       
                                                                                                            
                                                        


                                         
 






                                                                                               
 
                                   


                                                                                                



                                                                                               
 
                                       
                                                  
                                                                     
                                              
                                                                  
                                                                                               


                                         
 
                                     
                                                  
                                                               
                                                                                               


                                         
 
                                             
                                                  
                                                                                                     







                                                                                             
                                                                                                            
                                                                                             

                                         
                              
 








                                                                                                   
 

                                                                          
                                      
                                                                                        
                                 
 






                                                                                               
 
                                         

                                                              
                                              
                                                                                               
                                         
                         
                              
 


                                                                                                
                         
                              
 




                                                                                                                           
                                                                                                                



                                                                                                       
                                         

                              
 




                                                           
                                                                      









                                                                                                                                                      
 



                                                          
 


                                                                                                   
                                                              









                                                                                                                
                                    


                                                                                  
 
                                                                      
 
                                                                                           

                                         
                              
 





                                                                                               
                         

                              



















                                       
                                                                                                              
                                                                                                    

                                         

                                                                                                     
                              
                                    
                                                
                                                                                                  

                                                                                                                 







                                                                                                





                                                                                                    

                                                
                                                                                                   


                                                                                                





                                                                                         
                                 





















                                                                                                                    





                                                                                               










                                                                                               
                                                                                               


                                         





                                                                                                                             






                                                                                               









                                                                         

                                                              




                                                                                         
                                       
 

                       
                               

                         
                                 

                        



                                                                                                                                                      
                                          




                                                                                


                                                                                             
                                                                                            



                                                                                                

                                                                                                      
                         







                                                                                                                                                      





                                                                                                                          
                                                                                 
                                                                                            

                                                                                                                  




                                                                        
                                                                                                                                        




                                                                                       
                                                                                                                                                    



                                                                                                



                 

                                                                                                                               
 

                                                                                   
              
                             
                                                      
 

                         



                                             






                                                                  

                                                                              
                                                                             

                                            

                                                     
                                                            
                        



                                         
 

                              
                                                          



                                  
                                                 
                                                                         


                                                                                                            
                                                                                                                    
                                
                                                             
                 
 

                                                                             
         
 
                                                    

                   

                 
      
 
 
   





                                                         

                                                                                                             
                               


                                    
                         

                       
                                                    


                                                                           
 

                                         

                                
              
           



                                                                     

                                                                                              
                                                     
                                             



                                                                                                                                                                                              
                        
                                                                  
 
                              
 
                             




                                                                                                                         

                                                                                               




                                                              




                                                                                

                              




                                                                          

                              




                                                                                                                             
                              
         
 
                    

                                                                           
      
 


                                                              

         

                                                                                                                 
                                      

              



                                                                                                            
                                                                                                                                                               
                                
                                                                   
                 

         



                                                                


               






                        
   

                                                             

                                                                                     






                                                                









                                         

                                                    

                                          
 
                         
                         
 
                                     



                                                                       
                                                         


                         
                        

                                                                        
                                                            





                                                        

                          

                                              



                                          
                         

                       
                                                         

                       
                                                

                       
                                                         





                                                                 






                                                       

                                                               
              
                                                     



                              
                              
 



                                                                         

                                                             

                                 
                                                                                                        

                                 

                                                                         
                                         
                                                                           

                                         
















                                         
                                










                                                                 
 
                                
 


                 

                                                                       
                        
                                                       
                   




                                       
                                































                                                                                                                 
                                                                                            
                                                                                                                   
                                                 
                                                                       


                                                              

























                                                              
                 
                         



                                                      
                                                                                                                                                                         







                                 

                                                            
                                 
                               






                                      
                       
                                           
                             

                                         




                               
                                                                          
                                        
                                                                          

                                        




                                                                                                             



                                                           
                                                                         
                                                             
                                                                      

         

                                  
                                                   


                                            
                                        

                                          
                                                                               


                                                                        
                                                                                                           
                                                                                             

                                                                                     




                                                                

                                          
                                                                               


                                                                        
                                                                                                           
                                                                                             

                                                                                     






                                                                



                                                                                                   
 
                             
 
                                                                                    







                                         

                                                      






                                           
                          
                                                                             






                                                                                                
                                                                                           




                                                                                                       
                                                              




                                                       
                         
                                                                             




                                                                                                
                                                                                           




                                                                                                       
                                                              









                                                       

                                
                                                                                    
 
                                                                                                   
                                                                                     
                                                                           


                                             

                                
                                                                                    
                                                                                                   




                                                                          
                                                                                   
                                                                                            
                                                                                       





                                                                                   


                                                                                     
                                                             






                                             

                                                                         

                                                                                                                              
                                                
                                              








                                                                             
                                                                                            

                                                                           
 






                                                                  

 

                                    



                                               
                                          

 
                                                                                    
 
                                             

                    




























                                                 
                                                    

          
 
                                                                     
                             

                                                                                    
                                                                 




                                                                                                                       

                                                                                                                                  
 

                                                                                               
                         
                                                                                                                






                                                                                                 
                                                                  
                                                                                                                    
                         
 

                                                                                               
                         
                                                                                                                






                                                                                                 
                                                                  
                                                                                                                    

                         

                                                                       
                             

                                                                                    
                                                                 




                                                                                                                          

                                                                                               
                         
                                                                                                                






                                                                                                 
                                                                  
                                                                                                                    

                         

                                                                       
                             

                                                                                    
                                                                 




                                                                                                                          

                                                                                               
                         
                                                                                                                






                                                                                                 
                                                                  
                                                                                                                    

                         
         
 
                                                               


                                                          
 

                                                                      
                                                    


                                                                           
 

                                                                                 
                                                                                                            

                                                                                                      

                         
         
 
                                                                     
                                                   
                                                   
                                                                                                       
                                                             
                                                                                             
                 
                                                                                                            






                                                                                           
                                                                                                                                      
                                                                                                                                                                                    
                 
         
 
                                                                     
                                                   
                                                   
                                                                                                       
                                                             
                                                                                             
                 
                                                                                                            






                                                                                           
                                                                         
                                                                                                                    
                 
         



                                            
                                       



                                                    

                                                       
                  

                                            
                   
                                                          
     
                                                              
      
 
                                                                 
                       
 
                                                                              
                               

                                                            
                                                               



                                                                                      
                                           

                                                        
                                                                                                                       
                                         

 
                                                                 
 
                          
 
                                   
                                
 

                                                                                            

                             
                                   


                                    
                                                                   



                    
                                                                    


                       
                                   
                                                   
         
                                                                   



                    


                                    






                                                                            

                                                             
                                                                                                        
 
                                             
                                                                                             
                   


                           
 


                                                                                                                                                                          


                                                                                                                                      
                                                                  

                                                                                                                                        

                                                                                   

                                                                                                                                             

                                                                                        

                                                                                                                                                     

                                                                                  


                                                                                                                                                
 
                                                                                                        
                                                  
                                           


                                                               
 



                                                         



                                                                                   
                      
                      

                                                                                                           
                                                            
                                                   

                                                                                                                              

                                                                                                                                                                            
                         
 
                                                               

                                                                                                                                                                          
                         
 
                                
 




                                                                                                                                                                                   

















                                                                                                                                   
                            


                                                                                                                                     
                                                    
 



                                                                                            



                                                                                                                                           
                                                                                         
                                                                                 
                                                                           




                                                                                                                                            

                        
 
 





                                                             

                                                        
                                        

                                       
                           
                             
 
                                                                                  
                                                             
                         

                                               
 

                                                                           


                                                                                  
                                                                                                                                                                 


                                                         




                                                                                                                    
 
                     

 

                                                                     


                               
                                   




                                                                                                
                                                                    



                                                     


                    






                 





                                          
                                                                                
                                         


                                                                                              
                                         
                                                                                                            
         
                                             
                                                              
                                                            
                   
                                                                      


         
                       
                                                              
                                                           
                                                         
 

                         
                                                                                                                                                  
                                                                                                                                                                       
                                                                
                                                                                                                                                      
                              






                                             

                                


                         
                                                                         



                                                                                     
                         


                                                                                                                                             

                 


                          
                                      


                                       
                              


                                        

                          
                           
                                 

                  

                                                                                                                      

                                                                                                                                     
 
                                                                                                                                                               
                                                                                 




                                                         
                   
                                                             
                                         




                                                                       
 
                                       
                                                                                                     

                                                       
                                                                              



                                       
                                                   
































                                                                 

                                                                 
                                                                 
                                                                           
                                                                         
                                                   



                                             
                                                               

















                                                                       

                                                       

                                                       
 
                                           
                                                 
 


                                        
 



                                                         

                                                       















                                                       
                                             





                                                         
                                               

                                                   
                                                                   
                                                                         


                                                               

                                                       

                                                                                 
                                                         
                                                 
                                                         





                                                     
 
/**
 * This file is part of Hercules.
 * http://herc.ws - http://github.com/HerculesWS/Hercules
 *
 * Copyright (C) 2012-2016  Hercules Dev Team
 * Copyright (C)  Athena Dev Teams
 *
 * Hercules is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */
#define HERCULES_CORE

#include "config/core.h" // ANTI_MAYAP_CHEAT, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, DEVOTION_REFLECT_DAMAGE, RENEWAL, RENEWAL_ASPD, RENEWAL_EDP
#include "status.h"

#include "map/battle.h"
#include "map/chrif.h"
#include "map/clan.h"
#include "map/clif.h"
#include "map/elemental.h"
#include "map/guild.h"
#include "map/homunculus.h"
#include "map/itemdb.h"
#include "map/map.h"
#include "map/mercenary.h"
#include "map/mob.h"
#include "map/npc.h"
#include "map/path.h"
#include "map/pc.h"
#include "map/pet.h"
#include "map/script.h"
#include "map/skill.h"
#include "map/skill.h"
#include "map/unit.h"
#include "map/vending.h"
#include "common/cbasetypes.h"
#include "common/ers.h"
#include "common/memmgr.h"
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
#include "common/conf.h"

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

struct status_interface status_s;
struct s_status_dbs statusdbs;

struct status_interface *status;

/**
* Returns the status change associated with a skill.
* @param skill The skill to look up
* @return The status registered for this skill
**/
sc_type status_skill2sc(int skill_id)
{
	int idx;
	if( (idx = skill->get_index(skill_id)) == 0 ) {
		ShowError("status_skill2sc: Unsupported skill id %d\n", skill_id);
		return SC_NONE;
	}
	return status->dbs->Skill2SCTable[idx];
}

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

	return status->dbs->SkillChangeTable[sc];
}

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

	return status->dbs->ChangeFlagTable[sc];
}

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

	return status->dbs->RelevantBLTypes[type];
}

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

	if( status->dbs->SkillChangeTable[sc] == 0 )
		status->dbs->SkillChangeTable[sc] = skill_id;
	if( status->dbs->IconChangeTable[sc] == SI_BLANK )
		status->dbs->IconChangeTable[sc] = icon;
	status->dbs->ChangeFlagTable[sc] |= flag;

	if( status->dbs->Skill2SCTable[idx] == SC_NONE )
		status->dbs->Skill2SCTable[idx] = sc;
}

void initChangeTables(void)
{
#define add_sc(skill,sc) status->set_sc((skill),(sc),SI_BLANK,SCB_NONE)
// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
#define set_sc_with_vfx(skill, sc, icon, flag) do { status->set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0)

	int i;

	for (i = 0; i < SC_MAX; i++)
		status->dbs->IconChangeTable[i] = SI_BLANK;

	for (i = 0; i < MAX_SKILL_DB; i++)
		status->dbs->Skill2SCTable[i] = SC_NONE;

	for (i = 0; i < SI_MAX; i++)
		status->dbs->RelevantBLTypes[i] = BL_PC;

	memset(status->dbs->SkillChangeTable, 0, sizeof(status->dbs->SkillChangeTable));
	memset(status->dbs->ChangeFlagTable, 0, sizeof(status->dbs->ChangeFlagTable));
	memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType));

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

	//The main status definitions
	add_sc( SM_BASH              , SC_STUN            );
	status->set_sc( SM_PROVOKE           , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	add_sc( SM_MAGNUM            , SC_SUB_WEAPONPROPERTY    );
	status->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          );
	status->set_sc( AL_INCAGI            , SC_INC_AGI         , SI_INC_AGI         , SCB_AGI|SCB_SPEED );
	status->set_sc( AL_DECAGI            , SC_DEC_AGI         , SI_DEC_AGI         , SCB_AGI|SCB_SPEED );
	status->set_sc( AL_CRUCIS            , SC_CRUCIS          , SI_CRUCIS          , SCB_DEF );
	status->set_sc( AL_ANGELUS           , SC_ANGELUS         , SI_ANGELUS         , SCB_DEF2 );
	status->set_sc( AL_BLESSING          , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	status->set_sc( AC_CONCENTRATION     , SC_CONCENTRATION   , SI_CONCENTRATION   , SCB_AGI|SCB_DEX );
	status->set_sc( TF_HIDING            , SC_HIDING          , SI_HIDING          , SCB_SPEED );
	add_sc( TF_POISON            , SC_POISON          );
	status->set_sc( KN_TWOHANDQUICKEN    , SC_TWOHANDQUICKEN  , SI_TWOHANDQUICKEN  , SCB_ASPD );
	add_sc( KN_AUTOCOUNTER       , SC_AUTOCOUNTER     );
	status->set_sc( PR_IMPOSITIO         , SC_IMPOSITIO       , SI_IMPOSITIO       ,
#ifdef RENEWAL
		SCB_NONE );
#else
		SCB_WATK );
#endif
	status->set_sc( PR_SUFFRAGIUM        , SC_SUFFRAGIUM      , SI_SUFFRAGIUM      , SCB_NONE );
	status->set_sc( PR_ASPERSIO          , SC_ASPERSIO        , SI_ASPERSIO        , SCB_ATK_ELE );
	status->set_sc( PR_BENEDICTIO        , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	status->set_sc( PR_SLOWPOISON        , SC_SLOWPOISON      , SI_SLOWPOISON      , SCB_REGEN );
	status->set_sc( PR_KYRIE             , SC_KYRIE           , SI_KYRIE           , SCB_NONE );
	status->set_sc( PR_MAGNIFICAT        , SC_MAGNIFICAT      , SI_MAGNIFICAT      , SCB_REGEN );
	status->set_sc( PR_GLORIA            , SC_GLORIA          , SI_GLORIA          , SCB_LUK );
	add_sc( PR_LEXDIVINA         , SC_SILENCE         );
	status->set_sc( PR_LEXAETERNA        , SC_LEXAETERNA      , SI_LEXAETERNA      , SCB_NONE );
	add_sc( WZ_METEOR            , SC_STUN            );
	add_sc( WZ_VERMILION         , SC_BLIND           );
	add_sc( WZ_FROSTNOVA         , SC_FREEZE          );
	add_sc( WZ_STORMGUST         , SC_FREEZE          );
	status->set_sc( WZ_QUAGMIRE          , SC_QUAGMIRE        , SI_QUAGMIRE     , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
	status->set_sc( BS_ADRENALINE        , SC_ADRENALINE      , SI_ADRENALINE   , SCB_ASPD );
	status->set_sc( BS_WEAPONPERFECT     , SC_WEAPONPERFECT   , SI_WEAPONPERFECT, SCB_NONE );
	status->set_sc( BS_OVERTHRUST        , SC_OVERTHRUST      , SI_OVERTHRUST   , SCB_NONE );
	status->set_sc( BS_MAXIMIZE          , SC_MAXIMIZEPOWER   , SI_MAXIMIZE     , SCB_REGEN );
	add_sc( HT_LANDMINE          , SC_STUN            );
	status->set_sc( HT_ANKLESNARE        , SC_ANKLESNARE      , SI_ANKLESNARE   , SCB_NONE );
	add_sc( HT_SANDMAN           , SC_SLEEP           );
	add_sc( HT_FLASHER           , SC_BLIND           );
	add_sc( HT_FREEZINGTRAP      , SC_FREEZE          );
	status->set_sc( AS_CLOAKING          , SC_CLOAKING        , SI_CLOAKING     , SCB_CRI|SCB_SPEED );
	add_sc( AS_SONICBLOW         , SC_STUN            );
	status->set_sc( AS_ENCHANTPOISON     , SC_ENCHANTPOISON   , SI_ENCHANTPOISON, SCB_ATK_ELE );
	status->set_sc( AS_POISONREACT       , SC_POISONREACT     , SI_POISONREACT  , SCB_NONE );
	add_sc( AS_VENOMDUST         , SC_POISON          );
	add_sc( AS_SPLASHER          , SC_SPLASHER        );
	status->set_sc( NV_TRICKDEAD         , SC_TRICKDEAD    , SI_TRICKDEAD       , SCB_REGEN );
	status->set_sc( SM_AUTOBERSERK       , SC_AUTOBERSERK  , SI_AUTOBERSERK     , SCB_NONE );
	add_sc( TF_SPRINKLESAND      , SC_BLIND           );
	add_sc( TF_THROWSTONE        , SC_STUN            );
	status->set_sc( MC_LOUD              , SC_SHOUT        , SI_SHOUT           , SCB_STR );
	status->set_sc( MG_ENERGYCOAT        , SC_ENERGYCOAT   , SI_ENERGYCOAT      , SCB_NONE );
	status->set_sc( NPC_EMOTION          , SC_MODECHANGE   , SI_BLANK           , SCB_MODE );
	add_sc( NPC_EMOTION_ON       , SC_MODECHANGE   );
	status->set_sc( NPC_ATTRICHANGE      , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY  , SCB_DEF_ELE );
	add_sc( NPC_CHANGEWATER      , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEGROUND     , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEFIRE       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEWIND       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEPOISON     , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEHOLY       , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGEDARKNESS   , SC_ARMOR_PROPERTY );
	add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY );
	add_sc( NPC_POISON           , SC_POISON          );
	add_sc( NPC_BLINDATTACK      , SC_BLIND           );
	add_sc( NPC_SILENCEATTACK    , SC_SILENCE         );
	add_sc( NPC_STUNATTACK       , SC_STUN            );
	add_sc( NPC_PETRIFYATTACK    , SC_STONE           );
	add_sc( NPC_CURSEATTACK      , SC_CURSE           );
	add_sc( NPC_SLEEPATTACK      , SC_SLEEP           );
	add_sc( NPC_MAGICALATTACK    , SC_MAGICALATTACK   );
	status->set_sc( NPC_KEEPING          , SC_KEEPING         , SI_BLANK           , SCB_DEF );
	add_sc( NPC_DARKBLESSING     , SC_COMA            );
	status->set_sc( NPC_BARRIER          , SC_BARRIER         , SI_BLANK           , SCB_MDEF|SCB_DEF );
	add_sc( NPC_DEFENDER         , SC_ARMOR           );
	add_sc( NPC_LICK             , SC_STUN            );
	status->set_sc( NPC_HALLUCINATION    , SC_ILLUSION        , SI_ILLUSION        , SCB_NONE );
	add_sc( NPC_REBIRTH          , SC_REBIRTH         );
	add_sc( RG_RAID              , SC_STUN            );
#ifdef RENEWAL
	add_sc( RG_RAID              , SC_RAID            );
	add_sc( RG_BACKSTAP          , SC_STUN            );
#endif
	status->set_sc( RG_STRIPWEAPON       , SC_NOEQUIPWEAPON   , SI_NOEQUIPWEAPON      , SCB_WATK );
	status->set_sc( RG_STRIPSHIELD       , SC_NOEQUIPSHIELD   , SI_NOEQUIPSHIELD      , SCB_DEF );
	status->set_sc( RG_STRIPARMOR        , SC_NOEQUIPARMOR    , SI_NOEQUIPARMOR       , SCB_VIT );
	status->set_sc( RG_STRIPHELM         , SC_NOEQUIPHELM     , SI_NOEQUIPHELM        , SCB_INT );
	add_sc( AM_ACIDTERROR        , SC_BLOODING        );
	status->set_sc( AM_CP_WEAPON         , SC_PROTECTWEAPON   , SI_PROTECTWEAPON      , SCB_NONE );
	status->set_sc( AM_CP_SHIELD         , SC_PROTECTSHIELD   , SI_PROTECTSHIELD      , SCB_NONE );
	status->set_sc( AM_CP_ARMOR          , SC_PROTECTARMOR    , SI_PROTECTARMOR       , SCB_NONE );
	status->set_sc( AM_CP_HELM           , SC_PROTECTHELM     , SI_PROTECTHELM        , SCB_NONE );
	status->set_sc( CR_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD          , SCB_NONE );
	add_sc( CR_SHIELDCHARGE      , SC_STUN            );
	status->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        );
	status->set_sc( CR_PROVIDENCE        , SC_PROVIDENCE      , SI_PROVIDENCE      , SCB_ALL );
	status->set_sc( CR_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	status->set_sc( CR_SPEARQUICKEN      , SC_SPEARQUICKEN    , SI_SPEARQUICKEN    , SCB_ASPD|SCB_CRI|SCB_FLEE );
	status->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       );
	status->set_sc( MO_EXPLOSIONSPIRITS  , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
	status->set_sc( MO_EXTREMITYFIST     , SC_EXTREMITYFIST   , SI_BLANK           , SCB_REGEN );
#ifdef RENEWAL
	status->set_sc( MO_EXTREMITYFIST     , SC_EXTREMITYFIST2  , SI_EXTREMITYFIST   , SCB_NONE );
#endif
	add_sc( SA_MAGICROD          , SC_MAGICROD        );
	status->set_sc( SA_AUTOSPELL         , SC_AUTOSPELL       , SI_AUTOSPELL       , SCB_NONE );
	status->set_sc( SA_FLAMELAUNCHER     , SC_PROPERTYFIRE    , SI_PROPERTYFIRE    , SCB_ATK_ELE );
	status->set_sc( SA_FROSTWEAPON       , SC_PROPERTYWATER   , SI_PROPERTYWATER   , SCB_ATK_ELE );
	status->set_sc( SA_LIGHTNINGLOADER   , SC_PROPERTYWIND    , SI_PROPERTYWIND    , SCB_ATK_ELE );
	status->set_sc( SA_SEISMICWEAPON     , SC_PROPERTYGROUND  , SI_PROPERTYGROUND  , SCB_ATK_ELE );
	status->set_sc( SA_VOLCANO           , SC_VOLCANO         , SI_GROUNDMAGIC       , SCB_WATK );
	status->set_sc( SA_DELUGE            , SC_DELUGE          , SI_GROUNDMAGIC       , SCB_MAXHP );
	status->set_sc( SA_VIOLENTGALE       , SC_VIOLENTGALE     , SI_GROUNDMAGIC       , SCB_FLEE );
	add_sc( SA_REVERSEORCISH     , SC_ORCISH          );
	add_sc( SA_COMA              , SC_COMA            );
	status->set_sc( BD_ENCORE            , SC_DANCING         , SI_BLANK           , SCB_SPEED|SCB_REGEN );
	add_sc( BD_RICHMANKIM        , SC_RICHMANKIM      );
	status->set_sc( BD_ETERNALCHAOS      , SC_ETERNALCHAOS    , SI_BLANK           , SCB_DEF2 );
	status->set_sc( BD_DRUMBATTLEFIELD   , SC_DRUMBATTLE      , SI_BLANK           , SCB_WATK|SCB_DEF );
	status->set_sc( BD_RINGNIBELUNGEN    , SC_NIBELUNGEN      , SI_BLANK           , SCB_WATK );
	add_sc( BD_ROKISWEIL         , SC_ROKISWEIL       );
	add_sc( BD_INTOABYSS         , SC_INTOABYSS       );
	status->set_sc( BD_SIEGFRIED         , SC_SIEGFRIED       , SI_BLANK           , SCB_ALL );
	add_sc( BA_FROSTJOKER        , SC_FREEZE          );
	status->set_sc( BA_WHISTLE           , SC_WHISTLE         , SI_BLANK           , SCB_FLEE|SCB_FLEE2 );
	status->set_sc( BA_ASSASSINCROSS     , SC_ASSNCROS        , SI_BLANK           , SCB_ASPD );
	add_sc( BA_POEMBRAGI         , SC_POEMBRAGI       );
	status->set_sc( BA_APPLEIDUN         , SC_APPLEIDUN       , SI_BLANK           , SCB_MAXHP );
	add_sc( DC_SCREAM            , SC_STUN            );
	status->set_sc( DC_HUMMING           , SC_HUMMING         , SI_BLANK           , SCB_HIT );
	status->set_sc( DC_DONTFORGETME      , SC_DONTFORGETME    , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	status->set_sc( DC_FORTUNEKISS       , SC_FORTUNE         , SI_BLANK           , SCB_CRI );
	status->set_sc( DC_SERVICEFORYOU     , SC_SERVICEFORYOU   , SI_BLANK           , SCB_ALL );
	add_sc( NPC_DARKCROSS        , SC_BLIND           );
	add_sc( NPC_GRANDDARKNESS    , SC_BLIND           );
	status->set_sc( NPC_STOP             , SC_STOP            , SI_STOP            , SCB_NONE );
	status->set_sc( NPC_WEAPONBRAKER     , SC_BROKENWEAPON    , SI_BROKENWEAPON    , SCB_NONE );
	status->set_sc( NPC_ARMORBRAKE       , SC_BROKENARMOR     , SI_BROKENARMOR     , SCB_NONE );
	status->set_sc( NPC_CHANGEUNDEAD     , SC_PROPERTYUNDEAD  , SI_PROPERTYUNDEAD          , SCB_DEF_ELE );
	status->set_sc( NPC_POWERUP          , SC_INCHITRATE      , SI_BLANK           , SCB_HIT );
	status->set_sc( NPC_AGIUP            , SC_INCFLEERATE     , SI_BLANK           , SCB_FLEE );
	add_sc( NPC_INVISIBLE        , SC_CLOAKING        );
	status->set_sc( LK_AURABLADE         , SC_AURABLADE       , SI_AURABLADE       , SCB_NONE );
	status->set_sc( LK_PARRYING          , SC_PARRYING        , SI_PARRYING        , SCB_NONE );
#ifndef RENEWAL
	status->set_sc( LK_CONCENTRATION     , SC_LKCONCENTRATION , SI_LKCONCENTRATION   , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
#else
	status->set_sc( LK_CONCENTRATION     , SC_LKCONCENTRATION , SI_LKCONCENTRATION   , SCB_HIT|SCB_DEF);
#endif
	status->set_sc( LK_TENSIONRELAX      , SC_TENSIONRELAX    , SI_TENSIONRELAX    , SCB_REGEN );
	status->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 );
	status->set_sc( HP_ASSUMPTIO         , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_NONE );
	add_sc( HP_BASILICA          , SC_BASILICA        );
	status->set_sc( HW_MAGICPOWER        , SC_MAGICPOWER      , SI_MAGICPOWER      , SCB_MATK );
	add_sc( PA_SACRIFICE         , SC_SACRIFICE       );
	status->set_sc( PA_GOSPEL            , SC_GOSPEL          , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( PA_GOSPEL            , SC_SCRESIST        );
	add_sc( CH_TIGERFIST         , SC_STOP            );
	status->set_sc( ASC_EDP              , SC_EDP             , SI_EDP             , SCB_NONE );
	status->set_sc( SN_SIGHT             , SC_TRUESIGHT       , SI_TRUESIGHT       , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
	status->set_sc( SN_WINDWALK          , SC_WINDWALK        , SI_WINDWALK        , SCB_FLEE|SCB_SPEED );
	status->set_sc( WS_MELTDOWN          , SC_MELTDOWN        , SI_MELTDOWN        , SCB_NONE );
	status->set_sc( WS_CARTBOOST         , SC_CARTBOOST       , SI_CARTBOOST       , SCB_SPEED );
	status->set_sc( ST_CHASEWALK         , SC_CHASEWALK       , SI_BLANK           , SCB_SPEED );
	status->set_sc( ST_REJECTSWORD       , SC_SWORDREJECT     , SI_SWORDREJECT     , SCB_NONE );
	add_sc( ST_REJECTSWORD       , SC_AUTOCOUNTER     );
	status->set_sc( CG_MARIONETTE        , SC_MARIONETTE_MASTER      , SI_MARIONETTE_MASTER      , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	status->set_sc( CG_MARIONETTE        , SC_MARIONETTE     , SI_MARIONETTE     , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	add_sc( LK_SPIRALPIERCE      , SC_STOP            );
	add_sc( LK_HEADCRUSH         , SC_BLOODING        );
	status->set_sc( LK_JOINTBEAT         , SC_JOINTBEAT       , SI_JOINTBEAT       , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
	add_sc( HW_NAPALMVULCAN      , SC_CURSE           );
	status->set_sc( PF_MINDBREAKER       , SC_MINDBREAKER     , SI_BLANK           , SCB_MATK|SCB_MDEF2 );
	add_sc( PF_MEMORIZE          , SC_MEMORIZE        );
	add_sc( PF_FOGWALL           , SC_FOGWALL         );
	status->set_sc( PF_SPIDERWEB         , SC_SPIDERWEB       , SI_BLANK           , SCB_FLEE );
	status->set_sc( WE_BABY              , SC_BABY            , SI_PROTECTEXP      , SCB_NONE );
	status->set_sc( TK_RUN               , SC_RUN             , SI_RUN             , SCB_SPEED|SCB_DSPD );
	status->set_sc( TK_RUN               , SC_STRUP           , SI_STRUP           , SCB_STR );
	status->set_sc( TK_READYSTORM        , SC_STORMKICK_READY      , SI_STORMKICK_ON       , SCB_NONE );
	status->set_sc( TK_READYDOWN         , SC_DOWNKICK_READY       , SI_DOWNKICK_ON        , SCB_NONE );
	add_sc( TK_DOWNKICK          , SC_STUN            );
	status->set_sc( TK_READYTURN         , SC_TURNKICK_READY       , SI_TURNKICK_ON        , SCB_NONE );
	status->set_sc( TK_READYCOUNTER      , SC_COUNTERKICK_READY    , SI_COUNTER_ON         , SCB_NONE );
	status->set_sc( TK_DODGE             , SC_DODGE_READY          , SI_DODGE_ON           , SCB_NONE );
	status->set_sc( TK_SPTIME            , SC_EARTHSCROLL     , SI_EARTHSCROLL     , SCB_NONE );
	add_sc( TK_SEVENWIND         , SC_TK_SEVENWIND );
	status->set_sc( TK_SEVENWIND         , SC_PROPERTYTELEKINESIS     , SI_PROPERTYTELEKINESIS     , SCB_ATK_ELE );
	status->set_sc( TK_SEVENWIND         , SC_PROPERTYDARK    , SI_PROPERTYDARK    , SCB_ATK_ELE );
	status->set_sc( SG_SUN_WARM          , SC_WARM            , SI_SG_SUN_WARM      , SCB_NONE );
	add_sc( SG_MOON_WARM         , SC_WARM            );
	add_sc( SG_STAR_WARM         , SC_WARM            );
	status->set_sc( SG_SUN_COMFORT       , SC_SUN_COMFORT     , SI_SUN_COMFORT     , SCB_DEF2 );
	status->set_sc( SG_MOON_COMFORT      , SC_MOON_COMFORT    , SI_MOON_COMFORT    , SCB_FLEE );
	status->set_sc( SG_STAR_COMFORT      , SC_STAR_COMFORT    , SI_STAR_COMFORT    , SCB_ASPD );
	add_sc( SG_FRIEND            , SC_SKILLRATE_UP    );
	status->set_sc( SG_KNOWLEDGE         , SC_KNOWLEDGE       , SI_BLANK           , SCB_ALL );
	status->set_sc( SG_FUSION            , SC_FUSION          , SI_BLANK           , SCB_SPEED );
	status->set_sc( BS_ADRENALINE2       , SC_ADRENALINE2     , SI_ADRENALINE2     , SCB_ASPD );
	status->set_sc( SL_KAIZEL            , SC_KAIZEL          , SI_KAIZEL          , SCB_NONE );
	status->set_sc( SL_KAAHI             , SC_KAAHI           , SI_KAAHI           , SCB_NONE );
	status->set_sc( SL_KAUPE             , SC_KAUPE           , SI_KAUPE           , SCB_NONE );
	status->set_sc( SL_KAITE             , SC_KAITE           , SI_KAITE           , SCB_NONE );
	add_sc( SL_STUN              , SC_STUN            );
	status->set_sc( SL_SWOO              , SC_SWOO            , SI_BLANK           , SCB_SPEED );
	status->set_sc( SL_SKE               , SC_SKE             , SI_BLANK           , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
	status->set_sc( SL_SKA               , SC_SKA             , SI_BLANK           , SCB_DEF|SCB_MDEF|SCB_ASPD );
	status->set_sc( SL_SMA               , SC_SMA_READY       , SI_SMA_READY       , SCB_NONE );
	status->set_sc( SM_SELFPROVOKE       , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	status->set_sc( ST_PRESERVE          , SC_PRESERVE        , SI_PRESERVE        , SCB_NONE );
	status->set_sc( PF_DOUBLECASTING     , SC_DOUBLECASTING   , SI_DOUBLECASTING   , SCB_NONE );
	status->set_sc( HW_GRAVITATION       , SC_GRAVITATION     , SI_BLANK           , SCB_ASPD );
	add_sc( WS_CARTTERMINATION   , SC_STUN            );
	status->set_sc( WS_OVERTHRUSTMAX     , SC_OVERTHRUSTMAX   , SI_OVERTHRUSTMAX   , SCB_NONE );
	status->set_sc( CG_LONGINGFREEDOM    , SC_LONGING         , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( CG_HERMODE           , SC_HERMODE         );
	status->set_sc( CG_TAROTCARD         , SC_TAROTCARD       , SI_TAROTCARD       , SCB_NONE );
	status->set_sc( ITEM_ENCHANTARMS     , SC_ENCHANTARMS     , SI_BLANK           , SCB_ATK_ELE );
	status->set_sc( SL_HIGH              , SC_SOULLINK        , SI_SOULLINK        , SCB_ALL );
	status->set_sc( KN_ONEHAND           , SC_ONEHANDQUICKEN  , SI_ONEHANDQUICKEN  , SCB_ASPD );
	status->set_sc( GS_FLING             , SC_FLING           , SI_BLANK           , SCB_DEF|SCB_DEF2 );
	add_sc( GS_CRACKER           , SC_STUN            );
	add_sc( GS_DISARM            , SC_NOEQUIPWEAPON     );
	add_sc( GS_PIERCINGSHOT      , SC_BLOODING        );
	status->set_sc( GS_MADNESSCANCEL     , SC_GS_MADNESSCANCEL   , SI_GS_MADNESSCANCEL   , SCB_ASPD
#ifndef RENEWAL
		|SCB_BATK );
#else
		);
#endif
	status->set_sc( GS_ADJUSTMENT        , SC_GS_ADJUSTMENT      , SI_GS_ADJUSTMENT      , SCB_HIT|SCB_FLEE );
	status->set_sc( GS_INCREASING        , SC_GS_ACCURACY        , SI_GS_ACCURACY        , SCB_AGI|SCB_DEX|SCB_HIT );
	status->set_sc( GS_GATLINGFEVER      , SC_GS_GATLINGFEVER    , SI_GS_GATLINGFEVER    , SCB_FLEE|SCB_SPEED|SCB_ASPD
#ifndef RENEWAL
		|SCB_BATK );
#else
		);
#endif
	status->set_sc( NJ_TATAMIGAESHI      , SC_NJ_TATAMIGAESHI    , SI_BLANK              , SCB_NONE );
	status->set_sc( NJ_SUITON            , SC_NJ_SUITON          , SI_NJ_SUITON          , SCB_AGI|SCB_SPEED );
	add_sc( NJ_HYOUSYOURAKU      , SC_FREEZE          );
	status->set_sc( NJ_NEN               , SC_NJ_NEN             , SI_NJ_NEN             , SCB_STR|SCB_INT );
	status->set_sc( NJ_UTSUSEMI          , SC_NJ_UTSUSEMI        , SI_NJ_UTSUSEMI        , SCB_NONE );
	status->set_sc( NJ_BUNSINJYUTSU      , SC_NJ_BUNSINJYUTSU    , SI_NJ_BUNSINJYUTSU    , SCB_DYE );

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

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

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

	status->set_sc( ALL_PARTYFLEE        , SC_PARTYFLEE       , SI_PARTYFLEE       , SCB_NONE );
	status->set_sc( ALL_ODINS_POWER      , SC_ODINS_POWER     , SI_ODINS_POWER     , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF);

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

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

	// Homunculus S
	status->set_sc( MH_LIGHT_OF_REGENE   , SC_LIGHT_OF_REGENE      , SI_LIGHT_OF_REGENE , SCB_NONE );
	status->set_sc( MH_OVERED_BOOST      , SC_OVERED_BOOST         , SI_OVERED_BOOST    , SCB_FLEE|SCB_ASPD|SCB_DEF );

	add_sc(MH_STAHL_HORN, SC_STUN);
	status->set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
	status->set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE,  SCB_ASPD|SCB_MAXHP);
	add_sc( MH_STEINWAND, SC_SAFETYWALL );
	status->set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
	status->set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
	status->set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
	status->set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
	add_sc(MH_LAVA_SLIDE, SC_BURNING);
	status->set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
	add_sc(MH_POISON_MIST, SC_BLIND);
	status->set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);

	status->set_sc( MH_SILENT_BREEZE       , SC_SILENCE         , SI_SILENT_BREEZE    , SCB_NONE );
	add_sc( MH_STYLE_CHANGE        , SC_STYLE_CHANGE);
	status->set_sc( MH_TINDER_BREAKER      , SC_RG_CCONFINE_S    , SI_RG_CCONFINE_S    , SCB_NONE );
	status->set_sc( MH_TINDER_BREAKER      , SC_RG_CCONFINE_M    , SI_RG_CCONFINE_M    , SCB_FLEE );

	add_sc( MER_CRASH            , SC_STUN            );
	status->set_sc( MER_PROVOKE          , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	add_sc( MS_MAGNUM            , SC_SUB_WEAPONPROPERTY    );
	add_sc( MER_SIGHT            , SC_SIGHT           );
	status->set_sc( MER_DECAGI           , SC_DEC_AGI         , SI_DEC_AGI         , SCB_AGI|SCB_SPEED );
	status->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          );
	status->set_sc( MER_AUTOBERSERK      , SC_AUTOBERSERK     , SI_AUTOBERSERK     , SCB_NONE );
	status->set_sc( ML_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD       , SCB_NONE );
	status->set_sc( MS_REFLECTSHIELD     , SC_REFLECTSHIELD   , SI_REFLECTSHIELD   , SCB_NONE );
	status->set_sc( ML_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	status->set_sc( MS_PARRYING          , SC_PARRYING        , SI_PARRYING        , SCB_NONE );
	status->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            );
	status->set_sc( MER_QUICKEN          , SC_MER_QUICKEN    , SI_BLANK           , SCB_ASPD );
	add_sc( ML_DEVOTION          , SC_DEVOTION        );
	status->set_sc( MER_KYRIE            , SC_KYRIE           , SI_KYRIE           , SCB_NONE );
	status->set_sc( MER_BLESSING         , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	status->set_sc( MER_INCAGI           , SC_INC_AGI         , SI_INC_AGI         , SCB_AGI|SCB_SPEED );

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

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

	/**
	* Rune Knight
	**/
	status->set_sc( RK_ENCHANTBLADE      , SC_ENCHANTBLADE      , SI_ENCHANTBLADE      , SCB_NONE );
	status->set_sc( RK_DRAGONHOWLING     , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	status->set_sc( RK_DEATHBOUND        , SC_DEATHBOUND        , SI_DEATHBOUND        , SCB_NONE );
	status->set_sc( RK_WINDCUTTER        , SC_FEAR              , SI_BLANK             , SCB_FLEE|SCB_HIT );
	add_sc( RK_DRAGONBREATH      , SC_BURNING );
	status->set_sc( RK_MILLENNIUMSHIELD  , SC_MILLENNIUMSHIELD  , SI_BLANK             , SCB_NONE );
	status->set_sc( RK_REFRESH           , SC_REFRESH           , SI_REFRESH           , SCB_NONE );
	status->set_sc( RK_GIANTGROWTH       , SC_GIANTGROWTH       , SI_GIANTGROWTH       , SCB_STR );
	status->set_sc( RK_STONEHARDSKIN     , SC_STONEHARDSKIN     , SI_STONEHARDSKIN     , SCB_NONE );
	status->set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
	status->set_sc( RK_FIGHTINGSPIRIT    , SC_FIGHTINGSPIRIT    , SI_FIGHTINGSPIRIT    , SCB_WATK|SCB_ASPD );
	status->set_sc( RK_ABUNDANCE         , SC_ABUNDANCE         , SI_ABUNDANCE         , SCB_NONE );
	status->set_sc( RK_CRUSHSTRIKE       , SC_CRUSHSTRIKE       , SI_CRUSHSTRIKE       , SCB_NONE );
	add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
	/**
	* GC Guillotine Cross
	**/
	set_sc_with_vfx( GC_VENOMIMPRESS      , SC_VENOMIMPRESS     , SI_VENOMIMPRESS     , SCB_NONE );
	status->set_sc( GC_POISONINGWEAPON   , SC_POISONINGWEAPON  , SI_POISONINGWEAPON  , SCB_NONE );
	status->set_sc( GC_WEAPONBLOCKING    , SC_WEAPONBLOCKING   , SI_WEAPONBLOCKING   , SCB_NONE );
	status->set_sc( GC_CLOAKINGEXCEED    , SC_CLOAKINGEXCEED   , SI_CLOAKINGEXCEED   , SCB_SPEED );
	status->set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
	status->set_sc( GC_ROLLINGCUTTER     , SC_ROLLINGCUTTER    , SI_ROLLINGCUTTER    , SCB_NONE );
	set_sc_with_vfx( GC_DARKCROW          , SC_DARKCROW         , SI_DARKCROW         , SCB_NONE );
	/**
	* Arch Bishop
	**/
	status->set_sc( AB_ADORAMUS          , SC_ADORAMUS        , SI_ADORAMUS        , SCB_AGI|SCB_SPEED );
	add_sc( AB_CLEMENTIA         , SC_BLESSING );
	add_sc( AB_CANTO             , SC_INC_AGI );
	status->set_sc( AB_EPICLESIS         , SC_EPICLESIS       , SI_EPICLESIS       , SCB_MAXHP );
	add_sc( AB_PRAEFATIO         , SC_KYRIE );
	set_sc_with_vfx( AB_ORATIO            , SC_ORATIO          , SI_ORATIO          , SCB_NONE );
	status->set_sc( AB_LAUDAAGNUS        , SC_LAUDAAGNUS      , SI_LAUDAAGNUS      , SCB_VIT );
	status->set_sc( AB_LAUDARAMUS        , SC_LAUDARAMUS      , SI_LAUDARAMUS      , SCB_LUK );
	status->set_sc( AB_RENOVATIO         , SC_RENOVATIO       , SI_RENOVATIO       , SCB_REGEN );
	status->set_sc( AB_EXPIATIO          , SC_EXPIATIO        , SI_EXPIATIO        , SCB_ATK_ELE );
	status->set_sc( AB_DUPLELIGHT        , SC_DUPLELIGHT      , SI_DUPLELIGHT      , SCB_NONE );
	status->set_sc( AB_SECRAMENT         , SC_SECRAMENT       , SI_SECRAMENT       , SCB_NONE );
	status->set_sc( AB_OFFERTORIUM       , SC_OFFERTORIUM     , SI_OFFERTORIUM     , SCB_NONE );
	/**
	* Warlock
	**/
	add_sc( WL_WHITEIMPRISON     , SC_WHITEIMPRISON );
	set_sc_with_vfx( WL_FROSTMISTY        , SC_FROSTMISTY        , SI_FROSTMISTY      , SCB_ASPD|SCB_SPEED|SCB_DEF );
	status->set_sc( WL_MARSHOFABYSS      , SC_MARSHOFABYSS    , SI_MARSHOFABYSS    , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX );
	status->set_sc(WL_RECOGNIZEDSPELL   , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
	status->set_sc( WL_STASIS            , SC_STASIS          , SI_STASIS          , SCB_NONE );
	status->set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE     , SI_TELEKINESIS_INTENSE , SCB_MATK );
	/**
	* Ranger
	**/
	status->set_sc( RA_FEARBREEZE        , SC_FEARBREEZE      , SI_FEARBREEZE      , SCB_NONE );
	status->set_sc( RA_ELECTRICSHOCKER   , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
	status->set_sc( RA_WUGDASH           , SC_WUGDASH         , SI_WUGDASH         , SCB_SPEED );
	status->set_sc( RA_CAMOUFLAGE        , SC_CAMOUFLAGE      , SI_CAMOUFLAGE      , SCB_SPEED );
	add_sc( RA_MAGENTATRAP       , SC_ARMOR_PROPERTY );
	add_sc( RA_COBALTTRAP        , SC_ARMOR_PROPERTY );
	add_sc( RA_MAIZETRAP         , SC_ARMOR_PROPERTY );
	add_sc( RA_VERDURETRAP       , SC_ARMOR_PROPERTY );
	add_sc( RA_FIRINGTRAP        , SC_BURNING );
	add_sc( RA_ICEBOUNDTRAP      , SC_FROSTMISTY );
	status->set_sc( RA_UNLIMIT           , SC_UNLIMIT         , SI_UNLIMIT         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
	/**
	* Mechanic
	**/
	status->set_sc( NC_ACCELERATION      , SC_ACCELERATION    , SI_ACCELERATION    , SCB_SPEED );
	status->set_sc( NC_HOVERING          , SC_HOVERING        , SI_HOVERING        , SCB_SPEED );
	status->set_sc( NC_SHAPESHIFT        , SC_SHAPESHIFT      , SI_SHAPESHIFT      , SCB_DEF_ELE );
	status->set_sc( NC_INFRAREDSCAN      , SC_INFRAREDSCAN    , SI_INFRAREDSCAN    , SCB_FLEE );
	status->set_sc( NC_ANALYZE           , SC_ANALYZE         , SI_ANALYZE         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
	status->set_sc( NC_MAGNETICFIELD     , SC_MAGNETICFIELD   , SI_MAGNETICFIELD   , SCB_NONE );
	status->set_sc( NC_NEUTRALBARRIER    , SC_NEUTRALBARRIER  , SI_NEUTRALBARRIER  , SCB_DEF|SCB_MDEF );
	status->set_sc( NC_STEALTHFIELD      , SC_STEALTHFIELD    , SI_STEALTHFIELD    , SCB_NONE );
	/**
	* Royal Guard
	**/
	status->set_sc( LG_REFLECTDAMAGE     , SC_LG_REFLECTDAMAGE   , SI_LG_REFLECTDAMAGE, SCB_NONE );
	status->set_sc( LG_FORCEOFVANGUARD   , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
	status->set_sc( LG_EXEEDBREAK        , SC_EXEEDBREAK      , SI_EXEEDBREAK      , SCB_NONE );
	status->set_sc( LG_PRESTIGE          , SC_PRESTIGE        , SI_PRESTIGE        , SCB_DEF );
	status->set_sc( LG_BANDING           , SC_BANDING         , SI_BANDING         , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
	status->set_sc( LG_PIETY             , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	status->set_sc( LG_EARTHDRIVE        , SC_EARTHDRIVE      , SI_EARTHDRIVE      , SCB_DEF|SCB_ASPD );
	status->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);
	status->set_sc( LG_KINGS_GRACE       , SC_KINGS_GRACE     , SI_KINGS_GRACE     , SCB_NONE );
	/**
	* Shadow Chaser
	**/
	status->set_sc( SC_REPRODUCE         , SC__REPRODUCE      , SI_REPRODUCE       , SCB_NONE );
	status->set_sc( SC_AUTOSHADOWSPELL   , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
	status->set_sc( SC_SHADOWFORM        , SC__SHADOWFORM     , SI_SHADOWFORM      , SCB_NONE );
	status->set_sc( SC_BODYPAINT         , SC__BODYPAINT      , SI_BODYPAINT       , SCB_ASPD );
	status->set_sc( SC_INVISIBILITY      , SC__INVISIBILITY   , SI_INVISIBILITY    , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
	status->set_sc( SC_DEADLYINFECT      , SC__DEADLYINFECT   , SI_DEADLYINFECT    , SCB_NONE );
	status->set_sc( SC_ENERVATION        , SC__ENERVATION     , SI_ENERVATION      , SCB_BATK  );
	status->set_sc( SC_GROOMY            , SC__GROOMY         , SI_GROOMY          , SCB_ASPD|SCB_HIT|SCB_SPEED );
	status->set_sc( SC_IGNORANCE         , SC__IGNORANCE      , SI_IGNORANCE       , SCB_NONE );
	status->set_sc( SC_LAZINESS          , SC__LAZINESS       , SI_LAZINESS        , SCB_FLEE );
	status->set_sc( SC_UNLUCKY           , SC__UNLUCKY        , SI_UNLUCKY         , SCB_CRI|SCB_FLEE2 );
	status->set_sc( SC_WEAKNESS          , SC__WEAKNESS       , SI_WEAKNESS        , SCB_FLEE2|SCB_MAXHP );
	status->set_sc( SC_STRIPACCESSARY    , SC__STRIPACCESSARY , SI_STRIPACCESSARY  , SCB_DEX|SCB_INT|SCB_LUK );
	set_sc_with_vfx( SC_MANHOLE           , SC__MANHOLE        , SI_MANHOLE         , SCB_NONE );
	add_sc( SC_CHAOSPANIC        , SC__CHAOS );
	add_sc( SC_MAELSTROM         , SC__MAELSTROM );
	add_sc( SC_BLOODYLUST        , SC_BERSERK );

	/**
	* Sura
	**/
	add_sc( SR_DRAGONCOMBO           , SC_STUN            );
	add_sc( SR_EARTHSHAKER           , SC_STUN            );
	status->set_sc( SR_FALLENEMPIRE          , SC_FALLENEMPIRE       , SI_FALLENEMPIRE          , SCB_NONE );
	status->set_sc( SR_CRESCENTELBOW         , SC_CRESCENTELBOW      , SI_CRESCENTELBOW         , SCB_NONE );
	set_sc_with_vfx( SR_CURSEDCIRCLE          , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET   , SCB_NONE );
	status->set_sc( SR_LIGHTNINGWALK         , SC_LIGHTNINGWALK      , SI_LIGHTNINGWALK         , SCB_NONE );
	status->set_sc( SR_RAISINGDRAGON         , SC_RAISINGDRAGON      , SI_RAISINGDRAGON         , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
	status->set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN      , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
	status->set_sc( SR_GENTLETOUCH_CHANGE    , SC_GENTLETOUCH_CHANGE          , SI_GENTLETOUCH_CHANGE    , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
	status->set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE      , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN );
	status->set_sc( SR_FLASHCOMBO            , SC_FLASHCOMBO                  , SI_FLASHCOMBO            , SCB_WATK );
	/**
	* Wanderer / Minstrel
	**/
	status->set_sc( WA_SWING_DANCE            , SC_SWING                  , SI_SWINGDANCE           , SCB_SPEED|SCB_ASPD );
	status->set_sc( WA_SYMPHONY_OF_LOVER      , SC_SYMPHONY_LOVE          , SI_SYMPHONYOFLOVERS     , SCB_MDEF );
	status->set_sc( WA_MOONLIT_SERENADE       , SC_MOONLIT_SERENADE       , SI_MOONLITSERENADE      , SCB_MATK );
	status->set_sc( MI_RUSH_WINDMILL          , SC_RUSH_WINDMILL          , SI_RUSHWINDMILL         , SCB_WATK  );
	status->set_sc( MI_ECHOSONG               , SC_ECHOSONG               , SI_ECHOSONG             , SCB_DEF2  );
	status->set_sc( MI_HARMONIZE              , SC_HARMONIZE              , SI_HARMONIZE            , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	set_sc_with_vfx(WM_POEMOFNETHERWORLD, SC_NETHERWORLD          , SI_NETHERWORLD          , SCB_NONE);
	set_sc_with_vfx( WM_VOICEOFSIREN        , SC_SIREN            , SI_SIREN                , SCB_NONE );
	set_sc_with_vfx( WM_LULLABY_DEEPSLEEP   , SC_DEEP_SLEEP       , SI_DEEPSLEEP            , SCB_NONE );
	status->set_sc( WM_SIRCLEOFNATURE         , SC_SIRCLEOFNATURE         , SI_SIRCLEOFNATURE       , SCB_NONE );
	status->set_sc( WM_GLOOMYDAY              , SC_GLOOMYDAY              , SI_GLOOMYDAY            , SCB_FLEE|SCB_ASPD );
	status->set_sc( WM_SONG_OF_MANA           , SC_SONG_OF_MANA           , SI_SONG_OF_MANA         , SCB_NONE );
	status->set_sc( WM_DANCE_WITH_WUG         , SC_DANCE_WITH_WUG         , SI_DANCEWITHWUG         , SCB_ASPD );
	status->set_sc( WM_SATURDAY_NIGHT_FEVER   , SC_SATURDAY_NIGHT_FEVER   , SI_SATURDAYNIGHTFEVER   , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
	status->set_sc( WM_LERADS_DEW             , SC_LERADS_DEW             , SI_LERADSDEW            , SCB_MAXHP );
	status->set_sc( WM_MELODYOFSINK           , SC_MELODYOFSINK           , SI_MELODYOFSINK         , SCB_INT );
	status->set_sc( WM_BEYOND_OF_WARCRY       , SC_BEYOND_OF_WARCRY       , SI_WARCRYOFBEYOND       , SCB_STR|SCB_CRI|SCB_MAXHP );
	status->set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
	status->set_sc( WM_FRIGG_SONG             , SC_FRIGG_SONG             , SI_FRIGG_SONG           , SCB_MAXHP );

	/**
	* Sorcerer
	**/
	status->set_sc( SO_FIREWALK          , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	status->set_sc( SO_ELECTRICWALK      , SC_PROPERTYWALK    , SI_PROPERTYWALK    , SCB_NONE );
	status->set_sc( SO_SPELLFIST         , SC_SPELLFIST       , SI_SPELLFIST       , SCB_NONE );
	set_sc_with_vfx( SO_DIAMONDDUST       , SC_COLD      , SI_COLD   , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
	status->set_sc( SO_CLOUD_KILL        , SC_POISON          , SI_CLOUDKILL       , SCB_NONE );
	status->set_sc( SO_STRIKING          , SC_STRIKING        , SI_STRIKING        , SCB_WATK|SCB_CRI );
	add_sc( SO_WARMER            , SC_WARMER          ); // At the moment, no icon on officials
	status->set_sc( SO_VACUUM_EXTREME    , SC_VACUUM_EXTREME  , SI_VACUUM_EXTREME  , SCB_NONE );
	status->set_sc( SO_ARRULLO           , SC_DEEP_SLEEP       , SI_DEEPSLEEP       , SCB_NONE );
	status->set_sc( SO_FIRE_INSIGNIA     , SC_FIRE_INSIGNIA   , SI_FIRE_INSIGNIA   , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	status->set_sc( SO_WATER_INSIGNIA    , SC_WATER_INSIGNIA  , SI_WATER_INSIGNIA  , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	status->set_sc( SO_WIND_INSIGNIA     , SC_WIND_INSIGNIA   , SI_WIND_INSIGNIA   , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	status->set_sc( SO_EARTH_INSIGNIA    , SC_EARTH_INSIGNIA  , SI_EARTH_INSIGNIA  , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
	add_sc( SO_ELEMENTAL_SHIELD  , SC_SAFETYWALL );
	/**
	* Genetic
	**/
	status->set_sc( GN_CARTBOOST                  , SC_GN_CARTBOOST, SI_CARTSBOOST                 , SCB_SPEED );
	status->set_sc( GN_THORNS_TRAP                , SC_THORNS_TRAP  , SI_THORNTRAP                  , SCB_NONE );
	set_sc_with_vfx( GN_BLOOD_SUCKER      , SC_BLOOD_SUCKER , SI_BLOODSUCKER                , SCB_NONE );
	status->set_sc( GN_WALLOFTHORN                , SC_STOP        , SI_BLANK                      , SCB_NONE );
	status->set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
	status->set_sc( GN_FIRE_EXPANSION_TEAR_GAS    , SC_FIRE_EXPANSION_TEAR_GAS     , SI_FIRE_EXPANSION_TEAR_GAS    , SCB_NONE );
	status->set_sc( GN_MANDRAGORA                 , SC_MANDRAGORA  , SI_MANDRAGORA                 , SCB_INT );

	/**
	 * Summoner
	 */
	status->set_sc(SU_HIDE, SC_SUHIDE, SI_SUHIDE, SCB_SPEED);
	add_sc(SU_SCRATCH, SC_BLOODING);
	status->set_sc(SU_STOOP, SC_SU_STOOP, SI_SU_STOOP, SCB_NONE);
	status->set_sc(SU_FRESHSHRIMP, SC_FRESHSHRIMP, SI_FRESHSHRIMP, SCB_NONE);
	add_sc(SU_SV_STEMSPEAR, SC_BLOODING);
	status->set_sc(SU_CN_POWDERING, SC_CATNIPPOWDER, SI_CATNIPPOWDER, SCB_WATK | SCB_SPEED | SCB_REGEN);
	add_sc(SU_CN_METEOR, SC_CURSE);
	set_sc_with_vfx(SU_SV_ROOTTWIST, SC_SV_ROOTTWIST, SI_SV_ROOTTWIST, SCB_NONE);
	add_sc(SU_SCAROFTAROU, SC_STUN );
	status->set_sc(SU_SCAROFTAROU, SC_BITESCAR, SI_BITESCAR, SCB_NONE);
	status->set_sc(SU_ARCLOUSEDASH, SC_ARCLOUSEDASH, SI_ARCLOUSEDASH, SCB_AGI | SCB_SPEED);
	add_sc(SU_LUNATICCARROTBEAT, SC_STUN);
	status->set_sc(SU_TUNAPARTY, SC_TUNAPARTY, SI_TUNAPARTY, SCB_NONE);
	status->set_sc(SU_BUNCHOFSHRIMP, SC_SHRIMP, SI_SHRIMP, SCB_BATK | SCB_MATK);

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

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

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

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

	add_sc( NPC_WIDEHEALTHFEAR   , SC_FEAR           );
	add_sc( NPC_WIDEBODYBURNNING , SC_BURNING        );
	add_sc( NPC_WIDEFROSTMISTY   , SC_FROSTMISTY     );
	add_sc( NPC_WIDECOLD         , SC_COLD           );
	add_sc( NPC_WIDE_DEEP_SLEEP  , SC_DEEP_SLEEP     );
	add_sc( NPC_WIDESIREN        , SC_SIREN          );

	set_sc_with_vfx( GN_ILLUSIONDOPING   , SC_ILLUSIONDOPING    , SI_ILLUSIONDOPING     , SCB_HIT );

	// Storing the target job rather than simply SC_SOULLINK simplifies code later on.
	status->dbs->Skill2SCTable[SL_ALCHEMIST]   = (sc_type)MAPID_ALCHEMIST,
	status->dbs->Skill2SCTable[SL_MONK]        = (sc_type)MAPID_MONK,
	status->dbs->Skill2SCTable[SL_STAR]        = (sc_type)MAPID_STAR_GLADIATOR,
	status->dbs->Skill2SCTable[SL_SAGE]        = (sc_type)MAPID_SAGE,
	status->dbs->Skill2SCTable[SL_CRUSADER]    = (sc_type)MAPID_CRUSADER,
	status->dbs->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
	status->dbs->Skill2SCTable[SL_KNIGHT]      = (sc_type)MAPID_KNIGHT,
	status->dbs->Skill2SCTable[SL_WIZARD]      = (sc_type)MAPID_WIZARD,
	status->dbs->Skill2SCTable[SL_PRIEST]      = (sc_type)MAPID_PRIEST,
	status->dbs->Skill2SCTable[SL_BARDDANCER]  = (sc_type)MAPID_BARDDANCER,
	status->dbs->Skill2SCTable[SL_ROGUE]       = (sc_type)MAPID_ROGUE,
	status->dbs->Skill2SCTable[SL_ASSASIN]     = (sc_type)MAPID_ASSASSIN,
	status->dbs->Skill2SCTable[SL_BLACKSMITH]  = (sc_type)MAPID_BLACKSMITH,
	status->dbs->Skill2SCTable[SL_HUNTER]      = (sc_type)MAPID_HUNTER,
	status->dbs->Skill2SCTable[SL_SOULLINKER]  = (sc_type)MAPID_SOUL_LINKER,

	// Status that don't have a skill associated.
	status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50;
	status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
	status->dbs->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1;
	status->dbs->IconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2;
	status->dbs->IconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3;
	status->dbs->IconChangeTable[SC_MOVHASTE_POTION] = SI_MOVHASTE_POTION;
	status->dbs->IconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY;
	status->dbs->IconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE;
	status->dbs->IconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY;
	status->dbs->IconChangeTable[SC_MOVESLOW_POTION] = SI_MOVESLOW_POTION;
	status->dbs->IconChangeTable[SC_CHASEWALK2] = SI_INCSTR;
	status->dbs->IconChangeTable[SC_MIRACLE] = SI_SOULLINK;
	status->dbs->IconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE;
	status->dbs->IconChangeTable[SC_FOOD_STR] = SI_FOOD_STR;
	status->dbs->IconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI;
	status->dbs->IconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT;
	status->dbs->IconChangeTable[SC_FOOD_INT] = SI_FOOD_INT;
	status->dbs->IconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX;
	status->dbs->IconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK;
	status->dbs->IconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE;
	status->dbs->IconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT;
	status->dbs->IconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
	status->dbs->IconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
	status->dbs->IconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
	status->dbs->IconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
	status->dbs->IconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
	status->dbs->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
	status->dbs->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER;
	status->dbs->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER;
	status->dbs->IconChangeTable[SC_FOOD_CRITICALSUCCESSVALUE] = SI_FOOD_CRITICALSUCCESSVALUE;
	status->dbs->IconChangeTable[SC_MORA_BUFF] = SI_MORA_BUFF;
	status->dbs->IconChangeTable[SC_BUCHEDENOEL] = SI_BUCHEDENOEL;
	status->dbs->IconChangeTable[SC_PHI_DEMON] = SI_PHI_DEMON;

	// Cash Items
	status->dbs->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
	status->dbs->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
	status->dbs->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
	status->dbs->IconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
	status->dbs->IconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
	status->dbs->IconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
	status->dbs->IconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP;
	status->dbs->IconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM;
	status->dbs->IconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP;
	status->dbs->IconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY;
	status->dbs->IconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM;
	status->dbs->IconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF;
	status->dbs->IconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF;
	status->dbs->IconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT;
	status->dbs->IconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE;
	status->dbs->IconChangeTable[SC_HEALPLUS] = SI_HEALPLUS;
	status->dbs->IconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
	status->dbs->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
	status->dbs->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
	status->dbs->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
	status->dbs->IconChangeTable[SC_ACARAJE] = SI_ACARAJE;
	status->dbs->IconChangeTable[SC_TARGET_ASPD] = SI_TARGET_ASPD;
	status->dbs->IconChangeTable[SC_ATKER_ASPD] = SI_ATKER_ASPD;
	status->dbs->IconChangeTable[SC_ATKER_MOVESPEED] = SI_ATKER_MOVESPEED;
	status->dbs->IconChangeTable[SC_CUP_OF_BOZA] = SI_CUP_OF_BOZA;
	status->dbs->IconChangeTable[SC_OVERLAPEXPUP] = SI_OVERLAPEXPUP;
	status->dbs->IconChangeTable[SC_GM_BATTLE] = SI_GM_BATTLE;
	status->dbs->IconChangeTable[SC_GM_BATTLE2] = SI_GM_BATTLE2;
	status->dbs->IconChangeTable[SC_2011RWC] = SI_2011RWC;
	status->dbs->IconChangeTable[SC_STR_SCROLL] = SI_STR_SCROLL;
	status->dbs->IconChangeTable[SC_INT_SCROLL] = SI_INT_SCROLL;
	status->dbs->IconChangeTable[SC_STEAMPACK] = SI_STEAMPACK;
	status->dbs->IconChangeTable[SC_MAGIC_CANDY] = SI_MAGIC_CANDY;
	status->dbs->IconChangeTable[SC_M_LIFEPOTION] = SI_M_LIFEPOTION;
	status->dbs->IconChangeTable[SC_G_LIFEPOTION] = SI_G_LIFEPOTION;
	status->dbs->IconChangeTable[SC_MYSTICPOWDER] = SI_MYSTICPOWDER;

	// Eden Crystal Synthesis
	status->dbs->IconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
	status->dbs->IconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
	status->dbs->IconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;

	// Geffen Magic Tournament
	status->dbs->IconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1;
	status->dbs->IconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2;
	status->dbs->IconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3;
	status->dbs->IconChangeTable[SC_FENRIR_CARD] = SI_FENRIR_CARD;

	// MVP Scrolls
	status->dbs->IconChangeTable[SC_MVPCARD_TAOGUNKA] = SI_MVPCARD_TAOGUNKA;
	status->dbs->IconChangeTable[SC_MVPCARD_MISTRESS] = SI_MVPCARD_MISTRESS;
	status->dbs->IconChangeTable[SC_MVPCARD_ORCHERO] = SI_MVPCARD_ORCHERO;
	status->dbs->IconChangeTable[SC_MVPCARD_ORCLORD] = SI_MVPCARD_ORCLORD;

	// Mercenary Bonus Effects
	status->dbs->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE;
	status->dbs->IconChangeTable[SC_MER_ATK] = SI_MER_ATK;
	status->dbs->IconChangeTable[SC_MER_HP] = SI_MER_HP;
	status->dbs->IconChangeTable[SC_MER_SP] = SI_MER_SP;
	status->dbs->IconChangeTable[SC_MER_HIT] = SI_MER_HIT;

	// Warlock Spheres
	status->dbs->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1;
	status->dbs->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2;
	status->dbs->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3;
	status->dbs->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4;
	status->dbs->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5;

	// Warlock Preserved spells
	status->dbs->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
	status->dbs->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
	status->dbs->IconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
	status->dbs->IconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
	status->dbs->IconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
	status->dbs->IconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
	status->dbs->IconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;

	// Mechanic status icon
	status->dbs->IconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
	status->dbs->IconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
	status->dbs->IconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
	status->dbs->IconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;

	// Guillotine Cross status icons
	status->dbs->IconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
	status->dbs->IconChangeTable[SC_TOXIN] = SI_TOXIN;
	status->dbs->IconChangeTable[SC_PARALYSE] = SI_PARALYSE;
	status->dbs->IconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
	status->dbs->IconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
	status->dbs->IconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
	status->dbs->IconChangeTable[SC_PYREXIA] = SI_PYREXIA;
	status->dbs->IconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
	status->dbs->IconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;

	// Royal Guard status icons
	status->dbs->IconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
	status->dbs->IconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
	status->dbs->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
	status->dbs->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;

	// Sura status icon
	status->dbs->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;

	// Genetics Food items / Throwable items status icons
	status->dbs->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
	status->dbs->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
	status->dbs->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
	status->dbs->IconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
	status->dbs->IconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
	status->dbs->IconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
	status->dbs->IconChangeTable[SC_BOOST500] |= SI_BOOST500;
	status->dbs->IconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
	status->dbs->IconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
	status->dbs->IconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
	status->dbs->IconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
	status->dbs->IconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
	status->dbs->IconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
	status->dbs->IconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
	status->dbs->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
	status->dbs->IconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
	status->dbs->IconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
	status->dbs->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
	status->dbs->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
	status->dbs->IconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
	status->dbs->IconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;

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

	// Costumes
	status->dbs->IconChangeTable[SC_DRESS_UP] = SI_DRESS_UP;
	status->dbs->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
	status->dbs->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
	status->dbs->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
	status->dbs->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
	status->dbs->IconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR;
	status->dbs->IconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING;
	status->dbs->IconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT;
	status->dbs->IconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE;
	status->dbs->IconChangeTable[SC_FSTONE] = SI_FSTONE;
	status->dbs->IconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR;
	status->dbs->IconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS;
	status->dbs->IconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY;
	status->dbs->IconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER;
	status->dbs->IconChangeTable[SC_BLOSSOM_FLUTTERING] = SI_BLOSSOM_FLUTTERING;

	// Summoner
	status->dbs->IconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;

	// Clan System
	status->dbs->IconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO;

	// RoDEX
	status->dbs->IconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT;

	// Other SC which are not necessarily associated to skills.
	status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION1] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION2] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION3] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_MOVHASTE_POTION] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_ATTHASTE_INFINITY] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_MOVHASTE_HORSE] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_MOVHASTE_INFINITY] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_MOVESLOW_POTION] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_PLUSATTACKPOWER] |= SCB_BATK;
	status->dbs->ChangeFlagTable[SC_PLUSMAGICPOWER] |= SCB_MATK;
	status->dbs->ChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR | SCB_AGI | SCB_VIT | SCB_INT | SCB_DEX | SCB_LUK;
	status->dbs->ChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
	status->dbs->ChangeFlagTable[SC_INCAGI] |= SCB_AGI;
	status->dbs->ChangeFlagTable[SC_INCVIT] |= SCB_VIT;
	status->dbs->ChangeFlagTable[SC_INCINT] |= SCB_INT;
	status->dbs->ChangeFlagTable[SC_INCDEX] |= SCB_DEX;
	status->dbs->ChangeFlagTable[SC_INCLUK] |= SCB_LUK;
	status->dbs->ChangeFlagTable[SC_INCHIT] |= SCB_HIT;
	status->dbs->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
	status->dbs->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
	status->dbs->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
	status->dbs->ChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK | SCB_WATK;
	status->dbs->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
	status->dbs->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
	status->dbs->ChangeFlagTable[SC_FOOD_STR] |= SCB_STR;
	status->dbs->ChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI;
	status->dbs->ChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT;
	status->dbs->ChangeFlagTable[SC_FOOD_INT] |= SCB_INT;
	status->dbs->ChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX;
	status->dbs->ChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK;
	status->dbs->ChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT;
	status->dbs->ChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
	status->dbs->ChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
	status->dbs->ChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
	status->dbs->ChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_TARGET_BLOOD] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_TARGET_ASPD] |= SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_ATKER_ASPD] |= SCB_MAXHP | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ATKER_MOVESPEED] |= SCB_MAXSP | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ACARAJE] |= SCB_HIT | SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_FOOD_CRITICALSUCCESSVALUE] |= SCB_CRI;
	status->dbs->ChangeFlagTable[SC_CUP_OF_BOZA] |= SCB_VIT | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_GM_BATTLE] |= SCB_BATK | SCB_MATK | SCB_MAXHP | SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_GM_BATTLE2] |= SCB_BATK | SCB_MATK | SCB_MAXHP | SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_2011RWC] |= SCB_STR | SCB_AGI | SCB_VIT | SCB_INT | SCB_DEX | SCB_LUK | SCB_BATK | SCB_MATK;
	status->dbs->ChangeFlagTable[SC_STR_SCROLL] |= SCB_STR;
	status->dbs->ChangeFlagTable[SC_INT_SCROLL] |= SCB_INT;
	status->dbs->ChangeFlagTable[SC_STEAMPACK] |= SCB_BATK | SCB_ASPD | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_BUCHEDENOEL] |= SCB_REGEN | SCB_HIT | SCB_CRI;
	status->dbs->ChangeFlagTable[SC_PHI_DEMON] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MAGIC_CANDY] |= SCB_MATK | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MYSTICPOWDER] |= SCB_FLEE | SCB_LUK;

	// Cash Items
	status->dbs->ChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
	status->dbs->ChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
	status->dbs->ChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
	status->dbs->ChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
	status->dbs->ChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
	status->dbs->ChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;

	// Mercenary Bonus Effects
	status->dbs->ChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_MER_ATK] |= SCB_WATK;
	status->dbs->ChangeFlagTable[SC_MER_HP] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT;

	// Guillotine Cross Poison Effects
	status->dbs->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE | SCB_SPEED | SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
	status->dbs->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
	status->dbs->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT | SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;

	// Royal Guard status
	status->dbs->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
	status->dbs->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;

	// Mechanic status
	status->dbs->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;

	// Other skills status
	status->dbs->ChangeFlagTable[SC_REBOUND] |= SCB_SPEED | SCB_REGEN;
	status->dbs->ChangeFlagTable[SC_DEFSET] |= SCB_DEF | SCB_DEF2;
	status->dbs->ChangeFlagTable[SC_MDEFSET] |= SCB_MDEF | SCB_MDEF2;

	// Geneticist Foods / Throwable items
	status->dbs->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
	status->dbs->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
	status->dbs->ChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
	status->dbs->ChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
	status->dbs->ChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
	status->dbs->ChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
	status->dbs->ChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
	status->dbs->ChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
	status->dbs->ChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
	status->dbs->ChangeFlagTable[SC_VITATA_500] |= SCB_REGEN | SCB_MAXSP;
	status->dbs->ChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_STOMACHACHE] |= SCB_STR | SCB_AGI | SCB_VIT | SCB_INT | SCB_DEX | SCB_LUK | SCB_SPEED;
	status->dbs->ChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP | SCB_ALL;

	// Geffen Scrolls
	status->dbs->ChangeFlagTable[SC_SKELSCROLL] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_DISTRUCTIONSCROLL] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_ROYALSCROLL] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_IMMUNITYSCROLL] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MYSTICSCROLL] |= SCB_MATK | SCB_ALL;
	status->dbs->ChangeFlagTable[SC_BATTLESCROLL] |= SCB_BATK | SCB_ASPD;
	status->dbs->ChangeFlagTable[SC_ARMORSCROLL] |= SCB_DEF | SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_FREYJASCROLL] |= SCB_MDEF | SCB_FLEE2;
	status->dbs->ChangeFlagTable[SC_SOULSCROLL] |= SCB_MAXHP | SCB_MAXSP;

	// Monster Transform
	status->dbs->ChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD | SCB_HIT;
	status->dbs->ChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
	status->dbs->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT | SCB_FLEE;
	status->dbs->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
	status->dbs->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;

	// Eden Crystal Synthesis
	status->dbs->ChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK | SCB_MATK;
	status->dbs->ChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK | SCB_MATK;
	status->dbs->ChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK | SCB_MATK;

	// Geffen Magic Tournament
	status->dbs->ChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_FENRIR_CARD] |= SCB_MATK | SCB_ALL;

	// MVP Scrolls
	status->dbs->ChangeFlagTable[SC_MVPCARD_TAOGUNKA] |= SCB_MAXHP | SCB_DEF | SCB_MDEF;
	status->dbs->ChangeFlagTable[SC_MVPCARD_MISTRESS] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MVPCARD_ORCHERO] |= SCB_ALL;
	status->dbs->ChangeFlagTable[SC_MVPCARD_ORCLORD] |= SCB_ALL;

	// Clan System
	status->dbs->ChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;

	// Costumes
	status->dbs->ChangeFlagTable[SC_DRESS_UP] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_FSTONE] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
	status->dbs->ChangeFlagTable[SC_BLOSSOM_FLUTTERING] |= SCB_NONE;

	if( !battle_config.display_hallucination ) //Disable Hallucination.
		status->dbs->IconChangeTable[SC_ILLUSION] = SI_BLANK;
#undef add_sc
#undef set_sc_with_vfx
}

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

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

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

	if (hp > st->max_hp) hp = st->max_hp;
	if (hp == st->hp) return 0;
	if (hp > st->hp)
		return status->heal(bl, hp - st->hp, 0, 1|flag);
	return status_zap(bl, st->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 *st;

	st = status->get_status_data(bl);
	if (st == &status->dummy)
		return 0;

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

int status_charge(struct block_list* bl, int64 hp, int64 sp)
{
	nullpo_retr((int)(hp + sp), bl);
	if(!(bl->type&BL_CONSUME))
		return (int)(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 canceling status changes.
//If flag&2, fail if target does not has enough to subtract.
//If flag&4, if killed, mob must not give exp/loot.
//flag will be set to &8 when damaging sp of a dead character
int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, int64 in_sp, int walkdelay, int flag)
{
	struct status_data *st;
	struct status_change *sc;
	int hp,sp;

	nullpo_ret(target);
	/* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
	hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
	sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);

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

	if (hp < 0) { //Assume absorbed damage.
		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(BL_UCAST(BL_SKILL, target), src, hp, timer->gettick());

	st = status->get_status_data(target);
	if( st == &status->dummy )
		return 0;

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

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

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

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

#if 0
	// 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
#endif // 0

	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;

#ifdef DEVOTION_REFLECT_DAMAGE
			if (src && (sce = sc->data[SC_DEVOTION]) != NULL) {
				struct block_list *d_bl = map->id2bl(sce->val1);
				struct mercenary_data *d_md = BL_CAST(BL_MER, d_bl);
				struct map_session_data *d_sd = BL_CAST(BL_PC, d_bl);

				if (d_bl != NULL
				 && ((d_md != NULL && d_md->master != NULL && d_md->master->bl.id == target->id)
				  || (d_sd != NULL && d_sd->devotion[sce->val2] == target->id))
				 && check_distance_bl(target, d_bl, sce->val3)
				) {
					clif->damage(d_bl, d_bl, 0, 0, hp, 0, BDT_NORMAL, 0);
					status_fix_damage(NULL, d_bl, hp, 0);
					return 0;
				}
				status_change_end(target, SC_DEVOTION, INVALID_TIMER);
			}
#endif
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(target, SC_STONE, INVALID_TIMER);
			status_change_end(target, SC_FREEZE, INVALID_TIMER);
			status_change_end(target, SC_SLEEP, INVALID_TIMER);
			status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
			status_change_end(target, SC_CONFUSION, INVALID_TIMER);
			status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
			status_change_end(target, SC_HIDING, INVALID_TIMER);
			status_change_end(target, SC_CLOAKING, INVALID_TIMER);
			status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
			status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
			status_change_end(target, SC_SUHIDE, INVALID_TIMER);
			if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
				//Endure count is only reduced by non-players on non-gvg maps.
				//val4 signals infinite endure. [Skotlex]
				if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map->list[target->m].flag.battleground && --(sce->val2) < 0)
					status_change_end(target, SC_ENDURE, INVALID_TIMER);
			}
			if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
				struct skill_unit_group* sg = skill->id2group(sce->val4);
				if (sg) {
					skill->del_unitgroup(sg, ALC_MARK);
					sce->val4 = 0;
					status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
				}
			}
			if(sc->data[SC_DANCING] && (unsigned int)hp > st->max_hp>>2)
				status_change_end(target, SC_DANCING, INVALID_TIMER);
			if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
				status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
			if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
				status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
		}
		unit->skillcastcancel(target, 2);
	}

	st->hp-= hp;
	st->sp-= sp;

	if (sc && hp && st->hp) {
		if (sc->data[SC_AUTOBERSERK] &&
			(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
			st->hp < st->max_hp>>2)
			sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
		if (sc->data[SC_BERSERK] && st->hp <= 100)
			status_change_end(target, SC_BERSERK, INVALID_TIMER);
		if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 )
			status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
		if (sc->data[SC_SATURDAY_NIGHT_FEVER] && st->hp <= 100)
			status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
	}

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

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

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

	st->hp = 1; //To let the dead function cast skills and all that.
	//NOTE: These dead functions should return: [Skotlex]
	//0: Death canceled, 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(BL_UCAST(BL_PC, target), src); break;
		case BL_MOB: flag = mob->dead(BL_UCAST(BL_MOB, target), src, (flag&4) ? 3 : 0); break;
		case BL_HOM: flag = homun->dead(BL_UCAST(BL_HOM, target)); break;
		case BL_MER: flag = mercenary->dead(BL_UCAST(BL_MER, target)); break;
		case BL_ELEM: flag = elemental->dead(BL_UCAST(BL_ELEM, target)); break;
		default: //Unhandled case, do nothing to object.
			flag = 0;
			break;
	}

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

	//Normal death
	st->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_gvg2(target->m) ) {
		//flag&8 = disable Kaizel
		int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
		//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
		if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
			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,target,status->skill2sc(PR_KYRIE),100,10,time);

		if( target->type == BL_MOB )
			BL_UCAST(BL_MOB, target)->state.rebirth = 1;

		return (int)(hp+sp);
	}

	if (target->type == BL_MOB && sc != NULL && sc->data[SC_REBIRTH] != NULL) {
		struct mob_data *t_md = BL_UCAST(BL_MOB, target);
		if (!t_md->state.rebirth) {
			// Ensure the monster has not already reborn before doing so.
			status->revive(target, sc->data[SC_REBIRTH]->val2, 0);
			status->change_clear(target,0);
			t_md->state.rebirth = 1;

			return (int)(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,ALC_MARK);
	else { //Some death states that would normally be handled by unit_remove_map
		unit->stop_attack(target);
		unit->stop_walking(target, STOPWALKING_FLAG_FIXPOS);
		unit->skillcastcancel(target,0);
		clif->clearunit_area(target,CLR_DEAD);
		skill->unit_move(target,timer->gettick(),4);
		skill->cleartimerskill(target);
	}

	return (int)(hp+sp);
}

//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
//If flag&2, when the player is healed, show the HP/SP heal effect.
int status_heal(struct block_list *bl, int64 in_hp, int64 in_sp, int flag)
{
	struct status_data *st;
	struct status_change *sc;
	int hp,sp;

	nullpo_ret(bl);
	st = status->get_status_data(bl);

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

	/* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */
	hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
	sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);

	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 > st->max_hp - st->hp)
			hp = st->max_hp - st->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 > st->max_sp - st->sp)
			sp = st->max_sp - st->sp;
	}

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

	st->hp+= hp;
	st->sp+= sp;

	if( hp && sc
	    && sc->data[SC_AUTOBERSERK]
	    && sc->data[SC_PROVOKE]
	    && sc->data[SC_PROVOKE]->val2==1
	    && st->hp>=st->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(BL_UCAST(BL_PC, bl), hp, sp, (flag&2) ? 1 : 0); break;
		case BL_MOB: mob->heal(BL_UCAST(BL_MOB, bl), hp); break;
		case BL_HOM: homun->healed(BL_UCAST(BL_HOM, bl)); break;
		case BL_MER: mercenary->heal(BL_UCAST(BL_MER, bl), hp, sp); break;
		case BL_ELEM: elemental->heal(BL_UCAST(BL_ELEM, bl), hp, sp); break;
	}

	return (int)(hp+sp);
}

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

	st = status->get_status_data(target);

	if (hp_rate > 100)
		hp_rate = 100;
	else if (hp_rate < -100)
		hp_rate = -100;
	if (hp_rate > 0)
		hp = APPLY_RATE(st->hp, hp_rate);
	else
		hp = APPLY_RATE(st->max_hp, -hp_rate);
	if (hp_rate && !hp)
		hp = 1;

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

	if (sp_rate > 100)
		sp_rate = 100;
	else if (sp_rate < -100)
		sp_rate = -100;
	if (sp_rate > 0)
		sp = APPLY_RATE(st->sp, sp_rate);
	else
		sp = APPLY_RATE(st->max_sp, -sp_rate);
	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 *st;
	unsigned int hp, sp;

	nullpo_ret(bl);
	if (!status->isdead(bl)) return 0;

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

	hp = APPLY_RATE(st->max_hp, per_hp);
	sp = APPLY_RATE(st->max_sp, per_sp);

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

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

	st->hp += hp;
	st->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(BL_UCAST(BL_PC, bl), hp, sp); break;
		case BL_MOB: mob->revive(BL_UCAST(BL_MOB, bl), hp); break;
		case BL_HOM: homun->revive(BL_UCAST(BL_HOM, bl), hp, sp); break;
	}
	return 1;
}

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

	nullpo_ret(bl);
	st = status->get_status_data(bl);
	if (st == &status->dummy)
		return 0; //Invalid target.

	hp = per_hp;
	sp = per_sp;

	if(hp > st->max_hp - st->hp)
		hp = st->max_hp - st->hp;
	else if (!hp)
		hp = 1;

	if(sp > st->max_sp - st->sp)
		sp = st->max_sp - st->sp;
	else if (!sp)
		sp = 1;

	st->hp += hp;
	st->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(BL_UCAST(BL_PC, bl), hp, sp); break;
		case BL_MOB: mob->revive(BL_UCAST(BL_MOB, bl), hp); break;
		case BL_HOM: homun->revive(BL_UCAST(BL_HOM, bl), hp, sp); break;
	}
	return 1;
}

/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
* flag:
*   0 - Trying to use skill on target.
*   1 - Cast bar is done.
*   2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
* target MAY Be null, in which case the checks are only to see
* whether the source can cast or not the skill on the ground.
*------------------------------------------*/
int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
{
	struct status_data *st;
	struct status_change *sc=NULL, *tsc;
	int hide_flag;
	struct map_session_data *sd = BL_CAST(BL_PC, src);

	st = src ? status->get_status_data(src) : &status->dummy;

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

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

	if( skill_id ) {
		if (src != NULL && (sd == NULL || sd->skillitem == 0)) {
			// Items that cast skills using 'itemskill' will not be handled by map_zone_db.
			int i;

			for(i = 0; i < map->list[src->m].zone->disabled_skills_count; i++) {
				if( skill_id == map->list[src->m].zone->disabled_skills[i]->nameid && (map->list[src->m].zone->disabled_skills[i]->type&src->type) ) {
					if (src->type == BL_PC) {
#if PACKETVER >= 20080311
						clif->skill_mapinfomessage(sd, 2);
#else
						clif->messagecolor_self(sd->fd, COLOR_CYAN, msg_sd(sd, 50));
#endif
					} else if (src->type == BL_MOB && map->list[src->m].zone->disabled_skills[i]->subtype != MZS_NONE) {
						if( st->mode&MD_BOSS ) { /* is boss */
							if( !( map->list[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS ) )
								break;
						} else { /* is not boss */
							if( map->list[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS )
								break;
						}
					}
					return 0;
				}
			}
		}

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

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

	if( sc && sc->count ) {

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

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

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

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

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

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

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

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

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

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

	tsc = status->get_sc(target);

	if(tsc && tsc->count) {
		/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
		if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
			return 0;
		if(!skill_id && tsc->data[SC_TRICKDEAD])
			return 0;
		if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
			&& tsc->data[SC_FREEZE])
			return 0;
		if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
			return 0;
		if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )
			return 0;
	}
	//If targeting, cloak+hide protect you, otherwise only hiding does.
	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);

	// Applies even if the target hides
	if ((skill->get_ele(skill_id,1) == ELE_EARTH && skill_id != MG_STONECURSE) // Ground type
	  || (flag&1 && skill->get_nk(skill_id)&NK_NO_DAMAGE && skill_id != ALL_RESURRECTION)) // Buff/debuff skills started before hiding
		hide_flag &= ~OPTION_HIDE;

	switch( target->type ) {
		case BL_PC:
		{
			const struct map_session_data *tsd = BL_UCCAST(BL_PC, target);
			bool is_boss = (st->mode&MD_BOSS);
			bool is_detect = ((st->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
			if (pc_isinvisible(tsd))
				return 0;
			if (tsc != NULL) {
				if (tsc->option&hide_flag
				 && !is_boss
				 && ((tsd->special_state.perfect_hiding || !is_detect)
				  || (tsc->data[SC_CLOAKINGEXCEED] != NULL && is_detect)
				))
					return 0;
				if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && flag == 0)
					return 0;
				if (tsc->data[SC_STEALTHFIELD] && !is_boss)
					return 0;
			}
		}
			break;
		case BL_ITEM:
			//Allow targeting 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 (st->mode&MD_LOOTER)
				return 1;
			return 0;
		case BL_HOM:
		case BL_MER:
		case BL_ELEM:
			if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
				return 0; // Can't use support skills on Homunculus (only Master/Self)
			if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src )
				return 0; // Can't use Weapon endow skills on Mercenary (only Master)
			if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
				return 0; // Can't use Potion Pitcher on Mercenaries
			FALLTHROUGH
		default:
			//Check for chase-walk/hiding/cloaking opponents.
			if( tsc ) {
				if( tsc->option&hide_flag && !(st->mode&(MD_BOSS|MD_DETECTOR)))
					return 0;
				if( tsc->data[SC_STEALTHFIELD] && !(st->mode&MD_BOSS) )
					return 0;
			}
	}

	return 1;
}

//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, enum e_status_calc_opt opt)
{
	struct status_data *mstatus;
	struct block_list *mbl = NULL;
	int flag=0;
	int guardup_lv = 0;

	nullpo_retr(1, md);
	if(opt&SCO_FIRST) { //Set basic level on respawn.
		if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
			;
		else
			md->level = md->db->lv;
	}

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

	if (md->special_state.size)
		flag|=2;

	if (md->guardian_data && md->guardian_data->g
	 && (guardup_lv = guild->checkskill(md->guardian_data->g,GD_GUARDUP)) > 0)
		flag|=4;

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

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

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

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

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

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

	if (flag&16 && mbl) {
		//Max HP setting from Summon Flora/marine Sphere
		struct unit_data *ud = unit->bl2ud(mbl);
		//Remove special AI when this is used by regular mobs.
		if (mbl->type == BL_MOB && BL_UCAST(BL_MOB, mbl)->special_state.ai == AI_NONE)
			md->special_state.ai = AI_NONE;
		if (ud) {
			// different levels of HP according to skill level
			if (ud->skill_id == AM_SPHEREMINE) {
				mstatus->max_hp = 2000 + 400*ud->skill_lv;
			} else if(ud->skill_id == KO_ZANZOU) {
				mstatus->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
			} else { //AM_CANNIBALIZE
				mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*status->get_lv(mbl);
				mstatus->mode |= MD_CANATTACK|MD_AGGRESSIVE;
			}
			mstatus->hp = mstatus->max_hp;
			if( ud->skill_id == NC_SILVERSNIPER )
				mstatus->rhw.atk = mstatus->rhw.atk2 = 200 * ud->skill_lv;
		}
	}

	if (flag&1) {
		// increase from mobs leveling up [Valaris]
		int diff = md->level - md->db->lv;
		mstatus->str+= diff;
		mstatus->agi+= diff;
		mstatus->vit+= diff;
		mstatus->int_+= diff;
		mstatus->dex+= diff;
		mstatus->luk+= diff;
		mstatus->max_hp += diff*mstatus->vit;
		mstatus->max_sp += diff*mstatus->int_;
		mstatus->hp = mstatus->max_hp;
		mstatus->sp = mstatus->max_sp;
		mstatus->speed -= cap_value(diff, 0, mstatus->speed - 10);
	}

	if (flag&2 && battle_config.mob_size_influence) {
		// change for sized monsters [Valaris]
		if (md->special_state.size==SZ_MEDIUM) {
			mstatus->max_hp>>=1;
			mstatus->max_sp>>=1;
			if (!mstatus->max_hp) mstatus->max_hp = 1;
			if (!mstatus->max_sp) mstatus->max_sp = 1;
			mstatus->hp=mstatus->max_hp;
			mstatus->sp=mstatus->max_sp;
			mstatus->str>>=1;
			mstatus->agi>>=1;
			mstatus->vit>>=1;
			mstatus->int_>>=1;
			mstatus->dex>>=1;
			mstatus->luk>>=1;
			if (!mstatus->str) mstatus->str = 1;
			if (!mstatus->agi) mstatus->agi = 1;
			if (!mstatus->vit) mstatus->vit = 1;
			if (!mstatus->int_) mstatus->int_ = 1;
			if (!mstatus->dex) mstatus->dex = 1;
			if (!mstatus->luk) mstatus->luk = 1;
		} else if (md->special_state.size==SZ_BIG) {
			mstatus->max_hp<<=1;
			mstatus->max_sp<<=1;
			mstatus->hp=mstatus->max_hp;
			mstatus->sp=mstatus->max_sp;
			mstatus->str<<=1;
			mstatus->agi<<=1;
			mstatus->vit<<=1;
			mstatus->int_<<=1;
			mstatus->dex<<=1;
			mstatus->luk<<=1;
		}
	}

	status->calc_misc(&md->bl, mstatus, md->level);

	if (flag&4) {
		// Strengthen Guardians - custom value +10% / lv
		struct guild_castle *gc;
		gc=guild->mapname2gc(map->list[md->bl.m].name);
		if (!gc)
			ShowError("status_calc_mob: No castle set at map %s\n", map->list[md->bl.m].name);
		else
			if (gc->castle_id < 24 || md->class_ == MOBID_EMPELIUM) {
#ifdef RENEWAL
				mstatus->max_hp += 50 * gc->defense;
				mstatus->max_sp += 70 * gc->defense;
#else
				mstatus->max_hp += 1000 * gc->defense;
				mstatus->max_sp += 200 * gc->defense;
#endif
				mstatus->hp = mstatus->max_hp;
				mstatus->sp = mstatus->max_sp;
				mstatus->def += (gc->defense+2)/3;
				mstatus->mdef += (gc->defense+2)/3;
			}
			if (md->class_ != MOBID_EMPELIUM) {
				mstatus->batk += mstatus->batk * 10*guardup_lv/100;
				mstatus->rhw.atk += mstatus->rhw.atk * 10*guardup_lv/100;
				mstatus->rhw.atk2 += mstatus->rhw.atk2 * 10*guardup_lv/100;
				mstatus->aspd_rate -= 100*guardup_lv;
			}
	}

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

	return 1;
}

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

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

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

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

			if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
				clif->send_petstatus(sd);
		}
	} else if ( opt&SCO_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;
}

unsigned int status_get_base_maxsp(const struct map_session_data *sd, const struct status_data *st)
{
	uint64 val;

	nullpo_ret(sd);
	nullpo_ret(st);
	val = pc->class2idx(sd->status.class);
	val = status->dbs->SP_table[val][sd->status.base_level];

	if ((sd->job & JOBL_UPPER) != 0)
		val += val * 25 / 100;
	else if ((sd->job & JOBL_BABY) != 0)
		val = val * 70 / 100;
	if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON) > 0)
		val *= 3; //Triple max SP for top ranking Taekwons over level 90.

	val += val * st->int_ / 100;

	return (unsigned int)cap_value(val, 0, UINT_MAX);
}

unsigned int status_get_base_maxhp(const struct map_session_data *sd, const struct status_data *st)
{
	uint64 val;

	nullpo_ret(sd);
	nullpo_ret(st);
	val = pc->class2idx(sd->status.class);
	val = status->dbs->HP_table[val][sd->status.base_level];

	if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
		val += 2000; //Supernovice lvl99 hp bonus.
	if ((sd->job & MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E && sd->status.base_level >= 150)
		val += 2000; //Extented Supernovice lvl150 hp bonus.

	if ((sd->job & JOBL_UPPER) != 0)
		val += val * 25 / 100; //Trans classes get a 25% hp bonus
	else if ((sd->job & JOBL_BABY) != 0)
		val = val * 70 / 100; //Baby classes get a 30% hp penalty

	if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON))
		val *= 3; //Triple max HP for top ranking Taekwons over level 90.

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

	return (unsigned int)cap_value(val,0,UINT_MAX);
}

void status_calc_pc_additional(struct map_session_data* sd, enum e_status_calc_opt opt)
{
	/* Just used for Plugin to give bonuses. */
	return;
}

//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, enum e_status_calc_opt opt)
{
	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
	struct status_data *bstatus; // pointer to the player's base status
	const struct status_change *sc;
	struct s_skill b_skill[MAX_SKILL_DB]; // previous skill tree
	int b_weight, b_max_weight, b_cart_weight_max, // previous weight
		i, k, index, skill_lv,refinedef=0;
	int64 i64;

	nullpo_retr(-1, sd);
	sc = &sd->sc;
	if (++calculating > 10) //Too many recursive calls!
		return -1;

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

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

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

	if(opt&SCO_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++;
		}
	}

	bstatus = &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
	memset(ZEROED_BLOCK_POS(sd), 0, ZEROED_BLOCK_SIZE(sd));

	memset(ZEROED_BLOCK_POS(&(sd->right_weapon)), 0, ZEROED_BLOCK_SIZE(&(sd->right_weapon)));
	memset(ZEROED_BLOCK_POS(&(sd->left_weapon)), 0, ZEROED_BLOCK_SIZE(&(sd->left_weapon)));

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

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

	if (!sd->state.permanent_speed) {
		memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
		bstatus->speed = DEFAULT_WALK_SPEED;
	} else {
		int pSpeed = bstatus->speed;
		memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
		bstatus->speed = pSpeed;
	}

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

	bstatus->size = ((sd->job & JOBL_BABY) != 0 || (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?SZ_SMALL:SZ_MEDIUM;
	if (battle_config.character_size && (pc_isridingpeco(sd) || pc_isridingdragon(sd))) { //[Lupus]
		if ((sd->job & JOBL_BABY) != 0) {
			if (battle_config.character_size&SZ_BIG)
				bstatus->size++;
		} else {
			if(battle_config.character_size&SZ_MEDIUM)
				bstatus->size++;
		}
	}
	bstatus->aspd_rate = 1000;
	bstatus->ele_lv = 1;
	bstatus->race = ((sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?RC_BRUTE:RC_PLAYER;

	// 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;i++) {
		status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
		if(index < 0)
			continue;
		if(i == EQI_AMMO) continue;/* ammo has special handler down there */
		if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
			continue;
		if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
			continue;
		if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
			continue;
		if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
			continue;
		if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
			continue;
		if(!sd->inventory_data[index])
			continue;

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

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

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

		if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script) {
			//Execute equip-script on login
			script->run_item_equip_script(sd, sd->inventory_data[index], 0);
			if (!calculating)
				return 1;
		}

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

		if(sd->inventory_data[index]->type == IT_WEAPON) {
			int r = sd->status.inventory[index].refine,wlv = sd->inventory_data[index]->wlv;
			struct weapon_data *wd;
			struct weapon_atk *wa;
			if (wlv >= REFINE_TYPE_MAX)
				wlv = REFINE_TYPE_MAX - 1;
			if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
				wd = &sd->left_weapon; // Left-hand weapon
				wa = &bstatus->lhw;
			} else {
				wd = &sd->right_weapon;
				wa = &bstatus->rhw;
			}
			wa->atk += sd->inventory_data[index]->atk;
			if ( !battle_config.shadow_refine_atk && itemdb_is_shadowequip(sd->inventory_data[index]->equip) )
				r = 0;

			if (r)
				wa->atk2 = status->dbs->refine_info[wlv].bonus[r-1] / 100;

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

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

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

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

				if (!wa->ele) //Do not overwrite element from previous bonuses.
					wa->ele = (sd->status.inventory[index].card[1]&0x0f);
			}
		}
		else if(sd->inventory_data[index]->type == IT_ARMOR) {
			int r = sd->status.inventory[index].refine;

			if ( (!battle_config.costume_refine_def && itemdb_is_costumeequip(sd->inventory_data[index]->equip)) ||
				 (!battle_config.shadow_refine_def && itemdb_is_shadowequip(sd->inventory_data[index]->equip))
				)
				r = 0;

			if (r)
				refinedef += status->dbs->refine_info[REFINE_TYPE_ARMOR].bonus[r-1];

			if(sd->inventory_data[index]->script) {
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 3;
				script->run_use_script(sd, sd->inventory_data[index], 0);
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 0;
				if (!calculating) //Abort, script->run retriggered this. [Skotlex]
					return 1;
			}
		}
	}

	if(sd->equip_index[EQI_AMMO] >= 0){
		index = sd->equip_index[EQI_AMMO];
		if (sd->inventory_data[index]) {
			// Arrows
			sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
			sd->state.lr_flag = 2;
			if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
				script->run_use_script(sd, sd->inventory_data[index], 0);
			sd->state.lr_flag = 0;
			if (!calculating) //Abort, script->run retriggered status_calc_pc. [Skotlex]
				return 1;
		}
	}

	/* we've got combos to process */
	for( i = 0; i < sd->combo_count; i++ ) {
		struct item_combo *combo = itemdb->id2combo(sd->combos[i].id);
		unsigned char j;

		/**
		 * ensure combo usage is allowed at this location
		 **/
		for(j = 0; j < combo->count; j++) {
			for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) {
				if( map->list[sd->bl.m].zone->disabled_items[k] == combo->nameid[j] ) {
					break;
				}
			}
			if( k != map->list[sd->bl.m].zone->disabled_items_count )
				break;
		}

		if( j != combo->count )
			continue;

		script->run(sd->combos[i].bonus,0,sd->bl.id,0);
		if (!calculating) //Abort, script->run retriggered this.
			return 1;
	}

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

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

	//Parse Cards
	for(i=0;i<EQI_MAX;i++) {
		status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
		if(index < 0)
			continue;
		if(i == EQI_AMMO) continue;/* ammo doesn't have cards */
		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;
			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]
				int c = status->current_equip_card_id = sd->status.inventory[index].card[j];
				if(!c)
					continue;
				data = itemdb->exists(c);
				if(!data)
					continue;

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

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

				if(opt&SCO_FIRST && data->equip_script) {//Execute equip-script on login
					script->run_item_equip_script(sd, data, 0);
					if (!calculating)
						return 1;
				}

				if(!data->script)
					continue;

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

	/* parse item options [Smokexyz] */
	for (i = 0; i < EQI_MAX; i++) {
		status->current_equip_item_index = index = sd->equip_index[i];
		status->current_equip_option_index = -1;

		if (i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
			continue;
		else if (i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
			continue;
		else if (i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
			continue;

		if (index >= 0 && sd->inventory_data[index]) {
			int j = 0;
			for (j = 0; j < MAX_ITEM_OPTIONS; j++) {
				int16 option_index = sd->status.inventory[index].option[j].index;
				struct item_option *ito = NULL;

				if (option_index == 0 || (ito = itemdb->option_exists(option_index)) == NULL || ito->script == NULL)
					continue;

				status->current_equip_option_index = j;
				script->run(ito->script, 0, sd->bl.id, 0);

				if (calculating == 0) //Abort, script->run his function. [Skotlex]
					return 1;
			}
		}
	}

	status->current_equip_option_index = -1;
	status->current_equip_item_index = -1;

	// Clan Buffs
	if (sd->status.clan_id > 0) {
		struct clan *c = clan->search(sd->status.clan_id);
		clan->buff_start(sd, c);
	}

	status->calc_pc_additional(sd, opt);

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

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

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

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

	if ((pc_isridingpeco(sd) || pc_isridingdragon(sd)) && (sd->weapontype == W_1HSPEAR || sd->weapontype == 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 < sd->status.job_level && i < MAX_LEVEL; i++) {
		if(!status->dbs->job_bonus[index][i])
			continue;
		switch(status->dbs->job_bonus[index][i]) {
			case 1: bstatus->str++; break;
			case 2: bstatus->agi++; break;
			case 3: bstatus->vit++; break;
			case 4: bstatus->int_++; break;
			case 5: bstatus->dex++; break;
			case 6: bstatus->luk++; break;
		}
	}

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

	// Absolute modifiers from passive skills
	if(pc->checkskill(sd,BS_HILTBINDING)>0)
		bstatus->str++;
	if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
		bstatus->int_ += (skill_lv+1)/2; // +1 INT / 2 lv
	if((skill_lv=pc->checkskill(sd,AC_OWL))>0)
		bstatus->dex += skill_lv;
	if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
		bstatus->int_ += skill_lv;
	if ((pc->checkskill(sd,SU_POWEROFLAND)) > 0)
		bstatus->int_ += 20;

	// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
	i = bstatus->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
	bstatus->str = cap_value(i,0,USHRT_MAX);
	i = bstatus->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
	bstatus->agi = cap_value(i,0,USHRT_MAX);
	i = bstatus->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
	bstatus->vit = cap_value(i,0,USHRT_MAX);
	i = bstatus->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
	bstatus->int_ = cap_value(i,0,USHRT_MAX);
	i = bstatus->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
	bstatus->dex = cap_value(i,0,USHRT_MAX);
	i = bstatus->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
	bstatus->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->weapontype < MAX_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->weapontype])
		bstatus->batk += sd->weapon_atk[sd->weapontype];
	// Absolute modifiers from passive skills
#ifndef RENEWAL
	if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
		bstatus->batk += 4;
#endif

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

	// Basic MaxHP value
	//We hold the standard Max HP here to make it faster to recalculate on vit changes.
	sd->status.max_hp = status->get_base_maxhp(sd,bstatus);
	//This is done to handle underflows from negative Max HP bonuses
	i64 = sd->status.max_hp + (int)bstatus->max_hp;
	bstatus->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);

	// Absolute modifiers from passive skills
	if ((skill_lv=pc->checkskill(sd,CR_TRUST)) > 0)
		bstatus->max_hp += skill_lv*200;

	if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0)
		bstatus->max_hp += 1000;

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

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

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

	// Basic MaxSP value
	sd->status.max_sp = status->get_base_maxsp(sd,bstatus);
	//This is done to handle underflows from negative Max SP bonuses
	i64 = sd->status.max_sp + (int)bstatus->max_sp;
	bstatus->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);

	// Absolute modifiers from passive skills
	if((skill_lv=pc->checkskill(sd,SL_KAINA))>0)
		bstatus->max_sp += 30*skill_lv;
	if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0)
		bstatus->max_sp += (int64)bstatus->max_sp * skill_lv/100;
	if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0)
		bstatus->max_sp += (int64)bstatus->max_sp * 2*skill_lv/100;
	if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
		bstatus->max_sp += 200 + 20 * skill_lv;
	if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 )
		bstatus->max_sp += 30 * skill_lv;
	if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0)
		bstatus->max_sp += 100;

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

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

	// ----- RESPAWN HP/SP -----
	//
	//Calc respawn hp and store it on base_status
	if (sd->special_state.restart_full_recover)
	{
		bstatus->hp = bstatus->max_hp;
		bstatus->sp = bstatus->max_sp;
	} else {
		if ((sd->job & MAPID_BASEMASK) == MAPID_NOVICE && (sd->job & JOBL_2) == 0
			&& battle_config.restart_hp_rate < 50)
			bstatus->hp = bstatus->max_hp>>1;
		else
			bstatus->hp = APPLY_RATE(bstatus->max_hp, battle_config.restart_hp_rate);
		if(!bstatus->hp)
			bstatus->hp = 1;

		bstatus->sp = APPLY_RATE(bstatus->max_sp, battle_config.restart_sp_rate);

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

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

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

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

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

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

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

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

	if(sd->critical_rate < 0)
		sd->critical_rate = 0;
	if(sd->critical_rate != 100)
		bstatus->cri = bstatus->cri * sd->critical_rate/100;
	if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
		bstatus->cri += 20;

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

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

	// Absolute modifiers from passive skills
#ifndef RENEWAL
	if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c
		bstatus->hit += skill_lv*2;
#endif
	if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) {
#ifndef RENEWAL
		bstatus->hit += skill_lv;
#endif
		if (sd->weapontype == W_BOW)
			bstatus->rhw.range += skill_lv;
	}
	if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE) {
		if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0)
			bstatus->hit += 2*skill_lv;
		if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) {
			bstatus->hit += skill_lv;
			bstatus->rhw.range += skill_lv;
		}
	}
	if ((sd->weapontype == W_1HAXE || sd->weapontype == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
		bstatus->hit += 3*skill_lv;
	if ((sd->weapontype == W_MACE || sd->weapontype == W_2HMACE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0)
		bstatus->hit += 2*skill_lv;
	if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
		bstatus->hit += 20;

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

	// Absolute modifiers from passive skills
	if((skill_lv=pc->checkskill(sd,TF_MISS))>0)
		bstatus->flee += skill_lv*((sd->job & JOBL_2) != 0 && (sd->job & MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
	if((skill_lv=pc->checkskill(sd,MO_DODGE))>0)
		bstatus->flee += (skill_lv*3)>>1;
	if (pc->checkskill(sd, SU_POWEROFLIFE) > 0)
		bstatus->flee += 20;
	// ----- EQUIPMENT-DEF CALCULATION -----

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

	if( pc_ismadogear(sd) && (skill_lv = pc->checkskill(sd,NC_MAINFRAME)) > 0 )
		bstatus->def += 20 + 20 * skill_lv;

#ifndef RENEWAL
	if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) {
		bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def);
		bstatus->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 =  bstatus->mdef * sd->mdef_rate/100;
		bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
	}

#ifndef RENEWAL
	if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) {
		bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def);
		bstatus->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,bstatus);
	bstatus->amotion = cap_value(i,((sd->job & JOBL_THIRD) != 0 ? battle_config.max_third_aspd : battle_config.max_aspd),2000);

	// Relative modifiers from passive skills
#ifndef RENEWAL_ASPD
	if (sd->weapontype == W_BOOK && (skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0)
		bstatus->aspd_rate -= 5*skill_lv;
	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
		bstatus->aspd_rate -= 30*skill_lv;
	if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE && (skill_lv=pc->checkskill(sd,GS_SINGLEACTION)) > 0)
		bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;
	if (pc_isridingpeco(sd))
		bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
	else if (pc_isridingdragon(sd))
		bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
	if ( (skill_lv = pc->checkskill(sd, SG_DEVIL)) > 0 && !pc->nextjobexp(sd) )
		bstatus->aspd_rate += 30 * skill_lv;
	if ( pc_isridingpeco(sd) )
		bstatus->aspd_rate -= 500 - 100 * pc->checkskill(sd, KN_CAVALIERMASTERY);
	else if ( pc_isridingdragon(sd) )
		bstatus->aspd_rate -= 250 - 50 * pc->checkskill(sd, RK_DRAGONTRAINING);
#endif
	bstatus->adelay = 2*bstatus->amotion;

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

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

	// Weight
	if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0)
		sd->max_weight += 2000*skill_lv;
	if (pc_isridingpeco(sd) && pc->checkskill(sd,KN_RIDING) > 0)
		sd->max_weight += 10000;
	else if(pc_isridingdragon(sd))
		sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
	if(sc->data[SC_KNOWLEDGE])
		sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
	if((skill_lv=pc->checkskill(sd,ALL_INCCARRY))>0)
		sd->max_weight += 2000*skill_lv;

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

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

	// Skill SP cost
	if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 )
		sd->dsprate -= 4*skill_lv;

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

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

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

	// Anti-element and anti-race
	if ((skill_lv = pc->checkskill(sd, CR_TRUST)) > 0)
		sd->subele[ELE_HOLY] += skill_lv * 5;
	if ((skill_lv = pc->checkskill(sd, BS_SKINTEMPER)) > 0) {
		sd->subele[ELE_NEUTRAL] += skill_lv;
		sd->subele[ELE_FIRE] += skill_lv*4;
	}
	if ((skill_lv = pc->checkskill(sd, NC_RESEARCHFE)) > 0) {
		sd->subele[ELE_EARTH] += skill_lv * 10;
		sd->subele[ELE_FIRE] += skill_lv * 10;
	}
	if ((skill_lv = pc->checkskill(sd, SA_DRAGONOLOGY)) > 0) {
#ifdef RENEWAL
		skill_lv = skill_lv * 2;
#else
		skill_lv = skill_lv * 4;
#endif
		sd->right_weapon.addrace[RC_DRAGON] += skill_lv;
		sd->left_weapon.addrace[RC_DRAGON] += skill_lv;
		sd->magic_addrace[RC_DRAGON] += skill_lv;
#ifdef RENEWAL
		sd->race_tolerance[RC_DRAGON] += skill_lv;
#else
		sd->subrace[RC_DRAGON] += skill_lv;
#endif
	}

	if ((skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0) {
		sd->right_weapon.addrace[RC_DEMON] += skill_lv;
		sd->right_weapon.addele[ELE_DARK] += skill_lv;
		sd->left_weapon.addrace[RC_DEMON] += skill_lv;
		sd->left_weapon.addele[ELE_DARK] += skill_lv;
		sd->magic_addrace[RC_DEMON] += skill_lv;
		sd->magic_addele[ELE_DARK] += skill_lv;
#ifdef RENEWAL
		sd->race_tolerance[RC_DEMON] += skill_lv;
#else
		sd->subrace[RC_DEMON] += skill_lv;
#endif
		sd->subele[ELE_DARK] += skill_lv;
	}

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

		// Geffen Scrolls
		if (sc->data[SC_SKELSCROLL]) {
#ifdef RENEWAL
			sd->race_tolerance[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1;
#else
			sd->subrace[RC_DEMIHUMAN] += sc->data[SC_SKELSCROLL]->val1;
#endif
		}
		if (sc->data[SC_DISTRUCTIONSCROLL]) {
			sd->right_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
			sd->left_weapon.addrace[RC_ANGEL] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
			sd->right_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
			sd->left_weapon.addele[ELE_HOLY] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
			sd->right_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
			sd->left_weapon.addrace[RC_BOSS] += sc->data[SC_DISTRUCTIONSCROLL]->val1;
		}
		if (sc->data[SC_ROYALSCROLL]) {
#ifdef RENEWAL
			sd->race_tolerance[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1;
#else
			sd->subrace[RC_BOSS] += sc->data[SC_ROYALSCROLL]->val1;
#endif
		}
		if (sc->data[SC_IMMUNITYSCROLL])
			sd->subele[ELE_NEUTRAL] += sc->data[SC_IMMUNITYSCROLL]->val1;

		// Geffen Magic Tournament
		if (sc->data[SC_GEFFEN_MAGIC1]) {
			sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
			sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
		}
		if (sc->data[SC_GEFFEN_MAGIC2])
			sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
		if (sc->data[SC_GEFFEN_MAGIC3]) {
#ifdef RENEWAL
			sd->race_tolerance[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
#else
			sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
#endif
		}
		if (sc->data[SC_CUP_OF_BOZA])
			sd->subele[ELE_FIRE] += sc->data[SC_CUP_OF_BOZA]->val2;
		if (sc->data[SC_PHI_DEMON]) {
			sd->right_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1;
			sd->left_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1;
		}
	}
	status->copy(&sd->battle_status, bstatus);

	// ----- CLIENT-SIDE REFRESH -----
	if(!sd->bl.prev) {
		//Will update on LoadEndAck
		calculating = 0;
		return 0;
	}
	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
		clif->skillinfoblock(sd);
	if(b_weight != sd->weight)
		clif->updatestatus(sd,SP_WEIGHT);
	if(b_max_weight != sd->max_weight) {
		clif->updatestatus(sd,SP_MAXWEIGHT);
		pc->updateweightstatus(sd);
	}
	if( b_cart_weight_max != sd->cart_weight_max ) {
		clif->updatestatus(sd,SP_CARTINFO);
	}

	// Spirit Marble status activates automatically for a infinite
	// amount of time when the skill is learned. Felt this was the
	// best place to put this. [Rytech]
	if (pc->checkskill(sd, SU_SPRITEMABLE))
		sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_DURATION);

	calculating = 0;

	return 0;
}

int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
{
	struct status_data *mstatus;
	struct s_mercenary *merc;

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

	status->calc_misc(&md->bl, mstatus, md->db->lv);
	status->copy(&md->battle_status, mstatus);

	return 0;
}

int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
{
	struct status_data *estatus;
	struct s_elemental *ele;
	struct map_session_data *sd;

	nullpo_ret(ed);
	estatus = &ed->base_status;
	ele = &ed->elemental;
	sd = ed->master;
	if (sd == NULL)
		return 0;

	if ( opt&SCO_FIRST ) {
		memcpy(estatus, &ed->db->status, sizeof(struct status_data));
		if (ele->mode == MD_NONE)
			estatus->mode = EL_MODE_PASSIVE;
		else
			estatus->mode = ele->mode;

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

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

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

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

	return 0;
}

int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
{
	struct status_data *nstatus;

	if (!nd)
		return 0;

	nstatus = &nd->status;

	if ( opt&SCO_FIRST ) {
		nstatus->hp = 1;
		nstatus->sp = 1;
		nstatus->max_hp = 1;
		nstatus->max_sp = 1;

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

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

	status->calc_misc(&nd->bl, nstatus, nd->level);
	status->copy(&nd->status, nstatus);

	return 0;
}

int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
{
	struct status_data *hstatus;
	struct s_homunculus *hom;
	int skill_lv;
	int amotion;

	nullpo_retr(1, hd);
	hstatus = &hd->base_status;
	hom = &hd->homunculus;
	hstatus->str = hom->str / 10;
	hstatus->agi = hom->agi / 10;
	hstatus->vit = hom->vit / 10;
	hstatus->dex = hom->dex / 10;
	hstatus->int_ = hom->int_ / 10;
	hstatus->luk = hom->luk / 10;

	APPLY_HOMUN_LEVEL_STATWEIGHT();

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

		hstatus->hp = 1;
		hstatus->sp = 1;
	}

	hstatus->aspd_rate = 1000;

#ifdef RENEWAL
	hstatus->def = 0;

	amotion = hd->homunculusDB->baseASPD;
	amotion = amotion - amotion * (hstatus->dex + hom->dex_value) / 1000 - (hstatus->agi + hom->agi_value) * amotion / 250;
#else
	skill_lv = hom->level / 10 + hstatus->vit / 5;
	hstatus->def = cap_value(skill_lv, 0, 99);

	skill_lv = hom->level / 10 + hstatus->int_ / 5;
	hstatus->mdef = cap_value(skill_lv, 0, 99);
	amotion = (1000 - 4 * hstatus->agi - hstatus->dex) * hd->homunculusDB->baseASPD / 1000;
#endif

	hstatus->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
	hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus.

	hstatus->max_hp = hom->max_hp;
	hstatus->max_sp = hom->max_sp;

	homun->calc_skilltree(hd, 0);

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

	if ( (skill_lv = homun->checkskill(hd, HVAN_INSTRUCT)) > 0 ) {
		hstatus->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
		hstatus->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
	}

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

	if ( (skill_lv = homun->checkskill(hd, HLIF_BRAIN)) > 0 )
		hstatus->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * hstatus->max_sp / 100;

	if ( opt&SCO_FIRST ) {
		hd->battle_status.hp = hom->hp;
		hd->battle_status.sp = hom->sp;
	}

#ifndef RENEWAL
	hstatus->rhw.atk = hstatus->dex;
	hstatus->rhw.atk2 = hstatus->str + hom->level;
#endif

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

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

//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen)
{
	struct map_session_data *sd;
	int val, skill_lv, reg_flag;
	nullpo_retv(bl);
	nullpo_retv(st);

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

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

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

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

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

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

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

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

	if( sd ) {
		struct regen_data_sub *sregen;
		if( (skill_lv=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) {
			val = regen->sp*(100+3*skill_lv)/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_lv=pc->checkskill(sd,SM_RECOVERY)) > 0 )
			val += skill_lv*5 + skill_lv*st->max_hp/500;
		sregen->hp = cap_value(val, 0, SHRT_MAX);

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

		sregen->sp = cap_value(val, 0, SHRT_MAX);

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

		val = 0;
		if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
			val += skill_lv*4 + skill_lv*st->max_hp/500;

		if( (skill_lv=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
			val += skill_lv*30 + skill_lv*st->max_hp/500;
		sregen->hp = cap_value(val, 0, SHRT_MAX);

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

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

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

		val = (st->max_sp * (st->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)
{
	nullpo_retv(bl);
	if (!(bl->type&BL_REGEN) || !regen)
		return;

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

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

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

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

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

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


	// Tension relax allows the user to recover HP while overweight
	// at 1x speed. Other SC ignored? [csnv]
	if (sc->data[SC_TENSIONRELAX]) {
		if (sc->data[SC_WEIGHTOVER50] || sc->data[SC_WEIGHTOVER90]) {
			regen->flag &= ~RGN_SP;
			regen->rate.hp = 1;
		} else {
			regen->rate.hp += 2;
			if (regen->sregen)
				regen->sregen->rate.hp += 3;
		}
	}

	if (sc->data[SC_MAGNIFICAT]) {
#ifndef RENEWAL // HP Regen applies only in Pre-renewal
		regen->rate.hp += 1;
#endif
		regen->rate.sp += 1;
	}

	if (sc->data[SC_GDSKILL_REGENERATION]) {
		const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
		if (!sce->val4) {
			regen->rate.hp += sce->val2;
			regen->rate.sp += sce->val3;
		} else
			regen->flag&=~sce->val4; //Remove regen as specified by val4
	}
	if (sc->data[SC_GENTLETOUCH_REVITALIZE]) {
		regen->hp += regen->hp * ( 30 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1 + 50 ) / 100;
	}
	if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
		regen->rate.hp *= 2;
	if (sc->data[SC_VITALITYACTIVATION])
		regen->flag &=~RGN_SP;

	// Recovery Items
	if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
		regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
	if (sc->data[SC_VITATA_500])
		regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100;
	if (sc->data[SC_ATKER_ASPD])
		regen->rate.hp += regen->rate.hp * sc->data[SC_ATKER_ASPD]->val2 / 100;
	if (sc->data[SC_ATKER_MOVESPEED])
		regen->rate.sp += regen->rate.sp * sc->data[SC_ATKER_MOVESPEED]->val2 / 100;
	if (sc->data[SC_BUCHEDENOEL]) {
		regen->rate.hp += regen->rate.hp * sc->data[SC_BUCHEDENOEL]->val1 / 100;
		regen->rate.sp += regen->rate.sp * sc->data[SC_BUCHEDENOEL]->val2 / 100;
	}
	if (sc->data[SC_CATNIPPOWDER]) {
		regen->rate.hp *= 2;
		regen->rate.sp *= 2;
	}
}

#define status_get_homstr(st, hd) ((st)->str + (hd)->homunculus.str_value)
#define status_get_homagi(st, hd) ((st)->agi + (hd)->homunculus.agi_value)
#define status_get_homvit(st, hd) ((st)->vit + (hd)->homunculus.vit_value)
#define status_get_homint(st, hd) ((st)->int_ + (hd)->homunculus.int_value)
#define status_get_homdex(st, hd) ((st)->dex + (hd)->homunculus.dex_value)
#define status_get_homluk(st, hd) ((st)->luk + (hd)->homunculus.luk_value)

/// 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 *bst = status->get_base_status(bl);
	struct status_data *st = status->get_status_data(bl);
	struct status_change *sc = status->get_sc(bl);
	struct map_session_data *sd = BL_CAST(BL_PC,bl);
	int temp;

	nullpo_retv(bl);

	if (!bst || !st)
		return;

	/** [Playtester]
	* This needs to be done even if there is currently no status change active, because
	* we need to update the speed on the client when the last status change ends.
	**/
	if(flag&SCB_SPEED) {
		struct unit_data *ud = unit->bl2ud(bl);
		/** [Skotlex]
		* 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)
		**/
		if (ud)
			ud->state.change_walk_target = ud->state.speed_changed = 1;
	}

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

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

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

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

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

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

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

	if(flag&SCB_BATK && bst->batk) {
		st->batk = status->base_atk(bl,st);
		temp = bst->batk - status->base_atk(bl,bst);
		if (temp) {
			temp += st->batk;
			st->batk = cap_value(temp, 0, USHRT_MAX);
		}
		st->batk = status->calc_batk(bl, sc, st->batk, true);
	}

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

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

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

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

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

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

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

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

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

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

	if(flag&SCB_SPEED) {

		st->speed = status->calc_speed(bl, sc, bst->speed);

		if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed )
			st->speed = battle_config.max_walk_speed;

		if (bl->type&BL_HOM && battle_config.hom_setting&0x8) {
			struct homun_data *hd = BL_UCAST(BL_HOM, bl);
			if (hd->master != NULL)
				st->speed = status->get_speed(&hd->master->bl);
		}
	}

	if(flag&SCB_CRI && bst->cri) {
		if (st->luk == bst->luk) {
			st->cri = status->calc_critical(bl, sc, bst->cri, true);
		} else {
			st->cri = status->calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true);
		}
		if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->weapontype == W_KATAR) {
			st->cri *= 2;
		}
	}

	if(flag&SCB_FLEE2 && bst->flee2) {
		if (st->luk == bst->luk)
			st->flee2 = status->calc_flee2(bl, sc, bst->flee2, true);
		else
			st->flee2 = status->calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true);
	}

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

	if(flag&SCB_DEF_ELE) {
		st->def_ele = status->calc_element(bl, sc, bst->def_ele);
		st->ele_lv = status->calc_element_lv(bl, sc, bst->ele_lv);
	}

	if(flag&SCB_MODE) {
		st->mode = status->calc_mode(bl, sc, bst->mode);
		//Since mode changed, reset their state.
		if (!(st->mode&MD_CANATTACK))
			unit->stop_attack(bl);
		if (!(st->mode&MD_CANMOVE))
			unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
	}

	// 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 ) {
			st->max_hp = status->get_base_maxhp(sd,st);
			if (sd)
				st->max_hp += bst->max_hp - sd->status.max_hp;

			st->max_hp = status->calc_maxhp(bl, sc, st->max_hp);

			if( st->max_hp > (unsigned int)battle_config.max_hp )
				st->max_hp = (unsigned int)battle_config.max_hp;
		} else {
			st->max_hp = status->calc_maxhp(bl, sc, bst->max_hp);
		}

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

	if(flag&SCB_MAXSP) {
		if( bl->type&BL_PC ) {
			st->max_sp = status->get_base_maxsp(sd,st);
			if (sd != NULL) {
				st->max_sp += bst->max_sp - sd->status.max_sp;
				st->max_sp = status->calc_maxsp(&sd->bl, &sd->sc, st->max_sp);
			}

			if( st->max_sp > (unsigned int)battle_config.max_sp )
				st->max_sp = (unsigned int)battle_config.max_sp;
		} else {
			st->max_sp = status->calc_maxsp(bl, sc, bst->max_sp);
		}

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

	if(flag&SCB_MATK) {
		status->update_matk(bl);
	}

	if ( flag&SCB_DSPD ) {
		int dmotion;
		if ( bl->type&BL_PC ) {
			if (bst->agi == st->agi)
				st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
			else {
				dmotion = 800-st->agi*4;
				st->dmotion = cap_value(dmotion, 400, 800);
				if ( battle_config.pc_damage_delay_rate != 100 )
					st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate / 100;
				//It's safe to ignore bst->dmotion since no bonus affects it.
				st->dmotion = status->calc_dmotion(bl, sc, st->dmotion);
			}
		} else if ( bl->type&BL_HOM ) {
			dmotion = 800 - st->agi * 4;
			st->dmotion = cap_value(dmotion, 400, 800);
			st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
		} else { // mercenary and mobs
			st->dmotion = status->calc_dmotion(bl, sc, bst->dmotion);
		}
	}

	if(flag&SCB_ASPD) {
		int amotion;
		if ( bl->type&BL_HOM ) {
			const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
#ifdef RENEWAL
			amotion = hd->homunculusDB->baseASPD;
			amotion = amotion - amotion * status_get_homdex(st, hd) / 1000 - status_get_homagi(st, hd) * amotion / 250;
			amotion = (amotion * status->calc_aspd(bl, sc, 1) + status->calc_aspd(bl, sc, 2)) / -100 + amotion;
#else
			amotion = (1000 - 4 * st->agi - st->dex) * hd->homunculusDB->baseASPD / 1000;

			amotion = status->calc_aspd_rate(bl, sc, amotion);

			if ( st->aspd_rate != 1000 )
				amotion = amotion*st->aspd_rate / 1000;
#endif
			amotion = status->calc_fix_aspd(bl, sc, amotion);
			st->amotion = cap_value(amotion, battle_config.max_aspd, 2000);

			st->adelay = st->amotion;
		} else if ( bl->type&BL_PC ) {
			amotion = status->base_amotion_pc(sd, st);
#ifndef RENEWAL_ASPD
			st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);
#endif
			if ( st->aspd_rate != 1000 ) // absolute percentage modifier
				amotion = amotion * st->aspd_rate / 1000;
			if (sd && sd->ud.skilltimer != INVALID_TIMER) {
				if (pc->checkskill(sd, SA_FREECAST) > 0) {
					amotion = amotion * 5 * (pc->checkskill(sd, SA_FREECAST) + 10) / 100;
				} else {
					struct unit_data *ud = unit->bl2ud(bl);
					if (ud && (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0) {
						amotion = amotion * 5 * (ud->skill_lv + 10) / 100;
					}
				}
			}
#ifdef RENEWAL_ASPD
			amotion += (max(0xc3 - amotion, 2) * (st->aspd_rate2 + status->calc_aspd(bl, sc, 2))) / 100;
			amotion = 10 * (200 - amotion);
			if (sd != NULL) {
				amotion += sd->bonus.aspd_add;
			}
#endif
			amotion = status->calc_fix_aspd(bl, sc, amotion);
			if (sd != NULL) {
				st->amotion = cap_value(amotion, ((sd->job & JOBL_THIRD) != 0 ? battle_config.max_third_aspd : battle_config.max_aspd), 2000);
			} else {
				st->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
			}

			st->adelay = 2 * st->amotion;
		} else { // mercenary and mobs
			amotion = bst->amotion;
			st->aspd_rate = status->calc_aspd_rate(bl, sc, bst->aspd_rate);

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

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

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

	if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
		status->calc_regen(bl, st, 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, enum e_status_calc_opt opt)
{
	struct status_data bst; // previous battle status
	struct status_data *st; // pointer to current battle status

	nullpo_retv(bl);
	if (bl->type == BL_PC) {
		struct map_session_data *sd = BL_UCAST(BL_PC, bl);
		if (sd->delayed_damage != 0) {
			if (opt&SCO_FORCE) {
				sd->state.hold_recalc = 0;/* clear and move on */
			} else {
				sd->state.hold_recalc = 1;/* flag and stop */
				return;
			}
		}
	}

	// remember previous values
	st = status->get_status_data(bl);
	memcpy(&bst, st, 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), opt);          break;
			case BL_MOB:  status->calc_mob_(BL_CAST(BL_MOB,bl), opt);        break;
			case BL_PET:  status->calc_pet_(BL_CAST(BL_PET,bl), opt);        break;
			case BL_HOM:  status->calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
			case BL_MER:  status->calc_mercenary_(BL_CAST(BL_MER,bl), opt);  break;
			case BL_ELEM: status->calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
			case BL_NPC:  status->calc_npc_(BL_CAST(BL_NPC,bl), opt);        break;
		}
	}

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

	if( opt&SCO_FIRST && bl->type == BL_MOB ) {
#ifdef RENEWAL
		status->update_matk(bl); // Otherwise, the mob will spawn with lower MATK values
#endif
		return; // assume there will be no statuses active
	}

	status->calc_bl_main(bl, flag);

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

	// compare against new values and send client updates
	if( bl->type == BL_PC ) {
		struct map_session_data *sd = BL_CAST(BL_PC, bl);
		if(bst.str != st->str)
			clif->updatestatus(sd,SP_STR);
		if(bst.agi != st->agi)
			clif->updatestatus(sd,SP_AGI);
		if(bst.vit != st->vit)
			clif->updatestatus(sd,SP_VIT);
		if(bst.int_ != st->int_)
			clif->updatestatus(sd,SP_INT);
		if(bst.dex != st->dex)
			clif->updatestatus(sd,SP_DEX);
		if(bst.luk != st->luk)
			clif->updatestatus(sd,SP_LUK);
		if(bst.hit != st->hit)
			clif->updatestatus(sd,SP_HIT);
		if(bst.flee != st->flee)
			clif->updatestatus(sd,SP_FLEE1);
		if(bst.amotion != st->amotion)
			clif->updatestatus(sd,SP_ASPD);
		if(bst.speed != st->speed)
			clif->updatestatus(sd,SP_SPEED);

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

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

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

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

//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_change *tsc = NULL;

	nullpo_ret(src);
	nullpo_ret(target);

	switch ( src->type ) {
	case BL_MOB:
		view_range = BL_UCCAST(BL_MOB, src)->min_chase;
		break;
	case BL_PET:
		view_range = BL_UCCAST(BL_PET, src)->db->range2;
		break;
	default:
		view_range = AREA_SIZE;
	}

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

	if ( src->type == BL_NPC ) /* NPCs don't care for the rest */
		return 1;

	if ( (tsc = status->get_sc(target)) ) {
		struct status_data *st = status->get_status_data(src);

		switch ( target->type ) { //Check for chase-walk/hiding/cloaking opponents.
		case BL_PC:
			if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
				return 0;
			if ((tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK)
			  || tsc->data[SC_STEALTHFIELD] != NULL
			  || tsc->data[SC__INVISIBILITY] != NULL
			  || tsc->data[SC_CAMOUFLAGE] != NULL
			    )
			 && !(st->mode&MD_BOSS)
			 && (BL_UCCAST(BL_PC, target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR)))
				return 0;
			break;
		default:
			if ( (tsc->option&(OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->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 *st)
{
	int amotion;
#ifdef RENEWAL_ASPD /* [malufett/Hercules] */
	float temp;
	int skill_lv, val = 0;

	nullpo_ret(sd);
	nullpo_ret(st);

	amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1];
	if (sd->weapontype > MAX_SINGLE_WEAPON_TYPE)
		amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2] / 4;
	if (sd->has_shield)
		amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][MAX_SINGLE_WEAPON_TYPE];
	switch (sd->weapontype) {
		case W_BOW:
		case W_MUSICAL:
		case W_WHIP:
		case W_REVOLVER:
		case W_RIFLE:
		case W_GATLING:
		case W_SHOTGUN:
		case W_GRENADE:
			temp = st->dex * st->dex / 7.0f + st->agi * st->agi * 0.5f;
			break;
		default:
			temp = st->dex * st->dex / 5.0f + st->agi * st->agi * 0.5f;
	}
	temp = (float)(sqrt(temp) * 0.25f) + 0xc4;
	if (sd->weapontype == W_BOOK && (skill_lv = pc->checkskill(sd, SA_ADVANCEDBOOK)) > 0)
		val += (skill_lv - 1) / 2 + 1;
	if ( (skill_lv = pc->checkskill(sd, GS_SINGLEACTION)) > 0 )
		val += ((skill_lv + 1) / 2);
	amotion = ((int)(temp + ((float)(status->calc_aspd(&sd->bl, &sd->sc, 1) + val) * st->agi / 200)) - min(amotion, 200));
#else
	// base weapon delay
	amotion = (sd->weapontype < MAX_SINGLE_WEAPON_TYPE)
		? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype]) // single weapon
		: (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2]) * 7 / 10; // dual-wield

	// percentual delay reduction from stats
	amotion -= amotion * (4 * st->agi + st->dex) / 1000;

	// raw delay adjustment from bAspd bonus
	amotion += sd->bonus.aspd_add;

	/* angra manyu disregards aspd_base and similar */
	if ( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
		return 0;
#endif

	return amotion;
}

unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st)
{
	int flag = 0, str, dex, dstr;

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

	if (bl->type == BL_PC) {
		switch (BL_UCCAST(BL_PC, bl)->weapontype) {
		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 = st->dex;
		dex = st->str;
	} else {
		str = st->str;
		dex = st->dex;
	}
#ifdef RENEWAL
		dstr = str;
#endif
	//Normally only players have base-atk, but homunc have a different batk
	// equation, hinting that perhaps non-players should use this for batk.
	// [Skotlex]
#ifdef RENEWAL
	if (bl->type == BL_HOM) {
		const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
		str = 2 * (hd->homunculus.level + status_get_homstr(st, hd));
	}
#else
	dstr = str / 10;
	str += dstr*dstr;
#endif
#ifdef RENEWAL
	if (bl->type == BL_PC)
		str = (int)(dstr + (float)dex / 5 + (float)st->luk / 3 + (float)BL_UCCAST(BL_PC, bl)->status.base_level / 4);
	else if (bl->type == BL_MOB)
		str = dstr + BL_UCCAST(BL_MOB, bl)->level;
#if 0
	else if (bl->type == BL_MER) // FIXME: What should go here?
		str = dstr + BL_UCCAST(BL_MER, bl)->level;
#endif // 0
#else // ! RENEWAL
	if (bl->type == BL_PC)
		str += dex / 5 + st->luk / 5;
#endif // RENEWAL
	return cap_value(str, 0, USHRT_MAX);
}

unsigned short status_base_matk_min(const struct status_data *st)
{
	nullpo_ret(st);
	return st->int_ + (st->int_ / 7) * (st->int_ / 7);
}

unsigned short status_base_matk_max(const struct status_data *st)
{
	nullpo_ret(st);
	return st->int_ + (st->int_ / 5)*(st->int_ / 5);
}

unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level)
{
#ifdef RENEWAL
	nullpo_ret(bl);
	nullpo_ret(st);
	switch ( bl->type ) {
		case BL_MOB:
			return st->int_ + level;
		case BL_HOM:
			return status_get_homint(st, BL_UCCAST(BL_HOM, bl)) + level;
		case BL_MER:
			return st->int_ + st->int_ / 5 * st->int_ / 5;
		case BL_PC:
		default: // temporary until all are formulated
			return st->int_ + (st->int_ / 2) + (st->dex / 5) + (st->luk / 3) + (level / 4);
	}
#else
	return 0;
#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 *st, int level)
{
	nullpo_retv(bl);
	nullpo_retv(st);
	//Non players get the value set, players need to stack with previous bonuses.
	if ( bl->type != BL_PC )
		st->batk =
		st->hit = st->flee =
		st->def2 = st->mdef2 =
		st->cri = st->flee2 = 0;

#ifdef RENEWAL // renewal formulas
	if ( bl->type == BL_HOM ) {
		const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
		st->def2 = status_get_homvit(st, hd) + status_get_homagi(st, hd) / 2;
		st->mdef2 = (status_get_homvit(st, hd) + status_get_homint(st, hd)) / 2;
		st->def += status_get_homvit(st, hd) + level / 2; // Increase. Already initialized in status_calc_homunculus_
		st->mdef = (int)(((float)status_get_homvit(st, hd) + level) / 4 + (float)status_get_homint(st, hd) / 2);
		st->hit = level + st->dex + 150;
		st->flee = level + status_get_homagi(st, hd);
		st->rhw.atk = (status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 5;
		st->rhw.atk2 = (status_get_homluk(st, hd) + status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 3;
	} else {
		st->hit += level + st->dex + (bl->type == BL_PC ? st->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
		st->flee += level + st->agi + (bl->type == BL_MER ? 0: (bl->type == BL_PC ? st->luk / 5 : 0) + 100); //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
		st->def2 += (int)(((float)level + st->vit) / 2 + (bl->type == BL_PC ? ((float)st->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
		st->mdef2 += (int)(bl->type == BL_PC ? (st->int_ + ((float)level / 4) + ((float)(st->dex + st->vit) / 5)) : ((float)(st->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
	}
#else // not RENEWAL
	st->matk_min = status->base_matk_min(st);
	st->matk_max = status->base_matk_max(st);
	st->hit += level + st->dex;
	st->flee += level + st->agi;
	st->def2 += st->vit;
	st->mdef2 += st->int_ + (st->vit >> 1);
#endif // RENEWAL

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

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

	if ( st->batk ) {
		int temp = st->batk + status->base_atk(bl, st);
		st->batk = cap_value(temp, 0, USHRT_MAX);
	} else
		st->batk = status->base_atk(bl, st);
	if ( st->cri ) {
		switch ( bl->type ) {
			case BL_MOB:
				if ( battle_config.mob_critical_rate != 100 )
					st->cri = st->cri*battle_config.mob_critical_rate / 100;
				if ( !st->cri && battle_config.mob_critical_rate )
					st->cri = 10;
				break;
			case BL_PC:
				//Players don't have a critical adjustment setting as of yet.
				break;
			case BL_MER:
	#ifdef RENEWAL
				st->matk_min = st->matk_max = status->base_matk_max(st);
				st->def2 = st->vit + level / 10 + st->vit / 5;
				st->mdef2 = level / 10 + st->int_ / 5;
	#endif
			/* Fall through */
			default:
				if ( battle_config.critical_rate != 100 )
					st->cri = st->cri*battle_config.critical_rate / 100;
				if ( !st->cri && battle_config.critical_rate )
					st->cri = 10;
		}
	}
	if ( bl->type&BL_REGEN )
		status->calc_regen(bl, st, status->get_regen_data(bl));
}

/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
*------------------------------------------*/
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_FULL_THROTTLE])
		str += str * 20 / 100;
	if(sc->data[SC_HARMONIZE]) {
		str -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(str,0,USHRT_MAX);
	}
	if(sc->data[SC_BEYOND_OF_WARCRY])
		str += sc->data[SC_BEYOND_OF_WARCRY]->val3;
	if(sc->data[SC_INCALLSTATUS])
		str += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_CHASEWALK2])
		str += sc->data[SC_CHASEWALK2]->val1;
	if(sc->data[SC_FOOD_STR])
		str += sc->data[SC_FOOD_STR]->val1;
	if(sc->data[SC_FOOD_STR_CASH])
		str += sc->data[SC_FOOD_STR_CASH]->val1;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		str += 5;
	if(sc->data[SC_LEADERSHIP])
		str += sc->data[SC_LEADERSHIP]->val1;
	if(sc->data[SC_SHOUT])
		str += 4;
	if(sc->data[SC_TRUESIGHT])
		str += 5;
	if(sc->data[SC_STRUP])
		str += 10;
	if(sc->data[SC_NJ_NEN])
		str += sc->data[SC_NJ_NEN]->val1;
	if(sc->data[SC_BLESSING]){
		if(sc->data[SC_BLESSING]->val2)
			str += sc->data[SC_BLESSING]->val2;
		else
			str >>= 1;
	}
	if(sc->data[SC_MARIONETTE_MASTER])
		str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE])
		str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		str += ((sc->data[SC_SOULLINK]->val3)>>16)&0xFF;
	if(sc->data[SC_GIANTGROWTH])
		str += 30;
	if(sc->data[SC_SAVAGE_STEAK])
		str += sc->data[SC_SAVAGE_STEAK]->val1;
	if(sc->data[SC_INSPIRATION])
		str += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		str -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		str -= sc->data[SC_KYOUGAKU]->val3;
	if (sc->data[SC_2011RWC])
		str += sc->data[SC_2011RWC]->val1;
	if (sc->data[SC_STR_SCROLL])
		str += sc->data[SC_STR_SCROLL]->val1;

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

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_FULL_THROTTLE])
		agi += agi * 20 / 100;
	if(sc->data[SC_HARMONIZE]) {
		agi -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(agi,0,USHRT_MAX);
	}
	if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
		agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		agi += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCAGI])
		agi += sc->data[SC_INCAGI]->val1;
	if(sc->data[SC_FOOD_AGI])
		agi += sc->data[SC_FOOD_AGI]->val1;
	if(sc->data[SC_FOOD_AGI_CASH])
		agi += sc->data[SC_FOOD_AGI_CASH]->val1;
	if(sc->data[SC_SOULCOLD])
		agi += sc->data[SC_SOULCOLD]->val1;
	if(sc->data[SC_TRUESIGHT])
		agi += 5;
	if(sc->data[SC_INC_AGI])
		agi += sc->data[SC_INC_AGI]->val2;
	if(sc->data[SC_GS_ACCURACY])
		agi += 4; // added based on skill updates [Reddozen]
	if(sc->data[SC_DEC_AGI])
		agi -= sc->data[SC_DEC_AGI]->val2;
	if(sc->data[SC_QUAGMIRE])
		agi -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
		agi -= sc->data[SC_NJ_SUITON]->val2;
	if(sc->data[SC_MARIONETTE_MASTER])
		agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE])
		agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		agi += ((sc->data[SC_SOULLINK]->val3)>>8)&0xFF;
	if(sc->data[SC_ADORAMUS])
		agi -= sc->data[SC_ADORAMUS]->val2;
	if(sc->data[SC_DROCERA_HERB_STEAMED])
		agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
	if(sc->data[SC_INSPIRATION])
		agi += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		agi -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		agi -= sc->data[SC_KYOUGAKU]->val3;
	if (sc->data[SC_2011RWC])
		agi += sc->data[SC_2011RWC]->val1;

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

	if (sc->data[SC_ARCLOUSEDASH])
		agi += sc->data[SC_ARCLOUSEDASH]->val2;

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

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_FULL_THROTTLE])
		vit += vit * 20 / 100;
	if(sc->data[SC_HARMONIZE]) {
		vit -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)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_FOOD_VIT])
		vit += sc->data[SC_FOOD_VIT]->val1;
	if(sc->data[SC_FOOD_VIT_CASH])
		vit += sc->data[SC_FOOD_VIT_CASH]->val1;
	if(sc->data[SC_HLIF_CHANGE])
		vit += sc->data[SC_HLIF_CHANGE]->val2;
	if(sc->data[SC_GLORYWOUNDS])
		vit += sc->data[SC_GLORYWOUNDS]->val1;
	if(sc->data[SC_TRUESIGHT])
		vit += 5;
	if(sc->data[SC_MARIONETTE_MASTER])
		vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
	if(sc->data[SC_MARIONETTE])
		vit += sc->data[SC_MARIONETTE]->val3&0xFF;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		vit += sc->data[SC_SOULLINK]->val3&0xFF;
	if(sc->data[SC_LAUDAAGNUS])
		vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
	if(sc->data[SC_MINOR_BBQ])
		vit += sc->data[SC_MINOR_BBQ]->val1;
	if(sc->data[SC_INSPIRATION])
		vit += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		vit -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		vit -= sc->data[SC_KYOUGAKU]->val3;
	if(sc->data[SC_NOEQUIPARMOR])
		vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2 / 100;
	if (sc->data[SC_CUP_OF_BOZA])
		vit += sc->data[SC_CUP_OF_BOZA]->val1;
	if (sc->data[SC_2011RWC])
		vit += sc->data[SC_2011RWC]->val1;

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

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

	if(sc->data[SC_FULL_THROTTLE])
		int_ += int_ * 20 / 100;
	if(sc->data[SC_HARMONIZE]) {
		int_ -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(int_,0,USHRT_MAX);
	}
	if(sc->data[SC_MELODYOFSINK])
		int_ -= sc->data[SC_MELODYOFSINK]->val3;
	if(sc->data[SC_INCALLSTATUS])
		int_ += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCINT])
		int_ += sc->data[SC_INCINT]->val1;
	if(sc->data[SC_FOOD_INT])
		int_ += sc->data[SC_FOOD_INT]->val1;
	if(sc->data[SC_FOOD_INT_CASH])
		int_ += sc->data[SC_FOOD_INT_CASH]->val1;
	if(sc->data[SC_HLIF_CHANGE])
		int_ += sc->data[SC_HLIF_CHANGE]->val3;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		int_ += 5;
	if(sc->data[SC_TRUESIGHT])
		int_ += 5;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			int_ += sc->data[SC_BLESSING]->val2;
		else
			int_ >>= 1;
	}
	if(sc->data[SC_NJ_NEN])
		int_ += sc->data[SC_NJ_NEN]->val1;
	if(sc->data[SC_MARIONETTE_MASTER])
		int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE])
		int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		int_ += ((sc->data[SC_SOULLINK]->val4)>>16)&0xFF;
	if(sc->data[SC_MANDRAGORA])
		int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
	if(sc->data[SC_COCKTAIL_WARG_BLOOD])
		int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
	if(sc->data[SC_INSPIRATION])
		int_ += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		int_ -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		int_ -= sc->data[SC_KYOUGAKU]->val3;
	if (sc->data[SC_2011RWC])
		int_ += sc->data[SC_2011RWC]->val1;
	if (sc->data[SC_INT_SCROLL])
		int_ += sc->data[SC_INT_SCROLL]->val1;

	if(bl->type != BL_PC){
		if(sc->data[SC_NOEQUIPHELM])
			int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
		if(sc->data[SC__STRIPACCESSARY])
			int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
	}

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

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

	if(sc->data[SC_FULL_THROTTLE])
		dex += dex * 20 / 100;
	if(sc->data[SC_HARMONIZE]) {
		dex -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(dex,0,USHRT_MAX);
	}
	if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
		dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		dex += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCDEX])
		dex += sc->data[SC_INCDEX]->val1;
	if(sc->data[SC_FOOD_DEX])
		dex += sc->data[SC_FOOD_DEX]->val1;
	if(sc->data[SC_FOOD_DEX_CASH])
		dex += sc->data[SC_FOOD_DEX_CASH]->val1;
	if(sc->data[SC_GDSKILL_BATTLEORDER])
		dex += 5;
	if(sc->data[SC_HAWKEYES])
		dex += sc->data[SC_HAWKEYES]->val1;
	if(sc->data[SC_TRUESIGHT])
		dex += 5;
	if(sc->data[SC_QUAGMIRE])
		dex -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			dex += sc->data[SC_BLESSING]->val2;
		else
			dex >>= 1;
	}
	if(sc->data[SC_GS_ACCURACY])
		dex += 4; // added based on skill updates [Reddozen]
	if(sc->data[SC_MARIONETTE_MASTER])
		dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE])
		dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
	if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		dex += ((sc->data[SC_SOULLINK]->val4)>>8)&0xFF;
	if(sc->data[SC_SIROMA_ICE_TEA])
		dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
	if(sc->data[SC_INSPIRATION])
		dex += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		dex -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		dex -= sc->data[SC_KYOUGAKU]->val3;
	if (sc->data[SC_2011RWC])
		dex += sc->data[SC_2011RWC]->val1;

	if(sc->data[SC_MARSHOFABYSS])
		dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
	if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
		dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;

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

unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
	nullpo_ret(bl);

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

	if (sc->data[SC_FULL_THROTTLE])
		luk += luk * 20 / 100;
	if (sc->data[SC_HARMONIZE]) {
		luk -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(luk, 0, USHRT_MAX);
	}
	if (sc->data[SC_CURSE])
		return 0;
	if (sc->data[SC_INCALLSTATUS])
		luk += sc->data[SC_INCALLSTATUS]->val1;
	if (sc->data[SC_INCLUK])
		luk += sc->data[SC_INCLUK]->val1;
	if (sc->data[SC_FOOD_LUK])
		luk += sc->data[SC_FOOD_LUK]->val1;
	if (sc->data[SC_FOOD_LUK_CASH])
		luk += sc->data[SC_FOOD_LUK_CASH]->val1;
	if (sc->data[SC_TRUESIGHT])
		luk += 5;
	if (sc->data[SC_GLORIA])
		luk += 30;
	if (sc->data[SC_MARIONETTE_MASTER])
		luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
	if (sc->data[SC_MARIONETTE])
		luk += sc->data[SC_MARIONETTE]->val4&0xFF;
	if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
		luk += sc->data[SC_SOULLINK]->val4&0xFF;
	if (sc->data[SC_PUTTI_TAILS_NOODLES])
		luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
	if (sc->data[SC_INSPIRATION])
		luk += sc->data[SC_INSPIRATION]->val3;
	if (sc->data[SC_STOMACHACHE])
		luk -= sc->data[SC_STOMACHACHE]->val1;
	if (sc->data[SC_KYOUGAKU])
		luk -= sc->data[SC_KYOUGAKU]->val3;
	if (sc->data[SC_LAUDARAMUS])
		luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
	if (sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
		luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
	if (sc->data[SC_BANANA_BOMB])
		luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
	if (sc->data[SC_2011RWC])
		luk += sc->data[SC_2011RWC]->val1;
	if (sc->data[SC_MYSTICPOWDER])
		luk += sc->data[SC_MYSTICPOWDER]->val2;

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

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

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

	if(sc->data[SC_INCATKRATE])
		batk += batk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		batk += batk * sc->data[SC_PROVOKE]->val3/100;
#ifndef RENEWAL
	if(sc->data[SC_LKCONCENTRATION])
		batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100;
#else
	if ( sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC )
		batk -= batk * sc->data[SC_NOEQUIPWEAPON]->val2 / 100;
#endif
	if(sc->data[SC_SKE])
		batk += batk * 3;
	if(sc->data[SC_HAMI_BLOODLUST])
		batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100;
	if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
		batk -= batk * 25/100;
	if(sc->data[SC_CURSE])
		batk -= batk * 25/100;
	if( sc->data[SC_ZANGETSU] )
		batk += sc->data[SC_ZANGETSU]->val2;
#if 0 //Curse shouldn't effect on this?  <- Curse OR Bleeding??
	if(sc->data[SC_BLOODING])
		batk -= batk * 25/100;
#endif // 0
	if(sc->data[SC_HLIF_FLEET])
		batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
	if(sc->data[SC__ENERVATION])
		batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_SATURDAY_NIGHT_FEVER])
		batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
	if (sc->data[SC_BATTLESCROLL])
		batk += batk * sc->data[SC_BATTLESCROLL]->val1 / 100;

	// Eden Crystal Synthesis
	if (sc->data[SC_QUEST_BUFF1])
		batk += sc->data[SC_QUEST_BUFF1]->val1;
	if (sc->data[SC_QUEST_BUFF2])
		batk += sc->data[SC_QUEST_BUFF2]->val1;
	if (sc->data[SC_QUEST_BUFF3])
		batk += sc->data[SC_QUEST_BUFF3]->val1;

	if (sc->data[SC_GM_BATTLE])
		batk += batk * sc->data[SC_GM_BATTLE]->val1 / 100;
	if (sc->data[SC_GM_BATTLE2])
		batk += batk * sc->data[SC_GM_BATTLE2]->val1 / 100;
	if (sc->data[SC_2011RWC])
		batk += batk * sc->data[SC_2011RWC]->val2 / 100;
	if (sc->data[SC_STEAMPACK])
		batk += sc->data[SC_STEAMPACK]->val1;

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

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

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

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if( sc->data[SC_WATER_BARRIER] )
			watk -= sc->data[SC_WATER_BARRIER]->val3;
		if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
			watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
		return (unsigned short)cap_value(watk,0,USHRT_MAX);
	}
#ifndef RENEWAL
	if(sc->data[SC_IMPOSITIO])
		watk += sc->data[SC_IMPOSITIO]->val2;
	if(sc->data[SC_DRUMBATTLE])
		watk += sc->data[SC_DRUMBATTLE]->val2;
#endif
	if(sc->data[SC_WATKFOOD])
		watk += sc->data[SC_WATKFOOD]->val1;
	if(sc->data[SC_VOLCANO])
		watk += sc->data[SC_VOLCANO]->val2;
	if(sc->data[SC_MER_ATK])
		watk += sc->data[SC_MER_ATK]->val2;
	if(sc->data[SC_FIGHTINGSPIRIT])
		watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
	if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
		watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
	if(sc->data[SC_INSPIRATION])
		watk += sc->data[SC_INSPIRATION]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
		watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
	if( sc->data[SC_TROPIC_OPTION] )
		watk += sc->data[SC_TROPIC_OPTION]->val2;
	if( sc->data[SC_HEATER_OPTION] )
		watk += sc->data[SC_HEATER_OPTION]->val2;
	if( sc->data[SC_PYROTECHNIC_OPTION] )
		watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;

#ifndef RENEWAL
	if(sc->data[SC_NIBELUNGEN]) {
		if (bl->type != BL_PC) {
			watk += sc->data[SC_NIBELUNGEN]->val2;
		} else {
			const struct map_session_data *sd = BL_UCCAST(BL_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_LKCONCENTRATION])
		watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100;
#endif
	if(sc->data[SC_INCATKRATE] && bl->type != BL_MOB)
		watk += watk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		watk += watk * sc->data[SC_PROVOKE]->val3/100;
	if(sc->data[SC_SKE])
		watk += watk * 3;
	if(sc->data[SC_HLIF_FLEET])
		watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
	if(sc->data[SC_CURSE])
		watk -= watk * 25/100;
#ifndef RENEWAL
	if(sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC)
		watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
#endif
	if(sc->data[SC__ENERVATION])
		watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_RUSH_WINDMILL])
		watk += sc->data[SC_RUSH_WINDMILL]->val2;
	if (sc->data[SC_ODINS_POWER])
		watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
	if(sc->data[SC_STRIKING])
		watk += sc->data[SC_STRIKING]->val2;
	if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
		|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		)
		watk += watk / 10;
	if(sc->data[SC_TIDAL_WEAPON])
		watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
	if(sc->data[SC_ANGRIFFS_MODUS])
		watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
	if( sc->data[SC_FLASHCOMBO] )
		watk += sc->data[SC_FLASHCOMBO]->val2;
	if (sc->data[SC_CATNIPPOWDER])
		watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;

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

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

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

	if (!viewable) {
		/* some statuses that are hidden in the status window */
		if (sc->data[SC_MINDBREAKER])
			matk += matk * sc->data[SC_MINDBREAKER]->val2 / 100;
		return (unsigned short)cap_value(matk, 0, USHRT_MAX);
	}

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

	// Eden Crystal Synthesis
	if (sc->data[SC_QUEST_BUFF1])
		matk += sc->data[SC_QUEST_BUFF1]->val1;
	if (sc->data[SC_QUEST_BUFF2])
		matk += sc->data[SC_QUEST_BUFF2]->val1;
	if (sc->data[SC_QUEST_BUFF3])
		matk += sc->data[SC_QUEST_BUFF3]->val1;

	// Geffen Magic Tournament
	if (sc->data[SC_FENRIR_CARD])
		matk += sc->data[SC_FENRIR_CARD]->val1;

	if (sc->data[SC_GM_BATTLE])
		matk += matk * sc->data[SC_GM_BATTLE]->val1 / 100;
	if (sc->data[SC_GM_BATTLE2])
		matk += matk * sc->data[SC_GM_BATTLE2]->val1 / 100;
	if (sc->data[SC_2011RWC])
		matk += matk * sc->data[SC_2011RWC]->val2 / 100;
	if (sc->data[SC_MAGIC_CANDY])
		matk += sc->data[SC_MAGIC_CANDY]->val1;

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

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

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

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

	if (sc->data[SC__INVISIBILITY])
		critical += sc->data[SC__INVISIBILITY]->val3;
	if (sc->data[SC__UNLUCKY])
		critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
	if (sc->data[SC_BEYOND_OF_WARCRY])
		critical += sc->data[SC_BEYOND_OF_WARCRY]->val3 * 10;
	if (sc->data[SC_BUCHEDENOEL])
		critical += sc->data[SC_BUCHEDENOEL]->val4 * 10;

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

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

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

	if (!viewable) {
		/* some statuses that are hidden in the status window */
		if (sc->data[SC_MTF_ASPD])
			hit += sc->data[SC_MTF_ASPD]->val2;
		return (short)cap_value(hit, 1, SHRT_MAX);
	}

	if (sc->data[SC_INCHIT])
		hit += sc->data[SC_INCHIT]->val1;
	if (sc->data[SC_MTF_HITFLEE])
		hit += sc->data[SC_MTF_HITFLEE]->val1;
	if (sc->data[SC_FOOD_BASICHIT])
		hit += sc->data[SC_FOOD_BASICHIT]->val1;
	if (sc->data[SC_TRUESIGHT])
		hit += sc->data[SC_TRUESIGHT]->val3;
	if (sc->data[SC_HUMMING])
		hit += sc->data[SC_HUMMING]->val2;
	if (sc->data[SC_LKCONCENTRATION])
		hit += sc->data[SC_LKCONCENTRATION]->val3;
	if (sc->data[SC_INSPIRATION])
		hit += 5 * sc->data[SC_INSPIRATION]->val1 + 25;
	if (sc->data[SC_GS_ADJUSTMENT])
		hit -= 30;
	if (sc->data[SC_GS_ACCURACY])
		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
	if (sc->data[SC_MER_HIT])
		hit += sc->data[SC_MER_HIT]->val2;
	if (sc->data[SC_INCHITRATE])
		hit += hit * sc->data[SC_INCHITRATE]->val1/100;
	if (sc->data[SC_BLIND])
		hit -= hit * 25/100;
	if (sc->data[SC_FIRE_EXPANSION_TEAR_GAS])
		hit -= hit * 50 / 100;
	if (sc->data[SC__GROOMY])
		hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
	if (sc->data[SC_FEAR])
		hit -= hit * 20 / 100;
	if (sc->data[SC_VOLCANIC_ASH])
		hit /= 2;
	if (sc->data[SC_ILLUSIONDOPING])
		hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom
	if (sc->data[SC_ACARAJE])
		hit += sc->data[SC_ACARAJE]->val1;
	if (sc->data[SC_BUCHEDENOEL])
		hit += sc->data[SC_BUCHEDENOEL]->val3;

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

signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
{
	nullpo_retr(1, bl);

	if (bl->type == BL_PC) {
		if (map_flag_gvg2(bl->m))
			flee -= flee * battle_config.gvg_flee_penalty / 100;
		else if( map->list[bl->m].flag.battleground )
			flee -= flee * battle_config.bg_flee_penalty / 100;
	}

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

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

	if (sc->data[SC_INCFLEE])
		flee += sc->data[SC_INCFLEE]->val1;
	if (sc->data[SC_MTF_HITFLEE])
		flee += sc->data[SC_MTF_HITFLEE]->val2;
	if (sc->data[SC_FOOD_BASICAVOIDANCE])
		flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
	if (sc->data[SC_WHISTLE])
		flee += sc->data[SC_WHISTLE]->val2;
	if (sc->data[SC_WINDWALK])
		flee += sc->data[SC_WINDWALK]->val2;
	if (sc->data[SC_VIOLENTGALE])
		flee += sc->data[SC_VIOLENTGALE]->val2;
	if (sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT]->val2;
	if (sc->data[SC_RG_CCONFINE_M])
		flee += 10;
	if (sc->data[SC_ANGRIFFS_MODUS])
		flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
	if (sc->data[SC_GS_ADJUSTMENT])
		flee += 30;
	if (sc->data[SC_HLIF_SPEED])
		flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
	if (sc->data[SC_GS_GATLINGFEVER])
		flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
	if (sc->data[SC_PARTYFLEE])
		flee += sc->data[SC_PARTYFLEE]->val1 * 10;
	if (sc->data[SC_MER_FLEE])
		flee += sc->data[SC_MER_FLEE]->val2;
	if (sc->data[SC_HALLUCINATIONWALK])
		flee += sc->data[SC_HALLUCINATIONWALK]->val2;
	if (sc->data[SC_WATER_BARRIER])
		flee -= sc->data[SC_WATER_BARRIER]->val3;
#ifdef RENEWAL
	if (sc->data[SC_SPEARQUICKEN])
		flee += sc->data[SC_SPEARQUICKEN]->val1 * 2;
#endif
	if (sc->data[SC_INCFLEERATE])
		flee += flee * sc->data[SC_INCFLEERATE]->val1 / 100;
	if (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
		flee -= flee * 50 / 100;
	if (sc->data[SC_BERSERK])
		flee -= flee * 50 / 100;
	if (sc->data[SC_BLIND])
		flee -= flee * 25 / 100;
	if (sc->data[SC_FEAR])
		flee -= flee * 20 / 100;
	if (sc->data[SC_PARALYSE])
		flee -= flee / 10; // 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 * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100;
	if (sc->data[SC_SATURDAY_NIGHT_FEVER])
		flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
	if (sc->data[SC_FIRE_EXPANSION_SMOKE_POWDER])
		flee += flee * 20 / 100;
	if (sc->data[SC_FIRE_EXPANSION_TEAR_GAS])
		flee -= flee * 50 / 100;
	if (sc->data[SC_WIND_STEP_OPTION])
		flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
	if (sc->data[SC_ZEPHYR])
		flee += sc->data[SC_ZEPHYR]->val2;
	if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)) { // mob
		if(status_get_element(bl) == ELE_WATER) // water type
			flee /= 2;
	}
	if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means
		flee = sc->data[SC_OVERED_BOOST]->val2;
	if (sc->data[SC_ARMORSCROLL])
		flee += sc->data[SC_ARMORSCROLL]->val2;
	if (sc->data[SC_MYSTICPOWDER])
		flee += sc->data[SC_MYSTICPOWDER]->val2;

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

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

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

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

	return (short)cap_value(flee2,10,SHRT_MAX);
}

defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable)
{
	nullpo_retr(DEFTYPE_MIN, bl);

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

	if (!viewable) {
		/* some statuses that are hidden in the status window */
		if (sc->data[SC_CAMOUFLAGE])
			def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
		if (sc->data[SC_OVERED_BOOST]  && bl->type == BL_PC)
			def -= def * 50 / 100;
		if (sc->data[SC_NEUTRALBARRIER])
			def += def * (10 + 5*sc->data[SC_NEUTRALBARRIER]->val1) / 100;
		if (sc->data[SC_FORCEOFVANGUARD])
			def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
		if (sc->data[SC_DEFSET])
			return sc->data[SC_DEFSET]->val1;
		return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
	}

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

	if (sc->data[SC_STONEHARDSKIN])
		def += sc->data[SC_STONEHARDSKIN]->val1;
	if (sc->data[SC_DRUMBATTLE])
		def += sc->data[SC_DRUMBATTLE]->val3;

	if (sc->data[SC_STONESKIN])
		def += sc->data[SC_STONESKIN]->val2;
	if (sc->data[SC_HAMI_DEFENCE]) //[orn]
		def += sc->data[SC_HAMI_DEFENCE]->val2;

	if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		def += 50;
	if (sc->data[SC_ODINS_POWER])
		def -= 20;

#ifndef RENEWAL
	if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		def >>=1;
	if (sc->data[SC_FREEZE])
		def >>=1;
	if (sc->data[SC_INCDEFRATE])
		def += def * sc->data[SC_INCDEFRATE]->val1/100;
#endif
	if (sc->data[SC_ANGRIFFS_MODUS])
		def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
	if (sc->data[SC_CRUCIS])
		def -= def * sc->data[SC_CRUCIS]->val2/100;
	if (sc->data[SC_LKCONCENTRATION])
		def -= def * sc->data[SC_LKCONCENTRATION]->val4/100;
	if (sc->data[SC_SKE])
		def >>=1;
	if (sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
		def -= def * sc->data[SC_PROVOKE]->val4/100;
	if (sc->data[SC_NOEQUIPSHIELD])
		def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
	if (sc->data[SC_FLING])
		def -= def * (sc->data[SC_FLING]->val2)/100;
	if (sc->data[SC_ANALYZE])
		def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if (sc->data[SC_SATURDAY_NIGHT_FEVER])
		def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
	if (sc->data[SC_EARTHDRIVE])
		def -= def * 25 / 100;
	if (sc->data[SC_ROCK_CRUSHER])
		def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
	if (sc->data[SC_FROSTMISTY])
		def -= def * 10 / 100;
	if (sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM)
		def -= def * 50 / 100;

	if (sc->data[SC_POWER_OF_GAIA])
		def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
	if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
		def += sc->data[SC_SHIELDSPELL_REF]->val2;
	if (sc->data[SC_PRESTIGE])
		def += sc->data[SC_PRESTIGE]->val1;
	if (sc->data[SC_VOLCANIC_ASH] && (bl->type == BL_MOB)) {
		if (status_get_race(bl) == RC_PLANT)
			def /= 2;
	}
	if (sc->data[SC_UNLIMIT])
		return 1;
	if (sc->data[SC_ARMORSCROLL])
		def += sc->data[SC_ARMORSCROLL]->val1;
	if (sc->data[SC_MVPCARD_TAOGUNKA])
		def -= sc->data[SC_MVPCARD_TAOGUNKA]->val2;

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

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

	if (!viewable) {
		/* some statuses that are hidden in the status window */
#ifdef RENEWAL
		if (sc->data[SC_ASSUMPTIO])
			def2 <<= 1;
#endif
		if (sc->data[SC_CAMOUFLAGE])
			def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
		if (sc->data[SC_GENTLETOUCH_REVITALIZE])
			def2 += sc->data[SC_GENTLETOUCH_REVITALIZE]->val2;
		if (sc->data[SC_DEFSET])
			return sc->data[SC_DEFSET]->val1;
#ifdef RENEWAL
		return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(def2,1,SHRT_MAX);
#endif
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if (sc->data[SC_ETERNALCHAOS])
		return 0;
	if (sc->data[SC_SUN_COMFORT])
		def2 += sc->data[SC_SUN_COMFORT]->val2;
	if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
		def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
	if (sc->data[SC_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
		def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
#else
		def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
	if (sc->data[SC_LKCONCENTRATION])
		def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100;
#endif
	if (sc->data[SC_POISON])
		def2 -= def2 * 25/100;
	if (sc->data[SC_DPOISON])
		def2 -= def2 * 25/100;
	if (sc->data[SC_SKE])
		def2 -= def2 * 50/100;
	if (sc->data[SC_PROVOKE])
		def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
	if (sc->data[SC_JOINTBEAT])
		def2 -= def2 * ((sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER) ? 50 : 0) / 100
		+ def2 * ((sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) ? 25 : 0) / 100;
	if (sc->data[SC_FLING])
		def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
	if (sc->data[SC_ANALYZE])
		def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if (sc->data[SC_ECHOSONG])
		def2 += def2 * sc->data[SC_ECHOSONG]->val3/100;
	if (sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)) {
		if (status_get_race(bl)==RC_PLANT)
			def2 /= 2;
	}
	if (sc->data[SC_NEEDLE_OF_PARALYZE])
		def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
	if (sc->data[SC_UNLIMIT])
		return 1;
#ifdef RENEWAL
	return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
	return (short)cap_value(def2,1,SHRT_MAX);
#endif
}

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

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

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if(sc->data[SC_NEUTRALBARRIER] )
			mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
		if(sc->data[SC_MDEFSET])
			return sc->data[SC_MDEFSET]->val1;
		return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
	}

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

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

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

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

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

	if( !viewable ){
		/* some statuses that are hidden in the status window */
		if(sc->data[SC_MDEFSET])
			return sc->data[SC_MDEFSET]->val1;
		if(sc->data[SC_MINDBREAKER])
			mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
#ifdef RENEWAL
		if (sc->data[SC_ASSUMPTIO])
			mdef2 <<= 1;
		return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
		return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
	}

	if (sc->data[SC_BERSERK])
		return 0;
	if(sc->data[SC_SKA])
		return 90;
	if(sc->data[SC_ANALYZE])
		mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if (sc->data[SC_UNLIMIT])
		return 1;
#ifdef RENEWAL
	return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
	return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
}

unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
	struct map_session_data *sd = BL_CAST(BL_PC, bl);
	int speed_rate = -1;

	if( sc == NULL || ( sd && sd->state.permanent_speed ) )
		return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED);

	if (sd && sd->ud.skilltimer != INVALID_TIMER)
	{
		if (sd->ud.skill_id == LG_EXEEDBREAK) {
			speed_rate = 160 - 10 * sd->ud.skill_lv;
		} else if ((skill->get_inf2(sd->ud.skill_id) & INF2_FREE_CAST_REDUCED) != 0) {
			speed_rate = 175 - 5 * sd->ud.skill_lv;
		} else if (pc->checkskill(sd, SA_FREECAST) > 0) {
			speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
		}
	}
	if (speed_rate == -1)
	{
		speed_rate = 100;

		//GetMoveHasteValue2()
		{
			int val = 0;

			if(sc->data[SC_FUSION]) {
				val = 25;
			} else if (sd) {
				if (pc_isridingpeco(sd) || pc_isridingdragon(sd))
					val = 25;//Same bonus
				else if (sd->sc.data[SC_ALL_RIDING])
					val = sd->sc.data[SC_ALL_RIDING]->val1;
				else if (pc_isridingwug(sd))
					val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
				else if (pc_ismadogear(sd)) {
					val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
					if (sc->data[SC_ACCELERATION])
						val += 25;
				}
			}

			speed_rate -= val;
		}

		//GetMoveSlowValue()
		{
			int val = 0;

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

					if( sc->data[SC_DEC_AGI] )
						val = max( val, 25 );
					if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
						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])
						val = max(val, 100);
					if (sc->data[SC_MOVESLOW_POTION]) // Used by Slow_Down_Potion [Frost]
						val = max(val, sc->data[SC_MOVESLOW_POTION]->val1);
					if( sc->data[SC_GS_GATLINGFEVER] )
						val = max( val, 100 );
					if( sc->data[SC_NJ_SUITON] )
						val = max( val, sc->data[SC_NJ_SUITON]->val3 );
					if( sc->data[SC_SWOO] )
						val = max( val, 300 );
					if( sc->data[SC_FROSTMISTY] )
						val = max( val, 50 );
					if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
						val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
					if( sc->data[SC__GROOMY] )
						val = max( val, sc->data[SC__GROOMY]->val2);
					if( sc->data[SC_GLOOMYDAY] )
						val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
					if( sc->data[SC_STEALTHFIELD_MASTER] )
						val = max( val, 30 );
					if( sc->data[SC_BANDING_DEFENCE] )
						val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
					if( sc->data[SC_ROCK_CRUSHER_ATK] )
						val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
					if( sc->data[SC_POWER_OF_GAIA] )
						val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
					if( sc->data[SC_MELON_BOMB] )
						val = max( val, sc->data[SC_MELON_BOMB]->val1 );
					if (sc->data[SC_STOMACHACHE])
						val = max(val, sc->data[SC_STOMACHACHE]->val2);
					if (sc->data[SC_MARSHOFABYSS]) // It stacks to other statuses so always put this at the end.
						val = max(50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1);
					if (sc->data[SC_MOVHASTE_POTION]) { // Doesn't affect the movement speed by Quagmire, Decrease Agi, Slow Grace [Frost]
						if (sc->data[SC_DEC_AGI] || sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME])
							return 0;
					}
					if (sc->data[SC_CATNIPPOWDER])
						val = max(val, sc->data[SC_CATNIPPOWDER]->val3);

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

		//GetMoveHasteValue1()
		{
			int val = 0;

			if (sc->data[SC_MOVHASTE_INFINITY]) // Used by NPC_AGIUP [Frost]
				val = max(val, sc->data[SC_MOVHASTE_INFINITY]->val1);
			if (sc->data[SC_MOVHASTE_POTION]) // Used by Speed_Up_Potion and Guyak_Pudding [Frost]
				val = max(val, sc->data[SC_MOVHASTE_POTION]->val1);
			if( sc->data[SC_INC_AGI] )
				val = max( val, 25 );
			if( sc->data[SC_WINDWALK] )
				val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
			if( sc->data[SC_CARTBOOST] )
				val = max( val, 20 );
			if (sd != NULL && (sd->job & MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0)
				val = max( val, 1 * pc->checkskill(sd,TF_MISS) );
			if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
				val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
			if (sc->data[SC_BERSERK])
				val = max( val, 25 );
			if( sc->data[SC_RUN] )
				val = max( val, 55 );
			if( sc->data[SC_HLIF_AVOID] )
				val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 );
			if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
				val = max( val, 75 );
			if( sc->data[SC_CLOAKINGEXCEED] )
				val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
			if( sc->data[SC_HOVERING] )
				val = max( val, 10 );
			if( sc->data[SC_GN_CARTBOOST] )
				val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
			if( sc->data[SC_SWING] )
				val = max( val, sc->data[SC_SWING]->val3 );
			if( sc->data[SC_WIND_STEP_OPTION] )
				val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
			if( sc->data[SC_FULL_THROTTLE] )
				val = max( val, 25);
			if (sc->data[SC_MOVHASTE_HORSE])
				val = max(val, sc->data[SC_MOVHASTE_HORSE]->val1);
			if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
				val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
			if (sc->data[SC_ARCLOUSEDASH])
				val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);

			speed_rate -= val;
		}

		if( speed_rate < 40 )
			speed_rate = 40;
	}

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

	}

	return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED);
}

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

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

	if (flag&1) {
		int i;
		// ASPD fixed values
		if (sc->data[i=SC_ATTHASTE_INFINITY]
		  || sc->data[i=SC_ATTHASTE_POTION3]
		  || sc->data[i=SC_ATTHASTE_POTION2]
		  || sc->data[i=SC_ATTHASTE_POTION1]
		)
			pots += sc->data[i]->val1;

		if (!sc->data[SC_QUAGMIRE]) {
			if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7)
				bonus = 7;
			if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7)
				bonus = 7;
			if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info
				bonus = 7;
			if(sc->data[SC_ADRENALINE2] && bonus < 6)
				bonus = 6;
			if(sc->data[SC_ADRENALINE] && bonus < 7)
				bonus = 7;
			if(sc->data[SC_SPEARQUICKEN] && bonus < 7)
				bonus = 7;
			if(sc->data[SC_HLIF_FLEET] && bonus < 5)
				bonus = 5;
		}

		if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
			if (bl->type != BL_PC) {
				bonus = sc->data[SC_ASSNCROS]->val2;
			} else {
				switch (BL_UCCAST(BL_PC, bl)->weapontype) {
					case W_BOW:
					case W_REVOLVER:
					case W_RIFLE:
					case W_GATLING:
					case W_SHOTGUN:
					case W_GRENADE:
						break;
					default:
						bonus = sc->data[SC_ASSNCROS]->val2;
				}
			}
		}

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

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

		if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers
			bonus += sc->data[SC_SWING]->val3;
		if (sc->data[SC_DANCE_WITH_WUG])
			bonus += sc->data[SC_DANCE_WITH_WUG]->val3;
		if (sc->data[SC_GENTLETOUCH_CHANGE])
			bonus += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
		if (sc->data[SC_BOOST500])
			bonus += sc->data[SC_BOOST500]->val1;
		if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
			bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
		if (sc->data[SC_INCASPDRATE])
			bonus += sc->data[SC_INCASPDRATE]->val1;
		if (sc->data[SC_GS_GATLINGFEVER])
			bonus += sc->data[SC_GS_GATLINGFEVER]->val1;
		if (sc->data[SC_STAR_COMFORT])
			bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
		if (sc->data[SC_ACARAJE])
			bonus += sc->data[SC_ACARAJE]->val2;
		if (sc->data[SC_BATTLESCROLL])
			bonus += sc->data[SC_BATTLESCROLL]->val1;
		if (sc->data[SC_STEAMPACK])
			bonus += sc->data[SC_STEAMPACK]->val2;
	}

	return (bonus + pots);
#else
	return 0;
#endif
}

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

	if (sc->data[SC_GUST_OPTION] != NULL || sc->data[SC_BLAST_OPTION] != NULL || sc->data[SC_WILD_STORM_OPTION] != NULL)
		aspd -= 50; // +5 ASPD
	if (sc->data[SC_FIGHTINGSPIRIT] != NULL && sc->data[SC_FIGHTINGSPIRIT]->val2 != 0)
		aspd -= (bl->type == BL_PC ? pc->checkskill(BL_UCAST(BL_PC, bl), RK_RUNEMASTERY) : 10) / 10 * 40;
	if (sc->data[SC_MTF_ASPD])
		aspd -= sc->data[SC_MTF_ASPD]->val1;

	if (sc->data[SC_OVERED_BOOST]) // should be final and unmodifiable by any means
		aspd = (200 - sc->data[SC_OVERED_BOOST]->val3) * 10;
	return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}

/// Calculates an object's ASPD modifier (alters the base amotion value).
/// Note that the scale of aspd_rate is 1000 = 100%.
short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
	int i;

	nullpo_ret(bl);
	if(!sc || !sc->count)
		return cap_value(aspd_rate,0,SHRT_MAX);

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

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

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

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

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

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

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

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

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

		if (sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
			if (bl->type != BL_PC) {
				max = sc->data[SC_ASSNCROS]->val2;
			} else {
				switch (BL_UCCAST(BL_PC, bl)->weapontype) {
				case W_BOW:
				case W_REVOLVER:
				case W_RIFLE:
				case W_GATLING:
				case W_SHOTGUN:
				case W_GRENADE:
					break;
				default:
					max = sc->data[SC_ASSNCROS]->val2;
				}
			}
		}

		aspd_rate -= max;

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

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

	if(sc->data[SC_DONTFORGETME])
		aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
	if(sc->data[SC_LONGING])
		aspd_rate += sc->data[SC_LONGING]->val2;
	if(sc->data[SC_STEELBODY])
		aspd_rate += 250;
	if(sc->data[SC_SKA])
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER])
		aspd_rate += sc->data[SC_DEFENDER]->val4;
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 != BCT_SELF)
		aspd_rate += sc->data[SC_GRAVITATION]->val2;
	if(sc->data[SC_JOINTBEAT]) {
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			aspd_rate += 250;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			aspd_rate += 100;
	}
	if( sc->data[SC_FROSTMISTY] )
		aspd_rate += 150;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		aspd_rate += 500;
	if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
	if( sc->data[SC_PARALYSE] )
		aspd_rate += 100;
	if( sc->data[SC__BODYPAINT] )
		aspd_rate += 10 * 5 * sc->data[SC__BODYPAINT]->val1;
	if( sc->data[SC__INVISIBILITY] )
		aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
	if( sc->data[SC__GROOMY] )
		aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
	if( sc->data[SC_SWING] )
		aspd_rate -= sc->data[SC_SWING]->val3 * 10;
	if( sc->data[SC_DANCE_WITH_WUG] )
		aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
	if( sc->data[SC_GLOOMYDAY] )
		aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
	if( sc->data[SC_EARTHDRIVE] )
		aspd_rate += 250;
	if( sc->data[SC_GENTLETOUCH_CHANGE] )
		aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
	if( sc->data[SC_MELON_BOMB] )
		aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
	if( sc->data[SC_BOOST500] )
		aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
	if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
		aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
	if( sc->data[SC_INCASPDRATE] )
		aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
	if( sc->data[SC_PAIN_KILLER])
		aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
	if( sc->data[SC_GOLDENE_FERSE])
		aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
	if (sc->data[SC_ACARAJE])
		aspd_rate += sc->data[SC_ACARAJE]->val2 * 10;
	if (sc->data[SC_BATTLESCROLL])
		aspd_rate += sc->data[SC_BATTLESCROLL]->val1 * 10;
	if (sc->data[SC_STEAMPACK])
		aspd_rate += sc->data[SC_STEAMPACK]->val2 * 10;

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

unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
	nullpo_ret(bl);
	// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
	if (bl->type == BL_MOB && (BL_UCCAST(BL_MOB, bl)->status.mode&MD_BOSS))
		return 0;

	if( !sc || !sc->count || map_flag_gvg2(bl->m) || map->list[bl->m].flag.battleground )
		return cap_value(dmotion,0,USHRT_MAX);

	if( sc->data[SC_ENDURE] )
		return 0;
	if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
		return 0;

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

unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
{

	if (!sc || !sc->count)
		return (unsigned int)cap_value(maxhp, 1, UINT_MAX);

	if (sc->data[SC_INCMHPRATE])
		maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1 / 100;
	if (sc->data[SC_INCMHP])
		maxhp += (sc->data[SC_INCMHP]->val1);
	if (sc->data[SC_MTF_MHP])
		maxhp += (sc->data[SC_MTF_MHP]->val1);
	if (sc->data[SC_APPLEIDUN])
		maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2 / 100;
	if (sc->data[SC_DELUGE])
		maxhp += maxhp * sc->data[SC_DELUGE]->val2 / 100;
	if (sc->data[SC_BERSERK])
		maxhp += maxhp * 2;
	if (sc->data[SC_MARIONETTE_MASTER])
		maxhp -= 1000;
	if (sc->data[SC_SOLID_SKIN_OPTION])
		maxhp += 2000; // Fix amount.
	if (sc->data[SC_POWER_OF_GAIA])
		maxhp += 3000;
	if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		maxhp += 500;
	if (sc->data[SC_MER_HP])
		maxhp += maxhp * sc->data[SC_MER_HP]->val2 / 100;
	if (sc->data[SC_EPICLESIS])
		maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
	if (sc->data[SC_VENOMBLEED])
		maxhp -= maxhp * 15 / 100;
	if (sc->data[SC__WEAKNESS])
		maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
	if (sc->data[SC_LERADS_DEW])
		maxhp += sc->data[SC_LERADS_DEW]->val3;
	if (sc->data[SC_BEYOND_OF_WARCRY])
		maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 100;
	if (sc->data[SC_FORCEOFVANGUARD])
		maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if (sc->data[SC_INSPIRATION])
		maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1;
	if (sc->data[SC_RAISINGDRAGON])
		maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if (sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
		maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
	if (sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
		maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
	if (sc->data[SC_MUSTLE_M])
		maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1 / 100;
	if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
		maxhp += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
	if (sc->data[SC_MYSTERIOUS_POWDER])
		maxhp -= maxhp * sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
	if (sc->data[SC_PETROLOGY_OPTION])
		maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
	if (sc->data[SC_CURSED_SOIL_OPTION])
		maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
	if (sc->data[SC_UPHEAVAL_OPTION])
		maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100;
	if (sc->data[SC_ANGRIFFS_MODUS])
		maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
	if (sc->data[SC_GOLDENE_FERSE])
		maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
	if (sc->data[SC_FRIGG_SONG])
		maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
	if (sc->data[SC_SOULSCROLL])
		maxhp += maxhp * sc->data[SC_SOULSCROLL]->val1 / 100;
	if (sc->data[SC_ATKER_ASPD])
		maxhp += maxhp * sc->data[SC_ATKER_ASPD]->val1 / 100;
	if (sc->data[SC_MVPCARD_TAOGUNKA])
		maxhp += maxhp * sc->data[SC_MVPCARD_TAOGUNKA]->val1 / 100;
	if (sc->data[SC_GM_BATTLE])
		maxhp -= maxhp * sc->data[SC_GM_BATTLE]->val1 / 100;
	if (sc->data[SC_GM_BATTLE2])
		maxhp -= maxhp * sc->data[SC_GM_BATTLE2]->val1 / 100;

	return (unsigned int)cap_value(maxhp, 1, UINT_MAX);
}

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

	if (sc->data[SC_INCMSPRATE])
		maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1 / 100;
	if (sc->data[SC_INCMSP])
		maxsp += (sc->data[SC_INCMSP]->val1);
	if (sc->data[SC_MTF_MSP])
		maxsp += (sc->data[SC_MTF_MSP]->val1);
	if (sc->data[SC_SERVICEFORYOU])
		maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2 / 100;
	if (sc->data[SC_MER_SP])
		maxsp += maxsp * sc->data[SC_MER_SP]->val2 / 100;
	if (sc->data[SC_RAISINGDRAGON])
		maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if (sc->data[SC_LIFE_FORCE_F])
		maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1 / 100;
	if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
		maxsp += 50;
	if (sc->data[SC_VITATA_500])
		maxsp += maxsp * sc->data[SC_VITATA_500]->val2 / 100;
	if (sc->data[SC_ENERGY_DRINK_RESERCH])
		maxsp += maxsp * sc->data[SC_ENERGY_DRINK_RESERCH]->val3 / 100;
	if (sc->data[SC_TARGET_ASPD])
		maxsp += maxsp * sc->data[SC_TARGET_ASPD]->val1 / 100;
	if (sc->data[SC_SOULSCROLL])
		maxsp += maxsp * sc->data[SC_SOULSCROLL]->val1 / 100;
	if (sc->data[SC_ATKER_MOVESPEED])
		maxsp += maxsp * sc->data[SC_ATKER_MOVESPEED]->val1 / 100;
	if (sc->data[SC_GM_BATTLE])
		maxsp -= maxsp * sc->data[SC_GM_BATTLE]->val1 / 100;
	if (sc->data[SC_GM_BATTLE2])
		maxsp -= maxsp * sc->data[SC_GM_BATTLE2]->val1 / 100;

	return cap_value(maxsp, 1, UINT_MAX);
}

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

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

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

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

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

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

unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
	if(!sc || !sc->count)
		return element;
	if(sc->data[SC_ENCHANTARMS])
		return sc->data[SC_ENCHANTARMS]->val2;
	if(sc->data[SC_PROPERTYWATER]
	|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
		return ELE_WATER;
	if(sc->data[SC_PROPERTYGROUND]
	|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
		return ELE_EARTH;
	if(sc->data[SC_PROPERTYFIRE]
	|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
		return ELE_FIRE;
	if(sc->data[SC_PROPERTYWIND]
	|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
		return ELE_WIND;
	if(sc->data[SC_ENCHANTPOISON])
		return ELE_POISON;
	if(sc->data[SC_ASPERSIO])
		return ELE_HOLY;
	if(sc->data[SC_PROPERTYDARK])
		return ELE_DARK;
	if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
		return ELE_GHOST;
	if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
		return ELE_WATER;
	if(sc->data[SC_PYROCLASTIC])
		return ELE_FIRE;
	return (unsigned char)cap_value(element,0,UCHAR_MAX);
}

/**
 * Calculates the new mode, based on status changes.
 *
 * @param bl   The current unit.
 * @param sc   The current status change list.
 * @param mode The starting mode.
 * @return The calculated mode.
 */
uint32 status_calc_mode(const struct block_list *bl, const struct status_change *sc, uint32 mode)
{
	if (sc == NULL || sc->count == 0)
		return mode & MD_MASK;
	if (sc->data[SC_MODECHANGE] != NULL) {
		if (sc->data[SC_MODECHANGE]->val2 != 0)
			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 mode & MD_MASK;
}

/**
 * Returns the name of the given bl.
 *
 * @param bl The requested bl.
 * @return The bl's name or NULL if not available.
 */
const char *status_get_name(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
		case BL_PC:
		{
			const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
			if (sd->fakename[0] != '\0')
				return sd->fakename;
			return sd->status.name;
		}
		case BL_MOB: return BL_UCCAST(BL_MOB, bl)->name;
		case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.name;
		case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.name;
		case BL_NPC: return BL_UCCAST(BL_NPC, bl)->name;
	}
	return NULL;
}

/*==========================================
* Get the class of the current bl
* return
*   0 = fail
*   class_id = success
*------------------------------------------*/
int status_get_class(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
		case BL_PC:  return BL_UCCAST(BL_PC, bl)->status.class;
		case BL_MOB: return BL_UCCAST(BL_MOB, bl)->vd->class; //Class used on all code should be the view class of the mob.
		case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.class_;
		case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.class_;
		case BL_MER: return BL_UCCAST(BL_MER, bl)->mercenary.class_;
		case BL_NPC: return BL_UCCAST(BL_NPC, bl)->class_;
		case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->elemental.class_;
	}
	return 0;
}
/*==========================================
* Get the base level of the current bl
* return
*   1 = fail
*   level = success
*------------------------------------------*/
int status_get_lv(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
		case BL_PC:  return BL_UCCAST(BL_PC, bl)->status.base_level;
		case BL_MOB: return BL_UCCAST(BL_MOB, bl)->level;
		case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.level;
		case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.level;
		case BL_MER: return BL_UCCAST(BL_MER, bl)->db->lv;
		case BL_ELEM: return BL_UCCAST(BL_ELEM, bl)->db->lv;
		case BL_NPC: return BL_UCCAST(BL_NPC, bl)->level;
	}
	return 1;
}

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

struct status_data *status_get_status_data(struct block_list *bl)
{
	nullpo_retr(&status->dummy, bl);

	switch (bl->type) {
		case BL_PC:  return &BL_UCAST(BL_PC, bl)->battle_status;
		case BL_MOB: return &BL_UCAST(BL_MOB, bl)->status;
		case BL_PET: return &BL_UCAST(BL_PET, bl)->status;
		case BL_HOM: return &BL_UCAST(BL_HOM, bl)->battle_status;
		case BL_MER: return &BL_UCAST(BL_MER, bl)->battle_status;
		case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->battle_status;
		case BL_NPC:
		{
			struct npc_data *nd = BL_UCAST(BL_NPC, bl);
			return mob->db_checkid(nd->class_) == 0 ? &nd->status : &status->dummy;
		}
		default:
			return &status->dummy;
	}
}

struct status_data *status_get_base_status(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
		case BL_PC:  return &BL_UCAST(BL_PC, bl)->base_status;
		case BL_MOB:
		{
			struct mob_data *md = BL_UCAST(BL_MOB, bl);
			return md->base_status ? md->base_status : &md->db->status;
		}
		case BL_PET: return &BL_UCAST(BL_PET, bl)->db->status;
		case BL_HOM: return &BL_UCAST(BL_HOM, bl)->base_status;
		case BL_MER: return &BL_UCAST(BL_MER, bl)->base_status;
		case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->base_status;
		case BL_NPC:
		{
			struct npc_data *nd = BL_UCAST(BL_NPC, bl);
			return mob->db_checkid(nd->class_) == 0 ? &nd->status : NULL;
		}
		default:
			return NULL;
	}
}

defType status_get_def(struct block_list *bl)
{
	struct unit_data *ud;
	struct status_data *st = status->get_status_data(bl);
	int def = st ? st->def : 0;
	ud = unit->bl2ud(bl);
	if (ud && ud->skilltimer != INVALID_TIMER)
		def -= def * skill->get_castdef(ud->skill_id)/100;

	return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}

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

int status_get_party_id(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return BL_UCCAST(BL_PC, bl)->status.party_id;
	case BL_PET:
	{
		const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
		if (pd->msd != NULL)
			return pd->msd->status.party_id;
	}
		break;
	case BL_MOB:
	{
		const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
		if (md->master_id > 0) {
			const struct map_session_data *msd = NULL;
			if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
				return msd->status.party_id;
			return -md->master_id;
		}
	}
		break;
	case BL_HOM:
	{
		const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
		if (hd->master != NULL)
			return hd->master->status.party_id;
	}
		break;
	case BL_MER:
	{
		const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
		if (mc->master != NULL)
			return mc->master->status.party_id;
	}
		break;
	case BL_SKILL:
	{
		const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
		if (su->group != NULL)
			return su->group->party_id;
	}
		break;
	case BL_ELEM:
	{
		const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
		if (ed->master != NULL)
			return ed->master->status.party_id;
	}
		break;
	}
	return 0;
}

int status_get_guild_id(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return BL_UCCAST(BL_PC, bl)->status.guild_id;
	case BL_PET:
	{
		const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
		if (pd->msd != NULL)
			return pd->msd->status.guild_id;
	}
		break;
	case BL_MOB:
	{
		const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
		const struct map_session_data *msd = NULL;
		if (md->guardian_data != NULL) { //Guardian's guild [Skotlex]
			// Guardian guild data may not been available yet, castle data is always set
			if (md->guardian_data->g != NULL)
				return md->guardian_data->g->guild_id;
			return md->guardian_data->castle->guild_id;
		}
		if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
			return msd->status.guild_id; //Alchemist's mobs [Skotlex]
		break;
	}
	case BL_HOM:
	{
		const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
		if (hd->master != NULL)
			return hd->master->status.guild_id;
	}
		break;
	case BL_MER:
	{
		const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
		if (mc->master != NULL)
			return mc->master->status.guild_id;
	}
		break;
	case BL_NPC:
	{
		const struct npc_data *nd = BL_UCCAST(BL_NPC, bl);
		if (nd->subtype == SCRIPT)
			return nd->u.scr.guild_id;
	}
		break;
	case BL_SKILL:
	{
		const struct skill_unit *su = BL_UCCAST(BL_SKILL, bl);
		if (su->group != NULL)
			return su->group->guild_id;
	}
			break;
	case BL_ELEM:
	{
		const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
		if (ed->master != NULL)
			return ed->master->status.guild_id;
	}
		break;
	}
	return 0;
}

int status_get_emblem_id(const struct block_list *bl)
{
	nullpo_ret(bl);
	switch (bl->type) {
	case BL_PC:
		return BL_UCCAST(BL_PC, bl)->guild_emblem_id;
	case BL_PET:
	{
		const struct pet_data *pd = BL_UCCAST(BL_PET, bl);
		if (pd->msd != NULL)
			return pd->msd->guild_emblem_id;
	}
		break;
	case BL_MOB:
	{
		const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
		const struct map_session_data *msd = NULL;
		if (md->guardian_data != NULL) {
			//Guardian's guild [Skotlex]
			if (md->guardian_data->g != NULL)
				return md->guardian_data->g->emblem_id;
			return 0;
		}
		if (md->special_state.ai != AI_NONE && (msd = map->id2sd(md->master_id)) != NULL)
			return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
	}
		break;
	case BL_HOM:
	{
		const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
		if (hd->master)
			return hd->master->guild_emblem_id;
	}
		break;
	case BL_MER:
	{
		const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
		if (mc->master)
			return mc->master->guild_emblem_id;
	}
		break;
	case BL_NPC:
	{
		const struct npc_data *nd = BL_UCCAST(BL_NPC, bl);
		if (nd->subtype == SCRIPT && nd->u.scr.guild_id > 0) {
			struct guild *g = guild->search(nd->u.scr.guild_id);
			if (g != NULL)
				return g->emblem_id;
		}
	}
		break;
	case BL_ELEM:
	{
		const struct elemental_data *ed = BL_UCCAST(BL_ELEM, bl);
		if (ed->master)
			return ed->master->guild_emblem_id;
	}
		break;
	}
	return 0;
}

int status_get_mexp(const struct block_list *bl)
{
	nullpo_ret(bl);
	if (bl->type == BL_MOB)
		return BL_UCCAST(BL_MOB, bl)->db->mexp;
	if (bl->type == BL_PET)
		return BL_UCCAST(BL_PET, bl)->db->mexp;
	return 0;
}

int status_get_race2(const struct block_list *bl)
{
	nullpo_ret(bl);
	if (bl->type == BL_MOB)
		return BL_UCCAST(BL_MOB, bl)->db->race2;
	if (bl->type == BL_PET)
		return BL_UCCAST(BL_PET, 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 = NULL;
	nullpo_ret(bl);
	sc = status->get_sc(bl);

	if (sc != NULL && sc->data[SC_HERMODE] != NULL)
		return 100;

	if (bl->type == BL_PC) {
		const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
		if (sd->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
			return sd->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 &BL_UCAST(BL_PC, bl)->vd;
		case BL_MOB: return BL_UCAST(BL_MOB, bl)->vd;
		case BL_PET: return &BL_UCAST(BL_PET, bl)->vd;
		case BL_NPC: return &BL_UCAST(BL_NPC, bl)->vd;
		case BL_HOM: return BL_UCAST(BL_HOM, bl)->vd;
		case BL_MER: return BL_UCAST(BL_MER, bl)->vd;
		case BL_ELEM: return BL_UCAST(BL_ELEM, bl)->vd;
	}
	return NULL;
}

void status_set_viewdata(struct block_list *bl, int class_)
{
	struct view_data* vd;
	nullpo_retv(bl);
	if (mob->db_checkid(class_) || mob->is_clone(class_))
		vd = mob->get_viewdata(class_);
	else if (npc->db_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
		vd = npc->get_viewdata(class_);
	else if (homdb_checkid(class_))
		vd = homun->get_viewdata(class_);
	else if (mercenary->class(class_))
		vd = mercenary->get_viewdata(class_);
	else if (elemental->class(class_))
		vd = elemental->get_viewdata(class_);
	else
		vd = NULL;

	switch (bl->type) {
	case BL_PC:
	{
		struct map_session_data *sd = BL_UCAST(BL_PC, bl);
		if (pc->db_checkid(class_)) {
			if (pc_isridingpeco(sd)) {
				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.look.head_top;
			sd->vd.head_mid = sd->status.look.head_mid;
			sd->vd.head_bottom = sd->status.look.head_bottom;
			sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
			sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
			sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
			sd->vd.robe = sd->status.look.robe;
			sd->vd.body_style = sd->status.body;
			sd->vd.sex = sd->status.sex;

			if (sd->vd.cloth_color) {
				if ((sd->sc.option & OPTION_WEDDING) != 0 && battle_config.wedding_ignorepalette == true)
					sd->vd.cloth_color = 0;
				if ((sd->sc.option & OPTION_XMAS) != 0 && battle_config.xmas_ignorepalette == true)
					sd->vd.cloth_color = 0;
				if ((sd->sc.option & OPTION_SUMMER) != 0 && battle_config.summer_ignorepalette == true)
					sd->vd.cloth_color = 0;
				if ((sd->sc.option & OPTION_HANBOK) != 0 && battle_config.hanbok_ignorepalette == true)
					sd->vd.cloth_color = 0;
				if ((sd->sc.option & OPTION_OKTOBERFEST) != 0 && battle_config.oktoberfest_ignorepalette == true)
					sd->vd.cloth_color = 0;
				if ((sd->sc.option & OPTION_SUMMER2) != 0 && battle_config.summer2_ignorepalette == true)
					sd->vd.cloth_color = 0;
			}
			if (sd->vd.body_style != 0 && (sd->sc.option & OPTION_COSTUME) != 0)
				sd->vd.body_style = 0;
		} else if (vd != NULL) {
			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:
	{
		struct mob_data *md = BL_UCAST(BL_MOB, bl);
		if (vd != NULL)
			md->vd = vd;
		else
			ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
	}
		break;
	case BL_PET:
	{
		struct pet_data *pd = BL_UCAST(BL_PET, bl);
		if (vd != NULL) {
			memcpy(&pd->vd, vd, sizeof(struct view_data));
			if (!pc->db_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:
	{
		struct npc_data *nd = BL_UCAST(BL_NPC, bl);
		if (vd != NULL) {
			memcpy(&nd->vd, vd, sizeof(struct view_data));
		} else if (pc->db_checkid(class_)) {
			memset(&nd->vd, 0, sizeof(struct view_data));
			nd->vd.class = class_;
		} else {
			ShowError("status_set_viewdata (NPC): No view data for class %d (name=%s)\n", class_, nd->name);
		}
	}
		break;
	case BL_HOM: //[blackhole89]
	{
		struct homun_data *hd = BL_UCAST(BL_HOM, bl);
		if (vd != NULL)
			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 = BL_UCAST(BL_MER, bl);
		if (vd != NULL)
			md->vd = vd;
		else
			ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
	}
		break;
	case BL_ELEM:
	{
		struct elemental_data *ed = BL_UCAST(BL_ELEM, bl);
		if (vd != NULL)
			ed->vd = vd;
		else
			ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
	}
		break;
	}
}

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

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

/**
 * Applies SC defense to a given status change.
 *
 * @see status_change_start for the expected parameters.
 * @return the adjusted duration based on flag values.
 */
int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
	//Percentual resistance: 10000 = 100% Resist
	//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
	int sc_def = 0, tick_def = -1; //-1 = use sc_def
	//Linear resistance substracted from rate and tick after percentual resistance was applied
	//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
	int sc_def2 = 0, tick_def2 = 0;

	struct status_data *st, *bst;
	struct status_change *sc;
	struct map_session_data *sd;

	nullpo_ret(bl);

	if(!src)
		return tick ? tick : 1; // If no source, it can't be resisted (NPC given)

/// Returns the 'bl's level, capped to 'cap'
#define SCDEF_LVL_CAP(bl, cap) ( (bl) ? (status->get_lv(bl) > (cap) ? (cap) : status->get_lv(bl)) : 0 )
/// returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) ( ( SCDEF_LVL_CAP((bl), (maxlv)) - SCDEF_LVL_CAP((src), (maxlv)) ) * (factor) )

	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
	if (status->isimmune(bl))
		switch (type) {
		case SC_DEC_AGI:
		case SC_SILENCE:
		case SC_COMA:
		case SC_INC_AGI:
		case SC_BLESSING:
		case SC_SLOWPOISON:
		case SC_IMPOSITIO:
		case SC_LEXAETERNA:
		case SC_SUFFRAGIUM:
		case SC_BENEDICTIO:
		case SC_PROVIDENCE:
		case SC_KYRIE:
		case SC_ASSUMPTIO:
		case SC_ANGELUS:
		case SC_MAGNIFICAT:
		case SC_GLORIA:
		case SC_WINDWALK:
		case SC_MAGICROD:
		case SC_ILLUSION:
		case SC_STONE:
		case SC_QUAGMIRE:
		case SC_NJ_SUITON:
		case SC_SWING:
			return 0;
		}

	sd = BL_CAST(BL_PC,bl);
	st = status->get_status_data(bl);
	bst = status->get_base_status(bl);
	nullpo_ret(bst);
	sc = status->get_sc(bl);
	if( sc && !sc->count )
		sc = NULL;

	if (sc && sc->data[SC_KINGS_GRACE]) {
		// Protects against status effects
		switch (type) {
			case SC_POISON:
			case SC_BLIND:
			case SC_FREEZE:
			case SC_STONE:
			case SC_STUN:
			case SC_SLEEP:
			case SC_BLOODING:
			case SC_CURSE:
			case SC_CONFUSION:
			case SC_ILLUSION:
			case SC_SILENCE:
			case SC_BURNING:
			case SC_COLD:
			case SC_FROSTMISTY:
			case SC_DEEP_SLEEP:
			case SC_FEAR:
			case SC_MANDRAGORA:
			case SC__CHAOS:
				return 0;
		}
	}

	switch (type) {
	case SC_STUN:
		sc_def = st->vit*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def2 = st->luk*10;
		break;
	case SC_POISON:
	case SC_DPOISON:
		sc_def = st->vit*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		if (sd) {
			//For players: 60000 - 450*vit - 100*luk
			tick_def = st->vit*75;
			tick_def2 = st->luk*100;
		} else {
			//For monsters: 30000 - 200*vit
			tick>>=1;
			tick_def = (st->vit*200)/3;
		}
		break;
	case SC_SILENCE:
#ifdef RENEWAL
		sc_def = st->int_*100;
		sc_def2 = (st->vit + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#else
		sc_def = st->vit*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#endif
		tick_def2 = st->luk * 10;
		break;
	case SC_BLOODING:
#ifdef RENEWAL
		sc_def = st->agi*100;
#else
		sc_def = st->vit*100;
#endif
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def2 = st->luk*10;
		break;
	case SC_SLEEP:
#ifdef RENEWAL
		sc_def = st->agi*100;
		sc_def2 = (st->int_ + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#else
		sc_def = st->int_*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
#endif
		tick_def2 = st->luk*10;
		break;
	case SC_DEEP_SLEEP:
		sc_def = bst->int_*50;
		tick_def = 0; // Linear reduction instead
		tick_def2 = bst->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
		break;
	case SC_DEC_AGI:
	case SC_ADORAMUS:
		if (sd) tick >>= 1; //Half duration for players.
		sc_def = st->mdef*100;
#ifndef RENEWAL
		sc_def2 = st->luk*10;
#endif
		tick_def = 0; //No duration reduction
		break;
	case SC_STONE:
		sc_def = st->mdef*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def = 0; //No duration reduction
		break;
	case SC_FREEZE:
		sc_def = st->mdef*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk
		break;
	case SC_CURSE:
		// Special property: immunity when luk is zero
		if (st->luk == 0)
			return 0;
		sc_def = st->luk*100;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(NULL, src, 99, 10); // Curse only has a level penalty and no resistance
		tick_def = st->vit*100;
		tick_def2 = st->luk*10;
		break;
	case SC_BLIND:
		sc_def = (st->vit + st->int_)*50;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def2 = st->luk*10;
		break;
	case SC_CONFUSION:
		sc_def = (st->str + st->int_)*50;
		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
		tick_def2 = st->luk*10;
		break;
	case SC_ANKLESNARE:
		if(st->mode&MD_BOSS) // Lasts 5 times less on bosses
			tick /= 5;
		sc_def = st->agi*50;
		break;
	case SC_MAGICMIRROR:
	case SC_STONESKIN:
		if (sd) //Duration greatly reduced for players.
			tick /= 15;
		sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of Rate
		break;
	case SC_MARSHOFABYSS:
		//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
		tick_def2 = (st->int_ + st->luk)*50;
		break;
	case SC_STASIS:
		//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
		tick_def2 = (st->vit + st->dex)*50;
		break;
	case SC_WHITEIMPRISON:
		if( tick == 5000 ) // 100% on caster
			break;
		if (bl->type == BL_PC)
			tick_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 150) * 20;
		else
			tick_def2 = (st->vit + st->luk)*50;
		break;
	case SC_BURNING:
		tick_def2 = 75*st->luk + 125*st->agi;
		break;
	case SC_FROSTMISTY:
		tick_def2 = (st->vit + st->dex)*50;
		break;
	case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
		sc_def = st->int_*80;
		/* Fall through */
	case SC_TOXIN:
	case SC_PARALYSE:
	case SC_VENOMBLEED:
	case SC_MAGICMUSHROOM:
	case SC_DEATHHURT:
	case SC_PYREXIA:
	case SC_LEECHESEND:
		tick_def2 = (st->vit + st->luk) * 500;
		break;
	case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
		sc_def2 = st->agi*25;
		break;
	case SC_ELECTRICSHOCKER:
		tick_def2 = (st->vit + st->agi) * 70;
		break;
	case SC_COLD:
		tick_def2 = bst->vit*100 + status->get_lv(bl)*20;
		break;
	case SC_MANDRAGORA:
		sc_def = (st->vit + st->luk)*20;
		break;
	case SC_SIREN:
		tick_def2 = status->get_lv(bl) * 100 + (bl->type == BL_PC ? BL_UCCAST(BL_PC, bl)->status.job_level : 0);
		break;
	case SC_NEEDLE_OF_PARALYZE:
		tick_def2 = (st->vit + st->luk) * 50;
		break;
	case SC_NETHERWORLD:
		tick_def2 = 1000 * ((bl->type == BL_PC ? BL_UCCAST(BL_PC, bl)->status.job_level : 0) / 10 + status->get_lv(bl) / 50);
		break;
	default:
		//Effect that cannot be reduced? Likely a buff.
		if (!(rnd()%10000 < rate))
			return 0;
		return tick ? tick : 1;
	}

	if (sd) {

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

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

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

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

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

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

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

	//When tick def not set, reduction is the same for both.
	if(tick_def == -1)
		tick_def = sc_def;

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

		//Minimum chances
		switch (type) {
		case SC_OBLIVIONCURSE:
			rate = max(rate,500); //Minimum of 5%
			break;
		case SC_WUGBITE:
			rate = max(rate,5000); //Minimum of 50%
			break;
		}

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

		//Aegis accuracy
		if (rate > 0 && rate%10 != 0) rate += (10 - rate%10);
	}

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

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

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

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

	//Minimum durations
	switch (type) {
	case SC_ANKLESNARE:
	case SC_BURNING:
	case SC_MARSHOFABYSS:
	case SC_STASIS:
	case SC_DEEP_SLEEP:
		tick = max(tick, 5000); //Minimum duration 5s
		break;
	case SC_FROSTMISTY:
		tick = max(tick, 6000);
		break;
	case SC_NETHERWORLD:
		tick = max(tick, 4000);
		break;
	default:
		//Skills need to trigger even if the duration is reduced below 1ms
		tick = max(tick, 1);
		break;
	}

	return tick;
#undef SCDEF_LVL_CAP
#undef SCDEF_LVL_DIFF
}

/* [Ind/Hercules] fast-checkin sc-display array */
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3)
{
	struct sc_display_entry *entry;
	int i;

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

	if( i != sd->sc_display_count ) {
		sd->sc_display[i]->val1 = dval1;
		sd->sc_display[i]->val2 = dval2;
		sd->sc_display[i]->val3 = dval3;
		return;
	}

	entry = ers_alloc(pc->sc_display_ers, struct sc_display_entry);

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

	RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
	sd->sc_display[ sd->sc_display_count - 1 ] = entry;
}

void status_display_remove(struct map_session_data *sd, enum sc_type type)
{
	int i;

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

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

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

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

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

			cursor++;
		}

		if( !(sd->sc_display_count = cursor) ) {
			aFree(sd->sc_display);
			sd->sc_display = NULL;
		}
	}
}

/**
 * Starts a status change.
 *
 * @param src  Status change source bl.
 * @param bl   Status change target bl.
 * @param type Status change type.
 * @param rate Base success rate. 1 means 0.01%, 10000 means 100%.
 * @param val1 Additional value (meaning depends on type).
 * @param val2 Additional value (meaning depends on type).
 * @param val3 Additional value (meaning depends on type).
 * @param val4 Additional value (meaning depends on type).
 * @param tick Base duration (milliseconds).
 * @param flag Special flags (@see enum scstart_flag).
 *
 * @retval 0 if no status change happened.
 * @retval 1 if the status change was successfully applied.
 */
int status_change_start(struct block_list *src, 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 *st;
	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);
	st = status->get_status_data(bl);

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

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

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

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

	if (status->is_immune_to_status(sc, type))
		return 0;

	sd = BL_CAST(BL_PC, bl);

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

	undead_flag = battle->check_undead(st->race, st->def_ele);
	// Check for inmunities / sc fails
	switch (type) {
		case SC_DRUMBATTLE:
		case SC_NIBELUNGEN:
		case SC_INTOABYSS:
		case SC_SIEGFRIED:
			if( sd && !sd->status.party_id )
				return 0;
			break;
		case SC_ANGRIFFS_MODUS:
		case SC_GOLDENE_FERSE:
			if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
				|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
				) {
				return 0;
			}
			FALLTHROUGH
		case SC_VACUUM_EXTREME:
			if(sc->data[SC_HALLUCINATIONWALK])
				return 0;
			break;
		case SC_STONE:
			if(sc->data[SC_POWER_OF_GAIA])
				return 0;
			FALLTHROUGH
		case SC_FREEZE:
			//Undead are immune to Freeze/Stone
			if (undead_flag && !(flag&SCFLAG_NOAVOID))
				return 0;
			FALLTHROUGH
		case SC_SLEEP:
		case SC_STUN:
		case SC_FROSTMISTY:
		case SC_COLD:
			if (sc->opt1)
				return 0; //Cannot override other opt1 status changes. [Skotlex]
			if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
				return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
			break;
		case SC_BERSERK: // There all like berserk, do not everlap each other
			if (sc->data[SC__BLOODYLUST])
				return 0;
			break;
		case SC_BURNING:
			if (sc->opt1 || sc->data[SC_FROSTMISTY])
				return 0;
			break;
		case SC_CRUCIS: // Only affects demons and undead element (but not players)
			if ((!undead_flag && st->race != RC_DEMON) || bl->type == BL_PC)
				return 0;
			break;
		case SC_LEXAETERNA:
			if ((sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE])
				return 0;
			break;
		case SC_KYRIE:
		case SC_TUNAPARTY:
			if (bl->type == BL_MOB)
				return 0;
			break;
		case SC_OVERTHRUST:
			if (sc->data[SC_OVERTHRUSTMAX])
				return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
			FALLTHROUGH
		case SC_OVERTHRUSTMAX:
			if (sc->option&OPTION_MADOGEAR)
				return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
			break;
		case SC_ADRENALINE:
			if (sd && !pc_check_weapontype(sd, skill->get_weapontype(BS_ADRENALINE)))
				return 0;
			if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI] || sc->option&OPTION_MADOGEAR) // Adrenaline doesn't affect Mado Gear [Ind]
				return 0;
			break;
		case SC_ADRENALINE2:
			if (sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
				return 0;
			if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI])
				return 0;
			break;
		case SC_MAGNIFICAT:
			if (sc->option&OPTION_MADOGEAR) // Mado is immune to magnificat
				return 0;
			break;
		case SC_ONEHANDQUICKEN:
		case SC_MER_QUICKEN:
		case SC_TWOHANDQUICKEN:
			if (sc->data[SC_DEC_AGI])
				return 0;
			FALLTHROUGH
		case SC_CONCENTRATION:
		case SC_SPEARQUICKEN:
		case SC_TRUESIGHT:
		case SC_WINDWALK:
		case SC_CARTBOOST:
		case SC_ASSNCROS:
			if (sc->option&OPTION_MADOGEAR)
				return 0; // Mado is immune to wind walk, cart boost, etc (others above) [Ind]
			FALLTHROUGH
		case SC_INC_AGI:
			if (sc->data[SC_QUAGMIRE])
				return 0;
			break;
		case SC_CLOAKING:
			if (sd && !skill->can_cloak(sd))
				return 0;
			break;
		case SC_MODECHANGE:
		{
			uint32 mode = MD_NONE;
			const struct status_data *bst = status->get_base_status(bl);
			if (bst == NULL)
				return 0;
			if (sc->data[type] != NULL) {
				// Pile up with previous values.
				if (val2 == 0)
					val2 = sc->data[type]->val2;
				val3 |= sc->data[type]->val3;
				val4 |= sc->data[type]->val4;
			}
			mode = val2 != 0 ? val2 : bst->mode; // Base mode
			if (val4 != 0)
				mode &= ~val4; //Del mode
			if (val3 != 0)
				mode |= val3; //Add mode
			if (mode == bst->mode) { //No change.
				if (sc->data[type] != NULL) //Abort previous status
					return status_change_end(bl, type, INVALID_TIMER);
				return 0;
			}
		}
			break;
			//Strip skills, need to divest something or it fails.
		case SC_NOEQUIPWEAPON:
			if (sd && !(flag&SCFLAG_LOADED)) { //apply sc anyway if loading saved sc_data
				int i;
				opt_flag = 0; //Reuse to check success condition.
				if(sd->bonus.unstripable_equip&EQP_WEAPON)
					return 0;

				i = sd->equip_index[EQI_HAND_R];
				if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
					opt_flag|=2;
					pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
				}
				if (!opt_flag) return 0;
			}
			if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
			break;
		case SC_NOEQUIPSHIELD:
			if (val2 == 1) {
				val2 = 0; //GX effect. Do not take shield off..
			} else {
				if (sd && !(flag&SCFLAG_LOADED)) {
					int i;
					if(sd->bonus.unstripable_equip&EQP_SHIELD)
						return 0;
					i = sd->equip_index[EQI_HAND_L];
					if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
						return 0;
					pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
				}
			}
			if (tick == 1)
				return 1; //Minimal duration: Only strip without causing the SC
			break;
		case SC_NOEQUIPARMOR:
			if (sd && !(flag&SCFLAG_LOADED)) {
				int i;
				if(sd->bonus.unstripable_equip&EQP_ARMOR)
					return 0;
				i = sd->equip_index[EQI_ARMOR];
				if ( i < 0 || !sd->inventory_data[i] )
					return 0;
				pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
			}
			if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
			break;
		case SC_NOEQUIPHELM:
			if (sd && !(flag&SCFLAG_LOADED)) {
				int i;
				if(sd->bonus.unstripable_equip&EQP_HELM)
					return 0;
				i = sd->equip_index[EQI_HEAD_TOP];
				if ( i < 0 || !sd->inventory_data[i] )
					return 0;
				pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE);
			}
			if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
			break;
		case SC_MER_FLEE:
		case SC_MER_ATK:
		case SC_MER_HP:
		case SC_MER_SP:
		case SC_MER_HIT:
			if( bl->type != BL_MER )
				return 0; // Stats only for Mercenaries
			break;
		case SC_FOOD_STR:
			if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
				return 0;
			break;
		case SC_FOOD_AGI:
			if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
				return 0;
			break;
		case SC_FOOD_VIT:
			if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
				return 0;
			break;
		case SC_FOOD_INT:
			if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
				return 0;
			break;
		case SC_FOOD_DEX:
			if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
				return 0;
			break;
		case SC_FOOD_LUK:
			if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
				return 0;
			break;
		case SC_CAMOUFLAGE:
			if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
				return 0;
			break;
		case SC__STRIPACCESSARY:
			if( sd ) {
				int i = -1;
				if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
					i = sd->equip_index[EQI_ACC_L];
					if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
						pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); //L-Accessory
				}
				if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
					i = sd->equip_index[EQI_ACC_R];
					if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
						pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); //R-Accessory
				}
				if( i < 0 )
					return 0;
			}
			if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
			break;
		case SC_TOXIN:
		case SC_PARALYSE:
		case SC_VENOMBLEED:
		case SC_MAGICMUSHROOM:
		case SC_DEATHHURT:
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:
			{ // it doesn't stack or even renewed
				int i = SC_TOXIN;
				for(; i<= SC_LEECHESEND; i++)
					if(sc->data[i]) return 0;
			}
			break;
		case SC_MAGNETICFIELD:
			if(sc->data[SC_HOVERING])
				return 0;
			break;
	}

	//Check for BOSS resistances
	if (st->mode & MD_BOSS && !(flag & SCFLAG_NOAVOID)) {
		if (status->is_boss_resist_sc(type))
			return 0;
	}

	//Before overlapping fail, one must check for status cured.
	if (status->end_sc_before_start(bl, st, sc, type, undead_flag, val1, val2, val3, val4))
		return 0;

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

	vd = status->get_viewdata(bl);
	calc_flag = status->dbs->ChangeFlagTable[type];
	if(!(flag&SCFLAG_LOADED)) { // Do not parse val settings when loading SCs
		switch(type) {
			case SC_ADORAMUS:
				sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1));
				// Fall through to SC_INC_AGI
				FALLTHROUGH
			case SC_DEC_AGI:
			case SC_INC_AGI:
				val2 = 2 + val1; //Agi change
				break;
			case SC_ENDURE:
				val2 = 7; // Hit-count [Celest]
				if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
					struct map_session_data *tsd;
					if( sd ) {
						int i;
						for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
							if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
								status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
						}
					} else if (bl->type == BL_MER) {
						struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
						if (mc->devotion_flag && (tsd = mc->master) != NULL) {
							status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
						}
					}
				}
				//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
				if (val4)
					tick = INFINITE_DURATION;
				break;
			case SC_AUTOBERSERK:
				if (st->hp < st->max_hp>>2 &&
					(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
					sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
				tick = INFINITE_DURATION;
				break;
			case SC_CRUCIS:
				val2 = 10 + 4*val1; //Def reduction
				tick = INFINITE_DURATION;
				clif->emotion(bl,E_SWT);
				break;
			case SC_MAXIMIZEPOWER:
				tick_time = val2 = tick>0?tick:60000;
				tick = INFINITE_DURATION; // duration sent to the client should be infinite
				break;
			case SC_EDP: // [Celest]
				//Chance to Poison enemies.
#ifdef RENEWAL_EDP
				val2 = ((val1 + 1) / 2 + 2);
#else
				val2 = val1 + 2;
#endif
				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 = APPLY_RATE(st->max_hp, (val1 * 2 + 10)); //%Max HP to absorb
				// val4 holds current about of party memebers when casting AB_PRAEFATIO,
				// as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
				if( val4 < 1 ) //== PR_KYRIE
					val3 = (val1 / 2 + 5); // Hits
				else { //== AB_PRAEFATIO
					val2 += val4 * 2; //Increase barrier strength per party member.
					val3 = 6 + val1;
				}
				if( sd )
					val1 = min(val1,pc->checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health.
				break;
			case SC_MAGICPOWER:
				//val1: Skill lv
				val2 = 1; //Lasts 1 invocation
				val3 = 5*val1; //Matk% increase
				val4 = 0; // 0 = ready to be used, 1 = activated and running
				break;
			case SC_SACRIFICE:
				val2 = 5; //Lasts 5 hits
				tick = INFINITE_DURATION;
				break;
			case SC_ENCHANTPOISON:
				val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
				FALLTHROUGH
			case SC_ASPERSIO:
			case SC_PROPERTYFIRE:
			case SC_PROPERTYWATER:
			case SC_PROPERTYWIND:
			case SC_PROPERTYGROUND:
			case SC_PROPERTYDARK:
			case SC_PROPERTYTELEKINESIS:
				skill->enchant_elemental_end(bl,type);
				break;
			case SC_ARMOR_PROPERTY:
				// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
				// val2 : Element (When no element, random one is picked)
				// val3 : 0 = called by skill 1 = called by script (fixed level)
				if( !val2 ) val2 = rnd()%ELE_MAX;

				if( val1 == 1 && val3 == 0 )
					val1 = 1 + rnd()%4;
				else if( val1 > 4 )
					val1 = 4; // Max Level
				val3 = 0; // Not need to keep this info.
				break;
			case SC_PROVIDENCE:
				val2=val1*5; //Race/Ele resist
				break;
			case SC_REFLECTSHIELD:
				val2=10+val1*3; // %Dmg reflected
				if( !(flag&SCFLAG_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
					struct map_session_data *tsd;
					if( sd ) {
						int i;
						for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
							if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
								status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
						}
					} else if (bl->type == BL_MER) {
						struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
						if (mc->devotion_flag && (tsd = mc->master) != NULL) {
							status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
						}
					}
				}
				break;
			case SC_NOEQUIPWEAPON:
				if (!sd) //Watk reduction
					val2 = 25;
				break;
			case SC_NOEQUIPSHIELD:
				if (!sd) //Def reduction
					val2 = 15;
				break;
			case SC_NOEQUIPARMOR:
				if (!sd) //Vit reduction
					val2 = 40;
				break;
			case SC_NOEQUIPHELM:
				if (!sd) //Int reduction
					val2 = 40;
				break;
			case SC_AUTOSPELL:
				//Val1 Skill LV of Autospell
				//Val2 Skill ID to cast
				//Val3 Max Lv to cast
				val4 = 5 + val1*2; //Chance of casting
				break;
			case SC_VOLCANO:
				val2 = val1*10; //Watk increase
	#ifndef RENEWAL
				if (st->def_ele != ELE_FIRE)
					val2 = 0;
	#endif
				break;
			case SC_VIOLENTGALE:
				val2 = val1*3; //Flee increase
	#ifndef RENEWAL
				if (st->def_ele != ELE_WIND)
					val2 = 0;
	#endif
				break;
			case SC_DELUGE:
				val2 = skill->deluge_eff[val1-1]; //HP increase
	#ifndef RENEWAL
				if(st->def_ele != ELE_WATER)
					val2 = 0;
	#endif
				break;
			case SC_NJ_SUITON:
				if (val2 == 0 || (sd != NULL && (sd->job & MAPID_BASEMASK) == MAPID_NINJA)) {
					//No penalties.
					val2 = 0; //Agi penalty
					val3 = 0; //Walk speed penalty
					break;
				}
				val3 = 50;
				val2 = 3*((val1+1)/3);
				if (val1 > 4) val2--;
				break;
			case SC_ONEHANDQUICKEN:
			case SC_TWOHANDQUICKEN:
				val2 = 300;
				if (val1 > 10) //For boss casted skills [Skotlex]
					val2 += 20*(val1-10);
				break;
			case SC_MER_QUICKEN:
				val2 = 300;
				break;
	#ifndef RENEWAL_ASPD
			case SC_SPEARQUICKEN:
				val2 = 200+10*val1;
				break;
	#endif
			case SC_DANCING:
				//val1 : Skill ID + LV
				//val2 : Skill Group of the Dance.
				//val3 : Brings the skill_lv (merged into val1 here)
				//val4 : Partner
				if (val1 == CG_MOONLIT)
					clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
				val1|= (val3<<16);
				val3 = tick/1000; //Tick duration
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_LONGING:
	#ifdef RENEWAL
				val2 = 50 + 10 * val1;
	#else
				val2 = 500-100*val1; //Aspd penalty.
	#endif
				break;
			case SC_EXPLOSIONSPIRITS:
				val2 = 75 + 25*val1; //Cri bonus
				break;

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

			case SC_WEDDING:
			case SC_XMAS:
			case SC_SUMMER:
			case SC_HANBOK:
			case SC_OKTOBERFEST:
			case SC_DRESS_UP:
				if (vd == NULL)
					return 0;
				// Store previous values as they could be removed.
				unit->stop_attack(bl);
				break;
			case SC_NOCHAT:
				// A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
				// mmocharstatus.manner, each negative point results in 1 minute with this status activated
				// This is done this way because the message that the client displays is hardcoded, and only
				// shows how many minutes are remaining. [Panikon]
				tick = 60000;
				val1 = battle_config.manner_system; //Mute filters.
				if (sd)
				{
					clif->changestatus(sd,SP_MANNER,sd->status.manner);
					clif->updatestatus(sd,SP_MANNER);
				}
				break;

			case SC_STONE:
				val3 = tick/1000; //Petrified HP-damage iterations.
				if(val3 < 1) val3 = 1;
				tick = val4; //Petrifying time.
				if(val4 > 500) // not with WL_SIENNAEXECRATE
					tick = max(tick, 1000); //Min time
				calc_flag = 0; //Actual status changes take effect on petrified state.
				break;

			case SC_DPOISON:
				//Lose 10/15% of your life as long as it doesn't brings life below 25%
				if (st->hp > st->max_hp>>2) {
					int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
					if (st->hp - diff < st->max_hp>>2)
						diff = st->hp - (st->max_hp>>2);
					if( val2 && bl->type == BL_MOB ) {
						struct block_list* src2 = map->id2bl(val2);
						if( src2 )
							mob->log_damage(BL_UCAST(BL_MOB, bl), src2, diff);
					}
					status_zap(bl, diff, 0);
				}
				// fall through
			case SC_POISON:
				val3 = tick/1000; //Damage iterations
				if(val3 < 1) val3 = 1;
				tick_time = 1000; // [GodLesZ] tick time
				//val4: HP damage
				if (bl->type == BL_PC)
					val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
				else
					val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;

				break;
			case SC_CONFUSION:
				clif->emotion(bl,E_WHAT);
				break;
			case SC_BLOODING:
				val4 = tick/10000;
				if (!val4) val4 = 1;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_S_LIFEPOTION:
			case SC_L_LIFEPOTION:
			case SC_M_LIFEPOTION:
			case SC_G_LIFEPOTION:
				if (val1 == 0) return 0;
				// val1 = heal percent/amout
				// val2 = seconds between heals
				// val4 = total of heals
				if (val2 < 1) val2 = 1;
				if ((val4 = tick / (val2 * 1000)) < 1)
					val4 = 1;
				tick_time = val2 * 1000; // [GodLesZ] tick time
				break;
			case SC_CASH_BOSS_ALARM:
				if( sd != NULL ) {
					struct mob_data *boss_md = 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_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
					val3 -= 40;
				val4 = 10+val1*2; //SP cost.
				if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
				break;
			case SC_CLOAKING:
				if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
					val1 = 10;
				tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
				tick = INFINITE_DURATION; // duration sent to the client should be infinite
				val3 = 0; // unused, previously walk speed adjustment
				//val4&1 signals the presence of a wall.
				//val4&2 makes cloak not end on normal attacks [Skotlex]
				//val4&4 makes cloak not end on using skills
				if (bl->type == BL_PC || (bl->type == BL_MOB && BL_UCCAST(BL_MOB, bl)->special_state.clone)) //Standard cloaking.
					val4 |= battle_config.pc_cloak_check_type&7;
				else
					val4 |= battle_config.monster_cloak_check_type&7;
				break;
			case SC_SIGHT: /* splash status */
			case SC_RUWACH:
			case SC_WZ_SIGHTBLASTER:
				val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
				val2 = tick/20;
				tick_time = 20; // [GodLesZ] tick time
				break;

				//Permanent effects.
			case SC_LEXAETERNA:
			case SC_MODECHANGE:
			case SC_WEIGHTOVER50:
			case SC_WEIGHTOVER90:
			case SC_BROKENWEAPON:
			case SC_BROKENARMOR:
			case SC_STORMKICK_READY:
			case SC_DOWNKICK_READY:
			case SC_COUNTERKICK_READY:
			case SC_TURNKICK_READY:
			case SC_DODGE_READY:
			case SC_PUSH_CART:
			case SC_DAILYSENDMAILCNT:
				tick = INFINITE_DURATION;
				break;

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

					if( bl->type&(BL_PC|BL_MER) ) {
						if( sd ) {
							for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
								if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
									status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
							}
						} else if (bl->type == BL_MER) {
							struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
							if (mc->devotion_flag && (tsd = mc->master) != NULL) {
								status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON);
							}
						}
					}
				}
				break;

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

					if (sd) {
						struct map_session_data *tsd;
						int i;
						for (i = 0; i < MAX_PC_DEVOTION; i++) {
							//See if there are devoted characters, and pass the status to them. [Skotlex]
							if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL)
								status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,SCFLAG_NOAVOID);
						}
					}
				}
				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 = INFINITE_DURATION; // duration sent to the client should be infinite
				tick_time = val4; // [GodLesZ] tick time
				break;
			case SC_PARRYING:
				val2 = 20 + val1*3; //Block Chance
				break;

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

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

			case SC_BERSERK:
				if( val3 == SC__BLOODYLUST )
					sc_start(src,bl,(sc_type)val3,100,val1,tick);
				if (!val3 && (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4))
					sc_start4(src, 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_MASTER:
			{
				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_MARIONETTE:
			{
				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_MASTER] : NULL;
				// fetch target's stats
				struct status_data* tst = 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 - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
				stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
				stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
				stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
				stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
				stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
			}
				break;
			case SC_SOULLINK:
				//1st Transcendent Spirit works similar to Marionette Control
				if(sd && val2 == SL_HIGH) {
					int stat,max_stat;
					// Fetch target's stats
					struct status_data* status2 = status->get_status_data(bl); // Battle status
					val3 = 0;
					val4 = 0;
					max_stat = (status->get_lv(bl)-10<50)?status->get_lv(bl)-10:50;
					stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
					stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
					stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
					stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
					stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
					stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
				}
				break;
			case SC_SWORDREJECT:
				val2 = 15*val1; //Reflect chance
				val3 = 3; //Reflections
				tick = INFINITE_DURATION;
				break;

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

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

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

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

				if ((d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) != NULL && d_sc->count) {
					// Inherits Status From Source
					const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
					int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
					while (i >= 0) {
						enum sc_type type2 = types[i];
						if (d_sc->data[type2]) {
							status->change_start(bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, 0,
							                     skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1),
							                     (type2 != SC_DEFENDER) ? SCFLAG_NOICON : SCFLAG_NONE);
						}
						i--;
					}
				}
				break;
			}

			case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
				if( val3 && bl->type == BL_MOB ) {
					struct block_list* src2 = map->id2bl(val3);
					if( src2 )
						mob->log_damage(BL_UCAST(BL_MOB, bl), src2, st->hp - 1);
				}
				status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
				return 1;
				break;
			case SC_RG_CCONFINE_S:
			{
				struct block_list *src2 = val2 ? map->id2bl(val2) : NULL;
				struct status_change *sc2 = src ? status->get_sc(src2) : NULL;
				struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
				if (src2 && sc2) {
					if (!sce2) //Start lock on caster.
						sc_start4(src,src2,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
					else { //Increase count of locked enemies and refresh time.
						(sce2->val2)++;
						timer->delete(sce2->timer, status->change_timer);
						sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M);
					}
				} else //Status failed.
					return 0;
			}
				break;
			case SC_KAITE:
				val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
				break;
			case SC_KAUPE:
				switch (val1) {
				case 3: //33*3 + 1 -> 100%
					val2++;
					FALLTHROUGH
				case 1:
				case 2: //33, 66%
					val2 += 33*val1;
					val3 = 1; //Dodge 1 attack total.
					break;
				default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
					val2 = 100;
					val3 = val1-2;
					break;
				}
				break;

			case SC_COMBOATTACK:
			{
				//val1: Skill ID
				//val2: When given, target (for autotargetting skills)
				//val3: When set, this combo time should NOT delay attack/movement
				//val3: If set to 2 this combo will delay ONLY attack
				//val3: TK: Last used kick
				//val4: TK: Combo time
				struct unit_data *ud = unit->bl2ud(bl);
				if( ud && (!val3 || val3 == 2) ) {
					tick += 300 * battle_config.combo_delay_rate/100;
					ud->attackabletime = timer->gettick()+tick;
					if( !val3 )
						unit->set_walkdelay(bl, timer->gettick(), tick, 1);
				}
				val3 = 0;
				val4 = tick;
				break;
			}
			case SC_EARTHSCROLL:
				val2 = 11-val1; //Chance to consume: 11-skill_lv%
				break;
			case SC_RUN:
			{
				//Store time at which you started running.
				int64 currenttick = timer->gettick();
				// Note: this int64 value is stored in two separate int32 variables (FIXME)
				val3 = (int)(currenttick&0x00000000ffffffffLL);
				val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
			}
				tick = INFINITE_DURATION;
				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 && st->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 = INFINITE_DURATION;
				break;
			case SC_CONCENTRATION:
				val2 = 2 + val1;
				if (sd) { //Store the card-bonus data that should not count in the %
					val3 = sd->param_bonus[1]; //Agi
					val4 = sd->param_bonus[4]; //Dex
				} else {
					val3 = val4 = 0;
				}
				break;
			case SC_OVERTHRUSTMAX:
				val2 = 20*val1; //Power increase
				break;
			case SC_OVERTHRUST:
				//val2 holds if it was casted on self, or is bonus received from others
				val3 = 5*val1; //Power increase
				if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
					tick += tick / 10;
				break;
			case SC_ADRENALINE2:
			case SC_ADRENALINE:
				val3 = (val2) ? 300 : 200; // aspd increase
				FALLTHROUGH
			case SC_WEAPONPERFECT:
				if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
					tick += tick / 10;
				break;
			case SC_LKCONCENTRATION:
				val2 = 5*val1; //Batk/Watk Increase
				val3 = 10*val1; //Hit Increase
				val4 = 5*val1; //Def reduction
				sc_start(src, bl, SC_ENDURE, 100, 1, tick); //Endure effect
				break;
			case SC_ANGELUS:
				val2 = 5*val1; //def increase
				break;
			case SC_IMPOSITIO:
				val2 = 5*val1; //watk increase
				break;
			case SC_MELTDOWN:
				val2 = 100*val1; //Chance to break weapon
				val3 = 70*val1; //Change to break armor
				break;
			case SC_TRUESIGHT:
				val2 = 10*val1; //Critical increase
				val3 = 3*val1; //Hit increase
				break;
			case SC_SUN_COMFORT:
				val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
				break;
			case SC_MOON_COMFORT:
				val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
				break;
			case SC_STAR_COMFORT:
				val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
				break;
			case SC_QUAGMIRE:
				val2 = (sd?5:10)*val1; //Agi/Dex decrease.
				break;

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

			case SC_FLING:
				if (bl->type == BL_PC)
					val2 = 0; //No armor reduction to players.
				else
					val2 = 5*val1; //Def reduction
				val3 = 5*val1; //Def2 reduction
				break;
			case SC_PROVOKE:
				//val2 signals autoprovoke.
				val3 = 2+3*val1; //Atk increase
				val4 = 5+5*val1; //Def reduction.
				break;
			case SC_HLIF_AVOID:
				//val2 = 10*val1; //Speed change rate.
				break;
			case SC_HAMI_DEFENCE:
				val2 = 2*val1; //Def bonus
				break;
			case SC_HAMI_BLOODLUST:
				val2 = 20+10*val1; //Atk rate change.
				val3 = 3*val1; //Leech chance
				val4 = 20; //Leech percent
				break;
			case SC_HLIF_FLEET:
				val2 = 30*val1; //Aspd change
				val3 = 5+5*val1; //bAtk/wAtk rate change
				break;
			case SC_MINDBREAKER:
				val2 = 20*val1; //matk increase.
				val3 = 12*val1; //mdef2 reduction.
				break;
			case SC_SKA:
				val2 = tick/1000;
				val3 = rnd()%100; //Def changes randomly every second...
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_JAILED:
				// val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
				// When first called:
				// val2 Jail map_index
				// val3 x
				// val4 y
				// When renewing status' information
				// val3 Return map_index
				// val4 return coordinates
				tick = val1>0?1000:250;
				if (sd)
				{
					if (sd->mapindex != val2)
					{
						int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
						int map_index = 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_index;
						val4 = pos;
					} else if (!val3
						|| val3 == sd->mapindex
						|| !sd->sc.data[SC_JAILED] // If player is being jailed and is already in jail (issue: 8206)
					) { //Use save point.
						val3 = sd->status.save_point.map;
						val4 = (sd->status.save_point.x&0xFFFF)
							|(sd->status.save_point.y<<16);
					}
				}
				break;
			case SC_NJ_UTSUSEMI:
				val2=(val1+1)/2; // number of hits blocked
				val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
				break;
			case SC_NJ_BUNSINJYUTSU:
				val2=(val1+1)/2; // number of hits blocked
				break;
			case SC_HLIF_CHANGE:
				val2= 30*val1; //Vit increase
				val3= 20*val1; //Int increase
				break;
			case SC_SWOO:
				if(st->mode&MD_BOSS)
					tick /= 5; //TODO: Reduce skill's duration. But for how long?
				break;
			case SC_SPIDERWEB:
				if( bl->type == BL_PC )
					tick /= 2;
				break;
			case SC_ARMOR:
				//NPC_DEFENDER:
				val2 = 80; //Damage reduction
				//Attack requirements to be blocked:
				val3 = BF_LONG; //Range
				val4 = BF_WEAPON|BF_MISC; //Type
				break;
			case SC_ENCHANTARMS:
				//end previous enchants
				skill->enchant_elemental_end(bl,type);
				//Make sure the received element is valid.
				if (val2 >= ELE_MAX)
					val2 = val2%ELE_MAX;
				else if (val2 < 0)
					val2 = rnd()%ELE_MAX;
				break;
			case SC_CRITICALWOUND:
				val2 = 20*val1; //Heal effectiveness decrease
				break;
			case SC_MAGICMIRROR:
			case SC_SLOWCAST:
				val2 = 20*val1; //Magic reflection/cast rate
				break;

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

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

			case SC_MANU_DEF:
			case SC_MANU_ATK:
			case SC_MANU_MATK:
				val2 = 1; // Manuk group
				break;
			case SC_SPL_DEF:
			case SC_SPL_ATK:
			case SC_SPL_MATK:
				val2 = 2; // Splendide group
				break;
			case SC_MORA_BUFF:
				val2 = 3; // Mora group
				break;
				/**
				* General
				**/
			case SC_FEAR:
				val2 = 2;
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_BURNING:
				val4 = tick / 3000; // Total Ticks to Burn!!
				tick_time = 3000; // [GodLesZ] tick time
				break;
				/**
				* Rune Knight
				**/
			case SC_DEATHBOUND:
				val2 = 500 + 100 * val1;
				break;
			case SC_STONEHARDSKIN:
				if( sd )
					val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
				break;
			case SC_ABUNDANCE:
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
				/**
				* Arch Bishop
				**/
			case SC_RENOVATIO:
				val4 = tick / 5000;
				tick_time = 5000;
				break;
			case SC_SECRAMENT:
				val2 = 10 * val1;
				break;
			case SC_VENOMIMPRESS:
				val2 = 10 * val1;
				break;
			case SC_WEAPONBLOCKING:
				val2 = 10 + 2 * val1; // Chance
				val4 = tick / 5000;
				tick_time = 5000; // [GodLesZ] tick time
				break;
			case SC_TOXIN:
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_MAGICMUSHROOM:
				val4 = tick / 4000;
				tick_time = 4000; // [GodLesZ] tick time
				break;
			case SC_PYREXIA:
				status->change_start(src, bl,SC_BLIND,10000,val1,0,0,0,30000,SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); // Blind status that last for 30 seconds
				val4 = tick / 3000;
				tick_time = 3000; // [GodLesZ] tick time
				break;
			case SC_LEECHESEND:
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_OBLIVIONCURSE:
				val4 = tick / 3000;
				tick_time = 3000; // [GodLesZ] tick time
				break;
			case SC_CLOAKINGEXCEED:
				val2 = (val1 + 1) / 2; // Hits
				val3 = (val1 - 1) * 10; // Walk speed
				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.
				break;
			case SC_WHITEIMPRISON:
				status_change_end(bl, SC_BURNING, INVALID_TIMER);
				status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
				status_change_end(bl, SC_STONE, INVALID_TIMER);
				break;
			case SC_MARSHOFABYSS:
				val2 = 6 * val1;
				if( sd ) // half on players
					val2 >>= 1;
				break;
			case SC_FROSTMISTY:
				status_change_end(bl, SC_BURNING, INVALID_TIMER);
				break;
			case SC_READING_SB:
				// val2 = sp reduction per second
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_SUMMON1:
			case SC_SUMMON2:
			case SC_SUMMON3:
			case SC_SUMMON4:
			case SC_SUMMON5:
				val4 = tick / 1000;
				if( val4 < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
				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_STEALTHFIELD_MASTER:
				val4 = tick / 1000;
				tick_time = 2000 + (1000 * val1);
				break;
			case SC_ELECTRICSHOCKER:
			case SC_COLD:
			case SC_MEIKYOUSISUI:
				val4 = tick / 1000;
				if( val4 < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_CAMOUFLAGE:
				val4 = tick/1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_WUGDASH:
			{
				//Store time at which you started running.
				int64 currenttick = timer->gettick();
				// Note: this int64 value is stored in two separate int32 variables (FIXME)
				val3 = (int)(currenttick&0x00000000ffffffffLL);
				val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
			}
				tick = INFINITE_DURATION;
				break;
			case SC__REPRODUCE:
				val4 = tick / 1000;
				tick_time = 1000;
				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;
				tick_time = 1000; // [GodLesZ] tick time
								 }
				break;
			case SC__STRIPACCESSARY:
				if (!sd)
					val2 = 20;
				break;
			case SC__INVISIBILITY:
				val2 = 50 - 10 * val1; // ASPD
				val3 = 200 * val1; // CRITICAL
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC__ENERVATION:
				val2 = 20 + 10 * val1; // ATK Reduction
				if (sd) {
					pc->delspiritball(sd, sd->spiritball, 0);
					pc->del_charm(sd, sd->charm_count, sd->charm_type);
				}
				break;
			case SC__GROOMY:
				val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
				val3 = 20 * val1; //HIT
				if( sd ) { // Removes Animals
					if (pc_isridingpeco(sd))
						pc->setridingpeco(sd, false);
					if (pc_isridingdragon(sd))
						pc->setridingdragon(sd, 0);
					if (pc_iswug(sd))
						pc->setoption(sd, sd->sc.option&~OPTION_WUG);
					if (pc_isridingwug(sd))
						pc->setridingwug(sd, false);
					if (pc_isfalcon(sd))
						pc->setfalcon(sd, false);
					if (sd->status.pet_id > 0)
						pet->menu(sd, 3);
					if (homun_alive(sd->hd))
						homun->vaporize(sd,HOM_ST_REST);
					if (sd->md)
						mercenary->delete(sd->md,3);
				}
				break;
			case SC__LAZINESS:
				val2 = 10 + 10 * val1; // Cast reduction
				val3 = 10 * val1; // Flee Reduction
				break;
			case SC__UNLUCKY:
				val2 = 10 * val1; // Crit and Flee2 Reduction
				break;
			case SC__WEAKNESS:
				val2 = 10 * val1;
				// bypasses coating protection and MADO
				sc_start(src, bl,SC_NOEQUIPWEAPON,100,val1,tick);
				sc_start(src, bl,SC_NOEQUIPSHIELD,100,val1,tick);
				break;
			case SC_GN_CARTBOOST:
				if( val1 < 3 )
					val2 = 50;
				else if( val1 < 5 )
					val2 = 75;
				else
					val2 = 100;
				break;
			case SC_PROPERTYWALK:
				val3 = 0;
				break;
			case SC_WARMER:
				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
				status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
				status_change_end(bl, SC_COLD, INVALID_TIMER);
				break;
			case SC_STRIKING:
				val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_BLOOD_SUCKER:
			{
				struct block_list *src2 = map->id2bl(val2);
				val3 = 1;
				if(src2)
					val3 = 200 + 100 * val1 + status_get_int(src2);
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
			}
				break;
			case SC_SWING:
				val3 = 5 * val1 + val2;//Movement Speed And ASPD Increase
				break;
			case SC_SYMPHONY_LOVE:
				val2 = 12 * val1 + val2 + (sd ? sd->status.job_level : 70) / 4;//MDEF Increase In %
				break;
			case SC_MOONLIT_SERENADE:
			case SC_RUSH_WINDMILL:
				val2 = 6 * val1 + val2 + (sd ? sd->status.job_level : 70) / 5;
				break;
			case SC_ECHOSONG:
				val3 = 6 * val1 + val2 + (sd ? sd->status.job_level : 70) / 4;//DEF Increase In %
				break;
			case SC_HARMONIZE:
				val2 = 5 + 5 * val1;
				break;
			case SC_SIREN:
				val4 = tick / 2000;
				tick_time = 2000; // [GodLesZ] tick time
				break;
			case SC_DEEP_SLEEP:
				val4 = tick / 2000;
				tick_time = 2000; // [GodLesZ] tick time
				break;
			case SC_SIRCLEOFNATURE:
				val2 = 40 * val1;//HP recovery
				val3 = 4 * val1;//SP drain
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_SONG_OF_MANA:
				val3 = 10 + 5 * val2;
				val4 = tick/5000;
				tick_time = 5000; // [GodLesZ] tick time
				break;
			case SC_SATURDAY_NIGHT_FEVER:
				/*val2 = 12000 - 2000 * val1;//HP/SP Drain Timer
				if ( val2 < 1000 )
					val2 = 1000;//Added to prevent val3 from dividing by 0 when using level 6 or higher through commands. [Rytech]
				val3 = tick/val2;*/
				val3 = tick / 3000;
				tick_time = 3000;// [GodLesZ] tick time
				break;
			case SC_GLOOMYDAY:
				if ( !val2 ) {
					val2 = (val4 > 0 ? max(15, rnd()%(val4*5)) : 0) + val1 * 10;
				}
				if ( rnd()%10000 < val1*100 ) { // 1% per SkillLv chance
					if ( !val3 )
						val3 = 50;
					if( sd ) {
						if (pc_isridingpeco(sd))
							pc->setridingpeco(sd, false);
						if (pc_isridingdragon(sd))
							pc->setridingdragon(sd, false);
					}
				}
				break;
			case SC_SITDOWN_FORCE:
			case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
				if( sd && !pc_issit(sd) )
				{
					pc_setsit(sd);
					skill->sit(sd,1);
					clif->sitting(bl);
				}
				break;
			case SC_DANCE_WITH_WUG:
				val3 = 5 + 5 * val2;//ASPD Increase
				val4 = 20 + 10 * val2;//Fixed Cast Time Reduction
				break;
			case SC_LERADS_DEW:
				val3 = 200 * val1 + 300 * val2;//MaxHP Increase
				break;
			case SC_MELODYOFSINK:
				val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer.
				val4 = tick/1000;
				tick_time = 1000;
				break;
			case SC_BEYOND_OF_WARCRY:
				val3 = val1 * (2 + val2);//STR And Crit Reduction. Formula Includes Caster And 2nd Performer.
				val4 = 4 * val1 + 4 * val2;//MaxHP Reduction
				break;
			case SC_UNLIMITED_HUMMING_VOICE:
				{
					struct unit_data *ud = unit->bl2ud(bl);
					if( ud == NULL ) return 0;
					ud->state.skillcastcancel = 0;
					val3 = 15 - (3 * val2);//Increased SP Cost.
				}
				break;
			case SC_LG_REFLECTDAMAGE:
				val2 = 15 + 5 * val1;
				val3 = 25 + 5 * val1; //Number of Reflects
				val4 = tick/1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_FORCEOFVANGUARD:
				val2 = 8 + 12 * val1; // Chance
				val3 = 5 + 2 * val1; // Max rage counters
				tick = INFINITE_DURATION; //endless duration in the client
				break;
			case SC_EXEEDBREAK:
				if( sd ){
					short index = sd->equip_index[EQI_HAND_R];
					val1 = 15 * (sd->status.job_level + val1 * 10);
					if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
						val1 += (sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv) * status->get_lv(bl) / 100;
				}
				break;
			case SC_PRESTIGE:
				val2 = (st->int_ + st->luk) * val1 / 20;// Chance to evade magic damage.
				val2 = val2 * status->get_lv(bl) / 200;
				val2 += val1;
				val1 *= 15; // Defence added
				if( sd )
					val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
				val1 = val1 *  status->get_lv(bl) / 100;
				break;
			case SC_BANDING:
				tick_time = 5000; // [GodLesZ] tick time
				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.base_level / 10 + sd->status.job_level / 5;// All stat bonus
				}
				val4 = tick / 5000;
				tick_time = 5000; // [GodLesZ] tick time
				status->change_clear_buffs(bl,3); //Remove buffs/debuffs
				break;
			case SC_CRESCENTELBOW:
				val2 = (sd ? sd->status.job_level : 2) / 2 + 50 + 5 * val1;
				break;
			case SC_LIGHTNINGWALK: //  [(Job Level / 2) + (40 + 5 * Skill Level)] %
				val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
				break;
			case SC_RAISINGDRAGON:
				val3 = tick / 5000;
				tick_time = 5000; // [GodLesZ] tick time
				break;
			case SC_GENTLETOUCH_CHANGE:
			{// take note there is no def increase as skill desc says. [malufett]
				struct block_list * src2;
				val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
				if( (src2 = map->id2bl(val2)) ){
					val4 = ( 200/(status_get_int(src2)?status_get_int(src2):1) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
					val2 = ( status_get_dex(src2)/4 + status_get_str(src2)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
				}
			}
				break;
			case SC_GENTLETOUCH_REVITALIZE:
				if(val2 < 0)
					val2 = 0;
				else
					val2 = val2 / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
				break;
			case SC_GENTLETOUCH_ENERGYGAIN:
				val2 = 10 + 5 * val1;
				break;
			case SC_PYROTECHNIC_OPTION:
				val2 = 60;
				break;
			case SC_HEATER_OPTION:
				val2 = 120; // Watk. TODO: Renewal (Atk2)
				val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
				val4 = 3; // Change into fire element.
				break;
			case SC_TROPIC_OPTION:
				val2 = 180; // Watk. TODO: Renewal (Atk2)
				val3 = MG_FIREBOLT;
				break;
			case SC_AQUAPLAY_OPTION:
				val2 = 40;
				break;
			case SC_COOLER_OPTION:
				val2 = 80; // Bonus Matk
				val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
				val4 = 1; // Change into water elemet
				break;
			case SC_CHILLY_AIR_OPTION:
				val2 = 120; // Matk. TODO: Renewal (Matk1)
				val3 = MG_COLDBOLT;
				break;
			case SC_WIND_STEP_OPTION:
				val2 = 50; // % Increase speed and flee.
				break;
			case SC_BLAST_OPTION:
				val2 = (sd ? sd->status.job_level : 0); // % Increase damage
				val3 = ELE_WIND;
				break;
			case SC_WILD_STORM_OPTION:
				val2 = MG_LIGHTNINGBOLT;
				break;
			case SC_PETROLOGY_OPTION:
				val2 = 5;
				val3 = 50;
				break;
			case SC_SOLID_SKIN_OPTION:
				val2 = 33; // % Increase DEF
				break;
			case SC_CURSED_SOIL_OPTION:
				val2 = 10;
				val3 = (sd ? sd->status.job_level : 0); // % Increase Damage
				val4 = 2;
				break;
			case SC_UPHEAVAL_OPTION:
				val2 = WZ_EARTHSPIKE;
				val3 = 15; // Bonus MaxHP
				break;
			case SC_CIRCLE_OF_FIRE_OPTION:
				val2 = 300;
				break;
			case SC_FIRE_CLOAK_OPTION:
			case SC_WATER_DROP_OPTION:
			case SC_WIND_CURTAIN_OPTION:
			case SC_STONE_SHIELD_OPTION:
				val2 = 100; // Elemental modifier.
				break;
			case SC_TROPIC:
			case SC_CHILLY_AIR:
			case SC_WILD_STORM:
			case SC_UPHEAVAL:
				val2 += 10;
				FALLTHROUGH
			case SC_HEATER:
			case SC_COOLER:
			case SC_BLAST:
			case SC_CURSED_SOIL:
				val2 += 10;
				FALLTHROUGH
			case SC_PYROTECHNIC:
			case SC_AQUAPLAY:
			case SC_GUST:
			case SC_PETROLOGY:
				val2 += 5;
				val3 += 9000;
				FALLTHROUGH
			case SC_CIRCLE_OF_FIRE:
			case SC_WATER_SCREEN:
			case SC_WIND_STEP:
			case SC_SOLID_SKIN:
			case SC_FIRE_CLOAK:
			case SC_WATER_DROP:
			case SC_WIND_CURTAIN:
			case SC_STONE_SHIELD:
				val2 += 5;
				val3 += 1000;
				val4 = tick;
				tick_time = val3;
				break;
			case SC_WATER_BARRIER:
				val3 = 20; // Reductions. Atk2, Flee1
				break;
			case SC_ZEPHYR:
				val2 = 25; // 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:
				val3 = 8; // SP consume.
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_STEAMPACK: // [Frost]
				val3 = 100; // HP Consume.
				val4 = tick / 10000;
				tick_time = 10000;
				sc_start(src, bl, SC_ENDURE, 100, 10, tick); // Endure effect
				break;
			case SC_MAGIC_CANDY: // [Frost]
				val3 = 90; // SP Consume.
				val4 = tick / 10000;
				tick_time = 10000;
				break;
			case SC_PROMOTE_HEALTH_RESERCH:
				// Val1: 1 = Regular Potion, 2 = Thrown Potion
				// Val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
				// Val3: MaxHP Increase By Fixed Amount
				// Val4: HP Heal Percentage
				if (val1 == 1) // If potion was normally used, take the user's BaseLv.
					val3 = 1000 * val2 - 500 + status->get_lv(bl) * 10 / 3;
				else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv.
					val3 = 1000 * val2 - 500 + status->get_lv(src) * 10 / 3;
				if (val3 <= 0) // Prevents a negeative value from happening.
					val3 = 0;
				break;
			case SC_ENERGY_DRINK_RESERCH:
				// Val1: 1 = Regular Potion, 2 = Thrown Potion
				// Val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
				// Val3: MaxSP Increase By Fixed Amount
				// Val4: SP Heal Percentage
				if (val1 == 1) // If potion was normally used, take the user's BaseLv.
					val3 = status->get_lv(bl) / 10 + 5 * val2 - 10;
				else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv.
					val3 = status->get_lv(src) / 10 + 5 * val2 - 10;
				if (val3 <= 0) // Prevents a negeative value from happening.
					val3 = 0;
				break;
			case SC_KYOUGAKU: {
				int min = val1*2;
				int max = val1*3;
				val3 = rnd()%(max-min)+min;
					val2 = val1;
					val1 = MOBID_PORING;
				}
				break;
			case SC_KAGEMUSYA:
				val3 = val1 * 2;
				FALLTHROUGH
			case SC_IZAYOI:
				val2 = tick/1000;
				tick_time = 1000;
				break;
			case SC_ZANGETSU:
				val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
				val3 = status->get_lv(bl) / 2 + 30 * val1;
				val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
				val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
				break;
			case SC_GENSOU:

#define PER( a, lvl ) do { \
	int temp__ = (a); \
	if( temp__ <= 15 ) (lvl) = 1; \
	else if( temp__ <= 30 ) (lvl) = 2; \
	else if( temp__ <= 50 ) (lvl) = 3; \
	else if( temp__ <= 75 ) (lvl) = 4; \
	else (lvl) = 5; \
} while(0)

			{
				int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;

				if (sp < 1) sp = 1;
				if (hp < 1) hp = 1;

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

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

				PER( 100 / (status_get_max_sp(bl) / sp), lv );
				status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
			}
#undef PER
				break;
			case SC_ANGRIFFS_MODUS:
				val2 = 50 + 20 * val1; //atk bonus
				val3 = 40 + 20 * val1; // Flee reduction.
				val4 = tick/1000; // hp/sp reduction timer
				tick_time = 1000;
				break;
			case SC_NEUTRALBARRIER:
				tick_time = tick;
				tick = INFINITE_DURATION;
				break;
			case SC_GOLDENE_FERSE:
				val2 = 10 + 10*val1; //max hp bonus
				val3 = 6 + 4 * val1; // Aspd Bonus
				val4 = 2 + 2 * val1; // Chance of holy attack
				break;
			case SC_OVERED_BOOST:
				val2 = 300 + 40*val1; //flee bonus
				val3 = 179 + 2*val1; //aspd bonus
				break;
			case SC_GRANITIC_ARMOR:
				val2 = 2*val1; //dmg reduction
				val3 = 6*val1; //dmg on status end
				break;
			case SC_MAGMA_FLOW:
				val2 = 3*val1; //activation chance
				break;
			case SC_PYROCLASTIC:
				val2 += 10*val1; //atk bonus
				break;
			case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
				val2 = 2*val1; //def reduction
				val3 = 500*val1; //varcast augmentation
				break;
			case SC_PAIN_KILLER: //[Lighta] need real info
				val2 = 2*val1; //aspd reduction %
				val3 = 2*val1; //dmg reduction %
				if(sc->data[SC_NEEDLE_OF_PARALYZE])
					sc_start(src, bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
				break;
			case SC_STYLE_CHANGE: //[Lighta] need real info
				tick = INFINITE_DURATION;
				if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
				else val2 = MH_MD_FIGHTING;
				break;
			case SC_FULL_THROTTLE:
				status_percent_heal(bl,100,0);
				val2 = 7 - val1;
				tick_time = 1000;
				val4 = tick / tick_time;
				break;
			case SC_KINGS_GRACE:
				val2 = 3 + val1;
				tick_time = 1000;
				val4 = tick / tick_time;
				break;
			case SC_TELEKINESIS_INTENSE:
				val2 = 10 * val1;
				val3 = 40 * val1;
				break;
			case SC_OFFERTORIUM:
				val2 = 30 * val1;
				break;
			case SC_FRIGG_SONG:
				val2 = 5 * val1;
				val3 = (20 * val1) + 80;
				tick_time = 1000;
				val4 = tick / tick_time;
				break;
			case SC_DARKCROW:
				val2 = 30 * val1;
				break;
			case SC_MONSTER_TRANSFORM:
				if (!mob->db_checkid(val1))
					val1 = MOBID_PORING;
				break;
			case SC_SPRITEMABLE:
			case SC_ALL_RIDING:
				tick = INFINITE_DURATION;
				break;
			case SC_FLASHCOMBO:
				/**
				 * val1 = <IN>skill_id
				 * val2 = <OUT>attack addition
				 **/
				val2 = 20+(20*val1);
				break;
			/**
			 * Summoner
			 */
			case SC_FRESHSHRIMP:
				val4 = tick / (10000 - ((val1 - 1) * 1000));
				tick_time = 10000 - ((val1 - 1) * 1000);
				if (val4 <= 0) // Prevents a negeative value from happening
					val4 = 0;
				break;
			case SC_ARCLOUSEDASH:
				val2 = 15 + 5 * val1; // AGI
				val3 = 25; // Move speed increase
				if (sd != NULL && (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)
					val4 = 10; // Ranged ATK increase
				break;
			case SC_TUNAPARTY:
				val2 = (st->max_hp * (val1 * 10) / 100); // %Max HP to absorb
				break;
			case SC_BITESCAR:
				val2 = 2 * val1; // MHP% damage
				val4 = tick / 1000;
				tick_time = 1000;
				break;
			case SC_SHRIMP:
				val2 = 10; // BATK%, MATK%
				break;
			case SC_CATNIPPOWDER:
				val2 = 50; // WATK%, MATK%
				val3 = 25 * val1; // Move speed reduction
				break;
			default:
				if (status->change_start_unknown_sc(src, bl, type, calc_flag, rate, val1, val2, val3, val4, tick, flag)) {
					return 0;
				}
		}
	} else { // Special considerations when loading SC data.
		switch (type) {
			case SC_WEDDING:
			case SC_XMAS:
			case SC_SUMMER:
			case SC_HANBOK:
			case SC_OKTOBERFEST:
			case SC_DRESS_UP:
				if (vd == NULL)
					break;
				clif->changelook(bl, LOOK_BASE, vd->class);
				clif->changelook(bl, LOOK_WEAPON, 0);
				clif->changelook(bl, LOOK_SHIELD, 0);
				clif->changelook(bl, LOOK_CLOTHES_COLOR, vd->cloth_color);
				clif->changelook(bl, LOOK_BODY2, 0);
				break;
			case SC_KAAHI:
				val4 = INVALID_TIMER;
				break;
		}
	}

	/* values that must be set regardless of SCFLAG_LOADED e.g. val_flag */
	val_flag = status->get_val_flag(type);

	/* [Ind/Hercules] */
	status->change_start_display(sd, type, val1, val2, val3, val4);

	//Those that make you stop attacking/walking....
	status->change_start_stop_action(bl, type);

	// Set option as needed.
	opt_flag = status->change_start_set_option(bl, sc, type, val1, val2, val3, val4);

	//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
	if(opt_flag) {
		clif->changeoption(bl);
		if( sd && opt_flag&0x4 ) {
			if (vd)
				clif->changelook(bl, LOOK_BASE, vd->class);
			clif->changelook(bl,LOOK_WEAPON,0);
			clif->changelook(bl,LOOK_SHIELD,0);
			if (vd)
				clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
		}
	}
	if (calc_flag&SCB_DYE) {
		//Reset DYE color
		if (vd && vd->cloth_color) {
			val4 = vd->cloth_color;
			clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
		}
		calc_flag&=~SCB_DYE;
	}

#if 0 //Currently No SC's use this
	if (calc_flag&SCB_BODY) {
		//Reset Body Style
		if (vd && vd->body_style) {
			val4 = vd->body_style;
			clif->changelook(bl,LOOK_BODY2,0);
		}
		calc_flag&=~SCB_BODY;
	}
#endif

	if(!(flag&SCFLAG_NOICON) && !(flag&SCFLAG_LOADED && status->dbs->DisplayType[type]))
		clif->status_change(bl,status->dbs->IconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);

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

	//Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
	if((sce=sc->data[type])) {// reuse old sc
		if( sce->timer != INVALID_TIMER )
			timer->delete(sce->timer, status->change_timer);
	} else {// new sc
		++(sc->count);
		sce = sc->data[type] = ers_alloc(status->data_ers, struct status_change_entry);
	}

	sce->val1 = val1;
	sce->val2 = val2;
	sce->val3 = val3;
	sce->val4 = val4;

	if (tick >= 0) {
		sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type);
		sce->infinite_duration = false;
	} else {
		sce->timer = INVALID_TIMER; //Infinite duration
		sce->infinite_duration = true;
		if( sd )
			chrif->save_scdata_single(sd->status.account_id,sd->status.char_id,type,sce);
	}

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

	switch (type) {
		case SC_BERSERK:
			if (!(sce->val2)) { //don't heal if already set
				status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
				status->set_sp(bl, 0, 0); //Damage all SP
			}
			sce->val2 = 5 * st->max_hp / 100;
			break;
		case SC_HLIF_CHANGE:
			status_percent_heal(bl, 100, 100);
			break;
		case SC_RUN:
			{
				struct unit_data *ud = unit->bl2ud(bl);
				if( ud )
					ud->state.running = unit->run(bl, NULL, SC_RUN);
			}
			break;
		case SC_CASH_BOSS_ALARM:
			if( sd )
				clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message
			break;
		case SC_MER_HP:
			status_percent_heal(bl, 100, 0); // Recover Full HP
			break;
		case SC_MER_SP:
			status_percent_heal(bl, 0, 100); // Recover Full SP
			break;
		case SC_PROMOTE_HEALTH_RESERCH:
			status_percent_heal(bl, sce->val4, 0);
			break;
		case SC_ENERGY_DRINK_RESERCH:
			status_percent_heal(bl, 0, sce->val4);
			break;
			/**
			* Ranger
			**/
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit->bl2ud(bl);
				if( ud )
					ud->state.running = unit->run(bl, sd, SC_WUGDASH);
			}
			break;
		case SC_COMBOATTACK:
			switch (sce->val1) {
			case TK_STORMKICK:
				clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
				break;
			case TK_DOWNKICK:
				clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
				break;
			case TK_TURNKICK:
				clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
				break;
			case TK_COUNTER:
				clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
				break;
			case MO_COMBOFINISH:
			case CH_TIGERFIST:
			case CH_CHAINCRUSH:
				if (sd)
					clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
				break;
			case TK_JUMPKICK:
				if (sd)
					clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
				break;
			case MO_TRIPLEATTACK:
				if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
					clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
				break;
			case SR_FALLENEMPIRE:
				if (sd){
					clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
					clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
				}
				break;
			}
			break;
			case SC_RAISINGDRAGON:
				sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
			break;
	}

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

	return 1;
}

bool status_change_start_unknown_sc(struct block_list *src, struct block_list *bl, enum sc_type type, int calc_flag, int rate, int val1, int val2, int val3, int val4, int tick, int flag)
{
	Assert_retr(false, type >= SC_NONE && type < SC_MAX);
	if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->dbs->IconChangeTable[type] == 0) {
		//Status change with no calc, no icon, and no skill associated...?
		ShowError("UnknownStatusChange [%d]\n", type);
		return true;
	}
	return false;
}

void status_change_start_display(struct map_session_data *sd, enum sc_type type, int val1, int val2, int val3, int val4)
{
	Assert_retv(type >= SC_NONE && type < SC_MAX);

	if (sd && status->dbs->DisplayType[type]) {
		int dval1 = 0, dval2 = 0, dval3 = 0;
		switch (type) {
			case SC_ALL_RIDING:
				dval1 = 1;
				break;
			case SC_CLAN_INFO:
				dval1 = val1;
				dval2 = val2;
				dval3 = val3;
				break;
			default: /* all others: just copy val1 */
				dval1 = val1;
				break;
		}
		status->display_add(sd, type, dval1, dval2, dval3);
	}
}

/**
 * Return val_flag based on sc type.
 *
 * @param type Status change type.
 *
 * @retval val_flag.
 */
int status_get_val_flag(enum sc_type type)
{
	int val_flag = 0;
	switch (type) {
		case SC_CLAN_INFO:
			val_flag |= 1 | 2;
			break;
		case SC_FIGHTINGSPIRIT:
			val_flag |= 1 | 2;
			break;
		case SC_VENOMIMPRESS:
			val_flag |= 1 | 2;
			break;
		case SC_POISONINGWEAPON:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_WEAPONBLOCKING:
			val_flag |= 1 | 2;
			break;
		case SC_ROLLINGCUTTER:
			val_flag |= 1;
			break;
		case SC_CLOAKINGEXCEED:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_HALLUCINATIONWALK:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_SUMMON1:
		case SC_SUMMON2:
		case SC_SUMMON3:
		case SC_SUMMON4:
		case SC_SUMMON5:
			val_flag |= 1;
			break;
		case SC__SHADOWFORM:
			val_flag |= 1 | 2 | 4;
			break;
		case SC__INVISIBILITY:
			val_flag |= 1 | 2;
			break;
		case SC__ENERVATION:
			val_flag |= 1 | 2;
			break;
		case SC__GROOMY:
			val_flag |= 1 | 2 | 4;
			break;
		case SC__LAZINESS:
			val_flag |= 1 | 2 | 4;
			break;
		case SC__UNLUCKY:
			val_flag |= 1 | 2 | 4;
			break;
		case SC__WEAKNESS:
			val_flag |= 1 | 2;
			break;
		case SC_PROPERTYWALK:
			val_flag |= 1 | 2;
			break;
		case SC_FORCEOFVANGUARD:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_PRESTIGE:
			val_flag |= 1 | 2;
			break;
		case SC_BANDING:
			val_flag |= 1;
			break;
		case SC_SHIELDSPELL_DEF:
		case SC_SHIELDSPELL_MDEF:
		case SC_SHIELDSPELL_REF:
			val_flag |= 1 | 2;
			break;
		case SC_SPELLFIST:
		case SC_CURSEDCIRCLE_ATKER:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_CRESCENTELBOW:
			val_flag |= 1 | 2;
			break;
		case SC_LIGHTNINGWALK:
			val_flag |= 1;
			break;
		case SC_PYROTECHNIC_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_HEATER_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_AQUAPLAY_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_COOLER_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_CHILLY_AIR_OPTION:
			val_flag |= 1 | 2;
			break;
		case SC_GUST_OPTION:
			val_flag |= 1 | 2;
			break;
		case SC_BLAST_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_WILD_STORM_OPTION:
			val_flag |= 1 | 2;
			break;
		case SC_PETROLOGY_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_CURSED_SOIL_OPTION:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_UPHEAVAL_OPTION:
			val_flag |= 1 | 2;
			break;
		case SC_CIRCLE_OF_FIRE_OPTION:
			val_flag |= 1 | 2;
			break;
		case SC_WATER_BARRIER:
			val_flag |= 1 | 2 | 4;
			break;
		case SC_KYOUGAKU:
			val_flag |= 1;
			break;
		case SC_CASH_PLUSEXP:
		case SC_CASH_PLUSONLYJOBEXP:
		case SC_MONSTER_TRANSFORM:
		case SC_CASH_RECEIVEITEM:
		case SC_OVERLAPEXPUP:
			val_flag |= 1;
			break;
		case SC_DAILYSENDMAILCNT:
			val_flag |= 1 | 2;
			break;
	}
	return val_flag;
}

/**
 * Set new status values.
 *
 * @param bl   Status change target bl.
 * @param sc   Current statuses.
 * @param type Status change type.
 * @param val1 Additional value (meaning depends on type).
 * @param val2 Additional value (meaning depends on type).
 * @param val3 Additional value (meaning depends on type).
 * @param val4 Additional value (meaning depends on type).
 *
 * @retval option flag.
 */
int status_change_start_set_option(struct block_list *bl, struct status_change* sc, enum sc_type type, int val1, int val2, int val3, int val4)
{
	int opt_flag = 1;

	nullpo_retr(true, bl);
	nullpo_retr(true, sc);
	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;
		case SC_COLD:          sc->opt1 = OPT1_CRYSTALIZE; break;
		//OPT2
		case SC_POISON:       sc->opt2 |= OPT2_POISON;       break;
		case SC_CURSE:        sc->opt2 |= OPT2_CURSE;        break;
		case SC_SILENCE:      sc->opt2 |= OPT2_SILENCE;      break;

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

		case SC_BLIND:        sc->opt2 |= OPT2_BLIND;        break;
		case SC_ANGELUS:      sc->opt2 |= OPT2_ANGELUS;      break;
		case SC_BLOODING:     sc->opt2 |= OPT2_BLEEDING;     break;
		case SC_DPOISON:      sc->opt2 |= OPT2_DPOISON;      break;
		//OPT3
		case SC_TWOHANDQUICKEN:
		case SC_ONEHANDQUICKEN:
		case SC_SPEARQUICKEN:
		case SC_LKCONCENTRATION:
		case SC_MER_QUICKEN:
			sc->opt3 |= OPT3_QUICKEN;
			opt_flag = 0;
			break;
		case SC_OVERTHRUSTMAX:
		case SC_OVERTHRUST:
		case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
			sc->opt3 |= OPT3_OVERTHRUST;
			opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 |= OPT3_ENERGYCOAT;
			opt_flag = 0;
			break;
		case SC_INCATKRATE:
			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
			if (bl->type != BL_MOB) {
				opt_flag = 0;
				break;
			}
			FALLTHROUGH
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 |= OPT3_STEELBODY;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 |= OPT3_BLADESTOP;
			opt_flag = 0;
			break;
		case SC_AURABLADE:
			sc->opt3 |= OPT3_AURABLADE;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			opt_flag = 0;
			sc->opt3 |= OPT3_BERSERK;
			break;
#if 0
		case ???: // doesn't seem to do anything
			sc->opt3 |= OPT3_LIGHTBLADE;
			opt_flag = 0;
			break;
#endif // 0
		case SC_DANCING:
			if ((val1 & 0xFFFF) == CG_MOONLIT)
				sc->opt3 |= OPT3_MOONLIT;
			opt_flag = 0;
			break;
		case SC_MARIONETTE_MASTER:
		case SC_MARIONETTE:
			sc->opt3 |= OPT3_MARIONETTE;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 |= OPT3_ASSUMPTIO;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 |= OPT3_WARM;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 |= OPT3_KAITE;
			opt_flag = 0;
			break;
		case SC_NJ_BUNSINJYUTSU:
			sc->opt3 |= OPT3_BUNSIN;
			opt_flag = 0;
			break;
		case SC_SOULLINK:
			sc->opt3 |= OPT3_SOULLINK;
			opt_flag = 0;
			break;
		case SC_PROPERTYUNDEAD:
			sc->opt3 |= OPT3_UNDEAD;
			opt_flag = 0;
			break;
#if 0
		case ???: // from DA_CONTRACT (looks like biolab mobs aura)
			sc->opt3 |= OPT3_CONTRACT;
			opt_flag = 0;
			break;
#endif // 0
		//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__INVISIBILITY:
		case SC_CHASEWALK:
			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
			opt_flag = 2;
			break;
		case SC_SIGHT:
			sc->option |= OPTION_SIGHT;
			break;
		case SC_RUWACH:
			sc->option |= OPTION_RUWACH;
			break;
		case SC_WEDDING:
			sc->option |= OPTION_WEDDING;
			opt_flag |= 0x4;
			break;
		case SC_XMAS:
			sc->option |= OPTION_XMAS;
			opt_flag |= 0x4;
			break;
		case SC_SUMMER:
			sc->option |= OPTION_SUMMER;
			opt_flag |= 0x4;
			break;
		case SC_HANBOK:
			sc->option |= OPTION_HANBOK;
			opt_flag |= 0x4;
			break;
		case SC_ORCISH:
			sc->option |= OPTION_ORCISH;
			break;
		case SC_FUSION:
			sc->option |= OPTION_FLYING;
			break;
		case SC_OKTOBERFEST:
			sc->option |= OPTION_OKTOBERFEST;
			opt_flag |= 0x4;
			break;
		case SC_DRESS_UP:
			sc->option |= OPTION_SUMMER2;
			opt_flag |= 0x4;
			break;
		case SC__FEINTBOMB_MASTER:
			sc->option |= OPTION_INVISIBLE;
			opt_flag |= 0x4;
			break;
		default:
			opt_flag = 0;
	}
	return opt_flag;
}

/**
 * Stop actions before start new sc.
 *
 * @param bl   Status change target bl.
 * @param type Status change type.
 */
void status_change_start_stop_action(struct block_list *bl, enum sc_type type)
{
	nullpo_retv(bl);
	switch (type) {
		case SC_VACUUM_EXTREME:
			if (!map_flag_gvg(bl->m))
				unit->stop_walking(bl,1);
			break;
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
		case SC_STONE:
		case SC_DEEP_SLEEP: {
			struct map_session_data *sd = BL_CAST(BL_PC, bl);
			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
				pc->setstand(sd);
			FALLTHROUGH
		}
		case SC_TRICKDEAD:
			status_change_end(bl, SC_DANCING, INVALID_TIMER);
			// Cancel cast when get status [LuzZza]
			if (battle_config.sc_castcancel&bl->type)
				unit->skillcastcancel(bl, 0);
			FALLTHROUGH
		case SC_FALLENEMPIRE:
		case SC_WHITEIMPRISON:
			unit->stop_attack(bl);
			FALLTHROUGH
		case SC_STOP:
		case SC_CONFUSION:
		case SC_RG_CCONFINE_M:
		case SC_RG_CCONFINE_S:
		case SC_SPIDERWEB:
		case SC_ELECTRICSHOCKER:
		case SC_WUGBITE:
		case SC_THORNS_TRAP:
		case SC__MANHOLE:
		case SC__CHAOS:
		case SC_COLD:
		case SC_CURSEDCIRCLE_ATKER:
		case SC_CURSEDCIRCLE_TARGET:
		case SC_FEAR:
		case SC_MEIKYOUSISUI:
		case SC_NEEDLE_OF_PARALYZE:
		case SC_DEATHBOUND:
		case SC_NETHERWORLD:
		case SC_SV_ROOTTWIST:
			unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
			break;
		case SC_ANKLESNARE:
			if (battle_config.skill_trap_type || !map_flag_gvg(bl->m))
				unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
			break;
		case SC_HIDING:
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
		case SC_CHASEWALK:
		case SC_WEIGHTOVER90:
		case SC_CAMOUFLAGE:
		case SC_SIREN:
		case SC_ALL_RIDING:
		case SC_SUHIDE:
			unit->stop_attack(bl);
			break;
		case SC_SILENCE:
			if (battle_config.sc_castcancel & bl->type)
				unit->skillcastcancel(bl, 0);
			break;
	}
}

/**
 * End sc before starting other sc.
 *
 * @param bl   Status change target bl.
 * @param st   Status change data.
 * @param sc   Current statuses.
 * @param type Status change type.
 * @param undead_flag is bl undead.
 * @param val1 Additional value (meaning depends on type).
 * @param val2 Additional value (meaning depends on type).
 * @param val3 Additional value (meaning depends on type).
 * @param val4 Additional value (meaning depends on type).
 *
 * @retval 0 if no status change happened.
 * @retval 1 if the status change was successfully applied.
 */
bool status_end_sc_before_start(struct block_list *bl, struct status_data *st, struct status_change* sc, enum sc_type type, int undead_flag, int val1, int val2, int val3, int val4)
{
	nullpo_retr(true, bl);
	nullpo_retr(true, st);
	nullpo_retr(true, sc);

	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 && st->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);
			}
			if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
				status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
			break;
		case SC_INC_AGI:
			status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
			if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
				status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
			break;
		case SC_QUAGMIRE:
			status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
			status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
			status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
			FALLTHROUGH
			//Also blocks the ones below...
		case SC_DEC_AGI:
		case SC_ADORAMUS:
			status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
			//Also blocks the ones below...
			FALLTHROUGH
		case SC_DONTFORGETME:
			status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
			status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
			status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
			status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
			break;
		case SC_ONEHANDQUICKEN:
			//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
			status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
			break;
		case SC_OVERTHRUSTMAX:
			//Cancels Normal Overthrust. [Skotlex]
			status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
			break;
		case SC_KYRIE:
			//Cancels Assumptio
			status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
			break;
		case SC_MAGNIFICAT:
			//Cancels Offertorium
			status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER);
			break;
		case SC_OFFERTORIUM:
			//Cancels Magnificat
			status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
			break;
		case SC_DELUGE:
			if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
				status_change_end(bl, SC_BLIND, INVALID_TIMER);
			break;
		case SC_SILENCE:
			if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
				status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
			break;
		case SC_HIDING:
			status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
			status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
			break;
		case SC_BERSERK:
			if (val3 == SC__BLOODYLUST)
				break;
			if (battle_config.berserk_cancels_buffs) {
				status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
				status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
				status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
				status_change_end(bl, SC_PARRYING, INVALID_TIMER);
				status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
				status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
			}
	#ifdef RENEWAL
			else {
				status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
			}
	#endif
			break;
		case SC_ASSUMPTIO:
			status_change_end(bl, SC_KYRIE, INVALID_TIMER);
			status_change_end(bl, SC_KAITE, INVALID_TIMER);
			break;
		case SC_KAITE:
			status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
			break;
		case SC_CARTBOOST:
			if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) {
				//Cancel Decrease Agi, but take no further effect [Skotlex]
				status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
				status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
				return true;
			}
			break;
		case SC_FUSION:
			status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
			break;
		case SC_GS_ADJUSTMENT:
			status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
			break;
		case SC_GS_MADNESSCANCEL:
			status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
			break;
			//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
		case SC_PROPERTYUNDEAD:
			status_change_end(bl, SC_BLESSING, INVALID_TIMER);
			status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
			break;
		case SC_FOOD_STR:
			status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
			break;
		case SC_FOOD_AGI:
			status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
			break;
		case SC_FOOD_VIT:
			status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
			break;
		case SC_FOOD_INT:
			status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
			break;
		case SC_FOOD_DEX:
			status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
			break;
		case SC_FOOD_LUK:
			status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
			break;
		case SC_FOOD_STR_CASH:
			status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
			break;
		case SC_FOOD_AGI_CASH:
			status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
			break;
		case SC_FOOD_VIT_CASH:
			status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
			break;
		case SC_FOOD_INT_CASH:
			status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
			break;
		case SC_FOOD_DEX_CASH:
			status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
			break;
		case SC_FOOD_LUK_CASH:
			status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
			status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
			break;
		case SC_GM_BATTLE:
			status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER);
			break;
		case SC_GM_BATTLE2:
			status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER);
			break;
		case SC_ENDURE:
			if (val4 == 1)
				status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
			break;
		case SC_FIGHTINGSPIRIT:
		case SC_OVERED_BOOST:
			status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
			break;
		case SC_MARSHOFABYSS:
			status_change_end(bl, SC_INCAGI, INVALID_TIMER);
			status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
			status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
			break;
		//Group A Status (doesn't overlap)
		case SC_SWING:
		case SC_SYMPHONY_LOVE:
		case SC_MOONLIT_SERENADE:
		case SC_RUSH_WINDMILL:
		case SC_ECHOSONG:
		case SC_HARMONIZE:
		case SC_FRIGG_SONG:
			if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
			if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
			if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
			if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
			if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
			if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
			if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
			break;
		//Group B Status
		case SC_SIREN:
		case SC_DEEP_SLEEP:
		case SC_SIRCLEOFNATURE:
		case SC_LERADS_DEW:
		case SC_MELODYOFSINK:
		case SC_BEYOND_OF_WARCRY:
		case SC_UNLIMITED_HUMMING_VOICE:
		case SC_GLOOMYDAY:
		case SC_SONG_OF_MANA:
		case SC_DANCE_WITH_WUG:
			if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
			if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
			if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
			if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
			if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
			if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
			if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
			if (type != SC_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
			if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
			if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
			break;
		case SC_REFLECTSHIELD:
			status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
			break;
		case SC_LG_REFLECTDAMAGE:
			status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
			break;
		case SC_SHIELDSPELL_DEF:
		case SC_SHIELDSPELL_MDEF:
		case SC_SHIELDSPELL_REF:
			status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
			status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
			status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
			status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
			break;
		case SC_GENTLETOUCH_ENERGYGAIN:
		case SC_GENTLETOUCH_CHANGE:
		case SC_GENTLETOUCH_REVITALIZE:
			if (type != SC_GENTLETOUCH_REVITALIZE)
				status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
			if (type != SC_GENTLETOUCH_ENERGYGAIN)
				status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
			if (type != SC_GENTLETOUCH_CHANGE)
				status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
			break;
		case SC_INVINCIBLE:
			status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
			break;
		case SC_INVINCIBLEOFF:
			status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
			break;
		case SC_MAGICPOWER:
			status_change_end(bl, type, INVALID_TIMER);
			break;
	}

	return false;
}

/**
 * Check is boss resist to given sc.
 *
 * @param type Status change type.
 *
 * @retval true if boss resist.
 * @retval false if boss not resist.
 */
bool status_is_boss_resist_sc(enum sc_type type)
{
	if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX)
		return true;
	switch (type) {
		case SC_BLESSING:
		case SC_DEC_AGI:
		case SC_PROVOKE:
		case SC_COMA:
		case SC_GRAVITATION:
		case SC_NJ_SUITON:
		case SC_RICHMANKIM:
		case SC_ROKISWEIL:
		case SC_FOGWALL:
		case SC_FROSTMISTY:
		case SC_BURNING:
		case SC_MARSHOFABYSS:
		case SC_ADORAMUS:
		case SC_NEEDLE_OF_PARALYZE:
		case SC_DEEP_SLEEP:
		case SC_COLD:

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

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

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

		// Other Effects
		case SC_VACUUM_EXTREME:
		case SC_NETHERWORLD:
		case SC_FRESHSHRIMP:
		case SC_SV_ROOTTWIST:
		case SC_BITESCAR:
			return true;
	}
	return false;
}

/**
 * Initial check for current statuses immune to given sc.
 *
 * @param sc   Current statuses.
 * @param type Status change type.
 *
 * @retval true if immune resist.
 * @retval false if not immune resist.
 */
bool status_is_immune_to_status(struct status_change* sc, enum sc_type type)
{
	nullpo_retr(true, sc);
	if (sc->data[SC_REFRESH]) {
		if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
			return true; // Immune to status ailements
		switch (type) {
			case SC_DEEP_SLEEP:
			case SC__CHAOS:
			case SC_BURNING:
			case SC_STUN:
			case SC_SLEEP:
			case SC_CURSE:
			case SC_STONE:
			case SC_POISON:
			case SC_BLIND:
			case SC_SILENCE:
			case SC_BLOODING:
			case SC_FREEZE:
			case SC_FROSTMISTY:
			case SC_COLD:
			case SC_TOXIN:
			case SC_PARALYSE:
			case SC_VENOMBLEED:
			case SC_MAGICMUSHROOM:
			case SC_DEATHHURT:
			case SC_PYREXIA:
			case SC_OBLIVIONCURSE:
			case SC_MARSHOFABYSS:
			case SC_MANDRAGORA:
				return true;
		}
	} else if (sc->data[SC_INSPIRATION]) {
		if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX)
			return true; // Immune to status ailements
		switch (type) {
			case SC_POISON:
			case SC_BLIND:
			case SC_STUN:
			case SC_SILENCE:
			case SC__CHAOS:
			case SC_STONE:
			case SC_SLEEP:
			case SC_BLOODING:
			case SC_CURSE:
			case SC_BURNING:
			case SC_FROSTMISTY:
			case SC_FREEZE:
			case SC_COLD:
			case SC_FEAR:
			case SC_TOXIN:
			case SC_PARALYSE:
			case SC_VENOMBLEED:
			case SC_MAGICMUSHROOM:
			case SC_DEATHHURT:
			case SC_PYREXIA:
			case SC_OBLIVIONCURSE:
			case SC_LEECHESEND:
			case SC_DEEP_SLEEP:
			case SC_SATURDAY_NIGHT_FEVER:
			case SC__BODYPAINT:
			case SC__ENERVATION:
			case SC__GROOMY:
			case SC__IGNORANCE:
			case SC__LAZINESS:
			case SC__UNLUCKY:
			case SC__WEAKNESS:
				return true;
		}
	}
	return false;
}

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

	sc = status->get_sc(bl);

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

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

		if(type == 0){
			if( status->get_sc_type(i)&SC_NO_REM_DEATH ) {
				switch (i) {
					case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
						if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
							break;
						FALLTHROUGH
					default:
						continue;
				}
			}
		}
		if( type == 3 && status->get_sc_type(i)&SC_NO_CLEAR )
			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)
				timer->delete(sc->data[i]->timer, status->change_timer);
			ers_free(status->data_ers, sc->data[i]);
			sc->data[i] = NULL;
		}
	}

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

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

	return 1;
}

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

	nullpo_ret(bl);

	sc = status->get_sc(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 && sce->timer != INVALID_TIMER)
		return 0;

	st = status->get_status_data(bl);

	if( sd && sce->infinite_duration && !sd->state.loggingout )
		chrif->del_scdata_single(sd->status.account_id,sd->status.char_id,type);

	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
			timer->delete(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.
					FALLTHROUGH
				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 = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
						return 1;
					}
		}
	}

	(sc->count)--;

	sc->data[type] = NULL;

	if( sd && status->dbs->DisplayType[type] ) {
		status->display_remove(sd,type);
	}

#ifdef ANTI_MAYAP_CHEAT
	if (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))
		invisible = true;
#endif

	vd = status->get_viewdata(bl);
	calc_flag = status->dbs->ChangeFlagTable[type];
	switch(type) {
		case SC_GRANITIC_ARMOR:
		{
			int damage = st->max_hp*sce->val3/100;
			if(st->hp < damage) //to not kill him
				damage = st->hp-1;
			status->damage(NULL, bl, damage,0,0,1);
		}
			break;
		case SC_PYROCLASTIC:
			if(bl->type == BL_PC)
				skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
			break;
		case SC_RUN:
			{
				struct unit_data *ud = unit->bl2ud(bl);
				bool begin_spurt = true;
				// Note: this int64 value is stored in two separate int32 variables (FIXME)
				int64 starttick  = (int64)sce->val3&0x00000000ffffffffLL;
					  starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL;

				if (ud) {
					if(!ud->state.running)
						begin_spurt = false;
					ud->state.running = 0;
					if (ud->walktimer != INVALID_TIMER)
						unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
				}
				if (begin_spurt && sce->val1 >= 7
				 && DIFF_TICK(timer->gettick(), starttick) <= 1000
				 && (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
				)
					sc_start(bl, bl,SC_STRUP,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
					if (sd != NULL ) {
						int i;
						for( i = 0; i < MAX_PC_DEVOTION; i++ ) {
							if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL && tsd->sc.data[type])
								status_change_end(&tsd->bl, type, INVALID_TIMER);
						}
					}
				} else if (bl->type == BL_MER) {
					struct mercenary_data *mc = BL_UCAST(BL_MER, bl);
					if (mc->devotion_flag) {
						// Clear Status from Master
						tsd = mc->master;
						if (tsd != NULL && tsd->sc.data[type] != NULL)
							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)
						BL_UCAST(BL_PC, d_bl)->devotion[sce->val2] = 0;
					else if (d_bl->type == BL_MER)
						BL_UCAST(BL_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 target_id = sce->val4;
				struct block_list *tbl = map->id2bl(target_id);
				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, target_id, 0);
			}
			break;
		case SC_DANCING:
			{
				const char* prevfile = "<unknown>";
				int prevline = 0;
				struct map_session_data *dsd;
				struct status_change_entry *dsc;

				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)) != NULL) {
					// 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
					struct skill_unit_group *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;

					if( group )
						skill->del_unitgroup(group,ALC_MARK);
				}

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

				status_change_end(bl, SC_LONGING, INVALID_TIMER);
			}
			break;
		case SC_NOCHAT:
			if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
				sd->status.manner = 0;
			if (sd && tid == INVALID_TIMER)
			{
				clif->changestatus(sd,SP_MANNER,sd->status.manner);
				clif->updatestatus(sd,SP_MANNER);
			}
			break;
		case SC_SPLASHER:
			{
				struct block_list *src=map->id2bl(sce->val3);
				if(src && tid != INVALID_TIMER)
					skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
			}
			break;
		case SC_RG_CCONFINE_S:
			{
				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_RG_CCONFINE_M]) {
					//If status was already ended, do nothing.
					//Decrease count
					if (--(sc2->data[SC_RG_CCONFINE_M]->val2) <= 0) //No more holds, free him up.
						status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
				}
			}
			break;
		case SC_RG_CCONFINE_M:
			if (sce->val2 > 0) {
				//Caster has been unlocked... nearby chars need to be unlocked.
				int range = 1
					+skill->get_range2(bl, 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,timer->gettick());
			}
			break;
		case SC_COMBOATTACK:
			if( sd )
				switch (sce->val1) {
				case MO_COMBOFINISH:
				case CH_TIGERFIST:
				case CH_CHAINCRUSH:
					clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
					break;
				case TK_JUMPKICK:
					clif->skillinfo(sd, TK_JUMPKICK, 0);
					break;
				case MO_TRIPLEATTACK:
					if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
						clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
					break;
				case SR_FALLENEMPIRE:
					clif->skillinfo(sd, SR_GATEOFHELL, 0);
					clif->skillinfo(sd, SR_TIGERCANNON, 0);
					break;
			}
			break;

		case SC_MARIONETTE_MASTER:
		case SC_MARIONETTE: /// Marionette target
			if (sce->val1) {
				// check for partner and end their marionette status as well
				enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
				struct block_list *pbl = 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(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
				status_percent_heal(bl, 100, 0);
				status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
			} else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
				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, bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
			if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
				sc_start(bl,bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
			break;
		case SC_GOSPEL:
			if (sce->val3) { //Clear the group.
				struct skill_unit_group* group = skill->id2group(sce->val3);
				sce->val3 = 0;
				if( group )
					skill->del_unitgroup(group,ALC_MARK);
			}
			break;
		case SC_HERMODE:
			if(sce->val3 == BCT_SELF)
				skill->clear_unitgroup(bl);
			break;
		case SC_BASILICA: //Clear the skill area. [Skotlex]
			skill->clear_unitgroup(bl);
			break;
		case SC_TRICKDEAD:
			if (vd) vd->dead_sit = 0;
			break;
		case SC_WARM:
		case SC__MANHOLE:
			if (sce->val4) { //Clear the group.
				struct skill_unit_group* group = skill->id2group(sce->val4);
				sce->val4 = 0;
				if( group ) /* might have been cleared before status ended, e.g. land protector */
					skill->del_unitgroup(group,ALC_MARK);
			}
			break;
		case SC_KAAHI:
			//Delete timer if it exists.
			if (sce->val4 != INVALID_TIMER)
				timer->delete(sce->val4,status->kaahi_heal_timer);
			break;
		case SC_JAILED:
			if(tid == INVALID_TIMER)
				break;
			//natural expiration.
			if(sd && sd->mapindex == sce->val2)
				pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
			break; //guess hes not in jail :P
		case SC_HLIF_CHANGE:
			if (tid == INVALID_TIMER)
				break;
			// "lose almost all their HP and SP" on natural expiration.
			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.
			if( sd ) {
				map->quit(sd);
				// Because map->quit calls status_change_end with tid INVALID_TIMER
				// 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);
				struct status_change *tsc = NULL;
				sce->val2 = 0;
				if (tbl && (tsc = status->get_sc(tbl)) != NULL && tsc->data[SC_STOP] && tsc->data[SC_STOP]->val2 == bl->id)
					status_change_end(tbl, SC_STOP, INVALID_TIMER);
			}
			break;
		case SC_LKCONCENTRATION:
			if (sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 != 2)
				status_change_end(bl, SC_ENDURE, INVALID_TIMER);
			break;
			/**
			* 3rd Stuff
			**/
		case SC_MILLENNIUMSHIELD:
			clif->millenniumshield(bl,0);
			break;
		case SC_HALLUCINATIONWALK:
			sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
			break;
		case SC_WHITEIMPRISON:
			{
				struct block_list* src = map->id2bl(sce->val2);
				if (tid == INVALID_TIMER || src == NULL)
					break; // Terminated by Damage
				status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,BDT_NORMAL,0));
			}
			break;
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit->bl2ud(bl);
				if (ud) {
					ud->state.running = 0;
					if (ud->walktimer != INVALID_TIMER)
						unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
				}
			}
			break;
		case SC_ADORAMUS:
			status_change_end(bl, SC_BLIND, INVALID_TIMER);
			break;
		case SC__SHADOWFORM:
			{
				struct map_session_data *s_sd = map->id2sd(sce->val2);
				if( !s_sd )
					break;
				s_sd->shadowform_id = 0;
			}
			break;
		case SC_SITDOWN_FORCE:
			if( sd && pc_issit(sd) ) {
				pc->setstand(sd);
				clif->standing(bl);
			}
			break;
		case SC_NEUTRALBARRIER_MASTER:
		case SC_STEALTHFIELD_MASTER:
		case SC_SV_ROOTTWIST:
			if (sce->val2) {
				struct skill_unit_group* group = skill->id2group(sce->val2);
				sce->val2 = 0;
				if (group) /* might have been cleared before status ended, e.g. land protector */
					skill->del_unitgroup(group,ALC_MARK);
			}
			break;
		case SC_BANDING:
			if(sce->val4) {
				struct skill_unit_group *group = skill->id2group(sce->val4);
				sce->val4 = 0;
				if( group ) /* might have been cleared before status ended, e.g. land protector */
					skill->del_unitgroup(group,ALC_MARK);
			}
			break;
		case SC_CURSEDCIRCLE_ATKER:
			if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
				map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
			break;
		case SC_RAISINGDRAGON:
			if ( sd && sce->val2 && !pc_isdead(sd) ) {
				int i;
				if ( (i = (sd->spiritball - 5)) > 0 )
					pc->delspiritball(sd, i, 0);
				status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			}
			break;
		case SC_CURSEDCIRCLE_TARGET:
		{
			struct block_list *src = map->id2bl(sce->val2);
			struct status_change *ssc = status->get_sc(src);
			if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
				status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
				clif->bladestop(bl, sce->val2, 0);
			}
		}
			break;
		case SC_BLOOD_SUCKER:
			if( sce->val2 ){
				struct block_list *src = map->id2bl(sce->val2);
				if(src) {
					struct status_change *ssc = status->get_sc(src);
					if( ssc )
						ssc->bs_counter--;
				}
			}
			break;
		case SC_CLAIRVOYANCE:
			calc_flag = SCB_ALL;/* required for overlapping */
			break;
		case SC_FULL_THROTTLE:
			sc_start(bl,bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
			break;
		case SC_MONSTER_TRANSFORM:
			if( sce->val2 )
				status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
			break;
		case SC_OVERED_BOOST:
			switch( bl->type ){
				case BL_HOM:
				{
					struct homun_data *hd = BL_CAST(BL_HOM, bl);
						if( hd )
							hd->homunculus.hunger = max(1, hd->homunculus.hunger - 50);
				}
					break;
				case BL_PC:
					status_zap(bl, 0, status_get_max_sp(bl) / 2);
					break;
			}
			break;
	}

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

		case SC_POISON:
		case SC_CURSE:
		case SC_SILENCE:
		case SC_BLIND:
			sc->opt2 &= ~(1<<(type-SC_POISON));
			break;
		case SC_DPOISON:
			sc->opt2 &= ~OPT2_DPOISON;
			break;
		case SC_CRUCIS:
		case SC__CHAOS:
			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;
			/* Fall through */
		case SC_CAMOUFLAGE:
			opt_flag|= 2;
			break;
		case SC__INVISIBILITY:
		case SC_CHASEWALK:
			sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
			opt_flag|= 2;
			break;
		case SC_SIGHT:
			sc->option &= ~OPTION_SIGHT;
			break;
		case SC_WEDDING:
			sc->option &= ~OPTION_WEDDING;
			opt_flag |= 0x4;
			break;
		case SC_XMAS:
			sc->option &= ~OPTION_XMAS;
			opt_flag |= 0x4;
			break;
		case SC_SUMMER:
			sc->option &= ~OPTION_SUMMER;
			opt_flag |= 0x4;
			break;
		case SC_HANBOK:
			sc->option &= ~OPTION_HANBOK;
			opt_flag |= 0x4;
			break;
		case SC_OKTOBERFEST:
			sc->option &= ~OPTION_OKTOBERFEST;
			opt_flag |= 0x4;
			break;
		case SC_DRESS_UP:
			sc->option &= ~OPTION_SUMMER2;
			opt_flag |= 0x4;
			break;
		case SC__FEINTBOMB_MASTER:
			sc->option &= ~OPTION_INVISIBLE;
			opt_flag |= 0x4;
			break;
		case SC_ORCISH:
			sc->option &= ~OPTION_ORCISH;
			break;
		case SC_RUWACH:
			sc->option &= ~OPTION_RUWACH;
			break;
		case SC_FUSION:
			sc->option &= ~OPTION_FLYING;
			break;
			//opt3
		case SC_TWOHANDQUICKEN:
		case SC_ONEHANDQUICKEN:
		case SC_SPEARQUICKEN:
		case SC_CONCENTRATION:
		case SC_MER_QUICKEN:
			sc->opt3 &= ~OPT3_QUICKEN;
			opt_flag = 0;
			break;
		case SC_OVERTHRUST:
		case SC_OVERTHRUSTMAX:
		case SC_SWOO:
			sc->opt3 &= ~OPT3_OVERTHRUST;
			if( type == SC_SWOO )
				opt_flag = 8;
			else
				opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 &= ~OPT3_ENERGYCOAT;
			opt_flag = 0;
			break;
		case SC_INCATKRATE: //Simulated Explosion spirits effect.
			if (bl->type != BL_MOB)
			{
				opt_flag = 0;
				break;
			}
			FALLTHROUGH
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 &= ~OPT3_STEELBODY;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 &= ~OPT3_BLADESTOP;
			opt_flag = 0;
			break;
		case SC_AURABLADE:
			sc->opt3 &= ~OPT3_AURABLADE;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			opt_flag = 0;
			sc->opt3 &= ~OPT3_BERSERK;
			break;
#if 0
		case ???: // doesn't seem to do anything
			sc->opt3 &= ~OPT3_LIGHTBLADE;
			opt_flag = 0;
			break;
#endif // 0
		case SC_DANCING:
			if ((sce->val1&0xFFFF) == CG_MOONLIT)
				sc->opt3 &= ~OPT3_MOONLIT;
			opt_flag = 0;
			break;
		case SC_MARIONETTE:
		case SC_MARIONETTE_MASTER:
			sc->opt3 &= ~OPT3_MARIONETTE;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 &= ~OPT3_ASSUMPTIO;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 &= ~OPT3_WARM;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 &= ~OPT3_KAITE;
			opt_flag = 0;
			break;
		case SC_NJ_BUNSINJYUTSU:
			sc->opt3 &= ~OPT3_BUNSIN;
			opt_flag = 0;
			break;
		case SC_SOULLINK:
			sc->opt3 &= ~OPT3_SOULLINK;
			opt_flag = 0;
			break;
		case SC_PROPERTYUNDEAD:
			sc->opt3 &= ~OPT3_UNDEAD;
			opt_flag = 0;
			break;
#if 0
		case ???: // from DA_CONTRACT (looks like biolab mobs aura)
			sc->opt3 &= ~OPT3_CONTRACT;
			opt_flag = 0;
			break;
#endif // 0
		default:
			opt_flag = 0;
	}

#ifdef ANTI_MAYAP_CHEAT
	if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) {
		clif->slide(bl, bl->x, bl->y);
		clif->fixpos(bl);
	}
#endif

	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;
	}

#if 0 // Currently No SC's use this
	if (calc_flag&SCB_BODY) { // Restore Body color
		if (vd && !vd->body_style && sce->val4)
			clif->changelook(bl,LOOK_BODY2,sce->val4);
		calc_flag&=~SCB_BODY;
	}
#endif

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

	if( opt_flag&8 ) //bugreport:681
		clif->changeoption2(bl);
	else if(opt_flag) {
		clif->changeoption(bl);
		if( sd && opt_flag&0x4 ) {
			clif->changelook(bl, LOOK_BASE, sd->vd.class);
			clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
			clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
			clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
			clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
			clif->changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
		}
	}

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

	if (opt_flag & 2 && sd) {
		if (map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKNPC))
			npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
		else
			npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);
	}

	ers_free(status->data_ers, sce);
	return 1;
}

int kaahi_heal_timer(int tid, int64 tick, int id, intptr_t data) {
	struct block_list *bl;
	struct status_change *sc;
	struct status_change_entry *sce;
	struct status_data *st;
	int hp;

	if ((bl=map->id2bl(id)) == NULL || (sc=status->get_sc(bl)) == NULL || (sce=sc->data[SC_KAAHI]) == NULL)
		return 0;

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

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

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

/*==========================================
* For recusive status, like for each 5s we drop sp etc.
* Reseting the end timer.
*------------------------------------------*/
int status_change_timer(int tid, int64 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 *st;
	struct status_change *sc;
	struct status_change_entry *sce;

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

	if (!sc || (sce = sc->data[type]) == NULL) {
		ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR" bl-type: %u\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;
	}

	sce->timer = INVALID_TIMER;

	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) do { \
	if ((sce=sc->data[type])) \
		sce->timer = timer->add((t),(f),(i),(d)); \
	else \
		ShowError("status_change_timer: Unexpected NULL status change id: %d data: %"PRIdPTR"\n", id, data); \
} while(0)

	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_CHASEWALK2]) {
				sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
						 (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
						 * skill->get_time2(status->sc2skill(type),sce->val1));
			}
			sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
			return 0;

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

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

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

		case SC_SIGHT:
		case SC_RUWACH:
		case SC_WZ_SIGHTBLASTER:
			if(type == SC_WZ_SIGHTBLASTER) {
				//Restore trap immunity
				if(sce->val4%2)
					sce->val4--;
				map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
			} else
				map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);

			if( --(sce->val2)>0 ){
				sce->val4 += 20; // use for Shadow Form 2 seconds checking.
				sc_timer_next(20+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, STOPWALKING_FLAG_FIXPOS);
				unit->stop_attack(bl);
				sc->opt1 = OPT1_STONE;
				clif->changeoption(bl);
				sc_timer_next(1000+tick, status->change_timer, bl->id, data );
				status_calc_bl(bl, status->dbs->ChangeFlagTable[type]);
				return 0;
			}
			if(--(sce->val3) > 0) {
				if(++(sce->val4)%5 == 0 && st->hp > st->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 (st->hp <= max(st->max_hp / 4, sce->val4)) //Stop damaging after 25% HP left.
				break;
			FALLTHROUGH
		case SC_DPOISON:
			if (--(sce->val3) > 0) {
				if (sc->data[SC_SLOWPOISON] != NULL) {
					sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
					return 0;
				}
				if (sce->val2 != 0 && bl->type == BL_MOB) {
					struct block_list* src = map->id2bl(sce->val2);
					if (src != NULL)
						mob->log_damage(BL_UCAST(BL_MOB, bl), src, sce->val4);
				}
				map->freeblock_lock();
				status_zap(bl, sce->val4, 0);
				if (sc->data[type] != NULL) { // Check if the status still last (can be dead since then).
					sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				}
				map->freeblock_unlock();
				return 0;
			}
			break;

		case SC_TENSIONRELAX:
			if(st->max_hp > st->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;
		{
			int i;
			for (i = 0; i < MAX_PC_FEELHATE; i++) {
				if (bl->m == sd->feel_map[i].m) {
					//Timeout will be handled by pc->setpos
					sce->timer = INVALID_TIMER;
					return 0;
				}
			}
		}
			break;

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

		case SC_S_LIFEPOTION:
		case SC_L_LIFEPOTION:
		case SC_M_LIFEPOTION:
		case SC_G_LIFEPOTION:
			if (sd && --(sce->val4) >= 0) {
				// val1 < 0 = per max% | val1 > 0 = exact amount
				int hp = 0;
				if (st->hp < st->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_CASH_BOSS_ALARM:
			if( sd && --(sce->val4) >= 0 ) {
				struct mob_data *boss_md = map->id2boss(sce->val1);
				if( boss_md && sd->bl.m == boss_md->bl.m ) {
					clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
					if (boss_md->bl.prev != NULL) {
						sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
						return 0;
					}
				}
			}
			break;

		case SC_DANCING: //SP consumption by time of dancing skills
			{
				int s = 0;
				int sp = 1;
				if (--sce->val3 <= 0)
					break;
				switch(sce->val1&0xFFFF){
				case BD_RICHMANKIM:
				case BD_DRUMBATTLEFIELD:
				case BD_RINGNIBELUNGEN:
				case BD_SIEGFRIED:
				case BA_DISSONANCE:
				case BA_ASSASSINCROSS:
				case DC_UGLYDANCE:
					s=3;
					break;
				case BD_LULLABY:
				case BD_ETERNALCHAOS:
				case BD_ROKISWEIL:
				case DC_FORTUNEKISS:
					s=4;
					break;
				case CG_HERMODE:
				case BD_INTOABYSS:
				case BA_WHISTLE:
				case DC_HUMMING:
				case BA_POEMBRAGI:
				case DC_SERVICEFORYOU:
					s=5;
					break;
				case BA_APPLEIDUN:
	#ifdef RENEWAL
					s=5;
	#else
					s=6;
	#endif
					break;
				case CG_MOONLIT:
					//Moonlit's cost is 4sp*skill_lv [Skotlex]
					sp= 4*(sce->val1>>16);
					//Upkeep is also every 10 secs.
					FALLTHROUGH
				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) && st->hp > 100 ) {
				sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

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

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

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

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

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

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

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

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

		case SC_MAGICMUSHROOM:
			if( --(sce->val4) > 0 ) {
				bool flag = 0;
				int damage = st->max_hp * 3 / 100;
				if( st->hp <= damage )
					damage = st->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
					map->freeblock_lock();

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

						skill->castend_type(skill->get_casttype(mushroom_skill_id), bl, bl, mushroom_skill_id, 1, tick, 0);
					}

					clif->emotion(bl,E_HEH);
					if( sc->data[type] )
						sc_timer_next(4000+tick,status->change_timer,bl->id,data);

					map->freeblock_unlock();
				}
				return 0;
			}
			break;

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

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

		case SC_WEAPONBLOCKING:
			if( --(sce->val4) > 0 ) {
				if( !status->charge(bl,0,3) )
					break;
				sc_timer_next(5000+tick,status->change_timer,bl->id,data);
				return 0;
			}
			break;

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

		case SC_RENOVATIO:
			if (--(sce->val4) > 0 ){
				int heal = st->max_hp * 3 / 100;
				if (sc->count && sc->data[SC_AKAITSUKI] && heal)
					heal = ~heal + 1;

				map->freeblock_lock();
				status->heal(bl, heal, 0, 2);
				if( sc->data[type] ) {
					sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
				}
				map->freeblock_unlock();

				return 0;
			}
			break;

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

				map->freeblock_lock();
				clif->damage(bl,bl,0,0,damage,1,BDT_MULTIENDURE,0); //damage is like endure effect with no walk delay
				status->damage(src, bl, damage, 0, 0, 1);

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

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

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

		case SC_READING_SB:
			if( !status->charge(bl, 0, sce->val2) ) {
				int i;
				for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
					status_change_end(bl, (sc_type)i, INVALID_TIMER);
				break;
			}
			sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
			return 0;

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

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

		case SC__REPRODUCE:
			if( --(sce->val4) >= 0 ) {
				if( !status->charge(bl, 0, 9 - (1 + sce->val1) / 2) )
					break;
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

		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_get_max_sp(bl) * (12 - sce->val1*2) / 100) )
					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_BLOOD_SUCKER:
			if( --(sce->val4) > 0 ) {
				struct block_list *src = map->id2bl(sce->val2);
				int damage;
				if (src == NULL || (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12))
					break;
				map->freeblock_lock();
				damage =  sce->val3;
				status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,BDT_NORMAL,0), 1);
				unit->skillcastcancel(bl,1);
				if ( sc->data[type] ) {
					sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				}
				status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
				map->freeblock_unlock();
				return 0;
			}
			break;

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

		case SC_DEEP_SLEEP:
			if( --(sce->val4) >= 0 )
			{// Recovers 3% of the player's MaxHP/MaxSP every 2 seconds.
				status->heal(bl, st->max_hp * 3 / 100, st->max_sp * 3 / 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->val3) )
					break;
				status->heal(bl, sce->val2, 0, 1);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

		case SC_SONG_OF_MANA:
			if( --(sce->val4) >= 0 ) {
				status->heal(bl,0,sce->val3,3);
				sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

		case SC_SATURDAY_NIGHT_FEVER:
			if( --(sce->val3) >= 0 ) {
				if( !status->charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
				break;
				sc_timer_next(3000+tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

		case SC_MELODYOFSINK:
			if( --(sce->val4) >= 0 ) {
				status->charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
				sc_timer_next(1000+tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

		case SC_COLD:
			if( --(sce->val4) > 0 ) {
				// Drains 2% of HP and 1% of SP every seconds.
				if( bl->type != BL_MOB) // doesn't work on mobs
					status->charge(bl, st->max_hp * 2 / 100, st->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, (24 - 4 * sce->val1)) )
				break;
			sc_timer_next(10000 + 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_LG_REFLECTDAMAGE:
			if( --(sce->val4) >= 0 ) {
				if( !status->charge(bl,0,10) )
					break;
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;

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

		case SC_OVERHEAT:
			{
				int damage = st->max_hp / 100; // Suggestion 1% each second
				if( damage >= st->hp ) damage = st->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,0,0,damage,0,BDT_NORMAL,0));
				if( sc->data[type] ) {
					sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				}
				map->freeblock_unlock();
				return 0;
			}
			break;

		case SC_MAGNETICFIELD:
			{
				if( --(sce->val3) <= 0 )
					break; // Time out
				if( sce->val2 == bl->id ) {
					if( !status->charge(bl,0,50) )
						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_STEALTHFIELD_MASTER:
			if(--(sce->val4) >= 0) {
				// 1% SP Upkeep Cost
				int sp = st->max_sp / 100;

				if( st->sp <= sp )
					status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);

				if( !status->charge(bl,0,sp) )
					break;

				if( !sc->data[SC_STEALTHFIELD_MASTER] )
					break;

				sc_timer_next((2000 + 1000 * sce->val1)+tick,status->change_timer,bl->id, data);
				return 0;
			}
			break;

		case SC_INSPIRATION:
			if(--(sce->val4) >= 0) {
				int hp = st->max_hp * (35 - 5 * sce->val1) / 1000;
				int sp = st->max_sp * (45 - 5 * sce->val1) / 1000;

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

				sc_timer_next(5000+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_TROPIC:
		case SC_CHILLY_AIR:
		case SC_WILD_STORM:
		case SC_UPHEAVAL:
		case SC_HEATER:
		case SC_COOLER:
		case SC_BLAST:
		case SC_CURSED_SOIL:
		case SC_PYROTECHNIC:
		case SC_AQUAPLAY:
		case SC_GUST:
		case SC_PETROLOGY:
		case SC_CIRCLE_OF_FIRE:
		case SC_WATER_SCREEN:
		case SC_WIND_STEP:
		case SC_SOLID_SKIN:
		case SC_FIRE_CLOAK:
		case SC_WATER_DROP:
		case SC_WIND_CURTAIN:
		case SC_STONE_SHIELD:
			if(status->charge(bl, 0, sce->val2) && (sce->val4==-1 || (sce->val4-=sce->val3)>=0)) {
				sc_timer_next(sce->val3 + tick, status->change_timer, bl->id, data);
				return 0;
			} else
				if (bl->type == BL_ELEM)
					elemental->change_mode(BL_CAST(BL_ELEM,bl),MAX_ELESKILLTREE);
			break;
		case SC_STOMACHACHE:
			if (--(sce->val4) > 0) {
				status->charge(bl, 0, sce->val3); // Reduce 8 SP every 10 seconds.
				if (sd && !pc_issit(sd)) {     // Force to sit every 10 seconds.
					pc_stop_walking(sd, STOPWALKING_FLAG_FIXPOS | STOPWALKING_FLAG_NEXTCELL);
					pc_stop_attack(sd);
					pc_setsit(sd);
					clif->sitting(bl);
				}
				sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_STEAMPACK:
			if (--(sce->val4) > 0) {
				status->charge(bl, sce->val3, 0); // Reduce 100 HP every 10 seconds.
				sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
			}
			break;
		case SC_MAGIC_CANDY:
			if (--(sce->val4) > 0) {
				status->charge(bl, 0, sce->val3); // Reduce 90 SP every 10 seconds.
				sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
			}
			break;
		case SC_LEADERSHIP:
		case SC_GLORYWOUNDS:
		case SC_SOULCOLD:
		case SC_HAWKEYES:
			/* they only end by status_change_end */
			sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
			return 0;
		case SC_MEIKYOUSISUI:
			if( --(sce->val4) > 0 ) {
				status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_IZAYOI:
		case SC_KAGEMUSYA:
			if( --(sce->val2) > 0 ) {
				if(!status->charge(bl, 0, 1)) break;
				sc_timer_next(1000+tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_ANGRIFFS_MODUS:
			if(--(sce->val4) > 0) { //drain hp/sp
				if( !status->charge(bl,100,20) ) break;
				sc_timer_next(1000+tick,status->change_timer,bl->id, data);
				return 0;
			}
			break;
		case SC_FULL_THROTTLE:
			if( --(sce->val4) >= 0 ) {
				status_percent_damage(bl, bl, 0, sce->val2, false);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_KINGS_GRACE:
			if( --(sce->val4) > 0 ) {
				status_percent_heal(bl, sce->val2, 0);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_FRIGG_SONG:
			if( --(sce->val4) > 0 ) {
				status->heal(bl, sce->val3, 0, 0);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
		case SC_FRESHSHRIMP:
			if (--(sce->val4) >= 0) {
				status_heal(bl, st->max_hp / 100, 0, 2);
				sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status->change_timer, bl->id, data);
			}
			break;
		case SC_BITESCAR:
			if (--(sce->val4) >= 0) {
				status_percent_damage(bl, bl, -(sce->val2), 0, 0);
				sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
				return 0;
			}
			break;
	}

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

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

	struct block_list* src = va_arg(ap,struct block_list*);
	struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
	enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
	int64 tick = va_arg(ap, int64);

	nullpo_ret(bl);

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

	tsc = status->get_sc(bl);

	switch( type ) {
		case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
			if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
				rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
			/* Fall through */
		case SC_CONCENTRATION:
			status_change_end(bl, SC_HIDING, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
			status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
			break;
		case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
			if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
				tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
					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);
			}
			if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
				rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
			break;
		case SC_WZ_SIGHTBLASTER:
			if (battle->check_target( src, bl, BCT_ENEMY ) > 0
			 && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
			) {
				const struct skill_unit *su = BL_CCAST(BL_SKILL, bl);
				if (sce != NULL
				 && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x4000)
				 && (su == NULL || su->group == NULL || !(skill->get_inf2(su->group->skill_id)&INF2_TRAP))
				) {
					// The hit is not counted if it's against a trap
					sce->val2 = 0; // This signals it to end.
				} else if ((bl->type&BL_SKILL) && sce && sce->val4%2 == 0) {
					//Remove trap immunity temporarily so it triggers if you still stand on it
					sce->val4++;
				}
			}
			break;
		case SC_RG_CCONFINE_M:
			//Lock char has released the hold on everyone...
			if (tsc != NULL && src != NULL && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
				tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
				status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
			}
			break;
		case SC_CURSEDCIRCLE_TARGET:
			if (tsc != NULL && src != NULL && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id) {
				clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
				status_change_end(bl, type, INVALID_TIMER);
			}
			break;
	}
	return 0;
}

int status_get_total_def(struct block_list *src) { return status->get_status_data(src)->def2 + (short)status->get_def(src); }
int status_get_total_mdef(struct block_list *src) { return status->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }

int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag)
{
#ifdef RENEWAL
	int min = 0, max = 0;
	struct status_change *sc = status->get_sc(bl);

	nullpo_ret(bl);
	nullpo_ret(watk);
	if (bl->type == BL_PC && watk->atk) {
		float strdex_bonus, variance;
		int dstr;
		if (flag&2)
			dstr = status_get_dex(bl);
		else
			dstr = status_get_str(bl);

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

		min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2;
		max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2;
	} else if ((bl->type == BL_MOB || bl->type == BL_MER) && watk->atk) {
		min = watk->atk * 80 / 100;
		max = watk->atk * 120 / 100;
	} else if (bl->type == BL_HOM && watk->atk) {
		if (flag & 4) {
			max = min = status->get_matk(bl, 2);
		} else {
			min = watk->atk;
			max = watk->atk2;
		}
	}

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

	if ( bl->type == BL_PC && !(flag & 2) ) {
		const struct map_session_data *sd = BL_UCCAST(BL_PC, bl);
		short index = sd->equip_index[EQI_HAND_R], refine;
		if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
			&& (refine = sd->status.inventory[index].refine) < 16 && refine ) {
			int r = status->dbs->refine_info[watk->wlv].randombonus_max[refine + (4 - watk->wlv)] / 100;
			if ( r )
				max += (rnd() % 100) % r + 1;
		}

		if (sd->charm_type == CHARM_TYPE_LAND && sd->charm_count > 0)
			max += 10 * max * sd->charm_count / 100;
	}

	max = status->calc_watk(bl, sc, max, false);

	return max;
#else
	return 0;
#endif
}

/**
* Get bl's matk_max and matk_min values depending on flag
* @param flag
*   0 - Get MATK
*   1 - Get MATK w/o SC bonuses
*   3 - Get MATK w/o EATK & SC bonuses
**/
void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min)
{
	struct status_data *st;
	struct status_change *sc;
	struct map_session_data *sd;

	if ( bl == NULL )
		return;

	if ( flag != 0 && flag != 1 && flag != 3 ) {
		ShowError("status_get_matk_sub: Unknown flag %d!\n", flag);
		return;
	}

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

#ifdef RENEWAL
	/**
	* RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
	* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
	**/
	*matk_min = status->base_matk(bl, st, status->get_lv(bl));

	//  Any +MATK you get from skills and cards, including cards in weapon, is added here.
	if ( sd && sd->bonus.ematk > 0 && flag != 3 )
		*matk_min += sd->bonus.ematk;
	if (sd && pc->checkskill(sd, SU_POWEROFLAND) > 0) {
		if (pc->checkskill(sd, SU_SV_STEMSPEAR) == 5 && pc->checkskill(sd, SU_CN_POWDERING) == 5 && pc->checkskill(sd, SU_CN_METEOR) == 5 && pc->checkskill(sd, SU_SV_ROOTTWIST) == 5)
			*matk_min += *matk_min * 20 / 100;
	}
	if ( flag != 3 )
		*matk_min = status->calc_ematk(bl, sc, *matk_min);

	*matk_max = *matk_min;

	switch ( bl->type ) {
		case BL_PC:
			//This is the only portion in MATK that varies depending on the weapon level and refinement rate.
			if ( (st->rhw.matk + st->lhw.matk) > 0 ) {
				int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks
				int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level
				if (sc != NULL && sc->data[SC_CATNIPPOWDER])
					wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
				*matk_min += wMatk - variance;
				*matk_max += wMatk + variance;
			}
			break;
		case BL_MER:
		{
			const struct mercenary_data *mc = BL_UCCAST(BL_MER, bl);
			*matk_min += 70 * mc->battle_status.rhw.atk2 / 100;
			*matk_max += 130 * mc->battle_status.rhw.atk2 / 100;
		}
			break;
		case BL_MOB:
		{
			const struct mob_data *md = BL_UCCAST(BL_MOB, bl);
			*matk_min += 70 * md->status.rhw.atk2 / 100;
			*matk_max += 130 * md->status.rhw.atk2 / 100;
		}
			break;
		case BL_HOM:
		{
			const struct homun_data *hd = BL_UCCAST(BL_HOM, bl);
			*matk_min += (status_get_homint(st, hd) + status_get_homdex(st, hd)) / 5;
			*matk_max += (status_get_homluk(st, hd) + status_get_homint(st, hd) + status_get_homdex(st, hd)) / 3;
		}
			break;
	}

#else // not RENEWAL
	*matk_min = status->base_matk_min(st) + (sd ? sd->bonus.ematk : 0);
	*matk_max = status->base_matk_max(st) + (sd ? sd->bonus.ematk : 0);
#endif

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

	if ( (bl->type&BL_HOM && battle_config.hom_setting & 0x20)  //Hom Min Matk is always the same as Max Matk
		|| (sc && sc->data[SC_RECOGNIZEDSPELL]) )
		*matk_min = *matk_max;

#ifdef RENEWAL
	if ( sd && !(flag & 2) ) {
		short index = sd->equip_index[EQI_HAND_R], refine;
		if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON
			&& (refine = sd->status.inventory[index].refine) < 16 && refine ) {
			int r =  status->dbs->refine_info[sd->inventory_data[index]->wlv].randombonus_max[refine + (4 - sd->inventory_data[index]->wlv)] / 100;
			if ( r )
				*matk_max += (rnd() % 100) % r + 1;
		}
	}
#endif

	*matk_min = status->calc_matk(bl, sc, *matk_min, false);
	*matk_max = status->calc_matk(bl, sc, *matk_max, false);

	return;
}

#undef status_get_homstr
#undef status_get_homagi
#undef status_get_homvit
#undef status_get_homint
#undef status_get_homdex
#undef status_get_homluk

/**
* Gets a random matk value depending on min matk and max matk
**/
unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min)
{
	if ( matk_max > matk_min )
		return matk_min + rnd() % (matk_max - matk_min);
	else
		return matk_min;
}

/**
* Get bl's matk value depending on flag
* @param flag [malufett]
*   1 - Get MATK w/o SC bonuses
*   2 - Get modified MATK
*   3 - Get MATK w/o eATK & SC bonuses
* @retval 1 failure
* @retval MATK success
*
* Shouldn't change _any_ value! [Panikon]
**/
int status_get_matk(struct block_list *bl, int flag)
{
	struct status_data *st;
	unsigned short matk_max, matk_min;

	if ( bl == NULL )
		return 1;

	if ( flag < 1 || flag > 3 ) {
		ShowError("status_get_matk: Unknown flag %d!\n", flag);
		return 1;
	}

	if ( (st = status->get_status_data(bl)) == NULL )
		return 0;

	// Just get matk
	if ( flag == 2 )
		return status_get_rand_matk(st->matk_max, st->matk_min);

	status_get_matk_sub(bl, flag, &matk_max, &matk_min);

	// Get unmodified from sc matk
	return status_get_rand_matk(matk_max, matk_min);
}

/**
* Updates bl's MATK values
**/
void status_update_matk(struct block_list *bl)
{
	struct status_data *st;
	struct status_change *sc;
	unsigned short matk_max, matk_min;

	if ( bl == NULL )
		return;

	if ( (st = status->get_status_data(bl)) == NULL )
		return;

	if ( (sc = status->get_sc(bl)) == NULL )
		return;

	status_get_matk_sub(bl, 0, &matk_max, &matk_min);

	// Update matk
	st->matk_min = status->calc_matk(bl, sc, matk_min, true);
	st->matk_max = status->calc_matk(bl, sc, matk_max, true);

	return;
}

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

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

	map->freeblock_lock();

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

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

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

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

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

	map->freeblock_unlock();

	return 0;
}

int status_change_spread(struct block_list *src, struct block_list *bl)
{
	int i, flag = 0;
	struct status_change *sc = status->get_sc(src);
	int64 tick;
	struct status_change_data data;

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

	tick = timer->gettick();

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

		switch( i ) {
			//Debuffs that can be spreaded.
			// NOTE: We'll add/delte SCs when we are able to confirm it.
		case SC_CURSE:
		case SC_SILENCE:
		case SC_CONFUSION:
		case SC_BLIND:
		case SC_NOCHAT:
		case SC_ILLUSION:
		case SC_CRUCIS:
		case SC_DEC_AGI:
		case SC_SLOWDOWN:
		case SC_MINDBREAKER:
		case SC_DC_WINKCHARM:
		case SC_STOP:
		case SC_ORCISH:
			//case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
			//case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
			//case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
			//case SC_NOEQUIPHELM:
			//case SC__STRIPACCESSARY:
		case SC_WUGBITE:
		case SC_FROSTMISTY:
		case SC_VENOMBLEED:
		case SC_DEATHHURT:
		case SC_PARALYSE:
			if( sc->data[i]->timer != INVALID_TIMER ) {
				const struct TimerData *td = timer->get(sc->data[i]->timer);
				if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0)
					continue;
				data.tick = DIFF_TICK32(td->tick,tick);
			} else {
				data.tick = INFINITE_DURATION;
			}
			break;
			// Special cases
		case SC_POISON:
		case SC_DPOISON:
			data.tick = sc->data[i]->val3 * 1000;
			break;
		case SC_FEAR:
		case SC_LEECHESEND:
			data.tick = sc->data[i]->val4 * 1000;
			break;
		case SC_BURNING:
			data.tick = sc->data[i]->val4 * 2000;
			break;
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
			data.tick = sc->data[i]->val4 * 3000;
			break;
		case SC_MAGICMUSHROOM:
			data.tick = sc->data[i]->val4 * 4000;
			break;
		case SC_TOXIN:
		case SC_BLOODING:
			data.tick = sc->data[i]->val4 * 10000;
			break;
		default:
			continue;
		}
		if( i ) {
			data.val1 = sc->data[i]->val1;
			data.val2 = sc->data[i]->val2;
			data.val3 = sc->data[i]->val3;
			data.val4 = sc->data[i]->val4;
			status->change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE);
			flag = 1;
		}
	}

	return flag;
}

//Natural regen related stuff.
int status_natural_heal(struct block_list* bl, va_list args)
{
	struct regen_data *regen;
	struct status_data *st;
	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;

	nullpo_ret(bl);
	regen = status->get_regen_data(bl);
	if (!regen) return 0;
	st = 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 && (st->hp >= st->max_hp || regen->state.block&1))
		flag&=~(RGN_HP|RGN_SHP);
	if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2))
		flag&=~(RGN_SP|RGN_SSP);

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

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

	if (flag&(RGN_SHP|RGN_SSP)
	 && regen->ssregen
	 && (vd = status->get_viewdata(bl)) != NULL
	 && vd->dead_sit == 2
	) {
		//Apply sitting regen bonus.
		sregen = regen->ssregen;
		if(flag&(RGN_SHP)) {
			//Sitting HP regen
			val = status->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 = status->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;
				}
			}
		}
	}

	// SC_TENSIONRELAX allows HP to be recovered even when overweight. [csnv]
	if (flag && regen->state.overweight && (sc == NULL || sc->data[SC_TENSIONRELAX] == NULL)) {
		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 = status->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 = status->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 += status->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 += status->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,bl,status->skill2sc(TK_SPTIME),
					         100,rate,skill->get_time(TK_SPTIME, rate));
				if ((sd->job & MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
				 &&rnd()%10000 < battle_config.sg_angel_skill_ratio
				) {
					//Angel of the Sun/Moon/Star
					clif->feel_hate_reset(sd);
					pc->resethate(sd);
					pc->resetfeel(sd);
				}
			}
			sregen->tick.sp -= battle_config.natural_heal_skill_interval;
			if(status->heal(bl, 0, val, 3) < val)
				break; //Full
		}
	}
	return flag;
}

//Natural heal main timer.
int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data)
{
	// This difference is always positive and lower than UINT_MAX (~24 days)
	status->natural_heal_diff_tick = (unsigned int)cap_value(DIFF_TICK(tick,status->natural_heal_prev_tick), 0, UINT_MAX);
	map->foreachregen(status->natural_heal);
	status->natural_heal_prev_tick = tick;
	return 0;
}

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

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

	if (type >= REFINE_CHANCE_TYPE_MAX)
		return 0;

	return status->dbs->refine_info[wlv].chance[type][refine];
}

int status_get_sc_type(sc_type type)
{

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

	return status->dbs->sc_conf[type];
}

void status_read_job_db_sub(int idx, const char *name, struct config_setting_t *jdb)
{
	struct config_setting_t *temp = NULL;
	int i32 = 0;

	struct {
		const char *name;
		int id;
	} wnames[] = {
		{ "Fist", W_FIST },
		{ "Dagger", W_DAGGER },
		{ "Sword", W_1HSWORD },
		{ "TwoHandSword", W_2HSWORD },
		{ "Spear", W_1HSPEAR },
		{ "TwoHandSpear", W_2HSPEAR },
		{ "Axe", W_1HAXE },
		{ "TwoHandAxe", W_2HAXE },
		{ "Mace", W_MACE },
		{ "TwoHandMace", W_2HMACE },
		{ "Rod", W_STAFF },
		{ "Bow", W_BOW },
		{ "Knuckle", W_KNUCKLE },
		{ "Instrument", W_MUSICAL },
		{ "Whip", W_WHIP },
		{ "Book", W_BOOK },
		{ "Katar", W_KATAR },
		{ "Revolver", W_REVOLVER },
		{ "Rifle", W_RIFLE },
		{ "GatlingGun", W_GATLING },
		{ "Shotgun", W_SHOTGUN },
		{ "GrenadeLauncher", W_GRENADE },
		{ "FuumaShuriken", W_HUUMA },
		{ "TwoHandRod", W_2HSTAFF },
#ifdef RENEWAL_ASPD
		{ "Shield", MAX_SINGLE_WEAPON_TYPE }
#endif
	};

	if ((temp = libconfig->setting_get_member(jdb, "Inherit"))) {
		int nidx = 0;
		const char *iname;
		while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
			int i, iidx, iclass, avg_increment, base;
			if ((iclass = pc->check_job_name(iname)) == -1) {
				ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s'!\n", name, iname);
				continue;
			}
			iidx = pc->class2idx(iclass);
			status->dbs->max_weight_base[idx] = status->dbs->max_weight_base[iidx];
			memcpy(&status->dbs->aspd_base[idx], &status->dbs->aspd_base[iidx], sizeof(status->dbs->aspd_base[iidx]));

			for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) {
				status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i];
			}
			base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
			if (i > 2) {
				if (i >= MAX_LEVEL + 1)
					i = MAX_LEVEL;
				avg_increment = (status->dbs->HP_table[idx][i] - base) / (i - 1);
			} else {
				avg_increment = 5;
			}
			for ( ; i <= pc->max_level[idx][0]; i++) {
				status->dbs->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp);
			}

			for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) {
				status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i];
			}
			base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
			if (i > 2) {
				if (i >= MAX_LEVEL + 1)
					i = MAX_LEVEL;
				avg_increment = (status->dbs->SP_table[idx][i] - base) / (i - 1);
			} else {
				avg_increment = 1;
			}
			for ( ; i <= pc->max_level[idx][0]; i++) {
				status->dbs->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp);
			}
		}
	}
	if ((temp = libconfig->setting_get_member(jdb, "InheritHP"))) {
		int nidx = 0;
		const char *iname;
		while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
			int i, iidx, iclass, avg_increment, base;
			if ((iclass = pc->check_job_name(iname)) == -1) {
				ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s' HP!\n", name, iname);
				continue;
			}
			iidx = pc->class2idx(iclass);
			for (i = 1; i <= MAX_LEVEL && status->dbs->HP_table[iidx][i]; i++) {
				status->dbs->HP_table[idx][i] = status->dbs->HP_table[iidx][i];
			}
			base = (i > 1 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
			if (i > 2) {
				if (i >= MAX_LEVEL + 1)
					i = MAX_LEVEL;
				avg_increment = (status->dbs->HP_table[idx][i] - base) / (i - 1);
			} else {
				avg_increment = 5;
			}
			for ( ; i <= pc->max_level[idx][0]; i++) {
				status->dbs->HP_table[idx][i] = min(base + avg_increment * i, battle_config.max_hp);
			}
		}
	}
	if ((temp = libconfig->setting_get_member(jdb, "InheritSP"))) {
		int nidx = 0;
		const char *iname;
		while ((iname = libconfig->setting_get_string_elem(temp, nidx++))) {
			int i, iidx, iclass, avg_increment, base;
			if ((iclass = pc->check_job_name(iname)) == -1) {
				ShowWarning("status_read_job_db: '%s' trying to inherit unknown '%s' SP!\n", name, iname);
				continue;
			}
			iidx = pc->class2idx(iclass);
			for (i = 1; i <= MAX_LEVEL && status->dbs->SP_table[iidx][i]; i++) {
				status->dbs->SP_table[idx][i] = status->dbs->SP_table[iidx][i];
			}
			base = (i > 1 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
			if (i > 2) {
				if (i >= MAX_LEVEL + 1)
					i = MAX_LEVEL;
				avg_increment = (status->dbs->SP_table[idx][i] - base) / (i - 1);
			} else {
				avg_increment = 1;
			}
			for ( ; i <= pc->max_level[idx][0]; i++) {
				status->dbs->SP_table[idx][i] = min(base + avg_increment * i, battle_config.max_sp);
			}
		}
	}

	if (libconfig->setting_lookup_int(jdb, "Weight", &i32))
		status->dbs->max_weight_base[idx] = i32;
	else if (!status->dbs->max_weight_base[idx])
		status->dbs->max_weight_base[idx] = 20000;

	if ((temp = libconfig->setting_get_member(jdb, "BaseASPD"))) {
		int widx = 0;
		struct config_setting_t *wpn = NULL;
		while ((wpn = libconfig->setting_get_elem(temp, widx++))) {
			int w, wlen = ARRAYLENGTH(wnames);
			const char *wname = config_setting_name(wpn);

			ARR_FIND(0, wlen, w, strcmp(wnames[w].name, wname) == 0);
			if (w != wlen) {
				status->dbs->aspd_base[idx][wnames[w].id] = libconfig->setting_get_int(wpn);
			} else {
				ShowWarning("status_read_job_db: unknown weapon type '%s'!\n", wname);
			}
		}
	}

	if ((temp = libconfig->setting_get_member(jdb, "HPTable"))) {
		int level = 0, avg_increment, base;
		struct config_setting_t *hp = NULL;
		while (level <= MAX_LEVEL && (hp = libconfig->setting_get_elem(temp, level)) != NULL) {
			i32 = libconfig->setting_get_int(hp);
			status->dbs->HP_table[idx][++level] = min(i32, battle_config.max_hp);
		}
		base = (level > 0 ? status->dbs->HP_table[idx][1] : 35); // Safe value if none are specified
		if (level > 2) {
			if (level >= MAX_LEVEL + 1)
				level = MAX_LEVEL;
			avg_increment = (status->dbs->HP_table[idx][level] - base) / level;
		} else {
			avg_increment = 5;
		}
		for (++level; level <= pc->max_level[idx][0]; ++level) { /* limit only to possible maximum level of the given class */
			status->dbs->HP_table[idx][level] = min(base + avg_increment * level, battle_config.max_hp); /* some are still empty? then let's use the average increase */
		}
	}

	if ((temp = libconfig->setting_get_member(jdb, "SPTable"))) {
		int level = 0, avg_increment, base;
		struct config_setting_t *sp = NULL;
		while (level <= MAX_LEVEL && (sp = libconfig->setting_get_elem(temp, level)) != NULL) {
			i32 = libconfig->setting_get_int(sp);
			status->dbs->SP_table[idx][++level] = min(i32, battle_config.max_sp);
		}
		base = (level > 0 ? status->dbs->SP_table[idx][1] : 10); // Safe value if none are specified
		if (level > 2) {
			if (level >= MAX_LEVEL + 1)
				level = MAX_LEVEL;
			avg_increment = (status->dbs->SP_table[idx][level] - base) / level;
		} else {
			avg_increment = 1;
		}
		for (++level; level <= pc->max_level[idx][0]; level++ ) {
			status->dbs->SP_table[idx][level] = min(base + avg_increment * level, battle_config.max_sp);
		}
	}
}

/*------------------------------------------
* DB reading.
* job_db.conf    - 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
*------------------------------------------*/
void status_read_job_db(void) /* [malufett/Hercules] */
{
	int i = 0;
	struct config_t job_db_conf;
	struct config_setting_t *jdb = NULL;
#ifdef RENEWAL_ASPD
	const char *config_filename = "db/re/job_db.conf";
#else
	const char *config_filename = "db/pre-re/job_db.conf";
#endif

	if (!libconfig->load_file(&job_db_conf, config_filename))
		return;

	while ( (jdb = libconfig->setting_get_elem(job_db_conf.root, i++)) ) {
		int class, idx;
		const char *name = config_setting_name(jdb);

		if ((class = pc->check_job_name(name)) == -1) {
			ShowWarning("pc_read_job_db: '%s' unknown job name!\n", name);
			continue;
		}

		idx = pc->class2idx(class);
		status->read_job_db_sub(idx, name, jdb);
	}
	ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", i, config_filename);
	libconfig->destroy(&job_db_conf);
}

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

	nullpo_retr(false, fields);
	class = atoi(fields[0]);

	if (!pc->db_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++)
	{
		status->dbs->job_bonus[idx][i-1] = atoi(fields[i]);
	}
	return true;
}

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

	nullpo_retr(false, fields);
	for(i = 0; i < MAX_SINGLE_WEAPON_TYPE; i++)
	{
		status->dbs->atkmods[current][i] = atoi(fields[i]);
	}
	return true;
}

/**
 * Processes a refine_db.conf entry.
 *
 * @param r      Libconfig setting entry. It is expected to be valid and it
 *               won't be freed (it is care of the caller to do so if
 *               necessary)
 * @param n      Ordinal number of the entry, to be displayed in case of
 *               validation errors.
 * @param source Source of the entry (file name), to be displayed in case of
 *               validation errors.
 * @return # of the validated entry, or 0 in case of failure.
 */
int status_readdb_refine_libconfig_sub(struct config_setting_t *r, const char *name, const char *source)
{
	struct config_setting_t *rate = NULL;
	int type = REFINE_TYPE_ARMOR, bonus_per_level = 0, rnd_bonus_v = 0, rnd_bonus_lv = 0;
	char lv[4];
	nullpo_ret(r);
	nullpo_ret(name);
	nullpo_ret(source);

	if (strncmp(name, "Armors", 6) == 0) {
		type = REFINE_TYPE_ARMOR;
	} else if (strncmp(name, "WeaponLevel", 11) != 0 || !strspn(&name[strlen(name)-1], "0123456789") || (type = atoi(strncpy(lv, name+11, 2))) == REFINE_TYPE_ARMOR) {
		ShowError("status_readdb_refine_libconfig_sub: Invalid key name for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}
	if (type < REFINE_TYPE_ARMOR || type >= REFINE_TYPE_MAX) {
		ShowError("status_readdb_refine_libconfig_sub: Out of range level for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}
	if (!libconfig->setting_lookup_int(r, "StatsPerLevel", &bonus_per_level)) {
		ShowWarning("status_readdb_refine_libconfig_sub: Missing StatsPerLevel for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}
	if (!libconfig->setting_lookup_int(r, "RandomBonusStartLevel", &rnd_bonus_lv)) {
		ShowWarning("status_readdb_refine_libconfig_sub: Missing RandomBonusStartLevel for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}
	if (!libconfig->setting_lookup_int(r, "RandomBonusValue", &rnd_bonus_v)) {
		ShowWarning("status_readdb_refine_libconfig_sub: Missing RandomBonusValue for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}

	if ((rate=libconfig->setting_get_member(r, "Rates")) != NULL && config_setting_is_group(rate)) {
		struct config_setting_t *t = NULL;
		bool duplicate[MAX_REFINE];
		int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE];
		int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE];
		int i, j;

		memset(&duplicate, 0, sizeof(duplicate));
		memset(&bonus, 0, sizeof(bonus));
		memset(&rnd_bonus, 0, sizeof(rnd_bonus));

		for (i = 0; i < REFINE_CHANCE_TYPE_MAX; i++)
			for (j = 0; j < MAX_REFINE; j++)
				chance[i][j] = 100; // default value for all rates.

		i = 0;
		j = 0;
		while ((t = libconfig->setting_get_elem(rate,i++)) != NULL && config_setting_is_group(t)) {
			int level = 0, i32;
			char *rlvl = config_setting_name(t);
			memset(&lv, 0, sizeof(lv));

			if (!strspn(&rlvl[strlen(rlvl) - 1], "0123456789") || (level = atoi(strncpy(lv, rlvl + 2, 3))) <= 0) {
				ShowError("status_readdb_refine_libconfig_sub: Invalid refine level format '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source);
				continue;
			}

			if (level <= 0 || level > MAX_REFINE) {
				ShowError("status_readdb_refine_libconfig_sub: Out of range refine level '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source);
				continue;
			}

			level--;

			if (duplicate[level]) {
				ShowWarning("status_readdb_refine_libconfig_sub: duplicate rate '%s' for entry %s in \"%s\", overwriting previous entry...\n", rlvl, name, source);
			} else {
				duplicate[level] = true;
			}

			if (libconfig->setting_lookup_int(t, "NormalChance", &i32) != 0)
				chance[REFINE_CHANCE_TYPE_NORMAL][level] = i32;
			else
				chance[REFINE_CHANCE_TYPE_NORMAL][level] = 100;

			if (libconfig->setting_lookup_int(t, "EnrichedChance", &i32) != 0)
				chance[REFINE_CHANCE_TYPE_ENRICHED][level] = i32;
			else
				chance[REFINE_CHANCE_TYPE_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only.

			if (libconfig->setting_lookup_int(t, "EventNormalChance", &i32) != 0)
				chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = i32;
			else
				chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = 100;

			if (libconfig->setting_lookup_int(t, "EventEnrichedChance", &i32) != 0)
				chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = i32;
			else
				chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only.

			if (libconfig->setting_lookup_int(t, "Bonus", &i32) != 0)
				bonus[level] += i32;

			if (level >= rnd_bonus_lv - 1)
				rnd_bonus[level] = rnd_bonus_v * (level - rnd_bonus_lv + 2);
		}
		for (i = 0; i < MAX_REFINE; i++) {
			status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_NORMAL][i] = chance[REFINE_CHANCE_TYPE_NORMAL][i];
			status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_NORMAL][i] = chance[REFINE_CHANCE_TYPE_E_NORMAL][i];
			status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_ENRICHED][i];
			status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_E_ENRICHED][i];
			status->dbs->refine_info[type].randombonus_max[i] = rnd_bonus[i];
			bonus[i] += bonus_per_level + (i > 0 ? bonus[i - 1] : 0);
			status->dbs->refine_info[type].bonus[i] = bonus[i];
		}
	} else {
		ShowWarning("status_readdb_refine_libconfig_sub: Missing refine rates for entry '%s' in \"%s\", skipping.\n", name, source);
		return 0;
	}

	return type + 1;
}

/**
 * Reads from a libconfig-formatted refine_db.conf file.
 *
 * @param *filename File name, relative to the database path.
 * @return The number of found entries.
 */
int status_readdb_refine_libconfig(const char *filename)
{
	bool duplicate[REFINE_TYPE_MAX];
	struct config_t refine_db_conf;
	struct config_setting_t *r;
	char filepath[256];
	int i = 0, count = 0;

	safesnprintf(filepath, sizeof(filepath), "%s/%s", map->db_path, filename);
	if (!libconfig->load_file(&refine_db_conf, filepath))
		return 0;

	memset(&duplicate,0,sizeof(duplicate));

	while((r = libconfig->setting_get_elem(refine_db_conf.root,i++))) {
		char *name = config_setting_name(r);
		int type = status->readdb_refine_libconfig_sub(r, name, filename);
		if (type != 0) {
			if (duplicate[type-1]) {
				ShowWarning("status_readdb_refine_libconfig: duplicate entry for %s in \"%s\", overwriting previous entry...\n", name, filename);
			} else {
				duplicate[type-1] = true;
			}
			count++;
		}
	}
	libconfig->destroy(&refine_db_conf);
	ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filename);

	return count;
}

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

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

	status->dbs->sc_conf[val] = (int)strtol(fields[1], NULL, 0);
	if (status->dbs->sc_conf[val] & SC_VISIBLE)
	{
		status->dbs->DisplayType[val] = true;
	}

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

	// initialize databases to default
	//
	if( core->runflag == MAPSERVER_ST_RUNNING ) {//not necessary during boot
		// reset job_db.conf data
		memset(status->dbs->max_weight_base, 0, sizeof(status->dbs->max_weight_base));
		memset(status->dbs->HP_table, 0, sizeof(status->dbs->HP_table));
		memset(status->dbs->SP_table, 0, sizeof(status->dbs->SP_table));
		// reset job_db2.txt data
		memset(status->dbs->job_bonus,0,sizeof(status->dbs->job_bonus)); // Job-specific stats bonus
	}
	for ( i = 0; i < CLASS_COUNT; i++ ) {
		for ( j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++ )
			status->dbs->aspd_base[i][j] = 2000;
#ifdef RENEWAL_ASPD
		status->dbs->aspd_base[i][MAX_SINGLE_WEAPON_TYPE] = 0;
#endif
	}

	// size_fix.txt
	for(i = 0; i < ARRAYLENGTH(status->dbs->atkmods); i++)
		for(j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++)
			status->dbs->atkmods[i][j] = 100;

	// read databases
	//
	sv->readdb(map->db_path, "job_db2.txt",         ',', 1,                 1+MAX_LEVEL,       -1,                       status->readdb_job2);
	sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_SINGLE_WEAPON_TYPE, MAX_SINGLE_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix);
	status->readdb_refine_libconfig(DBPATH"refine_db.conf");
	sv->readdb(map->db_path, "sc_config.txt",       ',', 2,                 2,                 SC_MAX,                   status->readdb_scconfig);
	status->read_job_db();

	return 0;
}

/*==========================================
* Status db init and destroy.
*------------------------------------------*/
int do_init_status(bool minimal)
{
	if (minimal)
		return 0;

	timer->add_func_list(status->change_timer,"status_change_timer");
	timer->add_func_list(status->kaahi_heal_timer,"status_kaahi_heal_timer");
	timer->add_func_list(status->natural_heal_timer,"status_natural_heal_timer");
	status->initChangeTables();
	status->initDummyData();
	status->readdb();
	status->natural_heal_prev_tick = timer->gettick();
	status->data_ers = ers_new(sizeof(struct status_change_entry),"status.c::data_ers",ERS_OPT_NONE);
	timer->add_interval(status->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(status->data_ers);
}

/*=====================================
* Default Functions : status.h
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
void status_defaults(void)
{
	status = &status_s;
	status->dbs = &statusdbs;

	/* vars */
	//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
	status->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
	status->current_equip_card_id = 0;    //To prevent card-stacking (from jA) [Skotlex]

	// These macros are used instead of a sum of sizeof(), to ensure that padding won't interfere with our size, and code won't rot when adding more fields
	memset(ZEROED_BLOCK_POS(status->dbs), 0, ZEROED_BLOCK_SIZE(status->dbs));

	status->data_ers = NULL;
	memset(&status->dummy, 0, sizeof(status->dummy));
	status->natural_heal_prev_tick = 0;
	status->natural_heal_diff_tick = 0;
	/* funcs */
	status->get_refine_chance = status_get_refine_chance;
	// for looking up associated data
	status->skill2sc = status_skill2sc;
	status->sc2skill = status_sc2skill;
	status->sc2scb_flag = status_sc2scb_flag;
	status->type2relevant_bl_types = status_type2relevant_bl_types;
	status->get_sc_type = status_get_sc_type;

	status->damage = status_damage;
	//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
	status->charge = status_charge;
	status->percent_change = status_percent_change;
	//Used to set the hp/sp of an object to an absolute value (can't kill)
	status->set_hp = status_set_hp;
	status->set_sp = status_set_sp;
	status->heal = status_heal;
	status->revive = status_revive;
	status->fixed_revive = status_fixed_revive;
	status->get_regen_data = status_get_regen_data;
	status->get_status_data = status_get_status_data;
	status->get_base_status = status_get_base_status;
	status->get_name = status_get_name;
	status->get_class = status_get_class;
	status->get_lv = status_get_lv;
	status->get_def = status_get_def;
	status->get_speed = status_get_speed;
	status->calc_attack_element = status_calc_attack_element;
	status->get_party_id = status_get_party_id;
	status->get_guild_id = status_get_guild_id;
	status->get_emblem_id = status_get_emblem_id;
	status->get_mexp = status_get_mexp;
	status->get_race2 = status_get_race2;

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

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

	status->get_sc_def = status_get_sc_def;

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

	status->is_immune_to_status = status_is_immune_to_status;
	status->is_boss_resist_sc = status_is_boss_resist_sc;
	status->end_sc_before_start = status_end_sc_before_start;
	status->change_start_stop_action = status_change_start_stop_action;
	status->change_start_set_option = status_change_start_set_option;
	status->get_val_flag = status_get_val_flag;
	status->calc_bl_ = status_calc_bl_;
	status->calc_mob_ = status_calc_mob_;
	status->calc_pet_ = status_calc_pet_;
	status->calc_pc_ = status_calc_pc_;
	status->calc_pc_additional = status_calc_pc_additional;
	status->calc_homunculus_ = status_calc_homunculus_;
	status->calc_mercenary_ = status_calc_mercenary_;
	status->calc_elemental_ = status_calc_elemental_;

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

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

	status->change_spread = status_change_spread;

	status->calc_def = status_calc_def;
	status->calc_def2 = status_calc_def2;
	status->calc_mdef = status_calc_mdef;
	status->calc_mdef2 = status_calc_mdef2;
	status->calc_batk = status_calc_batk;
	status->base_matk = status_base_matk;
	status->get_weapon_atk = status_get_weapon_atk;
	status->get_total_mdef = status_get_total_mdef;
	status->get_total_def = status_get_total_def;

	status->get_matk = status_get_matk;
	status->update_matk = status_update_matk;

	status->readdb = status_readdb;
	status->init = do_init_status;
	status->final = do_final_status;

	status->initChangeTables = initChangeTables;
	status->initDummyData = initDummyData;
	status->base_amotion_pc = status_base_amotion_pc;
	status->base_atk = status_base_atk;
	status->get_base_maxhp = status_get_base_maxhp;
	status->get_base_maxsp = status_get_base_maxsp;
	status->calc_npc_ = status_calc_npc_;
	status->calc_str = status_calc_str;
	status->calc_agi = status_calc_agi;
	status->calc_vit = status_calc_vit;
	status->calc_int = status_calc_int;
	status->calc_dex = status_calc_dex;
	status->calc_luk = status_calc_luk;
	status->calc_watk = status_calc_watk;
	status->calc_matk = status_calc_matk;
	status->calc_hit = status_calc_hit;
	status->calc_critical = status_calc_critical;
	status->calc_flee = status_calc_flee;
	status->calc_flee2 = status_calc_flee2;
	status->calc_speed = status_calc_speed;
	status->calc_aspd_rate = status_calc_aspd_rate;
	status->calc_dmotion = status_calc_dmotion;
	status->calc_aspd = status_calc_aspd;
	status->calc_fix_aspd = status_calc_fix_aspd;
	status->calc_maxhp = status_calc_maxhp;
	status->calc_maxsp = status_calc_maxsp;
	status->calc_element = status_calc_element;
	status->calc_element_lv = status_calc_element_lv;
	status->calc_mode = status_calc_mode;
	status->calc_ematk = status_calc_ematk;
	status->calc_bl_main = status_calc_bl_main;
	status->display_add = status_display_add;
	status->change_start_display = status_change_start_display;
	status->change_start_unknown_sc = status_change_start_unknown_sc;
	status->display_remove = status_display_remove;
	status->natural_heal = status_natural_heal;
	status->natural_heal_timer = status_natural_heal_timer;
	status->readdb_job2 = status_readdb_job2;
	status->readdb_sizefix = status_readdb_sizefix;
	status->readdb_refine_libconfig = status_readdb_refine_libconfig;
	status->readdb_refine_libconfig_sub = status_readdb_refine_libconfig_sub;
	status->readdb_scconfig = status_readdb_scconfig;
	status->read_job_db = status_read_job_db;
	status->read_job_db_sub = status_read_job_db_sub;
	status->set_sc = status_set_sc;
	status->copy = status_copy;
#ifndef RENEWAL
	status->base_matk_min = status_base_matk_min;
#endif  // RENEWAL
	status->base_matk_max = status_base_matk_max;
}