summaryrefslogblamecommitdiff
path: root/src/map/status.c
blob: 30adf0d0fe66079f00e3f9927e48a30e262ac34a (plain) (tree)
1
2
3
4
5
6
7
8
9
10
7846
7847
7848
7849
7850
7851
7852
7853
7854
7855
7856
7857
7858
7859
7860
7861
7862
7863
7864
7865
7866
7867
7868
7869
7870
7871
7872
7873
7874
7875
7876
7877
7878
7879
7880
7881
7882
7883
7884
7885
7886
7887
7888
7889
7890
7891
7892
7893
7894
7895
7896
7897
7898
7899
7900
7901
7902
7903
7904
7905
7906
7907
7908
7909
7910
7911
7912
7913
7914
7915
7916
7917
7918
7919
7920
7921
7922
7923
7924
7925
7926
7927
7928
7929
7930
7931
7932
7933
7934
7935
7936
7937
7938
7939
7940
7941
7942
7943
7944
7945
7946
7947
7948
7949
7950
7951
7952
7953
7954
7955
7956
7957
7958
7959
7960
7961
7962
7963
7964
7965
7966
7967
7968
7969
7970
7971
7972
7973
7974
7975
7976
7977
7978
7979
7980
7981
7982
7983
7984
7985
7986
7987
7988
7989
7990
7991
7992
7993
7994
7995
7996
7997
7998
7999
8000
8001
8002
8003
8004
8005
8006
8007
8008
8009
8010
8011
8012
8013
8014
8015
8016
8017
8018
8019
8020
8021
8022
8023
8024
8025
8026
8027
8028
8029
8030
8031
8032
8033
8034
8035
8036
8037
8038
8039
8040
8041
8042
8043
8044
8045
8046
8047
8048
8049
8050
8051
8052
8053
8054
8055
8056
8057
8058
8059
8060
8061
8062
8063
8064
8065
8066
8067
8068
8069
8070
8071
8072
8073
8074
8075
8076
8077
8078
8079
8080
8081
8082
8083
8084
8085
8086
8087
8088
8089
8090
8091
8092
8093
8094
8095
8096
8097
8098
8099
8100
8101
8102
8103
8104
8105
8106
8107
8108
8109
8110
8111
8112
8113
8114
8115
8116
8117
8118
8119
8120
8121
8122
8123
8124
8125
8126
8127
8128
8129
8130
8131
8132
8133
8134
8135
8136
8137
8138
8139
8140
8141
8142
8143
8144
8145
8146
8147
8148
8149
8150
8151
8152
8153
8154
8155
8156
8157
8158
8159
8160
8161
8162
8163
8164
8165
8166
8167
8168
8169
8170
8171
8172
8173
8174
8175
8176
8177
8178
8179
8180
8181
8182
8183
8184
8185
8186
8187
8188
8189
                                                           
                       
                                          
 


                                 
                             

                              
                            
                          
                             
 
                

                 








                   
                  


                   
                       
                      
                      
                    
 




                   
                 
 
                      





                       
  
 




                                                  
                   
                                                             
     
                                                                               
      


                                                          


                                                                                  

                               
                                                                                         
                                              
 
                                                     
                                       
 



                                                                                                                     
 




                                                     


                                                       


                                                                               
                                           

 





                                                                                                     
                               
 



                                                                                    
 
                                          

 






                                                                             



                                                                                       
 
                                         








                                                                                                             



                                                                                        
 
                                           

 
                                                           

                                                                                                                                                      
 


                                                                              
                                                                         







                                                                           
                                                      



                                                   

                                                    

 













                                                                          
                                                                

































































































                                                                                                                              
              

                                                            
      






















                                                                                                                       
              
                                                                                             
      










































                                                                                                                                                                       
                                                                                            











































































































                                                                                                                                                   
                                                                                            







































                                                                                                                      

                                                                                              











































                                                                                                                                                                       
                                                                                                        


                                                                                                         
                                                                                                                





























                                                                                                                                
                                                                                      






































































































































                                                                                                                                                                                                



                                                                                                     































































                                                                                                                                                                       

                                                                 














































































































                                                                                               
                                                             















































































                                                                                                  
 

                                                         























                                                               
                  

                                                  
      
 

                                                                           

 

                               
















                                                       

 

                                                                                        
                                                                                 
 
                                                                                                                     

 
                                                                        
                                                                            


                                                                                  










                                                                   


                                                                        
                                                                            


                                                                   
                                   
 


                                            
 




                                                                   

 
                                                        
 


                                                                                          

 



                                                                               
                                                             

                                                                                                           
















                                                
                                                                                              




















































                                                                                                                                                    
                                                                                         
                                         
                                                                           


































                                                                                                     
                                                                     























                                                                                                                                              
                                                                         













                                                                              
                                               














                                                                                               
                                                                                 





                                                                                                         
                                                                         





                                                                       
         
                              

                                           
                                                  

                                                                                                                                                           



                                                                            
                                                                                                                                                                      
                                                             

















                                                                               
                                                      

                                                     


                     





                                                                                                  
























                                                                                     
 





























                                                                  




                                                                          


                     





                                                                       

                                                                              

                                                                                                                              




                                                

                                




                                                 
                                                        




                                                        
                                                             





                                                          


                                
                                                     


                                    
                                                          





















                                                                                           



                                                                                    







                                            

                                                














                                                                        
                                          


                                                                   
                                                                        

                 
 
 



                                                                     


                                                                                                
                                                                                          
                                                               
                                                              
                                              
                                                                                                       
 








                                                               
                                                









                                                                                                       
                        
                






                                                                                                                                                          



                                                                                                                                         

                                                 

























                                                                                                         
         
 
                                           
 
                               
 
                                                                                                                                                                                                        

                                                                               
                                                                         

                                                                            
 
                    
                                                                            
                                                              
                                                                                                                  






                                                                                                                
                                                 

                                 
 


                                                             



                                                                                  


                                                  
 
                                                      
                                                                                                                        



                                                                                                                 
                                                            
                                                                                                       


                                                 
                                                   








                                                               
                                                                                                           

                                                                                               
 

                                                                                     

                                                                                                                     











                                                                                   

                                                                                                                                                     

                                                                                                         




                                         

                                                                                        
                                                                                                         




                                                                                                                  
                                                                                          







                                                                                               
 


                 















                                                                                      
                 
                                                                            
                                 
                                             









                                                                                                                                                                     
                                                                                                                                  
                                 
                                                        
                                 
                                                                                                        

                                                
                                                                                                                           






                                                                                 
                                                                                   












                                                                                                                                               
                                                                                                      












                                                                                                                                                 
                                                                                                                                                                                    
                                                                                                      
                                                                                                                                                                                        
                                                                                                     
                                                                                                                  










                                                                                                   




                                                                              



































                                                                                                                                                                                          

 
                   
                                                                                   
 
                    
                   



















                                                                                                               

     



                                                                                                                                                          
 

                                                                
      

                                                
 
                       
 
 
                                                                                                    
 
                               
              
                     
      


















                                                    
              
                      
      


                                  
              
                      
      








                                                                               
              
                                                                                                         
     
                                            
      
                                            

 


                                                                                                                                             
     
                                                                                                                                                               
      



                                                                                             





                                                                                     
 
                                  




                                                                                                                                                                                                                             
     

                                                    



                                                         
      
 

































                                                                                       



                                                                          
                                                     
 

































































                                                                                              



                                                                            
                                                 
                                                                                                 






























































                                                                          
                                                         



                                                                                                    
              

                                                           
     

                                                             
      











                                                                                                    
 

                                                                        
 
                 


                                                 
                                                     
 
                       
 



                                                                                       
 


















                                                                                           
                                                             




















                                                                                                      
                                                         












                                                                                                                                            
 
 


                                                                                              















                                                                       






                                                                                      
                                                                                                 
 

                                                                                                                    













                                                                                                                                          
                                 

 
                                                                                                 
 
                   
 
                                                                                                    
                                      
 





                                                                                                                                           
 
                                 

 

                                                                                           
                                                            
 



                                                                                    
                                                                         
                                       
                  




































































                                                                                                              
                                           













                                                                                                                                  
                                                                    




                                                                                                                       
                                       
                                                   










































                                                                                      
                                              


























                                                                                                                                                                  



                                                                                                          
                 


                                                                  
                







                                                                                          
 



















                                                                                                

              



                                                              

      














                                                                                                    
 





                                                                                                                                                     
 








































                                                                                                                              
 


                                                                        
 
                                          
 

























                                                                                                                                                                  
                                                                                                





                                                                                     




                                                                                                                          
                                 




                                                                                                                            























































































































                                                                                                                                                      
                                                      
                                                                  








                                                  
                                                                        
                                        
                                                                                   










                                                                        
                                                      
                                                                  




                                                    
                                                                    
                                                    
                                                                      









                                                             
                                                                        
                                        
                                                                                   















                                                                                      
                                                       
                    
                                                                                               


                                       
                                                                                        




















































                                                                                   
               
                                     
      











                                                                             
 















                                                                                                               

               




                                                                                                  
      
 
                                         
 






                                                                      

               




                                                                                                    
      
 

                                                                                                                                     
 


                                                                                                                              
 
                                                 
                    










                                                                                      
                        










                                                                                      
      



























































                                                                                                           



                                                       











































                                                                                                                     
                                                   








                                                                   
                                                   























                                                                                           
                                         
                                  
                                                 
                                            
                                                    


                                                        
                                                   




                        



                                                                 
















                                                                            



                                                              



































                                                                                         
                                     
 
                                                       

                                          
                                                               



                                                             
                                                       

                                                                   
                                                          
















                                                                                         

              
                                            

      

                                               

 







                                                                   

                                                                            


















                                                       
 

                                                                             
                                                     



                                                       

 

                                                       
 

                         
 




                                   
 




                                                     
                                                         








                                          
 





                                                     












                                                                                         
                                                                                     
                                                                                     
                                                                                      



                                                                                                        
                   
                                                                                           
      
                                                                                        
                                                                                          



                                                                                                       


                                                                                        



                                                                                                   
                                    
                                 
 

                                            
 

                                                         
 

                                               
 

                                             
                                                       
 


                                                          
 

                                               
 
                                                       
 


















































                                                                                             
                                                                     


                                                                
                                                                      















                                                                       




                                                                                                      














































































                                                                                                                                                         
 
 

                                                                                     
                                                                          
 






















                                                                            


                                 
      
                         























                                                                       




                                           







                                                                     




                                                  




























                                                                                               
 









                                                                          




                                                       

                                                                             




                                                                                                           


                           




                                                       

                                                                                




                                                                                                             










                                                                         




                                                       

                                                                                
                                                                              
              
                                                                                                                                    



                                                       










                                                                            




                                                                                  

                                                                                   
                                                                                                                  
              
                                                                                                                                    



                                                            


















































































                                                                                                                    
 


                                                                                                        
                                                              

                 
 




                                                                               
 
                                                                                             
 






                                                                                     
 


                                                    
                                                              

                 
 
                           


                                                                                         
     




















                                                                                                                         
      
                                                     
                                                                                

                                                                                
 
                                                                              
                                                                              
 









                                                                                                              
 






                                                                    
                    
                                                                                               
 

                                                                         
     

                                                                                                                                                                     
 


                                                                                                                                          
 

                                                                                                     
      

                                                                                                                                                    
 






                                                                                                                   
 

                                                                         
 

                                                                                         
 





                                                                                               
 

                                                                         
 

                                                                                                   
 































                                                                                                                 
 

                                                                           
 

                                                                          
 



                                                                                                         
                                                                           
 














                                                                                         
                                                                                


















                                                                  
                                                      
                                               
                                                      
                                               
                                                      
                                                 
                                                      
                                               
                                                      
                                               
                                                      
                                               
                                                      
                                                 
                                                        
                                                       
                                                       
                                                   
                                                        

                                                
               
                                                                                                     
      
                         
                                                       
 
                                                
                                                       
              
                                                       
      
                 
 
                                                                                                 
              
                                                                                             
      
                         
                                                       
 
                                                  
                                                       
              
                                                       
      
                 
                                                   
                                                        
                                               
                                                           
               
                                                         
                                                        
                                                         
                                            

                                                                                                   

                                                        

                 
                                                  
                                                        
              
                                                        
      

                                                    
                                                        
              
                                                        
      

                                                           
                                                              
                                                     
                                                        
                                                     
                                                        
                                             
                                                     
                                             
                                                     


                                                                                              
                                                       


                                                                                                  
                                                                          
                                                           
                                                                           
                                                 
                                                                         
                                                 
                                                                              
                                                 
                                                                          
                                                   
                                                                           
                                                   
                                                                              
                                                         
                                                                          
                                                       
                                                                           
                                                       
                                                                           
                                               
                                                                        
                                               
                                                                        


                                                       
                                                                           
                                                       
                                                                           
                                               
                                                                        
                                               
                                                                        
         
 
 

                                                        
                                              

                                                                                               


















































                                                                                   



                                                                                               
















































                                                                                               



                                                                                               






















                                                                                   














                                                           


                                                               
                                                          



                                                                                                




























                                                                                    







                                                                    







                                                               
 



                                                                        

                                                           



                                                                                               






































                                                                                               








                                                         


                                                                      
                                                          



                                                                                               


























                                                                                   





                                                              

                                                   






                                                                      

                                                          



                                                                                                 






                                                     

























                                                                                              


















                                                                              









                                                                     

                                                                 

                                                           



                                                                                                 










                                                      



















                                                                                              











                                                                                                          








                                                                    







                                                                    

                                                                    









                                                                                     
                  

                                                                        
      
 
                                                           
 

                                                                                                  
 
 





                                              













                                                                                    



























                                                                                                 
                                                                 










                                                              



                                                                 

 
















                                                                                                         
              

                                                                 
      
 




                                                                              
                                                      



                                                                                             
 












                                                        

                                                          





                                                                             




                                                               



                                                              



                                                



                                                                                               


















                                                                          





                                                          



                                                                 

                                   

                                                           

                                                        



                                                          









                                                                                                                                         
 







                                                                  









                                                                  

                                                                                       



                                                                         





                                                                    



                                                                                                 

                                                    
 





                                                                   
 
                                                   
 












                                                                                          
                                                          

                                  
      
 







                                                               





                                                                                 
                                      
                                                        



                                                        











                                                                                               

















                                                                                                                                                      





                                                                



                                                                                               
                             
              
                                                                
     
                                                         
      
 





                                                             



                                                                                        
 
                                
                                                                         
                                                                                
     
                                                              
      









                                                                    










                                                                                               





                                                                  
 
              
                                                        
     
                                                 
      

 
 
                                                                                            
 

                                                                        
 



                                                             

                                                             

                                  
      
 

                                                       

                                                                                 



                                                                                                            
                                      


                                                         



                                                        







                                                                                                                                                        

                                                            

                                                                



                                                                                                 
                             
              
                                                                 
     
                                                          

      
 



                                                             



                                                                           
 
              
                                                         
     
                                                  
      



                                                                                                   





                                                     


                                                            
                                                                                                                                 
         

                                                                       













                                                                             
                                                                                                                    








                                                                                              
 

                                          
 

































































                                                                                                                                                                                                                       
 

                                          
 










































                                                                                                                               
 




















                                                                                               

 
                   



                                                                                          



















































































































                                                                                            


      
                                                                                              



                                        

                                                                         

     





                                                                                                   


                                                                          

                                                                         

                                                                                                  




































































































































                                                                              



                                                                                                       












                                                                                                      

 
                                                                                                    
 
                             
                                                                 












                                                                   





                                                                                 























                                                                              

                                                                    

                                                                           


                                                                            
                                                                        
 
                                                         



                                                                                                          


















                                                                                 



                                                                                                      
















                                                             



                                                                                                    


















                                                          




                                                                                                      


























                                                                                            
                        
                                                             



                                                                                                 










                                                                        

 









                                                                                                                       


                                            

                                  

                          
                                              











                                                                                                                             

                                            

                                       

                       
                                              








                                                                     
                                                          

                 

 










                                                               

 










                                                                     
                                                                                                                              


                                             

 
                                                                 
 







                                                                                                                            
                                                                                                                      









                                                                
                                                                  

                                                        



                                                      

                                                                                   
                                                 

 


































                                                                                                             

 





































                                                                                                     

 



























                                                                                                      
                                                                                                









                                                                                

 

                                          





                                                         


                                           





                                                          



                                        

                                                   



                                          







                                                                                              

 












                                                            



                                                           






                                                                                       
                                                 







                                                    
























                                                                                                       
                                         



















                                                                                                                                 
                                         




                                                                                                                   
                      







                                                                                                                    
                      
























                                                                                                                    
                      


























                                                                                                                           
         

 
                                                                     
                                                            








                                                                  

                    



                                              


                                                     

 


                                                         
                                                                                             
 





                                                                                                  








































                                                                            
 





                                            


























































                                                                                                                                                

                                                                                     
                                                                    

                               
                                                                                                   
                                                                   



































                                                                                                 


                                                                  





                                                               
 
                 
 
                                                          
                                                                         

                                                                           
 

                                                                        
 


                                                                               
                 
                
 
                                                           
                                                                          

                                                                            
 

                                                                         
 


                                                                                




                                          
                                                                                  
                                                
                                                                                        


                                                           
                        
                                  

                                    


                            








                                                                        









                                                                                       
 


                                  

                                                                                  

                        
                   

                            




















                                                                                          
 











































                                                                                                          

                                            



                                              



                                                        
                                              
                                                                                                                                 





                                                                          










































                                                                                                                                 

                                                                          



























                                                                    
 
                                
 





                                                                     
 
                                                                         






                                                                               
                         
















                                                                                                              

                                                               


































                                                                                                           
                                                                                       







                                                                                              
                                                                                        




































                                                                                                                  
                                                                                                 





























                                                                                  
 







































































































                                                                                                         
                                                                                                     





















































                                                                                                                
                                         


                                             

                                           
 








                                                       
 



                                                
 








































































                                                                                                                             
              


                                                                                
      
















































































                                                                                   




































                                                                                                                 
































                                                                                  


                                                           











































































































                                                                                                                                   








                                                                                                                                              
                                 

                                                                     
                                         





                                                                                                                                            
                                         

                                                                                                                                        
                                 







                                                                                                                
                                          



































































                                                                                                                    
                                 

                                                                     
                                         





                                                                                                                                      
                                         

                                                                                                                                        
                                 
                                      




















































































                                                                                                  
 





                                                                  
 

















                                                                                                                                
 






                                                                                                      
 









                                                                                              
                                 
                                                        
                         



                                                             
                                                                


                                                                                                               
                            
                                                                                                              
 
                              




















                                                                               
                                 









                                                                                                                         
                                 




















































                                                                                                                                            
 

                                               
                                 


                                                                         
                                         






                                                                     
                                                 




                                                                                                                                              
                                                 

                                                                                                                                                
                                         
                                 
                                      
 

                                              
                                 












                                                                                                                                        

                                         
                                      
 













                                                                                            
 


                                                                                       
 



                                                                                                                             
 










                                                                                               
 






                                                                                               
 


                                           
 





















                                                                                                                                         
 















                                                                                                                                             
 



                                                            
 


                                                                
 

























                                                                                                                                                                           
                                 
                                      
                         
 




                                                                                                
                                 

















                                                                                                                                            
                         


















                                                                                                                              
 













                                                                                                          
                                 














































































                                                                                                          
 





                                                                  
 























































































































































































































































































































































                                                                                                                                    
                                                             





                                                                                                                   
                                                                                        

















































































































































































                                                                                                                                                                                                       
                                 

                                                                                                      
                                 
                                                   
                                                                        




































































                                                                                                                                                     
                                          
















































































                                                                                                 
                                    








































































                                                                                                                                    














                                                                                        
         







                                                    
                                                                 

                                             


                                                              










                                                                             



                                                                         

                                             



                                      





                                        








                                                
                              
                                                                                   

                                                        
















                                                                 
                      



                                                                 

                                                                      










                                                                                                                                            
 




















































































































                                                                                                            
                                        


                                                  
                                        


                                                    




                                                    











                                                                                                      
                                        
                                       








                                                                                
                                               
                                                                  



                                    

                                                                                                                                       










                                                                                                                          















                                                                                            

                                                                            

                   


















                                                                                                                                               
                                                                                              



















                                                                                 
                                                                                      

                                                 
                                                                                     

                                                 
                                                                                     

                                                
                                                                                        




                                                    
                                                                                                     


                                                 
                                                                                                


                                                                                        
                                                                                                   


                                                     

                                                                                                   







                                                                                                      
 

                                                                                      
 

                 
 








                                                                                           
                                                          

                                 
 
                               
 

                              
 
                                     

                                
 




















































                                                                                                                     
                 
 

                                                                        



                                                  
                                                   


                                                 
 
                                                                 
 

                                                                                                                        






                                                                                      
 


                     



                           
                                    
                                       
 

                 
 


                                                                         
                                                                                                       













































                                                                                                        
 
                      
 
                              
 



                                               







                                                       
                  


                                 
                                                                 
                  














                                                                                       
                                                                                                                       





                                                                                    
 































                                                                                                                                 
                                                                   







                                                                                       
 











                                                                                            
                                                            






































                                                                                                       
                                                                           











                                                                                                                                                                                                                                                                    
                                                                             


                                                                    
                                                                                








                                                                                 

                                                                                   





                                                                            
                                                                                                                      
















                                                                                                                    

                                                                                                                                      









                                                                                                                                
                                                                                 

                                                 
                                                                            


                                                                                  
                                                                                       

                                                     

                                                                               


                                              
 














                                                                                                              
 










                                                                                  
                                                                                                                            
                                                                                                                                        
                                                                                                                                


                                                           
                                                                                            
                                              
                                                                     



                                                 
                                                           

                                                                   
                                                           






                                                           
                                                                                            

                                                                                                                  
                                                                             











































                                                                                                                                
                                                     

                                          
                                                                                                                                   

                                      
                         


                                                                              
                                                                                                                              
                         























                                                                                     
                                                   




                                              
                                                                                            

                                                                                                                  
                                                                             



                                               
                                                                                                    

                                                                                                                          
                                                                                     












                                                                                                                                                             
                                                                                                                                   









                                                                                                                              
                                                                          











                                                                                      
                                 

                                                                                         



                                                                          
         
 

                     









                                      
 











                                                           
 

















































                                                                              
                                     












                                                     

                                     







































































                                                                           

         
                                                    
                                                        
                                                                          



                                                                                                       
                                                                 

                                        
                                        
                           
                                       







                                                                                                                                    




                                                        
                                                 






                                                                                  
 
































                                                                                          
 


























































                                                                                                                              
                                                                                    











                                                                                   
 

                                    
 

                                                                                           
 



                                                                                   
 


                             



                                                                                                                           
 





                                                                                    
 












                                                                                       
                                               










                                                                                    
 




















                                                                                                                   
 




















                                                                                         
                                                                      


                                                                                                   
                                             
                                                                                         































                                                                                                                     
                                                                                                 






                                                                                                      
 




































































                                                                                                

                                                                           












                                                                                                    
                                                 






























                                                                                              
 






                                                                                    
 
















                                                                                     
                                                                                                             














                                                                                                                                  
                                                                                                                                                     




















                                                                                               
 

                                                                              
                                                                     



                                                                                       
                                                                                                       
                                         
                                                                        
 
                                                                                                                                            
                                                                 
                                                                                                                       

                                                                   
                                                                                                                     

                                                                 
                                                                                                                   



                                                              
                                                        









                                                                                         
                                                                                  











                                                                                                                   
                                                 



                                                                                       
 








                                                                                 
 
















                                                                                      
 




                                                                                                             
 
                                             
                                                                                                                    
                                                                
 






























                                                                                              
 

















                                                                                                              
 






                                                                                      
 




                                                                            
 








                                                                                      
 


                                        
                                                                                                        




                                                                                      
 










                                                                                      











                                                                                                                    
                                                                                                                                        












                                                                                                   
                                               












                                                                                       
 


















                                                                                      
 
 





















                                                                                                  
 













                                                                                      
 







                                                                                       
 










                                                                                                                           
                                                                                                    

























                                                                                                                                              
 




                                                                      
 
                                                             
 























                                                                                      
                                                                         















                                                                                         
                                                  


































                                                                                                                   
 

                                                                         
                    


                                            
                                         
                                              
                                                              
 
































                                                                                                                                              
                                                                          
                                                                                      





                                                                                                                                              
                                                                     

                                                                           
                                                                                                       
                                                                                                
                                                                        
                         










                                                                                                                      
                                                                                        




                                                                   



                                            
                                     
                                                        
                                              
                                                               
 





                                                    



                                                             

























































                                                      

                                           

                                         

















                                                 















                                               





                                                 
                                                                         






















































                                                                                                               
                                         
                                           
                                          




















                                                                                                                                   

                                              









                                                                      

                                                 









                                                                                                                         
 
                    

 

                                                                  
                                                                   
 












































































































































                                                                                                              
 

                            
 

                               
 


                                                                            
 

















                                                                                                 
                                                                                           



                                                                                               
                                                                  









                                                                                     


                          
                                                                                       
 



                                                                        

 





                                                                              
                                                                
 

                                                
 
                                               



                                            





                                                     

















                                                                                             
                   
                                             
     
                                            
      



                                                      
 
 
                                                                        
 















                                                                                             

 
                                                                           
 
                       
 




                                                      

 
                                                                          
 
                                                                       
 
                                  
 

                                                      
 


                                                   
 


                                       
 

                                                        
 
                              
 
                                                                   
 

                                                                                                                    
 




                                                                                         

 






                

                       




























                                                                          
 

                         
 
 
                   
                                                                                                                                     
     
                                                                                                                                             
      


                                                                                                                                               
 
                 


                                            
                              
                                              

                        










                                                                                                                                   
 

                          
                                 
 
// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams

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

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

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

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

static int max_weight_base[CLASS_COUNT];
static int hp_coefficient[CLASS_COUNT];
static int hp_coefficient2[CLASS_COUNT];
static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
static int sp_coefficient[CLASS_COUNT];
#ifdef RENEWAL_ASPD
	static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
#else
	static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE];	//[blackhole89]
#endif

// bonus values and upgrade chances for refining equipment
static struct {
	int chance[MAX_REFINE]; // success chance
	int bonus[MAX_REFINE]; // cumulative fixed bonus damage
	int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
} refine_info[REFINE_TYPE_MAX];

static int atkmods[3][MAX_WEAPON_TYPE];	//ATK weapon modification for size (size_fix.txt)
static char job_bonus[CLASS_COUNT][MAX_LEVEL];

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

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

/**
 * 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);
		return SC_NONE;
	}
	return SkillStatusChangeTable[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 StatusSkillChangeTable[sc];
}

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

	return StatusChangeFlagTable[sc];
}

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

	return StatusRelevantBLTypes[type];
}

#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT

static void set_sc(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( StatusSkillChangeTable[sc] == 0 )
  		StatusSkillChangeTable[sc] = skill_id;
	if( StatusIconChangeTable[sc] == SI_BLANK )
  		StatusIconChangeTable[sc] = icon;
	StatusChangeFlagTable[sc] |= flag;

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

void initChangeTables(void) {
	int i;

	for (i = 0; i < SC_MAX; i++)
		StatusIconChangeTable[i] = SI_BLANK;

	for (i = 0; i < MAX_SKILL; i++)
		SkillStatusChangeTable[i] = SC_NONE;

	for (i = 0; i < SI_MAX; i++)
		StatusRelevantBLTypes[i] = BL_PC;

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

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

	//The main status definitions
	add_sc( SM_BASH              , SC_STUN            );
	set_sc( SM_PROVOKE           , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	add_sc( SM_MAGNUM            , SC_WATK_ELEMENT    );
	set_sc( SM_ENDURE            , SC_ENDURE          , SI_ENDURE          , SCB_MDEF|SCB_DSPD );
	add_sc( MG_SIGHT             , SC_SIGHT           );
	add_sc( MG_SAFETYWALL        , SC_SAFETYWALL      );
	add_sc( MG_FROSTDIVER        , SC_FREEZE          );
	add_sc( MG_STONECURSE        , SC_STONE           );
	add_sc( AL_RUWACH            , SC_RUWACH          );
	add_sc( AL_PNEUMA            , SC_PNEUMA          );
	set_sc( AL_INCAGI            , SC_INCREASEAGI     , SI_INCREASEAGI     , SCB_AGI|SCB_SPEED );
	set_sc( AL_DECAGI            , SC_DECREASEAGI     , SI_DECREASEAGI     , SCB_AGI|SCB_SPEED );
	set_sc( AL_CRUCIS            , SC_SIGNUMCRUCIS    , SI_SIGNUMCRUCIS    , SCB_DEF );
	set_sc( AL_ANGELUS           , SC_ANGELUS         , SI_ANGELUS         , SCB_DEF2 );
	set_sc( AL_BLESSING          , SC_BLESSING        , SI_BLESSING        , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( AC_CONCENTRATION     , SC_CONCENTRATE     , SI_CONCENTRATE     , SCB_AGI|SCB_DEX );
	set_sc( TF_HIDING            , SC_HIDING          , SI_HIDING          , SCB_SPEED );
	add_sc( TF_POISON            , SC_POISON          );
	set_sc( KN_TWOHANDQUICKEN    , SC_TWOHANDQUICKEN  , SI_TWOHANDQUICKEN  , SCB_ASPD );
	add_sc( KN_AUTOCOUNTER       , SC_AUTOCOUNTER     );
	set_sc( PR_IMPOSITIO         , SC_IMPOSITIO       , SI_IMPOSITIO       , SCB_WATK );
	set_sc( PR_SUFFRAGIUM        , SC_SUFFRAGIUM      , SI_SUFFRAGIUM      , SCB_NONE );
	set_sc( PR_ASPERSIO          , SC_ASPERSIO        , SI_ASPERSIO        , SCB_ATK_ELE );
	set_sc( PR_BENEDICTIO        , SC_BENEDICTIO      , SI_BENEDICTIO      , SCB_DEF_ELE );
	set_sc( PR_SLOWPOISON        , SC_SLOWPOISON      , SI_SLOWPOISON      , SCB_REGEN );
	set_sc( PR_KYRIE             , SC_KYRIE           , SI_KYRIE           , SCB_NONE );
	set_sc( PR_MAGNIFICAT        , SC_MAGNIFICAT      , SI_MAGNIFICAT      , SCB_REGEN );
	set_sc( PR_GLORIA            , SC_GLORIA          , SI_GLORIA          , SCB_LUK );
	add_sc( PR_LEXDIVINA         , SC_SILENCE         );
	set_sc( PR_LEXAETERNA        , SC_AETERNA         , SI_AETERNA         , SCB_NONE );
	add_sc( WZ_METEOR            , SC_STUN            );
	add_sc( WZ_VERMILION         , SC_BLIND           );
	add_sc( WZ_FROSTNOVA         , SC_FREEZE          );
	add_sc( WZ_STORMGUST         , SC_FREEZE          );
	set_sc( WZ_QUAGMIRE          , SC_QUAGMIRE        , SI_QUAGMIRE        , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
	set_sc( BS_ADRENALINE        , SC_ADRENALINE      , SI_ADRENALINE      , SCB_ASPD );
	set_sc( BS_WEAPONPERFECT     , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
	set_sc( BS_OVERTHRUST        , SC_OVERTHRUST      , SI_OVERTHRUST      , SCB_NONE );
	set_sc( BS_MAXIMIZE          , SC_MAXIMIZEPOWER   , SI_MAXIMIZEPOWER   , SCB_REGEN );
	add_sc( HT_LANDMINE          , SC_STUN            );
	add_sc( HT_ANKLESNARE        , SC_ANKLE           );
	add_sc( HT_SANDMAN           , SC_SLEEP           );
	add_sc( HT_FLASHER           , SC_BLIND           );
	add_sc( HT_FREEZINGTRAP      , SC_FREEZE          );
	set_sc( AS_CLOAKING          , SC_CLOAKING        , SI_CLOAKING        , SCB_CRI|SCB_SPEED );
	add_sc( AS_SONICBLOW         , SC_STUN            );
	set_sc( AS_ENCHANTPOISON     , SC_ENCPOISON       , SI_ENCPOISON       , SCB_ATK_ELE );
	set_sc( AS_POISONREACT       , SC_POISONREACT     , SI_POISONREACT     , SCB_NONE );
	add_sc( AS_VENOMDUST         , SC_POISON          );
	add_sc( AS_SPLASHER          , SC_SPLASHER        );
	set_sc( NV_TRICKDEAD         , SC_TRICKDEAD       , SI_TRICKDEAD       , SCB_REGEN );
	set_sc( SM_AUTOBERSERK       , SC_AUTOBERSERK     , SI_AUTOBERSERK     , SCB_NONE );
	add_sc( TF_SPRINKLESAND      , SC_BLIND           );
	add_sc( TF_THROWSTONE        , SC_STUN            );
	set_sc( MC_LOUD              , SC_LOUD            , SI_LOUD            , SCB_STR );
	set_sc( MG_ENERGYCOAT        , SC_ENERGYCOAT      , SI_ENERGYCOAT      , SCB_NONE );
	set_sc( NPC_EMOTION          , SC_MODECHANGE      , SI_BLANK           , SCB_MODE );
	add_sc( NPC_EMOTION_ON       , SC_MODECHANGE      );
	set_sc( NPC_ATTRICHANGE      , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY  , SCB_DEF_ELE );
	add_sc( NPC_CHANGEWATER      , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEGROUND     , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEFIRE       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEWIND       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEPOISON     , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEHOLY       , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGEDARKNESS   , SC_ELEMENTALCHANGE );
	add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
	add_sc( NPC_POISON           , SC_POISON          );
	add_sc( NPC_BLINDATTACK      , SC_BLIND           );
	add_sc( NPC_SILENCEATTACK    , SC_SILENCE         );
	add_sc( NPC_STUNATTACK       , SC_STUN            );
	add_sc( NPC_PETRIFYATTACK    , SC_STONE           );
	add_sc( NPC_CURSEATTACK      , SC_CURSE           );
	add_sc( NPC_SLEEPATTACK      , SC_SLEEP           );
	add_sc( NPC_MAGICALATTACK    , SC_MAGICALATTACK   );
	set_sc( NPC_KEEPING          , SC_KEEPING         , SI_BLANK           , SCB_DEF );
	add_sc( NPC_DARKBLESSING     , SC_COMA            );
	set_sc( NPC_BARRIER          , SC_BARRIER         , SI_BLANK           , SCB_MDEF|SCB_DEF );
	add_sc( NPC_DEFENDER         , SC_ARMOR           );
	add_sc( NPC_LICK             , SC_STUN            );
	set_sc( NPC_HALLUCINATION    , SC_HALLUCINATION   , SI_HALLUCINATION   , SCB_NONE );
	add_sc( NPC_REBIRTH          , SC_REBIRTH         );
	add_sc( RG_RAID              , SC_STUN            );
#ifdef RENEWAL
	add_sc( RG_RAID              , SC_RAID            );
	add_sc( RG_BACKSTAP          , SC_STUN            );
#endif
	set_sc( RG_STRIPWEAPON       , SC_STRIPWEAPON     , SI_STRIPWEAPON     , SCB_WATK );
	set_sc( RG_STRIPSHIELD       , SC_STRIPSHIELD     , SI_STRIPSHIELD     , SCB_DEF );
	set_sc( RG_STRIPARMOR        , SC_STRIPARMOR      , SI_STRIPARMOR      , SCB_VIT );
	set_sc( RG_STRIPHELM         , SC_STRIPHELM       , SI_STRIPHELM       , SCB_INT );
	add_sc( AM_ACIDTERROR        , SC_BLEEDING        );
	set_sc( AM_CP_WEAPON         , SC_CP_WEAPON       , SI_CP_WEAPON       , SCB_NONE );
	set_sc( AM_CP_SHIELD         , SC_CP_SHIELD       , SI_CP_SHIELD       , SCB_NONE );
	set_sc( AM_CP_ARMOR          , SC_CP_ARMOR        , SI_CP_ARMOR        , SCB_NONE );
	set_sc( AM_CP_HELM           , SC_CP_HELM         , SI_CP_HELM         , SCB_NONE );
	set_sc( CR_AUTOGUARD         , SC_AUTOGUARD       , SI_AUTOGUARD       , SCB_NONE );
	add_sc( CR_SHIELDCHARGE      , SC_STUN            );
	set_sc( CR_REFLECTSHIELD     , SC_REFLECTSHIELD   , SI_REFLECTSHIELD   , SCB_NONE );
	add_sc( CR_HOLYCROSS         , SC_BLIND           );
	add_sc( CR_GRANDCROSS        , SC_BLIND           );
	add_sc( CR_DEVOTION          , SC_DEVOTION        );
	set_sc( CR_PROVIDENCE        , SC_PROVIDENCE      , SI_PROVIDENCE      , SCB_ALL );
	set_sc( CR_DEFENDER          , SC_DEFENDER        , SI_DEFENDER        , SCB_SPEED|SCB_ASPD );
	set_sc( CR_SPEARQUICKEN      , SC_SPEARQUICKEN    , SI_SPEARQUICKEN    , SCB_ASPD|SCB_CRI|SCB_FLEE );
	set_sc( MO_STEELBODY         , SC_STEELBODY       , SI_STEELBODY       , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
	add_sc( MO_BLADESTOP         , SC_BLADESTOP_WAIT  );
	add_sc( MO_BLADESTOP         , SC_BLADESTOP       );
	set_sc( MO_EXPLOSIONSPIRITS  , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
	set_sc( MO_EXTREMITYFIST     , SC_EXTREMITYFIST   , SI_BLANK           , SCB_REGEN );
#ifdef RENEWAL
	set_sc( MO_EXTREMITYFIST     , SC_EXTREMITYFIST2   , SI_EXTREMITYFIST   , SCB_NONE );
#endif
	add_sc( SA_MAGICROD          , SC_MAGICROD        );
	set_sc( SA_AUTOSPELL         , SC_AUTOSPELL       , SI_AUTOSPELL       , SCB_NONE );
	set_sc( SA_FLAMELAUNCHER     , SC_FIREWEAPON      , SI_FIREWEAPON      , SCB_ATK_ELE );
	set_sc( SA_FROSTWEAPON       , SC_WATERWEAPON     , SI_WATERWEAPON     , SCB_ATK_ELE );
	set_sc( SA_LIGHTNINGLOADER   , SC_WINDWEAPON      , SI_WINDWEAPON      , SCB_ATK_ELE );
	set_sc( SA_SEISMICWEAPON     , SC_EARTHWEAPON     , SI_EARTHWEAPON     , SCB_ATK_ELE );
	set_sc( SA_VOLCANO           , SC_VOLCANO         , SI_LANDENDOW       , SCB_WATK );
	set_sc( SA_DELUGE            , SC_DELUGE          , SI_LANDENDOW       , SCB_MAXHP );
	set_sc( SA_VIOLENTGALE       , SC_VIOLENTGALE     , SI_LANDENDOW       , SCB_FLEE );
	add_sc( SA_REVERSEORCISH     , SC_ORCISH          );
	add_sc( SA_COMA              , SC_COMA            );
	set_sc( BD_ENCORE            , SC_DANCING         , SI_BLANK           , SCB_SPEED|SCB_REGEN );
	add_sc( BD_RICHMANKIM        , SC_RICHMANKIM      );
	set_sc( BD_ETERNALCHAOS      , SC_ETERNALCHAOS    , SI_BLANK           , SCB_DEF2 );
	set_sc( BD_DRUMBATTLEFIELD   , SC_DRUMBATTLE      , SI_BLANK           , SCB_WATK|SCB_DEF );
	set_sc( BD_RINGNIBELUNGEN    , SC_NIBELUNGEN      , SI_BLANK           , SCB_WATK );
	add_sc( BD_ROKISWEIL         , SC_ROKISWEIL       );
	add_sc( BD_INTOABYSS         , SC_INTOABYSS       );
	set_sc( BD_SIEGFRIED         , SC_SIEGFRIED       , SI_BLANK           , SCB_ALL );
	add_sc( BA_FROSTJOKER        , SC_FREEZE          );
	set_sc( BA_WHISTLE           , SC_WHISTLE         , SI_BLANK           , SCB_FLEE|SCB_FLEE2 );
	set_sc( BA_ASSASSINCROSS     , SC_ASSNCROS        , SI_BLANK           , SCB_ASPD );
	add_sc( BA_POEMBRAGI         , SC_POEMBRAGI       );
	set_sc( BA_APPLEIDUN         , SC_APPLEIDUN       , SI_BLANK           , SCB_MAXHP );
	add_sc( DC_SCREAM            , SC_STUN            );
	set_sc( DC_HUMMING           , SC_HUMMING         , SI_BLANK           , SCB_HIT );
	set_sc( DC_DONTFORGETME      , SC_DONTFORGETME    , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	set_sc( DC_FORTUNEKISS       , SC_FORTUNE         , SI_BLANK           , SCB_CRI );
	set_sc( DC_SERVICEFORYOU     , SC_SERVICE4U       , SI_BLANK           , SCB_ALL );
	add_sc( NPC_DARKCROSS        , SC_BLIND           );
	add_sc( NPC_GRANDDARKNESS    , SC_BLIND           );
	set_sc( NPC_STOP             , SC_STOP            , SI_STOP            , SCB_NONE );
	set_sc( NPC_WEAPONBRAKER     , SC_BROKENWEAPON    , SI_BROKENWEAPON    , SCB_NONE );
	set_sc( NPC_ARMORBRAKE       , SC_BROKENARMOR     , SI_BROKENARMOR     , SCB_NONE );
	set_sc( NPC_CHANGEUNDEAD     , SC_CHANGEUNDEAD    , SI_UNDEAD          , SCB_DEF_ELE );
	set_sc( NPC_POWERUP          , SC_INCHITRATE      , SI_BLANK           , SCB_HIT );
	set_sc( NPC_AGIUP            , SC_INCFLEERATE     , SI_BLANK           , SCB_FLEE );
	add_sc( NPC_INVISIBLE        , SC_CLOAKING        );
	set_sc( LK_AURABLADE         , SC_AURABLADE       , SI_AURABLADE       , SCB_NONE );
	set_sc( LK_PARRYING          , SC_PARRYING        , SI_PARRYING        , SCB_NONE );
	set_sc( LK_CONCENTRATION     , SC_CONCENTRATION   , SI_CONCENTRATION   , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
	set_sc( LK_TENSIONRELAX      , SC_TENSIONRELAX    , SI_TENSIONRELAX    , SCB_REGEN );
	set_sc( LK_BERSERK           , SC_BERSERK         , SI_BERSERK         , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
	set_sc( HP_ASSUMPTIO         , SC_ASSUMPTIO       , SI_ASSUMPTIO       , SCB_NONE );
	add_sc( HP_BASILICA          , SC_BASILICA        );
	set_sc( HW_MAGICPOWER        , SC_MAGICPOWER      , SI_MAGICPOWER      , SCB_MATK );
	add_sc( PA_SACRIFICE         , SC_SACRIFICE       );
	set_sc( PA_GOSPEL            , SC_GOSPEL          , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( PA_GOSPEL            , SC_SCRESIST        );
	add_sc( CH_TIGERFIST         , SC_STOP            );
	set_sc( ASC_EDP              , SC_EDP             , SI_EDP             , SCB_NONE );
	set_sc( SN_SIGHT             , SC_TRUESIGHT       , SI_TRUESIGHT       , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
	set_sc( SN_WINDWALK          , SC_WINDWALK        , SI_WINDWALK        , SCB_FLEE|SCB_SPEED );
	set_sc( WS_MELTDOWN          , SC_MELTDOWN        , SI_MELTDOWN        , SCB_NONE );
	set_sc( WS_CARTBOOST         , SC_CARTBOOST       , SI_CARTBOOST       , SCB_SPEED );
	set_sc( ST_CHASEWALK         , SC_CHASEWALK       , SI_BLANK           , SCB_SPEED );
	set_sc( ST_REJECTSWORD       , SC_REJECTSWORD     , SI_REJECTSWORD     , SCB_NONE );
	add_sc( ST_REJECTSWORD       , SC_AUTOCOUNTER     );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE      , SI_MARIONETTE      , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	set_sc( CG_MARIONETTE        , SC_MARIONETTE2     , SI_MARIONETTE2     , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
	add_sc( LK_SPIRALPIERCE      , SC_STOP            );
	add_sc( LK_HEADCRUSH         , SC_BLEEDING        );
	set_sc( LK_JOINTBEAT         , SC_JOINTBEAT       , SI_JOINTBEAT       , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
	add_sc( HW_NAPALMVULCAN      , SC_CURSE           );
	set_sc( PF_MINDBREAKER       , SC_MINDBREAKER     , SI_BLANK           , SCB_MATK|SCB_MDEF2 );
	add_sc( PF_MEMORIZE          , SC_MEMORIZE        );
	add_sc( PF_FOGWALL           , SC_FOGWALL         );
	set_sc( PF_SPIDERWEB         , SC_SPIDERWEB       , SI_BLANK           , SCB_FLEE );
	set_sc( WE_BABY              , SC_BABY            , SI_BABY            , SCB_NONE );
	set_sc( TK_RUN               , SC_RUN             , SI_RUN             , SCB_SPEED|SCB_DSPD );
	set_sc( TK_RUN               , SC_SPURT           , SI_SPURT           , SCB_STR );
	set_sc( TK_READYSTORM        , SC_READYSTORM      , SI_READYSTORM      , SCB_NONE );
	set_sc( TK_READYDOWN         , SC_READYDOWN       , SI_READYDOWN       , SCB_NONE );
	add_sc( TK_DOWNKICK          , SC_STUN            );
	set_sc( TK_READYTURN         , SC_READYTURN       , SI_READYTURN       , SCB_NONE );
	set_sc( TK_READYCOUNTER      , SC_READYCOUNTER    , SI_READYCOUNTER    , SCB_NONE );
	set_sc( TK_DODGE             , SC_DODGE           , SI_DODGE           , SCB_NONE );
	set_sc( TK_SPTIME            , SC_EARTHSCROLL     , SI_EARTHSCROLL     , SCB_NONE );
	add_sc( TK_SEVENWIND         , SC_SEVENWIND );
	set_sc( TK_SEVENWIND         , SC_GHOSTWEAPON     , SI_GHOSTWEAPON     , SCB_ATK_ELE );
	set_sc( TK_SEVENWIND         , SC_SHADOWWEAPON    , SI_SHADOWWEAPON    , SCB_ATK_ELE );
	set_sc( SG_SUN_WARM          , SC_WARM            , SI_WARM            , SCB_NONE );
	add_sc( SG_MOON_WARM         , SC_WARM            );
	add_sc( SG_STAR_WARM         , SC_WARM            );
	set_sc( SG_SUN_COMFORT       , SC_SUN_COMFORT     , SI_SUN_COMFORT     , SCB_DEF2 );
	set_sc( SG_MOON_COMFORT      , SC_MOON_COMFORT    , SI_MOON_COMFORT    , SCB_FLEE );
	set_sc( SG_STAR_COMFORT      , SC_STAR_COMFORT    , SI_STAR_COMFORT    , SCB_ASPD );
	add_sc( SG_FRIEND            , SC_SKILLRATE_UP    );
	set_sc( SG_KNOWLEDGE         , SC_KNOWLEDGE       , SI_BLANK           , SCB_ALL );
	set_sc( SG_FUSION            , SC_FUSION          , SI_BLANK           , SCB_SPEED );
	set_sc( BS_ADRENALINE2       , SC_ADRENALINE2     , SI_ADRENALINE2     , SCB_ASPD );
	set_sc( SL_KAIZEL            , SC_KAIZEL          , SI_KAIZEL          , SCB_NONE );
	set_sc( SL_KAAHI             , SC_KAAHI           , SI_KAAHI           , SCB_NONE );
	set_sc( SL_KAUPE             , SC_KAUPE           , SI_KAUPE           , SCB_NONE );
	set_sc( SL_KAITE             , SC_KAITE           , SI_KAITE           , SCB_NONE );
	add_sc( SL_STUN              , SC_STUN            );
	set_sc( SL_SWOO              , SC_SWOO            , SI_BLANK           , SCB_SPEED );
	set_sc( SL_SKE               , SC_SKE             , SI_BLANK           , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
	set_sc( SL_SKA               , SC_SKA             , SI_BLANK           , SCB_DEF|SCB_MDEF|SCB_ASPD );
	set_sc( SL_SMA               , SC_SMA             , SI_SMA             , SCB_NONE );
	set_sc( SM_SELFPROVOKE       , SC_PROVOKE         , SI_PROVOKE         , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
	set_sc( ST_PRESERVE          , SC_PRESERVE        , SI_PRESERVE        , SCB_NONE );
	set_sc( PF_DOUBLECASTING     , SC_DOUBLECAST      , SI_DOUBLECAST      , SCB_NONE );
	set_sc( HW_GRAVITATION       , SC_GRAVITATION     , SI_BLANK           , SCB_ASPD );
	add_sc( WS_CARTTERMINATION   , SC_STUN            );
	set_sc( WS_OVERTHRUSTMAX     , SC_MAXOVERTHRUST   , SI_MAXOVERTHRUST   , SCB_NONE );
	set_sc( CG_LONGINGFREEDOM    , SC_LONGING         , SI_BLANK           , SCB_SPEED|SCB_ASPD );
	add_sc( CG_HERMODE           , SC_HERMODE         );
	set_sc( ITEM_ENCHANTARMS     , SC_ENCHANTARMS     , SI_BLANK           , SCB_ATK_ELE );
	set_sc( SL_HIGH              , SC_SPIRIT          , SI_SPIRIT          , SCB_ALL );
	set_sc( KN_ONEHAND           , SC_ONEHAND         , SI_ONEHAND         , SCB_ASPD );
	set_sc( GS_FLING             , SC_FLING           , SI_BLANK           , SCB_DEF|SCB_DEF2 );
	add_sc( GS_CRACKER           , SC_STUN            );
	add_sc( GS_DISARM            , SC_STRIPWEAPON     );
	add_sc( GS_PIERCINGSHOT      , SC_BLEEDING        );
	set_sc( GS_MADNESSCANCEL     , SC_MADNESSCANCEL   , SI_MADNESSCANCEL   , SCB_BATK|SCB_ASPD );
	set_sc( GS_ADJUSTMENT        , SC_ADJUSTMENT      , SI_ADJUSTMENT      , SCB_HIT|SCB_FLEE );
	set_sc( GS_INCREASING        , SC_INCREASING      , SI_ACCURACY        , SCB_AGI|SCB_DEX|SCB_HIT );
	set_sc( GS_GATLINGFEVER      , SC_GATLINGFEVER    , SI_GATLINGFEVER    , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
	set_sc( NJ_TATAMIGAESHI      , SC_TATAMIGAESHI    , SI_BLANK           , SCB_NONE );
	set_sc( NJ_SUITON            , SC_SUITON          , SI_BLANK           , SCB_AGI|SCB_SPEED );
	add_sc( NJ_HYOUSYOURAKU      , SC_FREEZE          );
	set_sc( NJ_NEN               , SC_NEN             , SI_NEN             , SCB_STR|SCB_INT );
	set_sc( NJ_UTSUSEMI          , SC_UTSUSEMI        , SI_UTSUSEMI        , SCB_NONE );
	set_sc( NJ_BUNSINJYUTSU      , SC_BUNSINJYUTSU    , SI_BUNSINJYUTSU    , SCB_DYE );

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

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

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

	set_sc( ALL_PARTYFLEE        , SC_PARTYFLEE       , SI_PARTYFLEE       , SCB_NONE );
	set_sc( ALL_ODINS_POWER      , SC_ODINS_POWER     , SI_ODINS_POWER     , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );

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

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

	// Homunculus S
	add_sc(MH_STAHL_HORN, SC_STUN);
	set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
	set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE,  SCB_ASPD|SCB_MAXHP);
	add_sc( MH_STEINWAND, SC_SAFETYWALL );
	add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
	set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
	add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
	set_sc(MH_VOLCANIC_ASH, SC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
	set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
	set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
	set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
	add_sc(MH_LAVA_SLIDE, SC_BURNING);
	set_sc(MH_NEEDLE_OF_PARALYZE, SC_PARALYSIS, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
	add_sc(MH_POISON_MIST, SC_BLIND);
	set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);

	add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
        set_sc( MH_TINDER_BREAKER      , SC_CLOSECONFINE2   , SI_CLOSECONFINE2   , SCB_NONE );
	set_sc( MH_TINDER_BREAKER      , SC_CLOSECONFINE    , SI_CLOSECONFINE    , SCB_FLEE );


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

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

	set_sc( GD_BATTLEORDER       , SC_BATTLEORDERS    , SI_BLANK           , SCB_STR|SCB_INT|SCB_DEX );
	set_sc( GD_REGENERATION      , SC_REGENERATION    , SI_BLANK           , SCB_REGEN );

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

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

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

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

	//Status that don't have a skill associated.
	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
	StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
	StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
	StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
	StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
	StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
	StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
	StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
	StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
	StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
	StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
	StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
	StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
	StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
	StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
	StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
	StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
	StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
	StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
	//Cash Items
	StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
	StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
	StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
	StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
	StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
	StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
	StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
	StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
	StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
	StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
	StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
	StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
	StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
	StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
	StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
	StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
	StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
	StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
	StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
	StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
	// Mercenary Bonus Effects
	StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
	StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
	StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
	StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
	StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
	// Warlock Spheres
	StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
	StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
	StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
	StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
	StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
	// Warlock Preserved spells
	StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
	StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
	StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
	StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
	StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
	StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
	StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;

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

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

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

	StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;

	StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;

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

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

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

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

	//Other SC which are not necessarily associated to skills.
	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
	StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
	StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
	StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
	StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
	StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
	StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
	StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
	StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
	StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
	StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
	StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
	StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
	StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
	StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
	StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
	StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
	// Cash Items
	StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
	StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
	StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
	StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
	StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
	StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
	// Mercenary Bonus Effects
	StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
	StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
	StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
	// Guillotine Cross Poison Effects
	StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
	StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
	StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;

	StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
	StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
	StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
	StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
	StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
	StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
	StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
	StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
	StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
	StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
	StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
	StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
	StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
	StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;

	StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
	
	/* StatusDisplayType Table [Ind/Hercules] */
	StatusDisplayType[SC_ALL_RIDING]		= true;
	StatusDisplayType[SC_PUSH_CART]			= true;
	StatusDisplayType[SC_SPHERE_1]			= true;
	StatusDisplayType[SC_SPHERE_2]			= true;
	StatusDisplayType[SC_SPHERE_3]			= true;
	StatusDisplayType[SC_SPHERE_4]			= true;
	StatusDisplayType[SC_SPHERE_5]			= true;
	StatusDisplayType[SC_CAMOUFLAGE]		= true;
	StatusDisplayType[SC_DUPLELIGHT]		= true;
	StatusDisplayType[SC_ORATIO]			= true;
	StatusDisplayType[SC_FREEZING]			= true;
	StatusDisplayType[SC_VENOMIMPRESS]		= true;
	StatusDisplayType[SC_HALLUCINATIONWALK]	= true;
	StatusDisplayType[SC_ROLLINGCUTTER]		= true;
	StatusDisplayType[SC_BANDING]			= true;
	StatusDisplayType[SC_CRYSTALIZE]		= true;
	StatusDisplayType[SC_DEEPSLEEP]			= true;
	StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
	StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
	StatusDisplayType[SC_BLOODSUCKER]		= true;
	StatusDisplayType[SC__SHADOWFORM]		= true;
	StatusDisplayType[SC__MANHOLE]			= true;
	
#ifdef RENEWAL_EDP
	// renewal EDP increases your weapon atk
	StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
#endif

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	if( hp && !(flag&1) ) {
		if( sc ) {
			struct status_change_entry *sce;
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(target, SC_STONE, INVALID_TIMER);
			status_change_end(target, SC_FREEZE, INVALID_TIMER);
			status_change_end(target, SC_SLEEP, INVALID_TIMER);
			status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
			status_change_end(target, SC_CONFUSION, INVALID_TIMER);
			status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
			status_change_end(target, SC_HIDING, INVALID_TIMER);
			status_change_end(target, SC_CLOAKING, INVALID_TIMER);
			status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
			status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
			status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
			status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
			if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
				//Endure count is only reduced by non-players on non-gvg maps.
				//val4 signals infinite endure. [Skotlex]
				if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
					status_change_end(target, SC_ENDURE, INVALID_TIMER);
			}
			if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
				struct skill_unit_group* sg = skill->id2group(sce->val4);
				if (sg) {
					skill->del_unitgroup(sg, ALC_MARK);
					sce->val4 = 0;
					status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
				}
			}
			if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
				status_change_end(target, SC_DANCING, INVALID_TIMER);
			if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
				status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
			if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
				status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
		}
		unit_skillcastcancel(target, 2);
	}

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

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

	switch (target->type) {
		case BL_PC:  pc_damage((TBL_PC*)target,src,hp,sp); break;
		case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
		case BL_HOM: homun->damaged((TBL_HOM*)target); break;
		case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
		case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
	}

	if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
		unit_stop_walking( target, 1 );
	}

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

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

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

	//Normal death
	status->hp = 0;
	if (battle_config.clear_unit_ondeath &&
		battle_config.clear_unit_ondeath&target->type)
		skill->clear_unitgroup(target);

	if(target->type&BL_REGEN)
	{	//Reset regen ticks.
		struct regen_data *regen = status_get_regen_data(target);
		if (regen) {
			memset(&regen->tick, 0, sizeof(regen->tick));
			if (regen->sregen)
				memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
			if (regen->ssregen)
				memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
		}
	}

	if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
	{ //flag&8 = disable Kaizel
		int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
		//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
		if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
			status_revive(target, 100, 100);
		else
			status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
		status_change_clear(target,0);
		clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
		sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);

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

		return hp+sp;
	}
    if(target->type == BL_PC){
        TBL_PC *sd = BL_CAST(BL_PC,target);
        TBL_HOM *hd = sd->hd;
        if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
            clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
            clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
            status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
            return hp + sp;
        }
    }
    if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
        status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
		status_change_clear(target,0);
		((TBL_MOB*)target)->state.rebirth = 1;

		return hp+sp;
	}

	status_change_clear(target,0);

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

	return hp+sp;
}

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

	status = status_get_status_data(bl);

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

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

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

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

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

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

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

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

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

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

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

	return hp+sp;
}

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

	status = status_get_status_data(target);


	//It's safe now [MarkZD]
	if (hp_rate > 99)
		hp = status->hp;
	else if (hp_rate > 0)
		hp = status->hp>10000?
			hp_rate*(status->hp/100):
			((int64)hp_rate*status->hp)/100;
	else if (hp_rate < -99)
		hp = status->max_hp;
	else if (hp_rate < 0)
		hp = status->max_hp>10000?
			(-hp_rate)*(status->max_hp/100):
			((int64)-hp_rate*status->max_hp)/100;
	if (hp_rate && !hp)
		hp = 1;

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

	if (sp_rate > 99)
		sp = status->sp;
	else if (sp_rate > 0)
		sp = ((int64)sp_rate*status->sp)/100;
	else if (sp_rate < -99)
		sp = status->max_sp;
	else if (sp_rate < 0)
		sp = ((int64)-sp_rate)*status->max_sp/100;
	if (sp_rate && !sp)
		sp = 1;

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

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

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

	hp = (int64)status->max_hp * per_hp/100;
	sp = (int64)status->max_sp * per_sp/100;

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

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

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

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

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

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

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

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

	if( skill_id ) {
		
		if( src ) {
			int i;
			
			for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) {
				if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) {
					if( src->type == BL_PC )
						clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
					else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
						if( (status->mode&MD_BOSS) && !(map[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 && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
					&& !(status->mode&MD_BOSS)
					&& (src->type != BL_PC || ((TBL_PC*)src)->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) { //Stuned/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; //Targetted spells can't come off.
		}

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

		if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
			if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
				unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
			clif->emotion(src, E_LV);
			return 0;
		}

		if (sc->data[SC_BLADESTOP]) {
			switch (sc->data[SC_BLADESTOP]->val1)
			{
				case 5: if (skill_id == MO_EXTREMITYFIST) break;
				case 4: if (skill_id == MO_CHAINCOMBO) break;
				case 3: if (skill_id == MO_INVESTIGATE) break;
				case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
				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((TBL_PC*)src,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 && //Do not block item-casted skills.
			(src->type != BL_PC || ((TBL_PC*)src)->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__BLOODYLUST] ||
				 sc->data[SC_OBLIVIONCURSE] ||
				 sc->data[SC_WHITEIMPRISON] ||
				 sc->data[SC__INVISIBILITY] ||
				(sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) ||
				 sc->data[SC__IGNORANCE] ||
				 sc->data[SC_DEEPSLEEP] ||
				 sc->data[SC_SATURDAYNIGHTFEVER] ||
				 sc->data[SC_CURSEDCIRCLE_TARGET] ||
				(sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
				(sc->data[SC_MARIONETTE2] && 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_KAGEHUMI] && skill->block_check(src, SC_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) ||
				(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
			)
				return 0;

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

		}
	}

	if (sc && sc->option) {
		if (sc->option&OPTION_HIDE) {
			switch (skill_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 && 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 targetting, cloak+hide protect you, otherwise only hiding does.
	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);

 	//You cannot hide from ground skills.
	if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
		hide_flag &= ~OPTION_HIDE;

	switch( target->type ) {
		case BL_PC: {
				struct map_session_data *sd = (TBL_PC*) target;
				bool is_boss = (status->mode&MD_BOSS);
				bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
				if (pc_isinvisible(sd))
					return 0;
				if (tsc->option&hide_flag && !is_boss &&
					((sd->special_state.perfect_hiding || !is_detect) ||
					(tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
					return 0;
				if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
					return 0;
				if( tsc->data[SC_STEALTHFIELD] && !is_boss )
					return 0;
			}
			break;
		case BL_ITEM:	//Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
			//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
			if (status->mode&MD_LOOTER)
				return 1;
			return 0;
		case BL_HOM:
		case BL_MER:
		case BL_ELEM:
			if( target->type == BL_HOM && skill_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
		default:
			//Check for chase-walk/hiding/cloaking opponents.
			if( tsc ) {
				if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
					return 0;
				if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
					return 0;
			}
	}
	return 1;
}

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

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

	if( tsc && tsc->data[SC_STEALTHFIELD] )
		return 0;

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

	}

	return 1;
}

// Basic ASPD value
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
	int amotion;
#ifdef RENEWAL_ASPD
	short mod = -1;

	switch( sd->weapontype2 ){ // adjustment for dual weilding
		case W_DAGGER:	mod = 0;	break; // 0, 1, 1
		case W_1HSWORD:
		case W_1HAXE:	mod = 1;
			if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
				mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
	}

	amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
			? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
			: ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
			+ aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
			- aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]
			+ aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]);

	if ( sd->status.shield )
			amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) +
					( aspd_base[pc_class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );

#else
	// base weapon delay
	amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
	 ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
	 : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield

	// percentual delay reduction from stats
	amotion -= amotion * (4*status->agi + status->dex)/1000;
#endif
	// raw delay adjustment from bAspd bonus
	amotion += sd->bonus.aspd_add;

 	return amotion;
}

static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
{
	int flag = 0, str, dex,
#ifdef RENEWAL
		rstr,
#endif
		dstr;


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

	if (bl->type == BL_PC)
	switch(((TBL_PC*)bl)->status.weapon){
		case W_BOW:
		case W_MUSICAL:
		case W_WHIP:
		case W_REVOLVER:
		case W_RIFLE:
		case W_GATLING:
		case W_SHOTGUN:
		case W_GRENADE:
			flag = 1;
	}
	if (flag) {
#ifdef RENEWAL
		rstr =
#endif
		str = status->dex;
		dex = status->str;
	} else {
#ifdef RENEWAL
		rstr =
#endif
		str = status->str;
		dex = status->dex;
	}
	//Normally only players have base-atk, but homunc have a different batk
	// equation, hinting that perhaps non-players should use this for batk.
	// [Skotlex]
	dstr = str/10;
	str += dstr*dstr;
	if (bl->type == BL_PC)
#ifdef RENEWAL
		str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
#else
		str+= dex/5 + status->luk/5;
#endif
	return cap_value(str, 0, USHRT_MAX);
}

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

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

#ifdef RENEWAL // renewal formulas
    status->matk_min = status->matk_max = status_base_matk(status, level);
    status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
    status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
    status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
    status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
#else
    status->matk_min = status_base_matk_min(status);
    status->matk_max = status_base_matk_max(status);
	status->hit += level + status->dex;
	status->flee += level + status->agi;
	status->def2 += status->vit;
	status->mdef2 += status->int_ + (status->vit>>1);
#endif

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

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

	if (status->batk) {
		int temp = status->batk + status_base_atk(bl, status);
		status->batk = cap_value(temp, 0, USHRT_MAX);
	} else
		status->batk = status_base_atk(bl, status);
	if (status->cri)
	switch (bl->type) {
	case BL_MOB:
		if(battle_config.mob_critical_rate != 100)
			status->cri = status->cri*battle_config.mob_critical_rate/100;
		if(!status->cri && battle_config.mob_critical_rate)
		  	status->cri = 10;
		break;
	case BL_PC:
		//Players don't have a critical adjustment setting as of yet.
		break;
	default:
		if(battle_config.critical_rate != 100)
			status->cri = status->cri*battle_config.critical_rate/100;
		if (!status->cri && battle_config.critical_rate)
			status->cri = 10;
	}
	if(bl->type&BL_REGEN)
		status_calc_regen(bl, status, status_get_regen_data(bl));
}

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

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

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

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

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

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

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

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

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

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

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

	if (flag&16 && mbl)
	{	//Max HP setting from Summon Flora/marine Sphere
		struct unit_data *ud = unit_bl2ud(mbl);
		//Remove special AI when this is used by regular mobs.
		if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
			md->special_state.ai = 0;
		if (ud)
		{	// different levels of HP according to skill level
			if (ud->skill_id == AM_SPHEREMINE) {
				status->max_hp = 2000 + 400*ud->skill_lv;
			} else if(ud->skill_id == KO_ZANZOU){
				status->max_hp = 3000 + 3000 * ud->skill_lv;
			} else { //AM_CANNIBALIZE
				status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
				status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
			}
			status->hp = status->max_hp;
		}
	}

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


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

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

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

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

	return 1;
}

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

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

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

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

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

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

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

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

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

	return 1;
}

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

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

/// Calculates base MaxHP value according to class and base level
/// The recursive equation used to calculate level bonus is (using integer operations)
///    f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
/// which reduces to something close to
///    f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
{
	uint64 val = pc_class2idx(sd->status.class_);
	val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];

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

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

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

static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
{
	uint64 val;

	val = 10 + sd->status.base_level*(int64)sp_coefficient[pc_class2idx(sd->status.class_)]/100;
	val += val * status->int_/100;

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

	return (unsigned int)val;
}

//Calculates player data from scratch without counting SC adjustments.
//Should be invoked whenever players raise stats, learn passive skills or change equipment.
int status_calc_pc_(struct map_session_data* sd, bool first)
{
	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
	struct status_data *status; // pointer to the player's base status
	const struct status_change *sc = &sd->sc;
	struct s_skill b_skill[MAX_SKILL]; // previous skill tree
	int b_weight, b_max_weight, b_cart_weight_max, // previous weight
	i, k, index, skill,refinedef=0;
	int64 i64;

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

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

	pc_calc_skilltree(sd);	// SkillTree calculation

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

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

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

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

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

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

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

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

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

	//zero up structures...
	memset(&sd->autospell,0,sizeof(sd->autospell)
		+ sizeof(sd->autospell2)
		+ sizeof(sd->autospell3)
		+ sizeof(sd->addeff)
		+ sizeof(sd->addeff2)
		+ sizeof(sd->addeff3)
		+ sizeof(sd->skillatk)
		+ sizeof(sd->skillusesprate)
		+ sizeof(sd->skillusesp)
		+ sizeof(sd->skillheal)
		+ sizeof(sd->skillheal2)
		+ sizeof(sd->hp_loss)
		+ sizeof(sd->sp_loss)
		+ sizeof(sd->hp_regen)
		+ sizeof(sd->sp_regen)
		+ sizeof(sd->skillblown)
		+ sizeof(sd->skillcast)
		+ sizeof(sd->add_def)
		+ sizeof(sd->add_mdef)
		+ sizeof(sd->add_mdmg)
		+ sizeof(sd->add_drop)
		+ sizeof(sd->itemhealrate)
		+ sizeof(sd->subele2)
		+ sizeof(sd->skillcooldown)
		+ sizeof(sd->skillfixcast)
		+ sizeof(sd->skillvarcast)
		+ sizeof(sd->skillfixcastrate)
	);

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

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

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

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

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

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

		if(sd->inventory_data[index]->type == IT_WEAPON) {
			int r,wlv = sd->inventory_data[index]->wlv;
			struct weapon_data *wd;
			struct weapon_atk *wa;
			if (wlv >= REFINE_TYPE_MAX)
				wlv = REFINE_TYPE_MAX - 1;
			if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
				wd = &sd->left_weapon; // Left-hand weapon
				wa = &status->lhw;
			} else {
				wd = &sd->right_weapon;
				wa = &status->rhw;
			}
			wa->atk += sd->inventory_data[index]->atk;
			if ( (r = sd->status.inventory[index].refine) )
				wa->atk2 = refine_info[wlv].bonus[r-1] / 100;

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

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

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

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

				if (!wa->ele) //Do not overwrite element from previous bonuses.
					wa->ele = (sd->status.inventory[index].card[1]&0x0f);
			}
		}
		else if(sd->inventory_data[index]->type == IT_ARMOR) {
			int r;
			if ( (r = sd->status.inventory[index].refine) )
				refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
			if(sd->inventory_data[index]->script) {
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 3;
				run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
				if( i == EQI_HAND_L ) //Shield
					sd->state.lr_flag = 0;
				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
					return 1;
			}
		}
	}

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

	/* we've got combos to process */
	if( sd->combos.count ) {
		for( i = 0; i < sd->combos.count; i++ ) {
			run_script(sd->combos.bonus[i],0,sd->bl.id,0);
			if (!calculating) //Abort, run_script retriggered this.
				return 1;
		}
	}

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

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

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

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

			//Card script execution.
			if(itemdb_isspecial(sd->status.inventory[index].card[0]))
				continue;
			for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
				current_equip_card_id= c= sd->status.inventory[index].card[j];
				if(!c)
					continue;
				data = itemdb_exists(c);
				if(!data)
					continue;
				if(first && data->equip_script) {//Execute equip-script on login
					run_script(data->equip_script,0,sd->bl.id,0);
					if (!calculating)
						return 1;
				}
				if(!data->script)
					continue;
				
				for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
					if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
						break;
					}
				}
				
				if( k < map[sd->bl.m].zone->disabled_items_count )
					continue;
				
				if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
					sd->state.lr_flag = 1;
					run_script(data->script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				} else
					run_script(data->script,0,sd->bl.id,0);
				if (!calculating) //Abort, run_script his function. [Skotlex]
					return 1;
			}
		}
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	// Apply relative modifiers from equipment
	if(sd->hprate < 0)
		sd->hprate = 0;
	if(sd->hprate!=100)
		status->max_hp = (int64)status->max_hp * sd->hprate/100;
	if(battle_config.hp_rate != 100)
		status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;

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

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

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

	// Absolute modifiers from passive skills
	if((skill=pc_checkskill(sd,SL_KAINA))>0)
		status->max_sp += 30*skill;
	if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
		status->max_sp += (int64)status->max_sp * skill/100;
	if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
		status->max_sp += (int64)status->max_sp * 2*skill/100;
	if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
		status->max_sp += 200 + 20 * skill;
	if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
		status->max_sp += 30 * skill;


	// Apply relative modifiers from equipment
	if(sd->sprate < 0)
		sd->sprate = 0;
	if(sd->sprate!=100)
		status->max_sp = (int64)status->max_sp * sd->sprate/100;
	if(battle_config.sp_rate != 100)
		status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;

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

// ----- RESPAWN HP/SP -----
//
	//Calc respawn hp and store it on base_status
	if (sd->special_state.restart_full_recover)
	{
		status->hp = status->max_hp;
		status->sp = status->max_sp;
	} else {
		if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
			&& battle_config.restart_hp_rate < 50)
			status->hp = status->max_hp>>1;
		else
			status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
		if(!status->hp)
			status->hp = 1;

		status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#ifndef RENEWAL
	if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
	{
		status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
		status->mdef = (signed char)battle_config.max_def;
	}
#endif

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

	// Basic ASPD value
	i = status_base_amotion_pc(sd,status);
	status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);

	// Relative modifiers from passive skills
#ifndef RENEWAL_ASPD
	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
		status->aspd_rate -= 5*skill;
	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
		status->aspd_rate -= 30*skill;
	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
		status->aspd_rate -= ((skill+1)/2) * 10;
	if(pc_isriding(sd))
		status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
	else if(pc_isridingdragon(sd))
		status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
		status->aspd_rate += 5*skill;
	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
		status->aspd_rate += 30*skill;
	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
		status->aspd_rate += ((skill+1)/2) * 10;
	if(pc_isriding(sd))
		status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
	else if(pc_isridingdragon(sd))
		status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
#endif
	status->adelay = 2*status->amotion;


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

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

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

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

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

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

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

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

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

	// Anti-element and anti-race
	if((skill=pc_checkskill(sd,CR_TRUST))>0)
		sd->subele[ELE_HOLY] += skill*5;
	if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
		sd->subele[ELE_NEUTRAL] += skill;
		sd->subele[ELE_FIRE] += skill*4;
	}
	if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
		sd->subele[ELE_EARTH] += skill*10;
		sd->subele[ELE_FIRE] += skill*10;
	}
	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
		skill = skill*4;
		sd->right_weapon.addrace[RC_DRAGON]+=skill;
		sd->left_weapon.addrace[RC_DRAGON]+=skill;
		sd->magic_addrace[RC_DRAGON]+=skill;
		sd->subrace[RC_DRAGON]+=skill;
	}

	if(sc->count){
     	if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
			sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
			sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
		}
     	if(sc->data[SC_SIEGFRIED]){
			i = sc->data[SC_SIEGFRIED]->val2;
			sd->subele[ELE_WATER] += i;
			sd->subele[ELE_EARTH] += i;
			sd->subele[ELE_FIRE] += i;
			sd->subele[ELE_WIND] += i;
			sd->subele[ELE_POISON] += i;
			sd->subele[ELE_HOLY] += i;
			sd->subele[ELE_DARK] += i;
			sd->subele[ELE_GHOST] += i;
			sd->subele[ELE_UNDEAD] += i;
		}
		if(sc->data[SC_PROVIDENCE]){
			sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
			sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
		}
		if(sc->data[SC_ARMOR_ELEMENT]) {	//This status change should grant card-type elemental resist.
			sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
		}
		if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
			sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
			sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
			sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
			sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
		}
		if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
			i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
			sd->subele[ELE_FIRE] += i;
			sd->subele[ELE_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_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_FIRE] += 25;
		if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_WATER] += 25;
		if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_WIND] += 25;
		if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
			sd->magic_addele[ELE_EARTH] += 25;
	}
	status_cpy(&sd->battle_status, status);

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

	calculating = 0;

	return 0;
}

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

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

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

	return 0;
}

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

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

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

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

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

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

	homun->calc_skilltree(hd, 0);

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

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

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

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

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

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

	status->aspd_rate = 1000;

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

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

#ifdef RENEWAL
	status->matk_max = status->matk_min;
#endif

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

int status_calc_elemental_(struct elemental_data *ed, bool first) {
	struct status_data *status = &ed->base_status;
	struct s_elemental *ele = &ed->elemental;
	struct map_session_data *sd = ed->master;

	if( !sd )
		return 0;

	if( first ) {
		memcpy(status, &ed->db->status, sizeof(struct status_data));
		if( !ele->mode )
			status->mode = EL_MODE_PASSIVE;
		else
			status->mode = ele->mode;

		status_calc_misc(&ed->bl, status, 0);

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

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

		memcpy(&ed->battle_status,status,sizeof(struct status_data));
	} else {
		status_calc_misc(&ed->bl, status, 0);
		status_cpy(&ed->battle_status, status);
	}

	return 0;
}

int status_calc_npc_(struct npc_data *nd, bool first) {
	struct status_data *status = &nd->status;

	if (!nd)
		return 0;

	if (first) {
		status->hp = 1;
		status->sp = 1;
		status->max_hp = 1;
		status->max_sp = 1;

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

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

	status_calc_misc(&nd->bl, status, nd->level);
	status_cpy(&nd->status, status);

	return 0;
}

static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
#ifdef RENEWAL_ASPD
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
#endif
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
#endif

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	if(
		sc->data[SC_TENSIONRELAX]
	  ) {
		regen->rate.hp += 2;
		if (regen->sregen)
			regen->sregen->rate.hp += 3;
	}
	if (sc->data[SC_MAGNIFICAT])
	{
		regen->rate.hp += 1;
		regen->rate.sp += 1;
	}
	if (sc->data[SC_REGENERATION])
	{
		const struct status_change_entry *sce = sc->data[SC_REGENERATION];
		if (!sce->val4)
		{
			regen->rate.hp += sce->val2;
			regen->rate.sp += sce->val3;
		} else
			regen->flag&=~sce->val4; //Remove regen as specified by val4
	}
	if(sc->data[SC_GT_REVITALIZE]){
		regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
		regen->state.walk= 1;
	}
	 if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
	        || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
	        || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
	        || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
	    regen->rate.hp *= 2;

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

	if (!b_status || !status)
		return;

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

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

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

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

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

	if(flag&SCB_DEX) {
		status->dex = status_calc_dex(bl, sc, b_status->dex);
		flag|=SCB_BATK|SCB_HIT
#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) {
		status->luk = status_calc_luk(bl, sc, b_status->luk);
		flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
#ifdef RENEWAL
			|SCB_MATK|SCB_HIT|SCB_FLEE
#endif
			;
	}

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

	if(flag&SCB_WATK) {

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

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

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

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

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

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

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

	if(flag&SCB_DEF2) {
		if (status->vit == b_status->vit
#ifdef RENEWAL
			&& status->agi == b_status->agi
#endif
			)
			status->def2 = status_calc_def2(bl, sc, b_status->def2);
		else
			status->def2 = status_calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
			+ (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
#else
			+ (status->vit - b_status->vit)
#endif
		);
	}

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

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

	if(flag&SCB_MDEF2) {
		if (status->int_ == b_status->int_ && status->vit == b_status->vit
#ifdef RENEWAL
			&& status->dex == b_status->dex
#endif
			)
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
		else
			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
#ifdef RENEWAL
			+ (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
#else
			+ ((status->vit - b_status->vit)>>1)
#endif
			);
	}

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

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

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

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


	}

	if(flag&SCB_CRI && b_status->cri) {
		if (status->luk == b_status->luk)
			status->cri = status_calc_critical(bl, sc, b_status->cri);
		else
			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
		/**
		 * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
		 **/
		if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
			status->cri <<= 1;

	}

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

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

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

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

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

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

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

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

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

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

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

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

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

	if(flag&SCB_MATK) {
#ifndef RENEWAL
		status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
		status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
#else
		/**
		 * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
		 * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
		 **/
		status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
		if( bl->type&BL_PC ){
			//  Any +MATK you get from skills and cards, including cards in weapon, is added here.
			if( sd->bonus.ematk > 0 ){
				status->matk_max += sd->bonus.ematk;
				status->matk_min += sd->bonus.ematk;
			}
            status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
            status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
			//This is the only portion in MATK that varies depending on the weapon level and refinement rate.
			if( status->rhw.matk > 0 ){
				int wMatk = status->rhw.matk;
				int variance = wMatk * status->rhw.wlv / 10;
				status->matk_min += wMatk - variance;
				status->matk_max += wMatk + variance;
			}
		}
#endif
        if (bl->type&BL_PC && sd->matk_rate != 100) {
			status->matk_max = status->matk_max * sd->matk_rate/100;
			status->matk_min = status->matk_min * sd->matk_rate/100;
		}

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

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

#ifdef RENEWAL
		if( sd && sd->right_weapon.overrefine > 0){
			status->matk_min++;
			status->matk_max += sd->right_weapon.overrefine - 1;
		}
#endif

	}

	if(flag&SCB_ASPD) {
		int amotion;
		if( bl->type&BL_PC )
		{
			amotion = status_base_amotion_pc(sd,status);
#ifndef RENEWAL_ASPD
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

			if(status->aspd_rate != 1000)
				amotion = amotion*status->aspd_rate/1000;
#else
			// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
			amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;

			if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
				amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
							* (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;

			if(status->aspd_rate != 1000) // absolute percentage modifier
				amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
#endif
			amotion = status_calc_fix_aspd(bl, sc, amotion);
			status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);

			status->adelay = 2*status->amotion;
		}
		else
		if( bl->type&BL_HOM )
		{
			amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

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

			amotion = status_calc_fix_aspd(bl, sc, amotion);
			status->amotion = cap_value(amotion,battle_config.max_aspd,2000);

			status->adelay = status->amotion;
		}
		else // mercenary and mobs
		{
			amotion = b_status->amotion;
			status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);

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

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

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

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

	if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
		status_calc_regen(bl, status, status_get_regen_data(bl));

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

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

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

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

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

	status_calc_bl_main(bl, flag);

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

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

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

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

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

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

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

	if(sc->data[SC_HARMONIZE]) {
		str -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(str,0,USHRT_MAX);
	}
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		str += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCSTR])
		str += sc->data[SC_INCSTR]->val1;
	if(sc->data[SC_STRFOOD])
		str += sc->data[SC_STRFOOD]->val1;
	if(sc->data[SC_FOOD_STR_CASH])
		str += sc->data[SC_FOOD_STR_CASH]->val1;
	if(sc->data[SC_BATTLEORDERS])
		str += 5;
	if(sc->data[SC_LEADERSHIP])
		str += sc->data[SC_LEADERSHIP]->val1;
	if(sc->data[SC_LOUD])
		str += 4;
	if(sc->data[SC_TRUESIGHT])
		str += 5;
	if(sc->data[SC_SPURT])
		str += 10;
	if(sc->data[SC_NEN])
		str += sc->data[SC_NEN]->val1;
	if(sc->data[SC_BLESSING]){
		if(sc->data[SC_BLESSING]->val2)
			str += sc->data[SC_BLESSING]->val2;
		else
			str >>= 1;
	}
	if(sc->data[SC_MARIONETTE])
		str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
	if(sc->data[SC_GIANTGROWTH])
		str += 30;
	if(sc->data[SC_SAVAGE_STEAK])
		str += sc->data[SC_SAVAGE_STEAK]->val1;
	if(sc->data[SC_INSPIRATION])
		str += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		str -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		str -= sc->data[SC_KYOUGAKU]->val2;

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

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

	if(sc->data[SC_HARMONIZE]) {
		agi -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(agi,0,USHRT_MAX);
	}
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
		return 50;
	if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
		agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		agi += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCAGI])
		agi += sc->data[SC_INCAGI]->val1;
	if(sc->data[SC_AGIFOOD])
		agi += sc->data[SC_AGIFOOD]->val1;
	if(sc->data[SC_FOOD_AGI_CASH])
		agi += sc->data[SC_FOOD_AGI_CASH]->val1;
	if(sc->data[SC_SOULCOLD])
		agi += sc->data[SC_SOULCOLD]->val1;
	if(sc->data[SC_TRUESIGHT])
		agi += 5;
	if(sc->data[SC_INCREASEAGI])
		agi += sc->data[SC_INCREASEAGI]->val2;
	if(sc->data[SC_INCREASING])
		agi += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_DECREASEAGI])
		agi -= sc->data[SC_DECREASEAGI]->val2;
	if(sc->data[SC_QUAGMIRE])
		agi -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
		agi -= sc->data[SC_SUITON]->val2;
	if(sc->data[SC_MARIONETTE])
		agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
	if(sc->data[SC_ADORAMUS])
		agi -= sc->data[SC_ADORAMUS]->val2;
	if(sc->data[SC_DROCERA_HERB_STEAMED])
		agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
	if(sc->data[SC_INSPIRATION])
		agi += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		agi -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		agi -= sc->data[SC_KYOUGAKU]->val2;

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

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

	if(sc->data[SC_HARMONIZE]) {
		vit -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(vit,0,USHRT_MAX);
	}
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		vit += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCVIT])
		vit += sc->data[SC_INCVIT]->val1;
	if(sc->data[SC_VITFOOD])
		vit += sc->data[SC_VITFOOD]->val1;
	if(sc->data[SC_FOOD_VIT_CASH])
		vit += sc->data[SC_FOOD_VIT_CASH]->val1;
	if(sc->data[SC_CHANGE])
		vit += sc->data[SC_CHANGE]->val2;
	if(sc->data[SC_GLORYWOUNDS])
		vit += sc->data[SC_GLORYWOUNDS]->val1;
	if(sc->data[SC_TRUESIGHT])
		vit += 5;
	if(sc->data[SC_MARIONETTE])
		vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
	if(sc->data[SC_MARIONETTE2])
		vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
	if(sc->data[SC_LAUDAAGNUS])
		vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
	if(sc->data[SC_MINOR_BBQ])
		vit += sc->data[SC_MINOR_BBQ]->val1;
	if(sc->data[SC_INSPIRATION])
		vit += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		vit -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		vit -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_STRIPARMOR])
		vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;

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

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

	if(sc->data[SC_HARMONIZE]) {
		int_ -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(int_,0,USHRT_MAX);
	}
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		int_ += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCINT])
		int_ += sc->data[SC_INCINT]->val1;
	if(sc->data[SC_INTFOOD])
		int_ += sc->data[SC_INTFOOD]->val1;
	if(sc->data[SC_FOOD_INT_CASH])
		int_ += sc->data[SC_FOOD_INT_CASH]->val1;
	if(sc->data[SC_CHANGE])
		int_ += sc->data[SC_CHANGE]->val3;
	if(sc->data[SC_BATTLEORDERS])
		int_ += 5;
	if(sc->data[SC_TRUESIGHT])
		int_ += 5;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			int_ += sc->data[SC_BLESSING]->val2;
		else
			int_ >>= 1;
	}
	if(sc->data[SC_NEN])
		int_ += sc->data[SC_NEN]->val1;
	if(sc->data[SC_MARIONETTE])
		int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
	if(sc->data[SC_MANDRAGORA])
		int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
	if(sc->data[SC_COCKTAIL_WARG_BLOOD])
		int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
	if(sc->data[SC_INSPIRATION])
		int_ += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		int_ -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		int_ -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC_STRIPHELM])
		int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
	if(sc->data[SC__STRIPACCESSORY])
		int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;

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

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

	if(sc->data[SC_HARMONIZE]) {
		dex -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(dex,0,USHRT_MAX);
	}
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
		return 50;
	if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
		dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
	if(sc->data[SC_INCALLSTATUS])
		dex += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCDEX])
		dex += sc->data[SC_INCDEX]->val1;
	if(sc->data[SC_DEXFOOD])
		dex += sc->data[SC_DEXFOOD]->val1;
	if(sc->data[SC_FOOD_DEX_CASH])
		dex += sc->data[SC_FOOD_DEX_CASH]->val1;
	if(sc->data[SC_BATTLEORDERS])
		dex += 5;
	if(sc->data[SC_HAWKEYES])
		dex += sc->data[SC_HAWKEYES]->val1;
	if(sc->data[SC_TRUESIGHT])
		dex += 5;
	if(sc->data[SC_QUAGMIRE])
		dex -= sc->data[SC_QUAGMIRE]->val2;
	if(sc->data[SC_BLESSING]){
		if (sc->data[SC_BLESSING]->val2)
			dex += sc->data[SC_BLESSING]->val2;
		else
			dex >>= 1;
	}
	if(sc->data[SC_INCREASING])
		dex += 4;	// added based on skill updates [Reddozen]
	if(sc->data[SC_MARIONETTE])
		dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
	if(sc->data[SC_MARIONETTE2])
		dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
	if(sc->data[SC_SIROMA_ICE_TEA])
		dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
	if(sc->data[SC_INSPIRATION])
		dex += sc->data[SC_INSPIRATION]->val3;
	if(sc->data[SC_STOMACHACHE])
		dex -= sc->data[SC_STOMACHACHE]->val1;
	if(sc->data[SC_KYOUGAKU])
		dex -= sc->data[SC_KYOUGAKU]->val2;

	if(sc->data[SC__STRIPACCESSORY])
		dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;

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

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

	if(sc->data[SC_HARMONIZE]) {
		luk -= sc->data[SC_HARMONIZE]->val2;
		return (unsigned short)cap_value(luk,0,USHRT_MAX);
	}
	if(sc->data[SC_CURSE])
		return 0;
	if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
		return 50;
	if(sc->data[SC_INCALLSTATUS])
		luk += sc->data[SC_INCALLSTATUS]->val1;
	if(sc->data[SC_INCLUK])
		luk += sc->data[SC_INCLUK]->val1;
	if(sc->data[SC_LUKFOOD])
		luk += sc->data[SC_LUKFOOD]->val1;
	if(sc->data[SC_FOOD_LUK_CASH])
		luk += sc->data[SC_FOOD_LUK_CASH]->val1;
	if(sc->data[SC_TRUESIGHT])
		luk += 5;
	if(sc->data[SC_GLORIA])
		luk += 30;
	if(sc->data[SC_MARIONETTE])
		luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
	if(sc->data[SC_MARIONETTE2])
		luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
	if(sc->data[SC_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]->val2;
	if(sc->data[SC_LAUDARAMUS])
		luk += 4 + sc->data[SC_LAUDARAMUS]->val1;

	if(sc->data[SC__STRIPACCESSORY])
		luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
	if(sc->data[SC_BANANA_BOMB])
		luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;

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

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

	if(sc->data[SC_ATKPOTION])
		batk += sc->data[SC_ATKPOTION]->val1;
	if(sc->data[SC_BATKFOOD])
		batk += sc->data[SC_BATKFOOD]->val1;
	if(sc->data[SC_GATLINGFEVER])
		batk += sc->data[SC_GATLINGFEVER]->val3;
	if(sc->data[SC_MADNESSCANCEL])
		batk += 100;
	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
		batk += 50;
	if(bl->type == BL_ELEM
	   && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
		   || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
		   || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
		   || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
	   )
		batk += batk / 5;
	if(sc->data[SC_FULL_SWING_K])
		batk += sc->data[SC_FULL_SWING_K]->val1;
	if(sc->data[SC_ODINS_POWER])
		batk += 70;
	if(sc->data[SC_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;
	if(sc->data[SC_CONCENTRATION])
		batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_SKE])
		batk += batk * 3;
	if(sc->data[SC_BLOODLUST])
		batk += batk * sc->data[SC_BLOODLUST]->val2/100;
	if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
		batk -= batk * 25/100;
	if(sc->data[SC_CURSE])
		batk -= batk * 25/100;
//Curse shouldn't effect on this?  <- Curse OR Bleeding??
//	if(sc->data[SC_BLEEDING])
//		batk -= batk * 25/100;
	if(sc->data[SC_FLEET])
		batk += batk * sc->data[SC_FLEET]->val3/100;
	if(sc->data[SC__ENERVATION])
		batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_RUSHWINDMILL])
		batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
	if(sc->data[SC_SATURDAYNIGHTFEVER])
		batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
	if(sc->data[SC_MELODYOFSINK])
		batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
	if(sc->data[SC_BEYONDOFWARCRY])
		batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
	if( sc->data[SC_ZANGETSU] )
		batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;

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

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

	if(sc->data[SC_IMPOSITIO])
		watk += sc->data[SC_IMPOSITIO]->val2;
	if(sc->data[SC_WATKFOOD])
		watk += sc->data[SC_WATKFOOD]->val1;
	if(sc->data[SC_DRUMBATTLE])
		watk += sc->data[SC_DRUMBATTLE]->val2;
	if(sc->data[SC_VOLCANO])
		watk += sc->data[SC_VOLCANO]->val2;
	if(sc->data[SC_MERC_ATKUP])
		watk += sc->data[SC_MERC_ATKUP]->val2;
	if(sc->data[SC_FIGHTINGSPIRIT])
		watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
	if(sc->data[SC_STRIKING])
		watk += sc->data[SC_STRIKING]->val2;
	if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
		watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
	if(sc->data[SC_INSPIRATION])
		watk += sc->data[SC_INSPIRATION]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
		watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
	if( sc->data[SC_TROPIC_OPTION] )
		watk += sc->data[SC_TROPIC_OPTION]->val2;
	if( sc->data[SC_HEATER_OPTION] )
		watk += sc->data[SC_HEATER_OPTION]->val2;
	if( sc->data[SC_WATER_BARRIER] )
		watk -= sc->data[SC_WATER_BARRIER]->val3;
	if( sc->data[SC_PYROTECHNIC_OPTION] )
		watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
	if(sc->data[SC_NIBELUNGEN]) {
		if (bl->type != BL_PC)
			watk += sc->data[SC_NIBELUNGEN]->val2;
		else {
		#ifndef RENEWAL
			TBL_PC *sd = (TBL_PC*)bl;
			int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
		#endif
				watk += sc->data[SC_NIBELUNGEN]->val2;
		}
	}

	if(sc->data[SC_INCATKRATE])
		watk += watk * sc->data[SC_INCATKRATE]->val1/100;
	if(sc->data[SC_PROVOKE])
		watk += watk * sc->data[SC_PROVOKE]->val3/100;
	if(sc->data[SC_CONCENTRATION])
		watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
	if(sc->data[SC_SKE])
		watk += watk * 3;
	if(sc->data[SC__ENERVATION])
		watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
	if(sc->data[SC_FLEET])
		watk += watk * sc->data[SC_FLEET]->val3/100;
	if(sc->data[SC_CURSE])
		watk -= watk * 25/100;
	if(sc->data[SC_STRIPWEAPON])
		watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
	if(sc->data[SC__ENERVATION])
		watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
	if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
	   || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
	   || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
	   || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
	   )
		watk += watk / 10;
	if( sc && sc->data[SC_TIDAL_WEAPON] )
		watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
	if(sc->data[SC_ANGRIFFS_MODUS])
		watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
#ifdef RENEWAL_EDP
	if( sc->data[SC_EDP] )
		watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100;
#endif

	return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
{

    if (!sc || !sc->count)
        return cap_value(matk,0,USHRT_MAX);
    if (sc->data[SC_MATKPOTION])
        matk += sc->data[SC_MATKPOTION]->val1;
    if (sc->data[SC_MATKFOOD])
        matk += sc->data[SC_MATKFOOD]->val1;
	if(sc->data[SC_MANA_PLUS])
		matk += sc->data[SC_MANA_PLUS]->val1;
	if(sc->data[SC_AQUAPLAY_OPTION])
		matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
	if(sc->data[SC_CHILLY_AIR_OPTION])
		matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
	if(sc->data[SC_WATER_BARRIER])
		matk -= sc->data[SC_WATER_BARRIER]->val3;
	if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
		matk += 50;
	if(sc->data[SC_ODINS_POWER])
		matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
	if(sc->data[SC_IZAYOI])
		matk += 50 * sc->data[SC_IZAYOI]->val1;
    return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
#endif
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
	if(!sc || !sc->count)
		return cap_value(matk,0,USHRT_MAX);
#ifndef RENEWAL
	// take note fixed value first before % modifiers
    if (sc->data[SC_MATKPOTION])
        matk += sc->data[SC_MATKPOTION]->val1;
    if (sc->data[SC_MATKFOOD])
        matk += sc->data[SC_MATKFOOD]->val1;
    if (sc->data[SC_MANA_PLUS])
        matk += sc->data[SC_MANA_PLUS]->val1;
    if (sc->data[SC_AQUAPLAY_OPTION])
        matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
    if (sc->data[SC_CHILLY_AIR_OPTION])
        matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
    if (sc->data[SC_WATER_BARRIER])
        matk -= sc->data[SC_WATER_BARRIER]->val3;
    if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
        matk += 50;
    if (sc->data[SC_ODINS_POWER])
        matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
    if (sc->data[SC_IZAYOI])
        matk += 50 * sc->data[SC_IZAYOI]->val1;
#endif
    if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
        matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
    if (sc->data[SC_MINDBREAKER])
        matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
    if (sc->data[SC_INCMATKRATE])
        matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
    if (sc->data[SC_MOONLITSERENADE])
        matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
    if (sc->data[SC_MELODYOFSINK])
        matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
    if (sc->data[SC_BEYONDOFWARCRY])
        matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
	if( sc->data[SC_ZANGETSU] )
		matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;

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

static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {

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

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

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

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

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

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

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

	if(sc->data[SC_INCHITRATE])
		hit += hit * sc->data[SC_INCHITRATE]->val1/100;
	if(sc->data[SC_BLIND])
		hit -= hit * 25/100;
	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_ASH])
		hit /= 2;

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

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

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

	if(sc->data[SC_INCFLEE])
		flee += sc->data[SC_INCFLEE]->val1;
	if(sc->data[SC_FLEEFOOD])
		flee += sc->data[SC_FLEEFOOD]->val1;
	if(sc->data[SC_WHISTLE])
		flee += sc->data[SC_WHISTLE]->val2;
	if(sc->data[SC_WINDWALK])
		flee += sc->data[SC_WINDWALK]->val2;
	if(sc->data[SC_VIOLENTGALE])
		flee += sc->data[SC_VIOLENTGALE]->val2;
	if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
		flee += sc->data[SC_MOON_COMFORT]->val2;
	if(sc->data[SC_CLOSECONFINE])
		flee += 10;
	if (sc->data[SC_ANGRIFFS_MODUS])
		flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
	if (sc->data[SC_OVERED_BOOST])
		flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
	if(sc->data[SC_ADJUSTMENT])
		flee += 30;
	if(sc->data[SC_SPEED])
		flee += 10 + sc->data[SC_SPEED]->val1 * 10;
	if(sc->data[SC_GATLINGFEVER])
		flee -= sc->data[SC_GATLINGFEVER]->val4;
	if(sc->data[SC_PARTYFLEE])
		flee += sc->data[SC_PARTYFLEE]->val1 * 10;
	if(sc->data[SC_MERC_FLEEUP])
		flee += sc->data[SC_MERC_FLEEUP]->val2;
	if( sc->data[SC_HALLUCINATIONWALK] )
		flee += sc->data[SC_HALLUCINATIONWALK]->val2;
	if( sc->data[SC_WATER_BARRIER] )
		flee -= sc->data[SC_WATER_BARRIER]->val3;
	if( sc->data[SC_MARSHOFABYSS] )
		flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
#ifdef RENEWAL
	if( sc->data[SC_SPEARQUICKEN] )
		flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
#endif

	if(sc->data[SC_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] || sc->data[SC__BLOODYLUST])
		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 / 100; // 10% Flee reduction
	if(sc->data[SC_INFRAREDSCAN])
		flee -= flee * 30 / 100;
	if( sc->data[SC__LAZINESS] )
		flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
	if( sc->data[SC_GLOOMYDAY] )
		flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
	if( sc->data[SC_SATURDAYNIGHTFEVER] )
		flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
	if( sc->data[SC_WIND_STEP_OPTION] )
		flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
	if( sc->data[SC_ZEPHYR] )
		flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
	if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ //mob
		if(status_get_element(bl) == ELE_WATER) //water type
			flee /= 2;
	}

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

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

	if(sc->data[SC_INCFLEE2])
		flee2 += sc->data[SC_INCFLEE2]->val2;
	if(sc->data[SC_WHISTLE])
		flee2 += sc->data[SC_WHISTLE]->val3*10;
	if(sc->data[SC__UNLUCKY])
		flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;

	return (short)cap_value(flee2,10,SHRT_MAX);
}
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {

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

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

	if(sc->data[SC_ARMORCHANGE])
		def += sc->data[SC_ARMORCHANGE]->val2;
	if(sc->data[SC_DRUMBATTLE])
		def += sc->data[SC_DRUMBATTLE]->val3;
	if(sc->data[SC_DEFENCE])	//[orn]
		def += sc->data[SC_DEFENCE]->val2 ;
	if(sc->data[SC_INCDEFRATE])
		def += def * sc->data[SC_INCDEFRATE]->val1/100;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
		def += 50;
	if(sc->data[SC_ODINS_POWER])
		def -= 20;
	if( sc->data[SC_ANGRIFFS_MODUS] )
		def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
	if(sc->data[SC_STONEHARDSKIN])
		def += sc->data[SC_STONEHARDSKIN]->val1;
	if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
		def >>=1;
	if(sc->data[SC_FREEZE])
		def >>=1;
	if(sc->data[SC_SIGNUMCRUCIS])
		def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
	if(sc->data[SC_CONCENTRATION])
		def -= def * sc->data[SC_CONCENTRATION]->val4/100;
	if(sc->data[SC_SKE])
		def >>=1;
	if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
		def -= def * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_STRIPSHIELD])
		def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
	if (sc->data[SC_FLING])
		def -= def * (sc->data[SC_FLING]->val2)/100;
	if( sc->data[SC_FREEZING] )
		def -= def * 10 / 100;
	if( sc->data[SC_MARSHOFABYSS] )
		def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
	if( sc->data[SC_ANALYZE] )
		def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC_FORCEOFVANGUARD] )
		def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if(sc->data[SC_SATURDAYNIGHTFEVER])
		def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
	if(sc->data[SC_EARTHDRIVE])
		def -= def * 25 / 100;
	if( sc->data[SC_ROCK_CRUSHER] )
		def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
	if( sc->data[SC_POWER_OF_GAIA] )
		def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
	if( sc->data[SC_PRESTIGE] )
		def += def * sc->data[SC_PRESTIGE]->val1 / 100;
	if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
		if(status_get_race(bl)==RC_PLANT)
			def /= 2;
	}

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

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

	if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
		return 0;
	if(sc->data[SC_ETERNALCHAOS])
		return 0;
	if(sc->data[SC_SUN_COMFORT])
		def2 += sc->data[SC_SUN_COMFORT]->val2;
	if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
		def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
	if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
		def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);

	if(sc->data[SC_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
		def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
#else
		def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
#endif
	if(sc->data[SC_CONCENTRATION])
		def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
	if(sc->data[SC_POISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_DPOISON])
		def2 -= def2 * 25/100;
	if(sc->data[SC_SKE])
		def2 -= def2 * 50/100;
	if(sc->data[SC_PROVOKE])
		def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
	if(sc->data[SC_JOINTBEAT])
		def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
			  + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
	if(sc->data[SC_FLING])
		def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
	if( sc->data[SC_FREEZING] )
		def2 -= def2 * 3 / 10;
	if(sc->data[SC_ANALYZE])
		def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if( sc->data[SC_ECHOSONG] )
		def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
	if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
		if(status_get_race(bl)==RC_PLANT)
			def2 /= 2;
	}
	if (sc->data[SC_PARALYSIS])
		def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;

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


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

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

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

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

	if(sc->data[SC_ARMORCHANGE])
		mdef += sc->data[SC_ARMORCHANGE]->val3;
	if(sc->data[SC_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_CONCENTRATION])
		mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
	if(sc->data[SC_STONEHARDSKIN])
		mdef += sc->data[SC_STONEHARDSKIN]->val1;
	if(sc->data[SC_WATER_BARRIER])
		mdef += sc->data[SC_WATER_BARRIER]->val2;
	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_MARSHOFABYSS] )
		mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
	if(sc->data[SC_ANALYZE])
		mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
	if(sc->data[SC_SYMPHONYOFLOVER])
		mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
	if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
		mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
	if (sc->data[SC_ODINS_POWER])
		mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;

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

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


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

#ifdef RENEWAL
	return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
	return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
}

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

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

	if (sd && sd->state.permanent_speed)
		return (short)cap_value(speed,10,USHRT_MAX);

	if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
	{
		if( sd->ud.skill_id == LG_EXEEDBREAK )
			speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
		else
			speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
	}
	else
	{
		speed_rate = 100;

		//GetMoveHasteValue2()
		{
			int val = 0;

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

			speed_rate -= val;
		}

		//GetMoveSlowValue()
		{
			int val = 0;

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

				if( sc->data[SC_DECREASEAGI] )
					val = max( val, 25 );
				if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
					val = max( val, 50 );
				if( sc->data[SC_DONTFORGETME] )
					val = max( val, sc->data[SC_DONTFORGETME]->val3 );
				if( sc->data[SC_CURSE] )
					val = max( val, 300 );
				if( sc->data[SC_CHASEWALK] )
					val = max( val, sc->data[SC_CHASEWALK]->val3 );
				if( sc->data[SC_WEDDING] )
					val = max( val, 100 );
				if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
					val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
				if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
					val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
				if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
					val = max( val, 75 );
				if( sc->data[SC_SLOWDOWN] ) // Slow Potion
					val = max( val, 100 );
				if( sc->data[SC_GATLINGFEVER] )
					val = max( val, 100 );
				if( sc->data[SC_SUITON] )
					val = max( val, sc->data[SC_SUITON]->val3 );
				if( sc->data[SC_SWOO] )
					val = max( val, 300 );
				if( sc->data[SC_FREEZING] )
					val = max( val, 70 );
				if( sc->data[SC_MARSHOFABYSS] )
					val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
				if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
					val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
				if( sc->data[SC__GROOMY] )
					val = max( val, sc->data[SC__GROOMY]->val2);
				if( sc->data[SC_STEALTHFIELD_MASTER] )
					val = max( val, 30 );
				if( sc->data[SC_BANDING_DEFENCE] )
					val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
				if( sc->data[SC_ROCK_CRUSHER_ATK] )
					val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
				if( sc->data[SC_POWER_OF_GAIA] )
					val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
				if( sc->data[SC_MELON_BOMB] )
					val = max( val, sc->data[SC_MELON_BOMB]->val1 );

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

			speed_rate += val;
		}

		//GetMoveHasteValue1()
		{
			int val = 0;

			if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
				val = max( val, 50 );
			if( sc->data[SC_INCREASEAGI] )
				val = max( val, 25 );
			if( sc->data[SC_WINDWALK] )
				val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
			if( sc->data[SC_CARTBOOST] )
				val = max( val, 20 );
			if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
				val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
			if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
				val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
			if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
				val = max( val, 25 );
			if( sc->data[SC_RUN] )
				val = max( val, 55 );
			if( sc->data[SC_AVOID] )
				val = max( val, 10 * sc->data[SC_AVOID]->val1 );
			if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
				val = max( val, 75 );
			if( sc->data[SC_CLOAKINGEXCEED] )
				val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
			if( sc->data[SC_HOVERING] )
				val = max( val, 10 );
			if( sc->data[SC_GN_CARTBOOST] )
				val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
			if( sc->data[SC_SWINGDANCE] )
				val = max( val, sc->data[SC_SWINGDANCE]->val2 );
			if( sc->data[SC_WIND_STEP_OPTION] )
				val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );

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

			speed_rate -= val;
		}

		if( speed_rate < 40 )
			speed_rate = 40;
	}

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

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

#ifdef RENEWAL_ASPD
// flag&1 - fixed value [malufett]
// flag&2 - percentage value
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
{
	int i, pots = 0, skills1 = 0, skills2 = 0;

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

	if(sc->data[i=SC_ASPDPOTION3] ||
		sc->data[i=SC_ASPDPOTION2] ||
		sc->data[i=SC_ASPDPOTION1] ||
		sc->data[i=SC_ASPDPOTION0])
		pots += sc->data[i]->val1;

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

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

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

		if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info
			skills1 = 7;

		if(sc->data[SC_ADRENALINE2] && skills1 < 6)
			skills1 = 6;

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

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

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

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

		if(sc->data[SC_ASSNCROS] &&
			skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) // needs more info
		{
			if (bl->type!=BL_PC)
				skills1 = 4+1*sc->data[SC_ASSNCROS]->val1;
			else
			switch(((TBL_PC*)bl)->status.weapon)
			{
				case W_BOW:
				case W_REVOLVER:
				case W_RIFLE:
				case W_GATLING:
				case W_SHOTGUN:
				case W_GRENADE:
					break;
				default:
					skills1 = 5+1*sc->data[SC_ASSNCROS]->val1;
			}
		}
	}

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

	if(sc->data[SC_DONTFORGETME])
		skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
	if(sc->data[SC_LONGING])
		skills2 -= sc->data[SC_LONGING]->val2; // needs more info
	if(sc->data[SC_STEELBODY])
		skills2 -= 25;
	if(sc->data[SC_SKA])
		skills2 -= 25;
	if(sc->data[SC_DEFENDER])
		skills2 -= sc->data[SC_DEFENDER]->val4; // needs more info
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
		skills2 -= 25;
	if(sc->data[SC_GRAVITATION])
		skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
	if(sc->data[SC_JOINTBEAT]) { // needs more info
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			skills2 -= 25;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			skills2 -= 10;
	}
	if( sc->data[SC_FREEZING] )
		skills2 -= 30;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		skills2 -= 50;
	if( sc->data[SC_PARALYSE] )
		skills2 -= 10;
	if( sc->data[SC__BODYPAINT] )
		skills2 -=  2 + 5 * sc->data[SC__BODYPAINT]->val1;
	if( sc->data[SC__INVISIBILITY] )
		skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
	if( sc->data[SC__GROOMY] )
		skills2 -= sc->data[SC__GROOMY]->val2;
	if( sc->data[SC_SWINGDANCE] )
		skills2 += sc->data[SC_SWINGDANCE]->val2;
	if( sc->data[SC_DANCEWITHWUG] )
		skills2 += sc->data[SC_DANCEWITHWUG]->val3;
	if( sc->data[SC_GLOOMYDAY] )
		skills2 -= sc->data[SC_GLOOMYDAY]->val3;
	if( sc->data[SC_EARTHDRIVE] )
		skills2 -= 25;
	if( sc->data[SC_GT_CHANGE] )
		skills2 += sc->data[SC_GT_CHANGE]->val3;
	if( sc->data[SC_MELON_BOMB] )
		skills2 -= sc->data[SC_MELON_BOMB]->val1;
	if( sc->data[SC_BOOST500] )
		skills2 += sc->data[SC_BOOST500]->val1;
	if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
		skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
	if( sc->data[SC_INCASPDRATE] )
		skills2 += sc->data[SC_INCASPDRATE]->val1;

	return ( flag&1? (skills1 + pots) : skills2 );
}
#endif

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

    if (!sc->data[SC_QUAGMIRE]) {
        if (sc->data[SC_OVERED_BOOST])
			aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
    }

	if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
		|| sc->data[SC_WILD_STORM_OPTION]))
		aspd -= 50; // +5 ASPD
	if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;

    return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}

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

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

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

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

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

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

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

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

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

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

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

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

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

	if( sc->data[i=SC_ASPDPOTION3] ||
		sc->data[i=SC_ASPDPOTION2] ||
		sc->data[i=SC_ASPDPOTION1] ||
		sc->data[i=SC_ASPDPOTION0] )
		aspd_rate -= sc->data[i]->val2;

	if(sc->data[SC_DONTFORGETME])
		aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
	if(sc->data[SC_LONGING])
		aspd_rate += sc->data[SC_LONGING]->val2;
	if(sc->data[SC_STEELBODY])
		aspd_rate += 250;
	if(sc->data[SC_SKA])
		aspd_rate += 250;
	if(sc->data[SC_DEFENDER])
		aspd_rate += sc->data[SC_DEFENDER]->val4;
	if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
		aspd_rate += 250;
	if(sc->data[SC_GRAVITATION])
		aspd_rate += sc->data[SC_GRAVITATION]->val2;
	if(sc->data[SC_JOINTBEAT]) {
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
			aspd_rate += 250;
		if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
			aspd_rate += 100;
	}
	if( sc->data[SC_FREEZING] )
		aspd_rate += 300;
	if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
		aspd_rate += 500;
	if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
		aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
	if( sc->data[SC_PARALYSE] )
		aspd_rate += 100;
	if( sc->data[SC__BODYPAINT] )
		aspd_rate +=  200 + 50 * sc->data[SC__BODYPAINT]->val1;
	if( sc->data[SC__INVISIBILITY] )
		aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
	if( sc->data[SC__GROOMY] )
		aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
	if( sc->data[SC_SWINGDANCE] )
		aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
	if( sc->data[SC_DANCEWITHWUG] )
		aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
	if( sc->data[SC_GLOOMYDAY] )
		aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
	if( sc->data[SC_EARTHDRIVE] )
		aspd_rate += 250;
	if( sc->data[SC_GT_CHANGE] )
		aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
	if( sc->data[SC_MELON_BOMB] )
		aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
	if( sc->data[SC_BOOST500] )
		aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
	if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
		aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
	if( sc->data[SC_INCASPDRATE] )
		aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
	if( sc->data[SC_PAIN_KILLER])
		aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
	if( sc->data[SC_GOLDENE_FERSE])
		aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;

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

static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
	if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
		return cap_value(dmotion,0,USHRT_MAX);
	/**
	 * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
	 **/
	if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
		return 0;
	if( sc->data[SC_CONCENTRATION] )
		return 0;
	if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
		return 0;

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

static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, 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_APPLEIDUN])
		maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
	if(sc->data[SC_DELUGE])
		maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
	if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
		maxhp += maxhp * 2;
	if(sc->data[SC_MARIONETTE])
		maxhp -= 1000;
	if(sc->data[SC_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_MERC_HPUP])
		maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;

	if(sc->data[SC_EPICLESIS])
		maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
	if(sc->data[SC_VENOMBLEED])
		maxhp -= maxhp * 15 / 100;
	if(sc->data[SC__WEAKNESS])
		maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
	if(sc->data[SC_LERADSDEW])
		maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
	if(sc->data[SC_FORCEOFVANGUARD])
		maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
	if(sc->data[SC_INSPIRATION]) //Custom value.
		maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
	if(sc->data[SC_RAISINGDRAGON])
		maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
		maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
	if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
		maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
	if(sc->data[SC_MUSTLE_M])
		maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
	if(sc->data[SC_MYSTERIOUS_POWDER])
		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_ANGRIFFS_MODUS])
		maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
	if (sc->data[SC_GOLDENE_FERSE])
		maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;

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

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

	if(sc->data[SC_INCMSPRATE])
		maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
	if(sc->data[SC_INCMSP])
		maxsp += (sc->data[SC_INCMSP]->val1);
	if(sc->data[SC_SERVICE4U])
		maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
	if(sc->data[SC_MERC_SPUP])
		maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
	if(sc->data[SC_RAISINGDRAGON])
		maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
	if(sc->data[SC_LIFE_FORCE_F])
		maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
	if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
		maxsp += 50;

	return cap_value(maxsp,1,UINT_MAX);
}

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

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

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

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

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

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


unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
	if(!sc || !sc->count)
		return element;
	if(sc->data[SC_ENCHANTARMS])
		return sc->data[SC_ENCHANTARMS]->val2;
	if(sc->data[SC_WATERWEAPON]
                || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
		return ELE_WATER;
	if(sc->data[SC_EARTHWEAPON]
                || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
		return ELE_EARTH;
	if(sc->data[SC_FIREWEAPON]
                || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
		return ELE_FIRE;
	if(sc->data[SC_WINDWEAPON]
                || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
		return ELE_WIND;
	if(sc->data[SC_ENCPOISON])
		return ELE_POISON;
	if(sc->data[SC_ASPERSIO])
		return ELE_HOLY;
	if(sc->data[SC_SHADOWWEAPON])
		return ELE_DARK;
	if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
		return ELE_GHOST;
	if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
		return ELE_WATER;
    if(sc->data[SC_PYROCLASTIC])
        return ELE_FIRE;
	return (unsigned char)cap_value(element,0,UCHAR_MAX);
}

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

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

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

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

	switch (bl->type) {
		case BL_PC:  return &((TBL_PC*)bl)->battle_status;
		case BL_MOB: return &((TBL_MOB*)bl)->status;
		case BL_PET: return &((TBL_PET*)bl)->status;
		case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
		case BL_MER: return &((TBL_MER*)bl)->battle_status;
		case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
		case BL_NPC:  return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
		default:
			return &dummy_status;
	}
}

struct status_data *status_get_base_status(struct block_list *bl)
{
	nullpo_retr(NULL, bl);
	switch (bl->type) {
		case BL_PC:  return &((TBL_PC*)bl)->base_status;
		case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
		case BL_PET: return &((TBL_PET*)bl)->db->status;
		case BL_HOM: return &((TBL_HOM*)bl)->base_status;
		case BL_MER: return &((TBL_MER*)bl)->base_status;
		case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
		case BL_NPC:  return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); 
		default:
			return NULL;
	}
}
defType status_get_def(struct block_list *bl) {
	struct unit_data *ud;
	struct status_data *status = status_get_status_data(bl);
	int def = status?status->def:0;
	ud = unit_bl2ud(bl);
	if (ud && ud->skilltimer != INVALID_TIMER)
		def -= def * skill->get_castdef(ud->skill_id)/100;

	return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}

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

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

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

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

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

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

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

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

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

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

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

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

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

//Applies SC defense to a given status change.
//Returns the adjusted duration based on flag values.
//the flag values are the same as in status_change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
{
	//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 = -1; //-1 = use sc_def2
	struct status_data* status;
	struct status_change* sc;
	struct map_session_data *sd;

	nullpo_ret(bl);

	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
	if (status_isimmune(bl))
		switch (type) {
			case SC_DECREASEAGI:
			case SC_SILENCE:
			case SC_COMA:
			case SC_INCREASEAGI:
			case SC_BLESSING:
			case SC_SLOWPOISON:
			case SC_IMPOSITIO:
			case SC_AETERNA:
			case SC_SUFFRAGIUM:
			case SC_BENEDICTIO:
			case SC_PROVIDENCE:
			case SC_KYRIE:
			case SC_ASSUMPTIO:
			case SC_ANGELUS:
			case SC_MAGNIFICAT:
			case SC_GLORIA:
			case SC_WINDWALK:
			case SC_MAGICROD:
			case SC_HALLUCINATION:
			case SC_STONE:
			case SC_QUAGMIRE:
			case SC_SUITON:
			case SC_SWINGDANCE:
			case SC__ENERVATION:
			case SC__GROOMY:
			case SC__IGNORANCE:
			case SC__LAZINESS:
			case SC__UNLUCKY:
			case SC__WEAKNESS:
			case SC__BLOODYLUST:
				return 0;
		}

	sd = BL_CAST(BL_PC,bl);
	status = status_get_status_data(bl);
	sc = status_get_sc(bl);
	if( sc && !sc->count )
		sc = NULL;
	switch (type) {
		case SC_STUN:
		case SC_POISON:
			if( sc && sc->data[SC__UNLUCKY] )
				return tick;
		case SC_DPOISON:
		case SC_SILENCE:
		case SC_BLEEDING:
			sc_def = status->vit*100;
			sc_def2 = status->luk*10;
			break;
		case SC_SLEEP:
			sc_def = status->int_*100;
			sc_def2 = status->luk*10;
			break;
		case SC_DEEPSLEEP:
			sc_def = status->int_*50;
			tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
			break;
		case SC_DECREASEAGI:
		case SC_ADORAMUS: //Arch Bishop
			if (sd) tick>>=1; //Half duration for players.
		case SC_STONE:
			//Impossible to reduce duration with stats
			tick_def = 0;
			tick_def2 = 0;
		case SC_FREEZE:
			sc_def = status->mdef*100;
			sc_def2 = status->luk*10;
			break;
		case SC_CURSE:
			//Special property: inmunity when luk is greater than level or zero
			if (status->luk > status_get_lv(bl) || status->luk == 0)
				return 0;
			sc_def = status->luk*100;
			sc_def2 = status->luk*10;
			tick_def = status->vit*100;
			break;
		case SC_BLIND:
			if( sc && sc->data[SC__UNLUCKY] )
				return tick;
			sc_def = (status->vit + status->int_)*50;
			sc_def2 = status->luk*10;
			break;
		case SC_CONFUSION:
			sc_def = (status->str + status->int_)*50;
			sc_def2 = status->luk*10;
			break;
		case SC_ANKLE:
			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
				tick /= 5;
			sc_def = status->agi*50;
			break;
		case SC_MAGICMIRROR:
		case SC_ARMORCHANGE:
			if (sd) //Duration greatly reduced for players.
				tick /= 15;
			sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
			tick_def2 = 0; //No duration reduction
			break;
		case SC_MARSHOFABYSS:
			//5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
			tick_def2 = (status->int_ + status->luk)*50;
			break;
		case SC_STASIS:
			//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
			tick_def2 = (status->vit + status->dex)*50;
			break;
		if( bl->type == BL_PC )
			tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
		else
			tick -= (status->vit + status->luk) / 20 * 1000;
		break;
	case SC_BURNING:
		// From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
		tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
		tick = max(tick,10000); // Minimum Duration 10s.
		break;
	case SC_FREEZING:
		tick -= 1000 * ((status->vit + status->dex) / 20);
		tick = max(tick,10000); // Minimum Duration 10s.
		break;
	case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
		sc_def = 100 - ( 100 - status->int_* 8 / 10 );
		sc_def = max(sc_def, 5); // minimum of 5%
		break;
	case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
		rate -= status->agi*1000/4;
		rate = max(rate,50000); // minimum of 50%
		break;
	case SC_ELECTRICSHOCKER:
		if( bl->type == BL_MOB )
			tick -= 1000 * (status->agi/10);
		break;
	case SC_CRYSTALIZE:
		tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
		break;
	case SC_MANDRAGORA:
		sc_def = (status->vit+status->luk)/5;
		break;
	case SC_KYOUGAKU:
		tick -= 30*status->int_;
		break;
        case SC_PARALYSIS:
            tick -= 50 * (status->vit + status->luk); //(1000/20);
            break;
	default:
		//Effect that cannot be reduced? Likely a buff.
		if (!(rnd()%10000 < rate))
			return 0;
		return tick?tick:1;
	}

	if (sd) {

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

	//When no tick def, reduction is the same for both.
	if(tick_def < 0)
		tick_def = sc_def;
	if(tick_def2 < 0)
		tick_def2 = sc_def2;

	//Natural resistance
	if (!(flag&8)) {
		rate -= rate*sc_def/10000;
		rate -= sc_def2;

		//Minimum chances
		switch (type) {
			case SC_BITE:
				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_COMMONSC_RESIST] )
				rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
		}
	}

	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&2)
		return tick;

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

	//Minimum durations
	switch (type) {
		case SC_ANKLE:
		case SC_MARSHOFABYSS:
		case SC_STASIS:
			tick = max(tick, 5000); //Minimum duration 5s
			break;
		case SC_BURNING:
		case SC_FREEZING:
			tick = max(tick, 10000); //Minimum duration 10s
			break;
		default:
			//Skills need to trigger even if the duration is reduced below 1ms
			tick = max(tick, 1);
			break;
	}

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

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

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

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

	if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
		return 0;

	if( bl->type == BL_MOB)
	{
		struct mob_data *md = BL_CAST(BL_MOB,bl);
		if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
			return 0; //Emperium/BG Monsters can't be afflicted by status changes
	//	if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP)
	//		return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
	}

	if( sc->data[SC_REFRESH] ) {
		if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
			return 0; // Immune to status ailements
		switch( type ) {
		case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
		case SC_DECREASEAGI:
		case SC_BURNING:
		case SC_FREEZING:
		//case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
		case SC_MARSHOFABYSS:
		case SC_TOXIN:
		case SC_PARALYSE:
		case SC_VENOMBLEED:
		case SC_MAGICMUSHROOM:
		case SC_DEATHHURT:
		case SC_PYREXIA:
		case SC_OBLIVIONCURSE:
		case SC_LEECHESEND:
		case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes
		case SC_DEEPSLEEP:
		case SC_MANDRAGORA:
			return 0;
		}
	}
	else if( sc->data[SC_INSPIRATION] ) {
		if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
			return 0; // Immune to status ailements
		switch( type ) {
			case SC_DEEPSLEEP:
			case SC_SATURDAYNIGHTFEVER:
			case SC_PYREXIA:
			case SC_DEATHHURT:
			case SC_MAGICMUSHROOM:
			case SC_VENOMBLEED:
			case SC_TOXIN:
			case SC_OBLIVIONCURSE:
			case SC_LEECHESEND:
			case SC__ENERVATION:
			case SC__GROOMY:
			case SC__LAZINESS:
			case SC__UNLUCKY:
			case SC__WEAKNESS:
			case SC__BODYPAINT:
			case SC__IGNORANCE:
				return 0;
		}
	}

	sd = BL_CAST(BL_PC, bl);

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

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

            //There all like berserk, do not everlap each other
	case SC__BLOODYLUST:
		if(!sd) return 0; //should only affect player
	case SC_BERSERK:
		if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
		|| ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK]))
		)
			return 0;
		break;

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

	case SC_SIGNUMCRUCIS:
		//Only affects demons and undead element (but not players)
		if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
			return 0;
	break;
	case SC_AETERNA:
		if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
			return 0;
	break;
	case SC_KYRIE:
		if (bl->type == BL_MOB)
			return 0;
	break;
	case SC_OVERTHRUST:
		if (sc->data[SC_MAXOVERTHRUST])
			return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
	case SC_MAXOVERTHRUST:
		if( sc->option&OPTION_MADOGEAR )
			return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
	break;
	case SC_ADRENALINE:
		if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DECREASEAGI] ||
			sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
		)
			return 0;
	break;
	case SC_ADRENALINE2:
		if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
			return 0;
		if (sc->data[SC_QUAGMIRE] ||
			sc->data[SC_DECREASEAGI]
		)
			return 0;
	break;
	case SC_MAGNIFICAT:
		if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
			return 0;
		break;
	case SC_ONEHAND:
	case SC_MERC_QUICKEN:
	case SC_TWOHANDQUICKEN:
		if(sc->data[SC_DECREASEAGI])
			return 0;

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

	case SC_CONCENTRATE:
	case SC_SPEARQUICKEN:
	case SC_TRUESIGHT:
	case SC_WINDWALK:
	case SC_CARTBOOST:
	case SC_ASSNCROS:
		if (sc->data[SC_QUAGMIRE])
			return 0;
		if(sc->option&OPTION_MADOGEAR)
			return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
	break;
	case SC_CLOAKING:
		//Avoid cloaking with no wall and low skill level. [Skotlex]
		//Due to the cloaking card, we have to check the wall versus to known
		//skill level rather than the used one. [Skotlex]
		//if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
		if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
			return 0;
	break;
	case SC_MODECHANGE:
	{
		int mode;
		struct status_data *bstatus = status_get_base_status(bl);
		if (!bstatus) return 0;
		if (sc->data[type])
		{	//Pile up with previous values.
			if(!val2) val2 = sc->data[type]->val2;
			val3 |= sc->data[type]->val3;
			val4 |= sc->data[type]->val4;
		}
		mode = val2?val2:bstatus->mode; //Base mode
		if (val4) mode&=~val4; //Del mode
		if (val3) mode|= val3; //Add mode
		if (mode == bstatus->mode) { //No change.
			if (sc->data[type]) //Abort previous status
				return status_change_end(bl, type, INVALID_TIMER);
			return 0;
		}
	}
	break;
	//Strip skills, need to divest something or it fails.
	case SC_STRIPWEAPON:
		if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
			int i;
			opt_flag = 0; //Reuse to check success condition.
			if(sd->bonus.unstripable_equip&EQP_WEAPON)
				return 0;

			i = sd->equip_index[EQI_HAND_R];
			if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
				opt_flag|=2;
				pc_unequipitem(sd,i,3);
			}
			if (!opt_flag) return 0;
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPSHIELD:
		if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
		else
		if (sd && !(flag&4)) {
			int i;
			if(sd->bonus.unstripable_equip&EQP_SHIELD)
				return 0;
			i = sd->equip_index[EQI_HAND_L];
			if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPARMOR:
		if (sd && !(flag&4)) {
			int i;
			if(sd->bonus.unstripable_equip&EQP_ARMOR)
				return 0;
			i = sd->equip_index[EQI_ARMOR];
			if ( i < 0 || !sd->inventory_data[i] )
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_STRIPHELM:
		if (sd && !(flag&4)) {
			int i;
			if(sd->bonus.unstripable_equip&EQP_HELM)
				return 0;
			i = sd->equip_index[EQI_HEAD_TOP];
			if ( i < 0 || !sd->inventory_data[i] )
				return 0;
			pc_unequipitem(sd,i,3);
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_MERC_FLEEUP:
	case SC_MERC_ATKUP:
	case SC_MERC_HPUP:
	case SC_MERC_SPUP:
	case SC_MERC_HITUP:
		if( bl->type != BL_MER )
			return 0; // Stats only for Mercenaries
	break;
	case SC_STRFOOD:
		if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
			return 0;
	break;
	case SC_AGIFOOD:
		if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
			return 0;
	break;
	case SC_VITFOOD:
		if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
			return 0;
	break;
	case SC_INTFOOD:
		if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
			return 0;
	break;
	case SC_DEXFOOD:
		if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
			return 0;
	break;
	case SC_LUKFOOD:
		if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_STR_CASH:
		if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_AGI_CASH:
		if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_VIT_CASH:
		if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_INT_CASH:
		if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_DEX_CASH:
		if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
			return 0;
	break;
	case SC_FOOD_LUK_CASH:
		if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
			return 0;
	break;
	case SC_CAMOUFLAGE:
		if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
			return 0;
	break;
	case SC__STRIPACCESSORY:
		if( sd ) {
			int i = -1;
			if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
				i = sd->equip_index[EQI_ACC_L];
				if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
					pc_unequipitem(sd,i,3); //L-Accessory
			} if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
				i = sd->equip_index[EQI_ACC_R];
				if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
					pc_unequipitem(sd,i,3); //R-Accessory
			}
			if( i < 0 )
				return 0;
		}
		if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
	break;
	case SC_TOXIN:
	case SC_PARALYSE:
	case SC_VENOMBLEED:
	case SC_MAGICMUSHROOM:
	case SC_DEATHHURT:
	case SC_PYREXIA:
	case SC_OBLIVIONCURSE:
	case SC_LEECHESEND:
		{ // it doesn't stack or even renewed
			int i = SC_TOXIN;
			for(; i<= SC_LEECHESEND; i++)
				if(sc->data[i])	return 0;
		}
	break;
	case SC_SATURDAYNIGHTFEVER:
		if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
			return 0;
		break;
	}

	//Check for BOSS resistances
	if(status->mode&MD_BOSS && !(flag&1)) {
		 if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
			 return 0;
		 switch (type) {
			case SC_BLESSING:
			case SC_DECREASEAGI:
			case SC_PROVOKE:
			case SC_COMA:
			case SC_GRAVITATION:
			case SC_SUITON:
			case SC_RICHMANKIM:
			case SC_ROKISWEIL:
			case SC_FOGWALL:
			case SC_FREEZING:
			case SC_BURNING: 
			case SC_MARSHOFABYSS:
			case SC_ADORAMUS:
			case SC_PARALYSIS:
			case SC_DEEPSLEEP:
			case SC_CRYSTALIZE:

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

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

				return 0;
		}
	}

	//Before overlapping fail, one must check for status cured.
	switch (type) {
	case SC_BLESSING:
		//TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
		//but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
			status_change_end(bl, SC_CURSE, INVALID_TIMER);
			if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
				status_change_end(bl, SC_STONE, INVALID_TIMER);
		}
		break;
	case SC_INCREASEAGI:
		status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
		break;
	case SC_QUAGMIRE:
		status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
		status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
		status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DECREASEAGI:
		status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
		//Also blocks the ones below...
	case SC_DONTFORGETME:
		status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
		status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
		status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
		status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
		status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
		break;
	case SC_ONEHAND:
	  	//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
		status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
		break;
	case SC_MAXOVERTHRUST:
	  	//Cancels Normal Overthrust. [Skotlex]
		status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
		break;
	case SC_KYRIE:
		//Cancels Assumptio
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_DELUGE:
		if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
			status_change_end(bl, SC_BLIND, INVALID_TIMER);
		break;
	case SC_SILENCE:
		if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
			status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
		break;
	case SC_HIDING:
		status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
		status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
		break;
	case SC__BLOODYLUST:
	case SC_BERSERK:
		if(battle_config.berserk_cancels_buffs) {
			status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
			status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
			status_change_end(bl, SC_PARRYING, INVALID_TIMER);
			status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
			status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
		}
#ifdef RENEWAL
		else {
			status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
		}
#endif
		break;
	case SC_ASSUMPTIO:
		status_change_end(bl, SC_KYRIE, INVALID_TIMER);
		status_change_end(bl, SC_KAITE, INVALID_TIMER);
		break;
	case SC_KAITE:
		status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
		break;
	case SC_CARTBOOST:
		if(sc->data[SC_DECREASEAGI])
		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
			status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
			return 0;
		}
		break;
	case SC_FUSION:
		status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
		break;
	case SC_ADJUSTMENT:
		status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
		break;
	case SC_MADNESSCANCEL:
		status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
		break;
	//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
	case SC_CHANGEUNDEAD:
		status_change_end(bl, SC_BLESSING, INVALID_TIMER);
		status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
		break;
	case SC_STRFOOD:
		status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
		break;
	case SC_AGIFOOD:
		status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
		break;
	case SC_VITFOOD:
		status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
		break;
	case SC_INTFOOD:
		status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
		break;
	case SC_DEXFOOD:
		status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
		break;
	case SC_LUKFOOD:
		status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
		break;
	case SC_FOOD_STR_CASH:
		status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_AGI_CASH:
		status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_VIT_CASH:
		status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_INT_CASH:
		status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_DEX_CASH:
		status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
		break;
	case SC_FOOD_LUK_CASH:
		status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
		break;
	case SC_FIGHTINGSPIRIT:
		status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
		break;
	case SC_MARSHOFABYSS:
		status_change_end(bl, SC_INCAGI, INVALID_TIMER);
		status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
		status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
		break;
	case SC_SWINGDANCE:
	case SC_SYMPHONYOFLOVER:
	case SC_MOONLITSERENADE:
	case SC_RUSHWINDMILL:
	case SC_ECHOSONG:
        case SC_HARMONIZE: //group A doesn't overlap
            if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
            if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
            if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
            if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
            if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
            if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
            break;
        case SC_VOICEOFSIREN:
        case SC_DEEPSLEEP:
        case SC_GLOOMYDAY:
        case SC_SONGOFMANA:
        case SC_DANCEWITHWUG:
        case SC_SATURDAYNIGHTFEVER:
        case SC_LERADSDEW:
        case SC_MELODYOFSINK:
        case SC_BEYONDOFWARCRY:
        case SC_UNLIMITEDHUMMINGVOICE: //group B
            if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
            if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
            if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
            if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
            if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
            if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
            if (type != SC_GLOOMYDAY) {
                status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
                status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
            }
            if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
            if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
            if (type != SC_SATURDAYNIGHTFEVER) {
                if (sc->data[SC_SATURDAYNIGHTFEVER]) {
                    sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp
                    status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
                }
            }
            break;
	case SC_REFLECTSHIELD:
		status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
		break;
	case SC_REFLECTDAMAGE:
		status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
		break;
	case SC_SHIELDSPELL_DEF:
	case SC_SHIELDSPELL_MDEF:
	case SC_SHIELDSPELL_REF:
		status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_DEF )
			status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_MDEF )
			status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
		if( type != SC_SHIELDSPELL_REF )
			status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
		break;
	case SC_GT_ENERGYGAIN:
	case SC_GT_CHANGE:
	case SC_GT_REVITALIZE:
		if( type != SC_GT_REVITALIZE )
			status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
		if( type != SC_GT_ENERGYGAIN )
			status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
		if( type != SC_GT_CHANGE )
			status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
		break;
	case SC_INVINCIBLE:
		status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
		break;
	case SC_INVINCIBLEOFF:
		status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
		break;
	case SC_MAGICPOWER:
		status_change_end(bl, type, INVALID_TIMER);
		break;
	}

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

	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
		switch(type) {
			case SC_DECREASEAGI:
			case SC_INCREASEAGI:
				val2 = 2 + val1; //Agi change
				break;
			case SC_ENDURE:
				val2 = 7; // Hit-count [Celest]
				if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
				{
					struct map_session_data *tsd;
					if( sd )
					{
						int i;
						for( i = 0; i < 5; i++ )
						{
							if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
								status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
						}
					}
					else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
						status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
				}
				//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
				if( val4 )
					tick = -1;
				break;
			case SC_AUTOBERSERK:
				if (status->hp < status->max_hp>>2 &&
					(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
						sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
				tick = -1;
				break;
			case SC_SIGNUMCRUCIS:
				val2 = 10 + 4*val1; //Def reduction
				tick = -1;
				clif->emotion(bl,E_SWT);
				break;
			case SC_MAXIMIZEPOWER:
				tick_time = val2 = tick>0?tick:60000;
				tick = -1; // duration sent to the client should be infinite
				break;
			case SC_EDP:	// [Celest]
				val2 = val1 + 2; //Chance to Poison enemies.
	#ifndef RENEWAL_EDP
				val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
	#endif
				if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
					tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
				break;
			case SC_POISONREACT:
				val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
				val3=50; // + 5*val1; //Chance to counter. [Skotlex]
				break;
			case SC_MAGICROD:
				val2 = val1*20; //SP gained
				break;
			case SC_KYRIE:
				val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
				val3 = (val1 / 2 + 5); //Hits
				break;
			case SC_MAGICPOWER:
				//val1: Skill lv
				val2 = 1; //Lasts 1 invocation
				val3 = 5*val1; //Matk% increase
				val4 = 0; // 0 = ready to be used, 1 = activated and running
				break;
			case SC_SACRIFICE:
				val2 = 5; //Lasts 5 hits
				tick = -1;
				break;
			case SC_ENCPOISON:
				val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
			case SC_ASPERSIO:
			case SC_FIREWEAPON:
			case SC_WATERWEAPON:
			case SC_WINDWEAPON:
			case SC_EARTHWEAPON:
			case SC_SHADOWWEAPON:
			case SC_GHOSTWEAPON:
				skill->enchant_elemental_end(bl,type);
				break;
			case SC_ELEMENTALCHANGE:
				// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
				// val2 : Element (When no element, random one is picked)
				// val3 : 0 = called by skill 1 = called by script (fixed level)
				if( !val2 ) val2 = rnd()%ELE_MAX;

				if( val1 == 1 && val3 == 0 )
					val1 = 1 + rnd()%4;
				else if( val1 > 4 )
					val1 = 4; // Max Level
				val3 = 0; // Not need to keep this info.
				break;
			case SC_PROVIDENCE:
				val2=val1*5; //Race/Ele resist
				break;
			case SC_REFLECTSHIELD:
				val2=10+val1*3; // %Dmg reflected
				if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
				{
					struct map_session_data *tsd;
					if( sd )
					{
						int i;
						for( i = 0; i < 5; i++ )
						{
							if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
								status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
						}
					}
					else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
						status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
				}
				break;
			case SC_STRIPWEAPON:
				if (!sd) //Watk reduction
					val2 = 25;
				break;
			case SC_STRIPSHIELD:
				if (!sd) //Def reduction
					val2 = 15;
				break;
			case SC_STRIPARMOR:
				if (!sd) //Vit reduction
					val2 = 40;
				break;
			case SC_STRIPHELM:
				if (!sd) //Int reduction
					val2 = 40;
				break;
			case SC_AUTOSPELL:
				//Val1 Skill LV of Autospell
				//Val2 Skill ID to cast
				//Val3 Max Lv to cast
				val4 = 5 + val1*2; //Chance of casting
				break;
			case SC_VOLCANO:
				val2 = val1*10; //Watk increase
	#ifndef RENEWAL
				if (status->def_ele != ELE_FIRE)
					val2 = 0;
	#endif
				break;
			case SC_VIOLENTGALE:
				val2 = val1*3; //Flee increase
			#ifndef RENEWAL
				if (status->def_ele != ELE_WIND)
					val2 = 0;
			#endif
				break;
			case SC_DELUGE:
				val2 = deluge_eff[val1-1]; //HP increase
	#ifndef RENEWAL
				if(status->def_ele != ELE_WATER)
					val2 = 0;
	#endif
				break;
			case SC_SUITON:
				if (!val2 || (sd && (sd->class_&MAPID_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_ONEHAND:
			case SC_TWOHANDQUICKEN:
				val2 = 300;
				if (val1 > 10) //For boss casted skills [Skotlex]
					val2 += 20*(val1-10);
				break;
			case SC_MERC_QUICKEN:
				val2 = 300;
				break;
	#ifndef RENEWAL_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_MOONLIT,1,tick,0, 0, 0);
				val1|= (val3<<16);
				val3 = tick/1000; //Tick duration
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_LONGING:
				val2 = 500-100*val1; //Aspd penalty.
				break;
			case SC_EXPLOSIONSPIRITS:
				val2 = 75 + 25*val1; //Cri bonus
				break;

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

			case SC_WEDDING:
			case SC_XMAS:
			case SC_SUMMER:
			case SC_HANBOK:
				if (!vd) return 0;
				//Store previous values as they could be removed.
				unit_stop_attack(bl);
				break;
			case SC_NOCHAT:
				// [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
				tick = 60000;
				val1 = battle_config.manner_system; //Mute filters.
				if (sd)
				{
					clif->changestatus(sd,SP_MANNER,sd->status.manner);
					clif->updatestatus(sd,SP_MANNER);
				}
				break;

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

			case SC_DPOISON:
			//Lose 10/15% of your life as long as it doesn't brings life below 25%
			if (status->hp > status->max_hp>>2) {
				int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
				if (status->hp - diff < status->max_hp>>2)
					diff = status->hp - (status->max_hp>>2);
				if( val2 && bl->type == BL_MOB ) {
					struct block_list* src = map_id2bl(val2);
					if( src )
						mob_log_damage((TBL_MOB*)bl,src,diff);
				}
				status_zap(bl, diff, 0);
			}
			// fall through
			case SC_POISON:
			val3 = tick/1000; //Damage iterations
			if(val3 < 1) val3 = 1;
			tick_time = 1000; // [GodLesZ] tick time
			//val4: HP damage
			if (bl->type == BL_PC)
				val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
			else
				val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;

			break;
			case SC_CONFUSION:
				clif->emotion(bl,E_WHAT);
				break;
			case SC_BLEEDING:
				val4 = tick/10000;
				if (!val4) val4 = 1;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_S_LIFEPOTION:
			case SC_L_LIFEPOTION:
				if( val1 == 0 ) return 0;
				// val1 = heal percent/amout
				// val2 = seconds between heals
				// val4 = total of heals
				if( val2 < 1 ) val2 = 1;
				if( (val4 = tick/(val2 * 1000)) < 1 )
					val4 = 1;
				tick_time = val2 * 1000; // [GodLesZ] tick time
				break;
			case SC_BOSSMAPINFO:
				if( sd != NULL )
				{
					struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
					if( boss_md == NULL || boss_md->bl.prev == NULL )
					{ // No MVP on this map - MVP is dead
						clif->bossmapinfo(sd->fd, boss_md, 1);
						return 0; // No need to start SC
					}
					val1 = boss_md->bl.id;
					if( (val4 = tick/1000) < 1 )
						val4 = 1;
					tick_time = 1000; // [GodLesZ] tick time
				}
				break;
			case SC_HIDING:
				val2 = tick/1000;
				tick_time = 1000; // [GodLesZ] tick time
				val3 = 0; // unused, previously speed adjustment
				val4 = val1+3; //Seconds before SP substraction happen.
				break;
			case SC_CHASEWALK:
				val2 = tick>0?tick:10000; //Interval at which SP is drained.
				val3 = 35 - 5 * val1; //Speed adjustment.
				if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
					val3 -= 40;
				val4 = 10+val1*2; //SP cost.
				if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
				break;
			case SC_CLOAKING:
				if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
					val1 = 10;
				tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
				tick = -1; // duration sent to the client should be infinite
				val3 = 0; // unused, previously walk speed adjustment
				//val4&1 signals the presence of a wall.
				//val4&2 makes cloak not end on normal attacks [Skotlex]
				//val4&4 makes cloak not end on using skills
				if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) )	//Standard cloaking.
					val4 |= battle_config.pc_cloak_check_type&7;
				else
					val4 |= battle_config.monster_cloak_check_type&7;
				break;
			case SC_SIGHT:			/* splash status */
			case SC_RUWACH:
			case SC_SIGHTBLASTER:
				val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
				val2 = tick/250;
				tick_time = 10; // [GodLesZ] tick time
				break;

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

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

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

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

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

			case SC_TENSIONRELAX:
				if (sd) {
					pc_setsit(sd);
					clif->sitting(&sd->bl);
				}
				val2 = 12; //SP cost
				val4 = 10000; //Decrease at 10secs intervals.
				val3 = tick/val4;
				tick = -1; // duration sent to the client should be infinite
				tick_time = val4; // [GodLesZ] tick time
				break;
			case SC_PARRYING:
				val2 = 20 + val1*3; //Block Chance
				break;

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

			case SC_JOINTBEAT:
				if( val2&BREAK_NECK )
					sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
				break;

			case SC_BERSERK:
				if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
					sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
			case SC__BLOODYLUST:
				//HP healing is performing after the calc_status call.
				//Val2 holds HP penalty
				if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
				if (!val4) val4 = 10000; //Val4 holds damage interval
				val3 = tick/val4; //val3 holds skill duration
				tick_time = val4; // [GodLesZ] tick time
				break;

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

			case SC_MARIONETTE:
			{
				int stat;

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

				if (!psce)
					return 0;

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

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

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

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

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

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

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

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

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

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

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

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

			case SC_MANU_DEF:
			case SC_MANU_ATK:
			case SC_MANU_MATK:
				val2 = 1; // Manuk group
				break;
			case SC_SPL_DEF:
			case SC_SPL_ATK:
			case SC_SPL_MATK:
				val2 = 2; // Splendide group
				break;
			/**
			 * General
			 **/
			case SC_FEAR:
				val2 = 2;
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_BURNING:
				val4 = tick / 2000; // Total Ticks to Burn!!
				tick_time = 2000; // [GodLesZ] tick time
				break;
			/**
			 * Rune Knight
			 **/
			case SC_DEATHBOUND:
				val2 = 500 + 100 * val1;
				break;
			case SC_STONEHARDSKIN:
				if( sd )
					val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
				break;
			case SC_FIGHTINGSPIRIT:
				val_flag |= 1|2;
				break;
			case SC_ABUNDANCE:
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_GIANTGROWTH:
				val2 = 10; // Triple damage success rate.
				break;
			/**
			 * Arch Bishop
			 **/
			case SC_RENOVATIO:
				val4 = tick / 5000;
				tick_time = 5000;
				break;
			case SC_SECRAMENT:
				val2 = 10 * val1;
				break;
			case SC_VENOMIMPRESS:
				val2 = 10 * val1;
				val_flag |= 1|2;
				break;
			case SC_POISONINGWEAPON:
				val_flag |= 1|2|4;
				break;
			case SC_WEAPONBLOCKING:
				val2 = 10 + 2 * val1; // Chance
				val4 = tick / 3000;
				tick_time = 3000; // [GodLesZ] tick time
				val_flag |= 1|2;
				break;
			case SC_TOXIN:
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_MAGICMUSHROOM:
				val4 = tick / 4000;
				tick_time = 4000; // [GodLesZ] tick time
				break;
			case SC_PYREXIA:
				status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
				val4 = tick / 3000;
				tick_time = 3000; // [GodLesZ] tick time
				break;
			case SC_LEECHESEND:
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_OBLIVIONCURSE:
				val4 = tick / 3000;
				tick_time = 3000; // [GodLesZ] tick time
				break;
			case SC_ROLLINGCUTTER:
				val_flag |= 1;
				break;
			case SC_CLOAKINGEXCEED:
				val2 = ( val1 + 1 ) / 2; // Hits
				val3 = 90 + val1 * 10; // Walk speed
				val_flag |= 1|2|4;
				if (bl->type == BL_PC)
					val4 |= battle_config.pc_cloak_check_type&7;
				else
					val4 |= battle_config.monster_cloak_check_type&7;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_HALLUCINATIONWALK:
				val2 = 50 * val1; // Evasion rate of physical attacks. Flee
				val3 = 10 * val1; // Evasion rate of magical attacks.
				val_flag |= 1|2|4;
				break;
			case SC_WHITEIMPRISON:
				status_change_end(bl, SC_BURNING, INVALID_TIMER);
				status_change_end(bl, SC_FREEZING, INVALID_TIMER);
				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
				status_change_end(bl, SC_STONE, INVALID_TIMER);
				break;
			case SC_FREEZING:
				status_change_end(bl, SC_BURNING, INVALID_TIMER);
				break;
			case SC_READING_SB:
				// val2 = sp reduction per second
				tick_time = 5000; // [GodLesZ] tick time
				break;
			case SC_SPHERE_1:
			case SC_SPHERE_2:
			case SC_SPHERE_3:
			case SC_SPHERE_4:
			case SC_SPHERE_5:
				if( !sd )
					return 0;	// Should only work on players.
				val4 = tick / 1000;
				if( val4 < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
				val_flag |= 1;
				break;
			case SC_SHAPESHIFT:
				switch( val1 )
				{
					case 1: val2 = ELE_FIRE; break;
					case 2: val2 = ELE_EARTH; break;
					case 3: val2 = ELE_WIND; break;
					case 4: val2 = ELE_WATER; break;
				}
				break;
			case SC_ELECTRICSHOCKER:
			case SC_CRYSTALIZE:
			case SC_MEIKYOUSISUI:
				val4 = tick / 1000;
				if( val4 < 1 )
					val4 = 1;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_CAMOUFLAGE:
				val4 = tick/1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_WUGDASH:
				val4 = gettick(); //Store time at which you started running.
				tick = -1;
				break;
			case SC__SHADOWFORM: {
					struct map_session_data * s_sd = map_id2sd(val2);
					if( s_sd )
						s_sd->shadowform_id = bl->id;
					val4 = tick / 1000;
					val_flag |= 1|2|4;
					tick_time = 1000; // [GodLesZ] tick time
				}
				break;
			case SC__STRIPACCESSORY:
				if (!sd)
					val2 = 20;
				break;
			case SC__INVISIBILITY:
				val2 = 50 - 10 * val1; // ASPD
				val3 = 20 * val1; // CRITICAL
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				val_flag |= 1|2;
				break;
			case SC__ENERVATION:
				val2 = 20 + 10 * val1; // ATK Reduction
				val_flag |= 1|2;
				if( sd ) pc_delspiritball(sd,sd->spiritball,0);
				break;
			case SC__GROOMY:
				val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
				val3 = 20 * val1; //HIT
				val_flag |= 1|2|4;
				if( sd ) { // Removes Animals
					if( pc_isriding(sd) ) pc_setriding(sd, 0);
					if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
					if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
					if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
					if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
					if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
					if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
					if( sd->md ) merc_delete(sd->md,3);
				}
				break;
			case SC__LAZINESS:
				val2 = 10 + 10 * val1; // Cast reduction
				val3 = 10 * val1; // Flee Reduction
				val_flag |= 1|2|4;
				break;
			case SC__UNLUCKY:
				val2 = 10 * val1; // Crit and Flee2 Reduction
				val_flag |= 1|2|4;
				break;
			case SC__WEAKNESS:
				val2 = 10 * val1;
				val_flag |= 1|2;
				// bypasses coating protection and MADO
				sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
				sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
				break;
				break;
			case SC_GN_CARTBOOST:
				if( val1 < 3 )
					val2 = 50;
				else if( val1 < 5 )
					val2 = 75;
				else
					val2 = 100;
				break;
			case SC_PROPERTYWALK:
				val_flag |= 1|2;
				val3 = 0;
				break;
			case SC_WARMER:
				status_change_end(bl, SC_FREEZE, INVALID_TIMER);
				status_change_end(bl, SC_FREEZING, INVALID_TIMER);
				status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
				break;
			case SC_STRIKING:
				val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_BLOODSUCKER:
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_VACUUM_EXTREME:
				tick -= (status->str / 20) * 1000;
				val4 = val3 = tick / 100;
				tick_time = 100; // [GodLesZ] tick time
				break;
			case SC_SWINGDANCE:
				val2 = 4 * val1; // Walk speed and aspd reduction.
				break;
			case SC_SYMPHONYOFLOVER:
			case SC_RUSHWINDMILL:
			case SC_ECHOSONG:
				val2 = 6 * val1;
				val2 += val3; //Adding 1% * Lesson Bonus
				val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
				break;
			case SC_MOONLITSERENADE:
				val2 = 10 * val1;
				break;
			case SC_HARMONIZE:
				val2 = 5 + 5 * val1;
				break;
			case SC_VOICEOFSIREN:
				val4 = tick / 2000;
				tick_time = 2000; // [GodLesZ] tick time
				break;
			case SC_DEEPSLEEP:
				val4 = tick / 2000;
				tick_time = 2000; // [GodLesZ] tick time
				break;
			case SC_SIRCLEOFNATURE:
				val2 = 1 + val1; //SP consume
				val3 = 40 * val1;	//HP recovery
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_SONGOFMANA:
				val3 = 10 + (2 * val2);
				val4 = tick/3000;
				tick_time = 3000; // [GodLesZ] tick time
				break;
			case SC_SATURDAYNIGHTFEVER:
				if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
				if (!val4) val4 = 3000;
				val3 = tick/val4;
				tick_time = val4; // [GodLesZ] tick time
				break;
			case SC_GLOOMYDAY:
				val2 = 20 + 5 * val1; // Flee reduction.
				val3 = 15 + 5 * val1; // ASPD reduction.
				if( sd && rand()%100 < val1 ){ // (Skill Lv) %
					val4 = 1; // reduce walk speed by half.
					if( pc_isriding(sd) ) pc_setriding(sd, 0);
					if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
				}
				break;
			case SC_GLOOMYDAY_SK:
				// Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
				val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
				break;
			case SC_SITDOWN_FORCE:
			case SC_BANANA_BOMB_SITDOWN:
				if( sd && !pc_issit(sd) )
				{
					pc_setsit(sd);
					skill->sit(sd,1);
					clif->sitting(bl);
				}
				break;
			case SC_DANCEWITHWUG:
				val3 = (5 * val1) + (1 * val2); //Still need official value.
				break;
			case SC_LERADSDEW:
				val3 = (5 * val1) + (1 * val2);
				break;
			case SC_MELODYOFSINK:
				val3 = (5 * val1) + (1 * val2);
				break;
			case SC_BEYONDOFWARCRY:
				val3 = (5 * val1) + (1 * val2);
				break;
			case SC_UNLIMITEDHUMMINGVOICE:
				{
					struct unit_data *ud = unit_bl2ud(bl);
					if( ud == NULL ) return 0;
					ud->state.skillcastcancel = 0;
					val3 = 15 - (2 * val2);
				}
				break;
			case SC_REFLECTDAMAGE:
				val2 = 15 + 5 * val1;
				val3 = (val1==5)?20:(val1+4)*2; // SP consumption
				val4 = tick/10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
				val2 = 20 + 12 * (val1 - 1); // Chance
				val3 = 5 + (2 * val1); // Max rage counters
				tick = -1; //endless duration in the client
				tick_time = 6000; // [GodLesZ] tick time
				val_flag |= 1|2|4;
				break;
			case SC_EXEEDBREAK:
				val1 *= 150; // 150 * skill_lv
				if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) {  // Chars.
					val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
				val1 += 15 * (sd ? sd->status.job_level:50) + 100;
				}
				else	// Mobs
					val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2));	// About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
				break;
			case SC_PRESTIGE:	// Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
				val2 = ((status->int_ + status->luk) / 6) + 5;	// Chance to evade magic damage.
				val1 *= 15; // Defence added
				if( sd )
					val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
				val_flag |= 1|2;
				break;
			case SC_BANDING:
				tick_time = 5000; // [GodLesZ] tick time
				val_flag |= 1;
				break;
			case SC_SHIELDSPELL_DEF:
			case SC_SHIELDSPELL_MDEF:
			case SC_SHIELDSPELL_REF:
				val_flag |= 1|2;
				break;
			case SC_MAGNETICFIELD:
				val3 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				break;
			case SC_INSPIRATION:
				if( sd )
				{
					val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
					val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
				}
				val4 = tick / 1000;
				tick_time = 1000; // [GodLesZ] tick time
				status_change_clear_buffs(bl,3); //Remove buffs/debuffs
				break;
			case SC_SPELLFIST:
			case SC_CURSEDCIRCLE_ATKER:
				val_flag |= 1|2|4;
				break;
			case SC_CRESCENTELBOW:
				val2 = 94 + val1;
				val_flag |= 1|2;
				break;
			case SC_LIGHTNINGWALK: //  [(Job Level / 2) + (40 + 5 * Skill Level)] %
				val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
				val_flag |= 1;
				break;
			case SC_RAISINGDRAGON:
				val3 = tick / 5000;
				tick_time = 5000; // [GodLesZ] tick time
				break;
			case SC_GT_CHANGE:
				{// take note there is no def increase as skill desc says. [malufett]
					struct block_list * src;
					val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
					if( (src = map_id2bl(val2)) )
						val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
				}
				break;
			case SC_GT_REVITALIZE:
				{// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
					struct block_list * src;
					val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
					if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
						val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
				}
				break;
			case SC_PYROTECHNIC_OPTION:
				val_flag |= 1|2|4;
				break;
			case SC_HEATER_OPTION:
				val2 = 120; // Watk. TODO: Renewal (Atk2)
				val3 = 33;	// % Increase effects.
				val4 = 3;	// Change into fire element.
				val_flag |= 1|2|4;
				break;
			case SC_TROPIC_OPTION:
				val2 = 180; // Watk. TODO: Renewal (Atk2)
				val3 = MG_FIREBOLT;
				break;
			case SC_AQUAPLAY_OPTION:
				val2 = 40;
				val_flag |= 1|2|4;
				break;
			case SC_COOLER_OPTION:
				val2 = 80;	// % Freezing chance
				val3 = 33;	// % increased damage
				val4 = 1;	// Change into water elemet
				val_flag |= 1|2|4;
				break;
			case SC_CHILLY_AIR_OPTION:
				val2 = 120; // Matk. TODO: Renewal (Matk1)
				val3 = MG_COLDBOLT;
				val_flag |= 1|2;
				break;
			case SC_GUST_OPTION:
				val_flag |= 1|2;
				break;
			case SC_WIND_STEP_OPTION:
				val2 = 50;	// % Increase speed and flee.
				break;
			case SC_BLAST_OPTION:
				val2 = 20;
				val3 = ELE_WIND;
				val_flag |= 1|2|4;
				break;
			case SC_WILD_STORM_OPTION:
				val2 = MG_LIGHTNINGBOLT;
				val_flag |= 1|2;
				break;
			case SC_PETROLOGY_OPTION:
				val2 = 5;
				val3 = 50;
				val_flag |= 1|2|4;
				break;
			case SC_CURSED_SOIL_OPTION:
				val2 = 10;
				val3 = 33;
				val4 = 2;
				val_flag |= 1|2|4;
				break;
			case SC_UPHEAVAL_OPTION:
				val2 = WZ_EARTHSPIKE;
				val_flag |= 1|2;
				break;
			case SC_CIRCLE_OF_FIRE_OPTION:
				val2 = 300;
				val_flag |= 1|2;
				break;
			case SC_FIRE_CLOAK_OPTION:
			case SC_WATER_DROP_OPTION:
			case SC_WIND_CURTAIN_OPTION:
			case SC_STONE_SHIELD_OPTION:
				val2 = 20;	// Elemental modifier. Not confirmed.
				break;
			case SC_CIRCLE_OF_FIRE:
			case SC_FIRE_CLOAK:
			case SC_WATER_DROP:
			case SC_WATER_SCREEN:
			case SC_WIND_CURTAIN:
			case SC_WIND_STEP:
			case SC_STONE_SHIELD:
			case SC_SOLID_SKIN:
				val2 = 10;
				tick_time = 2000; // [GodLesZ] tick time
				break;
			case SC_WATER_BARRIER:
				val2 = 40;	// Increasement. Mdef1 ???
				val3 = 20;	// Reductions. Atk2, Flee1, Matk1 ????
				val_flag |= 1|2|4;
				break;
			case SC_ZEPHYR:
				val2 = 22;	// Flee.
				break;
			case SC_TIDAL_WEAPON:
				val2 = 20; // Increase Elemental's attack.
				break;
			case SC_ROCK_CRUSHER:
			case SC_ROCK_CRUSHER_ATK:
			case SC_POWER_OF_GAIA:
				val2 = 33;
				break;
			case SC_MELON_BOMB:
			case SC_BANANA_BOMB:
				val1 = 15;
				break;
			case SC_STOMACHACHE:
				val2 = 8;	// SP consume.
				val4 = tick / 10000;
				tick_time = 10000; // [GodLesZ] tick time
				break;
			case SC_KYOUGAKU:
				val2 = 2*val1 + rand()%val1;
				clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
				break;
			case SC_KAGEMUSYA:
				val3 = val1 * 2;
			case SC_IZAYOI:
				val2 = tick/1000;
				tick_time = 1000;
				break;
			case SC_ZANGETSU:
				if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
					val2 = status_get_lv(bl) / 2 + 50;
				else
					val2 -= 50;
				break;
			case SC_GENSOU:
				{
					int hp = status_get_hp(bl), lv = 5;
					short per = 100 / (status_get_max_hp(bl) / hp);

					if( per <= 15 )
						lv = 1;
					else if( per <= 30 )
						lv = 2;
					else if( per <= 50 )
						lv = 3;
					else if( per <= 75 )
						lv = 4;
					if( hp % 2 == 0)
						status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
					else
						status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
				}
				break;
				case SC_ANGRIFFS_MODUS:
					val2 = 50 + 20 * val1; //atk bonus
					val3 = 40 + 20 * val1; // Flee reduction.
					val4 = tick/1000; // hp/sp reduction timer
					tick_time = 1000;
					break;
				case SC_NEUTRALBARRIER:
					tick_time = tick;
					tick = -1;
					break;
				case SC_GOLDENE_FERSE:
					val2 = 10 + 10*val1; //max hp bonus
					val3 = 6 + 4 * val1; // Aspd Bonus
					val4 = 2 + 2 * val1; // Chance of holy attack
					break;
				case SC_OVERED_BOOST:
					val2 = 300 + 40*val1; //flee bonus
					val3 = 179 + 2*val1; //aspd bonus
					break;
				case SC_GRANITIC_ARMOR:
					val2 = 2*val1; //dmg reduction
					val3 = 6*val1; //dmg on status end
					break;
				case SC_MAGMA_FLOW:
					val2 = 3*val1; //activation chance
					break;
				case SC_PYROCLASTIC:
					val2 += 10*val1; //atk bonus
					break;
				case SC_PARALYSIS: //[Lighta] need real info
					val2 = 2*val1; //def reduction
					val3 = 500*val1; //varcast augmentation
					break;
				case SC_PAIN_KILLER: //[Lighta] need real info
					val2 = 2*val1; //aspd reduction %
					val3 = 2*val1; //dmg reduction %
					if(sc->data[SC_PARALYSIS])
					sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
					break;
							case SC_STYLE_CHANGE: //[Lighta] need real info
								tick = -1;
								if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
								else val2 = MH_MD_FIGHTING;
								break;
			default:
				if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
				{	//Status change with no calc, no icon, and no skill associated...?
					ShowError("UnknownStatusChange [%d]\n", type);
					return 0;
				}
		}
	} else { //Special considerations when loading SC data.
		switch( type ) {
			case SC_WEDDING:
			case SC_XMAS:
			case SC_SUMMER:
			case SC_HANBOK:
				if( !vd ) 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);
				break;
			case SC_KAAHI:
				val4 = INVALID_TIMER;
				break;
		}
	}
	
	/* [Ind/Hercules] */
	if( sd && StatusDisplayType[type] ) {
		int dval1 = 0, dval2 = 0, dval3 = 0;
		switch( type ) {
			case SC_ALL_RIDING:
				dval1 = 1;
				break;
			default: /* all others: just copy val1 */
				dval1 = val1;
				break;
		}
		status_display_add(sd,type,dval1,dval2,dval3);
	}

	//Those that make you stop attacking/walking....
	switch (type) {
		case SC_FREEZE:
		case SC_STUN:
		case SC_SLEEP:
		case SC_STONE:
		case SC_DEEPSLEEP:
			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
				pc_setstand(sd);
		case SC_TRICKDEAD:
			status_change_end(bl, SC_DANCING, INVALID_TIMER);
			// Cancel cast when get status [LuzZza]
			if (battle_config.sc_castcancel&bl->type)
				unit_skillcastcancel(bl, 0);
		case SC_WHITEIMPRISON:
			unit_stop_attack(bl);
		case SC_STOP:
		case SC_CONFUSION:
		case SC_CLOSECONFINE:
		case SC_CLOSECONFINE2:
		case SC_SPIDERWEB:
		case SC_ELECTRICSHOCKER:
		case SC_BITE:
		case SC_THORNSTRAP:
		case SC__MANHOLE:
		case SC_CRYSTALIZE:
		case SC_CURSEDCIRCLE_ATKER:
		case SC_CURSEDCIRCLE_TARGET:
		case SC_FEAR:
		case SC_NETHERWORLD:
		case SC_MEIKYOUSISUI:
		case SC_KYOUGAKU:
		case SC_PARALYSIS:
			unit_stop_walking(bl,1);
		break;
		case SC_ANKLE:
			if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
				unit_stop_walking(bl,1);
			break;
		case SC_HIDING:
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
		case SC_CHASEWALK:
		case SC_WEIGHT90:
		case SC_CAMOUFLAGE:
		case SC_VOICEOFSIREN:
			unit_stop_attack(bl);
		break;
		case SC_SILENCE:
			if (battle_config.sc_castcancel&bl->type)
				unit_skillcastcancel(bl, 0);
		break;
	}

	// Set option as needed.
	opt_flag = 1;
	switch(type) {
		//OPT1
		case SC_STONE:  sc->opt1 = OPT1_STONEWAIT; break;
		case SC_FREEZE: sc->opt1 = OPT1_FREEZE;    break;
		case SC_STUN:   sc->opt1 = OPT1_STUN;      break;
		case SC_DEEPSLEEP:    opt_flag = 0;
		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_CRYSTALIZE:		sc->opt1 = OPT1_CRYSTALIZE;	break;
		//OPT2
		case SC_POISON:       sc->opt2 |= OPT2_POISON;       break;
		case SC_CURSE:        sc->opt2 |= OPT2_CURSE;        break;
		case SC_SILENCE:      sc->opt2 |= OPT2_SILENCE;      break;

		case SC_SIGNUMCRUCIS:
			sc->opt2 |= OPT2_SIGNUMCRUCIS;
			break;

		case SC_BLIND:        sc->opt2 |= OPT2_BLIND;        break;
		case SC_ANGELUS:      sc->opt2 |= OPT2_ANGELUS;      break;
		case SC_BLEEDING:     sc->opt2 |= OPT2_BLEEDING;     break;
		case SC_DPOISON:      sc->opt2 |= OPT2_DPOISON;      break;
		//OPT3
		case SC_TWOHANDQUICKEN:
		case SC_ONEHAND:
		case SC_SPEARQUICKEN:
		case SC_CONCENTRATION:
		case SC_MERC_QUICKEN:
			sc->opt3 |= OPT3_QUICKEN;
			opt_flag = 0;
			break;
		case SC_MAXOVERTHRUST:
		case SC_OVERTHRUST:
		case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
			sc->opt3 |= OPT3_OVERTHRUST;
			opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 |= OPT3_ENERGYCOAT;
			opt_flag = 0;
			break;
		case SC_INCATKRATE:
			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
			if (bl->type != BL_MOB) {
				opt_flag = 0;
				break;
			}
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 |= OPT3_STEELBODY;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 |= OPT3_BLADESTOP;
			opt_flag = 0;
			break;
		case SC_AURABLADE:
			sc->opt3 |= OPT3_AURABLADE;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			opt_flag = 0;
//		case SC__BLOODYLUST:
			sc->opt3 |= OPT3_BERSERK;
			break;
//		case ???: // doesn't seem to do anything
//			sc->opt3 |= OPT3_LIGHTBLADE;
//			opt_flag = 0;
//			break;
		case SC_DANCING:
			if ((val1&0xFFFF) == CG_MOONLIT)
				sc->opt3 |= OPT3_MOONLIT;
			opt_flag = 0;
			break;
		case SC_MARIONETTE:
		case SC_MARIONETTE2:
			sc->opt3 |= OPT3_MARIONETTE;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 |= OPT3_ASSUMPTIO;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 |= OPT3_WARM;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 |= OPT3_KAITE;
			opt_flag = 0;
			break;
		case SC_BUNSINJYUTSU:
			sc->opt3 |= OPT3_BUNSIN;
			opt_flag = 0;
			break;
		case SC_SPIRIT:
			sc->opt3 |= OPT3_SOULLINK;
			opt_flag = 0;
			break;
		case SC_CHANGEUNDEAD:
			sc->opt3 |= OPT3_UNDEAD;
			opt_flag = 0;
			break;
//		case ???: // from DA_CONTRACT (looks like biolab mobs aura)
//			sc->opt3 |= OPT3_CONTRACT;
//			opt_flag = 0;
//			break;
		//OPTION
		case SC_HIDING:
			sc->option |= OPTION_HIDE;
			opt_flag = 2;
			break;
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
		case SC__INVISIBILITY:
			sc->option |= OPTION_CLOAK;
			opt_flag = 2;
			break;
		case SC_CHASEWALK:
			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
			opt_flag = 2;
			break;
		case SC_SIGHT:
			sc->option |= OPTION_SIGHT;
			break;
		case SC_RUWACH:
			sc->option |= OPTION_RUWACH;
			break;
		case SC_WEDDING:
			sc->option |= OPTION_WEDDING;
			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;
		default:
			opt_flag = 0;
	}

	//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
	if(opt_flag) {			
		clif->changeoption(bl);
		if( sd && opt_flag&0x4 ) {
			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);
		}
	}
	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( !(flag&4 && StatusDisplayType[type]) )
		clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);

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

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

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

    switch (type) {
		case SC__BLOODYLUST:
		case SC_BERSERK:
			if (!(sce->val2)) { //don't heal if already set
				status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
				status_set_sp(bl, 0, 0); //Damage all SP
			}
			sce->val2 = 5 * status->max_hp / 100;
			break;
		case SC_CHANGE:
			status_percent_heal(bl, 100, 100);
			break;
		case SC_RUN:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if( ud )
					ud->state.running = unit_run(bl);
			}
			break;
		case SC_BOSSMAPINFO:
			clif->bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
			break;
		case SC_MERC_HPUP:
			status_percent_heal(bl, 100, 0); // Recover Full HP
			break;
		case SC_MERC_SPUP:
			status_percent_heal(bl, 0, 100); // Recover Full SP
			break;
		/**
		 * Ranger
		 **/
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if( ud )
					ud->state.running = unit_wugdash(bl, sd);
			}
			break;
		case SC_COMBO:
			switch (sce->val1) {
				case TK_STORMKICK:
					clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
					break;
				case TK_DOWNKICK:
					clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
					break;
				case TK_TURNKICK:
					clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
					break;
				case TK_COUNTER:
					clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
					break;
				case MO_COMBOFINISH:
				case CH_TIGERFIST:
				case CH_CHAINCRUSH:
					if (sd)
						clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
					break;
				case TK_JUMPKICK:
					if (sd)
						clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
					break;
				case MO_TRIPLEATTACK:
					if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
						clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
					break;
				case SR_FALLENEMPIRE:
					if (sd){
						clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
						clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
					}
					break;
			}
			break;
		case SC_RAISINGDRAGON:
			sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
			break;
	}

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

	return 1;
}

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

	sc = status_get_sc(bl);

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

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

		if(type == 0) {
			switch (i) {	//Type 0: PC killed -> Place here statuses that do not dispel on death.
				case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
					if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
						break;
				case SC_WEIGHT50:
				case SC_WEIGHT90:
				case SC_EDP:
				case SC_MELTDOWN:
				case SC_XMAS:
				case SC_SUMMER:
				case SC_HANBOK:
				case SC_NOCHAT:
				case SC_FUSION:
				case SC_EARTHSCROLL:
				case SC_READYSTORM:
				case SC_READYDOWN:
				case SC_READYCOUNTER:
				case SC_READYTURN:
				case SC_DODGE:
				case SC_JAILED:
				case SC_EXPBOOST:
				case SC_ITEMBOOST:
				case SC_HELLPOWER:
				case SC_JEXPBOOST:
				case SC_AUTOTRADE:
				case SC_WHISTLE:
				case SC_ASSNCROS:
				case SC_POEMBRAGI:
				case SC_APPLEIDUN:
				case SC_HUMMING:
				case SC_DONTFORGETME:
				case SC_FORTUNE:
				case SC_SERVICE4U:
				case SC_FOOD_STR_CASH:
				case SC_FOOD_AGI_CASH:
				case SC_FOOD_VIT_CASH:
				case SC_FOOD_DEX_CASH:
				case SC_FOOD_INT_CASH:
				case SC_FOOD_LUK_CASH:
				case SC_DEF_RATE:
				case SC_MDEF_RATE:
				case SC_INCHEALRATE:
				case SC_INCFLEE2:
				case SC_INCHIT:
				case SC_ATKPOTION:
				case SC_MATKPOTION:
				case SC_S_LIFEPOTION:
				case SC_L_LIFEPOTION:
				case SC_PUSH_CART:
				case SC_ALL_RIDING:
					continue;
			}
		}

		if( type == 3 ) {
			switch (i) {// TODO: This list may be incomplete
				case SC_WEIGHT50:
				case SC_WEIGHT90:
				case SC_NOCHAT:
				case SC_PUSH_CART:
				case SC_ALL_RIDING:
					continue;
			}
		}

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

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

	sc->opt1 = 0;
	sc->opt2 = 0;
	sc->opt3 = 0;
	sc->bs_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 *status;
	struct view_data *vd;
	int opt_flag=0, calc_flag;

	nullpo_ret(bl);

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

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

	sd = BL_CAST(BL_PC,bl);

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

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

	(sc->count)--;

	sc->data[type] = NULL;

	if( sd && StatusDisplayType[type] ) {
		status_display_remove(sd,type);
	}
	
	vd = status_get_viewdata(bl);
	calc_flag = StatusChangeFlagTable[type];
	switch(type){
        case SC_GRANITIC_ARMOR:{
            int dammage = status->max_hp*sce->val3/100;
            if(status->hp < dammage) //to not kill him
                dammage = status->hp-1;
            status_damage(NULL, bl, dammage,0,0,1);
            break;
        }
        case SC_PYROCLASTIC:
            if(bl->type == BL_PC)
                skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
            break;
		case SC_RUN:
		{
			struct unit_data *ud = unit_bl2ud(bl);
			bool begin_spurt = true;
			if (ud) {
				if(!ud->state.running)
					begin_spurt = false;
				ud->state.running = 0;
				if (ud->walktimer != INVALID_TIMER)
					unit_stop_walking(bl,1);
			}
			if (begin_spurt && sce->val1 >= 7 &&
				DIFF_TICK(gettick(), sce->val4) <= 1000 &&
				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
			)
				sc_start(bl,SC_SPURT,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1));
		}
		break;
		case SC_AUTOBERSERK:
			if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
				status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
			break;

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

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

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

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

				if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
				{// end status on partner as well
					dsc = dsd->sc.data[SC_DANCING];
					if(dsc) {

						//This will prevent recursive loops.
						dsc->val2 = dsc->val4 = 0;

						status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
					}
				}

				if(sce->val2)
				{// erase associated land skill
					group = skill->id2group(sce->val2);

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

					sce->val2 = 0;
					skill->del_unitgroup(group,ALC_MARK);
				}

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

				status_change_end(bl, SC_LONGING, INVALID_TIMER);
			}
			break;
		case SC_NOCHAT:
			if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
				sd->status.manner = 0;
			if (sd && tid == INVALID_TIMER)
			{
				clif->changestatus(sd,SP_MANNER,sd->status.manner);
				clif->updatestatus(sd,SP_MANNER);
			}
			break;
		case SC_SPLASHER:
			{
				struct block_list *src=map_id2bl(sce->val3);
				if(src && tid != INVALID_TIMER)
					skill->castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
			}
			break;
		case SC_CLOSECONFINE2:
			{
				struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
				struct status_change *sc2 = src?status_get_sc(src):NULL;
				if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
					//If status was already ended, do nothing.
					//Decrease count
					if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
						status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
				}
			}
		case SC_CLOSECONFINE:
			if (sce->val2 > 0) {
				//Caster has been unlocked... nearby chars need to be unlocked.
				int range = 1
					+skill->get_range2(bl, status_sc2skill(type), sce->val1)
					+skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
				map_foreachinarea(status_change_timer_sub,
					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
			}
			break;
		case SC_COMBO:
			if( sd )
			switch (sce->val1) {
				case MO_COMBOFINISH:
				case CH_TIGERFIST:
				case CH_CHAINCRUSH:
					clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
					break;
				case TK_JUMPKICK:
					clif->skillinfo(sd, TK_JUMPKICK, 0);
					break;
				case MO_TRIPLEATTACK:
					if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
						clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
					break;
				case SR_FALLENEMPIRE:
					clif->skillinfo(sd, SR_GATEOFHELL, 0);
					clif->skillinfo(sd, SR_TIGERCANNON, 0);
					break;
			}
			break;

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

				if (sc2 && sc2->data[type2])
				{
					sc2->data[type2]->val1 = 0;
					status_change_end(pbl, type2, INVALID_TIMER);
				}
			}
			break;

		case SC_BERSERK:
		case SC_SATURDAYNIGHTFEVER:
			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
			if (status->hp > 100 && sce->val2)
				status_set_hp(bl, 100, 0);
			if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
			{
				sc->data[SC_ENDURE]->val4 = 0;
				status_change_end(bl, SC_ENDURE, INVALID_TIMER);
			}
		case SC__BLOODYLUST:
			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
			if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
				sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
			break;
		case SC_GOSPEL:
			if (sce->val3) { //Clear the group.
				struct skill_unit_group* group = skill->id2group(sce->val3);
				sce->val3 = 0;
				skill->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)
				delete_timer(sce->val4,kaahi_heal_timer);
			break;
		case SC_JAILED:
			if(tid == INVALID_TIMER)
				break;
		  	//natural expiration.
			if(sd && sd->mapindex == sce->val2)
				pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
			break; //guess hes not in jail :P
		case SC_CHANGE:
			if (tid == INVALID_TIMER)
		 		break;
			// "lose almost all their HP and SP" on natural expiration.
			status_set_hp(bl, 10, 0);
			status_set_sp(bl, 10, 0);
			break;
		case SC_AUTOTRADE:
			if (tid == INVALID_TIMER)
				break;
			// Note: vending/buying is closed by unit_remove_map, no
			// need to do it here.
			map_quit(sd);
			// Because map_quit calls status_change_end with tid -1
			// from here it's not neccesary to continue
			return 1;
			break;
		case SC_STOP:
			if( sce->val2 )
			{
				struct block_list* tbl = map_id2bl(sce->val2);
				sce->val2 = 0;
				if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
					status_change_end(tbl, SC_STOP, INVALID_TIMER);
			}
			break;
		/**
		 * 3rd Stuff
		 **/
		case SC_MILLENNIUMSHIELD:
			clif->millenniumshield(sd,0);
			break;
		case SC_HALLUCINATIONWALK:
			sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
			break;
		case SC_WHITEIMPRISON:
			{
				struct block_list* src = map_id2bl(sce->val2);
				if( tid == -1 || !src)
					break; // Terminated by Damage
				status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
			}
			break;
		case SC_WUGDASH:
			{
				struct unit_data *ud = unit_bl2ud(bl);
				if (ud) {
					ud->state.running = 0;
					if (ud->walktimer != -1)
						unit_stop_walking(bl,1);
				}
			}
			break;
		case SC_ADORAMUS:
			status_change_end(bl, SC_BLIND, INVALID_TIMER);
			break;
		case SC__SHADOWFORM: {
				struct map_session_data *s_sd = map_id2sd(sce->val2);
				if( !s_sd )
					break;
				s_sd->shadowform_id = 0;
			}
			break;
		case SC_SITDOWN_FORCE:
			if( sd && pc_issit(sd) ) {
				pc_setstand(sd);
				clif->standing(bl);
			}
			break;
		case SC_NEUTRALBARRIER_MASTER:
		case SC_STEALTHFIELD_MASTER:
			if( sce->val2 ) {
				struct skill_unit_group* group = skill->id2group(sce->val2);
				sce->val2 = 0;
				if( group ) /* might have been cleared before status ended, e.g. land protector */
					skill->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, gettick());
			break;
		case SC_RAISINGDRAGON:
			if( sd && sce->val2 && !pc_isdead(sd) ) {
				int i;
				i = min(sd->spiritball,5);
				pc_delspiritball(sd, sd->spiritball, 0);
				status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
				while( i > 0 ) {
					pc_addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
					--i;
				}
			}
			break;
		case SC_CURSEDCIRCLE_TARGET:
			{
				struct block_list *src = map_id2bl(sce->val2);
				struct status_change *sc = status_get_sc(src);
				if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
					status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
					clif->bladestop(bl, sce->val2, 0);
				}
			}
			break;
		case SC_BLOODSUCKER:
			if( sce->val2 ){
				struct block_list *src = map_id2bl(sce->val2);
				if(src){
					struct status_change *sc = status_get_sc(src);
					sc->bs_counter--;
				}
			}
			break;
		case SC_KYOUGAKU:
			clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_KYOUGAKU);
			clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
			break;
		case SC_INTRAVISION:
			calc_flag = SCB_ALL;/* required for overlapping */
			break;
	}

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

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

		case SC_HIDING:
			sc->option &= ~OPTION_HIDE;
			opt_flag|= 2|4; //Check for warp trigger + AoE trigger
			break;
		case SC_CLOAKING:
		case SC_CLOAKINGEXCEED:
		case SC__INVISIBILITY:
			sc->option &= ~OPTION_CLOAK;
		case SC_CAMOUFLAGE:
			opt_flag|= 2;
			break;
		case SC_CHASEWALK:
			sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
			opt_flag|= 2;
			break;
		case SC_SIGHT:
			sc->option &= ~OPTION_SIGHT;
			break;
		case SC_WEDDING:
			sc->option &= ~OPTION_WEDDING;
			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_RUWACH:
			sc->option &= ~OPTION_RUWACH;
			break;
		case SC_FUSION:
			sc->option &= ~OPTION_FLYING;
			break;
		//opt3
		case SC_TWOHANDQUICKEN:
		case SC_ONEHAND:
		case SC_SPEARQUICKEN:
		case SC_CONCENTRATION:
		case SC_MERC_QUICKEN:
			sc->opt3 &= ~OPT3_QUICKEN;
			opt_flag = 0;
			break;
		case SC_OVERTHRUST:
		case SC_MAXOVERTHRUST:
		case SC_SWOO:
			sc->opt3 &= ~OPT3_OVERTHRUST;
			if( type == SC_SWOO )
				opt_flag = 8;
			else
				opt_flag = 0;
			break;
		case SC_ENERGYCOAT:
		case SC_SKE:
			sc->opt3 &= ~OPT3_ENERGYCOAT;
			opt_flag = 0;
			break;
		case SC_INCATKRATE: //Simulated Explosion spirits effect.
			if (bl->type != BL_MOB)
			{
				opt_flag = 0;
				break;
			}
		case SC_EXPLOSIONSPIRITS:
			sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
			opt_flag = 0;
			break;
		case SC_STEELBODY:
		case SC_SKA:
			sc->opt3 &= ~OPT3_STEELBODY;
			opt_flag = 0;
			break;
		case SC_BLADESTOP:
			sc->opt3 &= ~OPT3_BLADESTOP;
			opt_flag = 0;
			break;
		case SC_AURABLADE:
			sc->opt3 &= ~OPT3_AURABLADE;
			opt_flag = 0;
			break;
		case SC_BERSERK:
			opt_flag = 0;
	//	case SC__BLOODYLUST:
			sc->opt3 &= ~OPT3_BERSERK;
			break;
	//	case ???: // doesn't seem to do anything
	//		sc->opt3 &= ~OPT3_LIGHTBLADE;
	//		opt_flag = 0;
	//		break;
		case SC_DANCING:
			if ((sce->val1&0xFFFF) == CG_MOONLIT)
				sc->opt3 &= ~OPT3_MOONLIT;
			opt_flag = 0;
			break;
		case SC_MARIONETTE:
		case SC_MARIONETTE2:
			sc->opt3 &= ~OPT3_MARIONETTE;
			opt_flag = 0;
			break;
		case SC_ASSUMPTIO:
			sc->opt3 &= ~OPT3_ASSUMPTIO;
			opt_flag = 0;
			break;
		case SC_WARM: //SG skills [Komurka]
			sc->opt3 &= ~OPT3_WARM;
			opt_flag = 0;
			break;
		case SC_KAITE:
			sc->opt3 &= ~OPT3_KAITE;
			opt_flag = 0;
			break;
		case SC_BUNSINJYUTSU:
			sc->opt3 &= ~OPT3_BUNSIN;
			opt_flag = 0;
			break;
		case SC_SPIRIT:
			sc->opt3 &= ~OPT3_SOULLINK;
			opt_flag = 0;
			break;
		case SC_CHANGEUNDEAD:
			sc->opt3 &= ~OPT3_UNDEAD;
			opt_flag = 0;
			break;
	//	case ???: // from DA_CONTRACT (looks like biolab mobs aura)
	//		sc->opt3 &= ~OPT3_CONTRACT;
	//		opt_flag = 0;
	//		break;
		default:
			opt_flag = 0;
	}

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

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

	if (calc_flag)
		status_calc_bl(bl,calc_flag);

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

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

	ers_free(sc_data_ers, sce);
	return 1;
}

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

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

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

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

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

/*==========================================
 * For recusive status, like for each 5s we drop sp etc.
 * Reseting the end timer.
 *------------------------------------------*/
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
{
	enum sc_type type = (sc_type)data;
	struct block_list *bl;
	struct map_session_data *sd;
	struct status_data *status;
	struct status_change *sc;
	struct status_change_entry *sce;

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

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

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

	sd = BL_CAST(BL_PC, bl);

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

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

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

		if (!sc->data[SC_INCSTR]) {
			sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
				(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
				*skill->get_time2(status_sc2skill(type),sce->val1));
		}
		sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
		return 0;
	break;

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

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

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

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

	case SC_SIGHT:
	case SC_RUWACH:
	case SC_SIGHTBLASTER:
		if(type == SC_SIGHTBLASTER)
			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 += 250; // use for Shadow Form 2 seconds checking.
			sc_timer_next(250+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

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

	case SC_POISON:
		if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
			break;
	case SC_DPOISON:
		if (--(sce->val3) > 0) {
			if (!sc->data[SC_SLOWPOISON]) {
				if( sce->val2 && bl->type == BL_MOB ) {
					struct block_list* src = map_id2bl(sce->val2);
					if( src )
						mob_log_damage((TBL_MOB*)bl,src,sce->val4);
				}
				map_freeblock_lock();
				status_zap(bl, sce->val4, 0);
				if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
					sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
				}
				map_freeblock_unlock();
			}
			return 0;
		}
		break;

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

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

	case SC_BLEEDING:
		if (--(sce->val4) >= 0) {
			int hp =  rnd()%600 + 200;
			struct block_list* src = map_id2bl(sce->val2);
			if( src && bl && bl->type == BL_MOB ) {
				mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1);
			}
			map_freeblock_lock();
			status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
			if( sc->data[type] ) {
				if( status->hp == 1 ) {
					map_freeblock_unlock();
					break;
				}
				sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
			}
			map_freeblock_unlock();
			return 0;
		}
		break;

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

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

	case SC_DANCING: //SP consumption by time of dancing skills
		{
			int s = 0;
			int sp = 1;
			if (--sce->val3 <= 0)
				break;
			switch(sce->val1&0xFFFF){
				case BD_RICHMANKIM:
				case BD_DRUMBATTLEFIELD:
				case BD_RINGNIBELUNGEN:
				case BD_SIEGFRIED:
				case BA_DISSONANCE:
				case BA_ASSASSINCROSS:
				case DC_UGLYDANCE:
					s=3;
					break;
				case BD_LULLABY:
				case BD_ETERNALCHAOS:
				case BD_ROKISWEIL:
				case DC_FORTUNEKISS:
					s=4;
					break;
				case CG_HERMODE:
				case BD_INTOABYSS:
				case BA_WHISTLE:
				case DC_HUMMING:
				case BA_POEMBRAGI:
				case DC_SERVICEFORYOU:
					s=5;
					break;
				case BA_APPLEIDUN:
					#ifdef RENEWAL
						s=5;
					#else
						s=6;
					#endif
					break;
				case CG_MOONLIT:
					//Moonlit's cost is 4sp*skill_lv [Skotlex]
					sp= 4*(sce->val1>>16);
					//Upkeep is also every 10 secs.
				case DC_DONTFORGETME:
					s=10;
					break;
			}
			if( s != 0 && sce->val3 % s == 0 )
			{
				if (sc->data[SC_LONGING])
					sp*= 3;
				if (!status_charge(bl, 0, sp))
					break;
			}
			sc_timer_next(1000+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC__BLOODYLUST:
	case SC_BERSERK:
		// 5% every 10 seconds [DracoRPG]
		if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
		{
			sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

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

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

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

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

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

	case SC_PYREXIA:
		if( --(sce->val4) >= 0 ) {
			map_freeblock_lock();
			clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
			status_fix_damage(NULL,bl,100,0);
			if( sc->data[type] ) {
				sc_timer_next(3000+tick,status_change_timer,bl->id,data);
			}
			map_freeblock_unlock();
			return 0;
		}
		break;

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

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

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

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

					switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
						case CAST_GROUND:
							skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
							break;
						case CAST_NODAMAGE:
							skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
							break;
						case CAST_DAMAGE:
							skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
							break;
					}
				}

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

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

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

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

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

	case SC_RENOVATIO:
		if( --(sce->val4) >= 0 )
		{
			int heal = status->max_hp * 3 / 100;
			if( sc && sc->data[SC_AKAITSUKI] && heal )
				heal = ~heal + 1;
			status_heal(bl, heal, 0, 2);
			sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

	case SC_INSPIRATION:
		if(--(sce->val4) >= 0)
		{
			int hp = status->max_hp * (7-sce->val1) / 100;
			int sp = status->max_sp * (9-sce->val1) / 100;

			if( !status_charge(bl,hp,sp) ) break;

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

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

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

	case SC_STOMACHACHE:
		if( --(sce->val4) > 0 ){
			status_charge(bl,0,sce->val2);	// Reduce 8 every 10 seconds.
			if( sd && !pc_issit(sd) )	// Force to sit every 10 seconds.
			{
				pc_stop_walking(sd,1|4);
				pc_stop_attack(sd);
				pc_setsit(sd);
				clif->sitting(bl);
			}
			sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_LEADERSHIP:
	case SC_GLORYWOUNDS:
	case SC_SOULCOLD:
	case SC_HAWKEYES:
		/* they only end by status_change_end */
		sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
		return 0;
	case SC_MEIKYOUSISUI:
		if( --(sce->val4) > 0 ){
			status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
			sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_IZAYOI:
	case SC_KAGEMUSYA:
		if( --(sce->val2) > 0 ){
			if(!status_charge(bl, 0, 1)) break;
			sc_timer_next(1000+tick, status_change_timer, bl->id, data);
			return 0;
		}
		break;
	case SC_ANGRIFFS_MODUS:
		if(--(sce->val4) >= 0) { //drain hp/sp
			if( !status_charge(bl,100,20) ) break;
			sc_timer_next(1000+tick,status_change_timer,bl->id, data);
			return 0;
		}
		break;
	}

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

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

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

	if (status_isdead(bl))
		return 0;

	tsc = status_get_sc(bl);

	switch( type ) {
    case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
		if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
			rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
	case SC_CONCENTRATE:
		status_change_end(bl, SC_HIDING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
		status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
		status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
		status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
		break;
    case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
		if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
				tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
					tsc->data[SC__INVISIBILITY])) {
			status_change_end(bl, SC_HIDING, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
			status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
			status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
			if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
				skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
		}
		if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
			rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
				status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
		break;
	case SC_SIGHTBLASTER:
		if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
			status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
		{
			if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
				&& skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
				sce->val2 = 0; //This signals it to end.
			}
		}
		break;
	case SC_CLOSECONFINE:
		//Lock char has released the hold on everyone...
		if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
			tsc->data[SC_CLOSECONFINE2]->val2 = 0;
			status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
		}
		break;
	case SC_CURSEDCIRCLE_TARGET:
		if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
			clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
			status_change_end(bl, type, INVALID_TIMER);
		}
		break;
	}
	return 0;
}

/*==========================================
 * Clears buffs/debuffs of a character.
 * type&1 -> buffs, type&2 -> debuffs
 * type&4 -> especific debuffs(implemented with refresh)
 *------------------------------------------*/
int status_change_clear_buffs (struct block_list* bl, int type)
{
	int i;
	struct status_change *sc= status_get_sc(bl);

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

    if (type&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])
			continue;

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

		 //Debuffs that can be removed.
			case SC_DEEPSLEEP:
			case SC_BURNING:
			case SC_FREEZING:
			case SC_CRYSTALIZE:
			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_HALLUCINATION:
			case SC_QUAGMIRE:
			case SC_SIGNUMCRUCIS:
			case SC_DECREASEAGI:
			case SC_SLOWDOWN:
			case SC_MINDBREAKER:
			case SC_WINKCHARM:
			case SC_STOP:
			case SC_ORCISH:
			case SC_STRIPWEAPON:
			case SC_STRIPSHIELD:
			case SC_STRIPARMOR:
			case SC_STRIPHELM:
			case SC_BITE:
			case SC_ADORAMUS:
			case SC_VACUUM_EXTREME:
			case SC_FEAR:
			case SC_MAGNETICFIELD:
			case SC_NETHERWORLD:
				if (!(type&2))
					continue;
				break;
				//The rest are buffs that can be removed.
			case SC__BLOODYLUST:
			case SC_BERSERK:
			case SC_SATURDAYNIGHTFEVER:
				if (!(type&1))
					continue;
				sc->data[i]->val2 = 0;
				break;
			default:
				if (!(type&1))
					continue;
				break;
		}
		status_change_end(bl, (sc_type)i, INVALID_TIMER);
	}
	return 0;
}

int status_change_spread( struct block_list *src, struct block_list *bl ) {
	int i, flag = 0;
	struct status_change *sc = status_get_sc(src);
	const struct TimerData *timer;
	unsigned int tick;
	struct status_change_data data;

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

	tick = gettick();

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

		switch( i ) {
			//Debuffs that can be spreaded.
			// NOTE: We'll add/delte SCs when we are able to confirm it.
			case SC_CURSE:
			case SC_SILENCE:
			case SC_CONFUSION:
			case SC_BLIND:
			case SC_NOCHAT:
			case SC_HALLUCINATION:
			case SC_SIGNUMCRUCIS:
			case SC_DECREASEAGI:
			case SC_SLOWDOWN:
			case SC_MINDBREAKER:
			case SC_WINKCHARM:
			case SC_STOP:
			case SC_ORCISH:
			//case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
			//case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
			//case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
			//case SC_STRIPHELM:
			//case SC__STRIPACCESSORY:
			case SC_BITE:
			case SC_FREEZING:
			case SC_VENOMBLEED:
			case SC_DEATHHURT:
			case SC_PARALYSE:
				if( sc->data[i]->timer != INVALID_TIMER ) {
					timer = get_timer(sc->data[i]->timer);
					if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
						continue;
					data.tick = DIFF_TICK(timer->tick,tick);
				} else
					data.tick = INVALID_TIMER;
				break;
			// Special cases
			case SC_POISON:
			case SC_DPOISON:
				data.tick = sc->data[i]->val3 * 1000;
				break;
			case SC_FEAR:
			case SC_LEECHESEND:
				data.tick = sc->data[i]->val4 * 1000;
				break;
			case SC_BURNING:
				data.tick = sc->data[i]->val4 * 2000;
				break;
			case SC_PYREXIA:
			case SC_OBLIVIONCURSE:
				data.tick = sc->data[i]->val4 * 3000;
				break;
			case SC_MAGICMUSHROOM:
				data.tick = sc->data[i]->val4 * 4000;
				break;
			case SC_TOXIN:
			case SC_BLEEDING:
				data.tick = sc->data[i]->val4 * 10000;
				break;
			default:
					continue;
				break;
		}
		if( i ){
			data.val1 = sc->data[i]->val1;
			data.val2 = sc->data[i]->val2;
			data.val3 = sc->data[i]->val3;
			data.val4 = sc->data[i]->val4;
			status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
			flag = 1;
		}
	}

	return flag;
}

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

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

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

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

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

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

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

	ud = unit_bl2ud(bl);

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

	if (!flag)
		return 0;

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

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

		regen->tick.hp += rate;

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

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

		regen->tick.sp += rate;

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

	if (!regen->sregen)
		return flag;

	//Skill regen
	sregen = regen->sregen;

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

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

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

/**
 * Get the chance to upgrade a piece of equipment.
 * @param wlv The weapon type of the item to refine (see see enum refine_type)
 * @param refine The target refine level
 * @return The chance to refine the item, in percent (0~100)
 **/
int status_get_refine_chance(enum refine_type wlv, int refine) {

	if ( refine < 0 || refine >= MAX_REFINE)
		return 0;

	return refine_info[wlv].chance[refine];
}


/*------------------------------------------
 * DB reading.
 * job_db1.txt    - weight, hp, sp, aspd
 * job_db2.txt    - job level stat bonuses
 * size_fix.txt   - size adjustment table for weapons
 * refine_db.txt  - refining data table
 *------------------------------------------*/
static bool status_readdb_job1(char* fields[], int columns, int current)
{// Job-specific values (weight, HP, SP, ASPD)
	int idx, class_;
	unsigned int i;

	class_ = atoi(fields[0]);

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

	max_weight_base[idx] = atoi(fields[1]);
	hp_coefficient[idx]  = atoi(fields[2]);
	hp_coefficient2[idx] = atoi(fields[3]);
	sp_coefficient[idx]  = atoi(fields[4]);
#ifdef RENEWAL_ASPD
	for(i = 0; i <= MAX_WEAPON_TYPE; i++)
#else
	for(i = 0; i < MAX_WEAPON_TYPE; i++)
#endif
	{
		aspd_base[idx][i] = atoi(fields[i+5]);
	}
	return true;
}

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

	class_ = atoi(fields[0]);

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

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

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

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

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

	current = atoi(fields[0]);

	if (current < 0 || current >= REFINE_TYPE_MAX)
		return false;

	bonus_per_level = atoi(fields[1]);
	random_bonus_start_level = atoi(fields[2]);
	random_bonus = atoi(fields[3]);

	for(i = 0; i < MAX_REFINE; i++)
	{
		char* delim;

		if (!(delim = strchr(fields[4+i], ':')))
			return false;

		*delim = '\0';

		refine_info[current].chance[i] = atoi(fields[4+i]);

		if (i >= random_bonus_start_level - 1)
			refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);

		refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
		if (i > 0)
			refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
	}
	return true;
}

/*
* Read status db
* job1.txt
* job2.txt
* size_fixe.txt
* refine_db.txt
*/
int status_readdb(void)
{
	int i, j;

	// initialize databases to default
	//

	// reset job_db1.txt data
	memset(max_weight_base, 0, sizeof(max_weight_base));
	memset(hp_coefficient, 0, sizeof(hp_coefficient));
	memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
	memset(sp_coefficient, 0, sizeof(sp_coefficient));
	memset(aspd_base, 0, sizeof(aspd_base));
	// reset job_db2.txt data
	memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus

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

	// refine_db.txt
	for(i=0;i<ARRAYLENGTH(refine_info);i++)
	{
		for(j=0;j<MAX_REFINE; j++)
		{
			refine_info[i].chance[j] = 100;
			refine_info[i].bonus[j] = 0;
			refine_info[i].randombonus_max[j] = 0;
		}
	}

	// read databases
	//


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

	return 0;
}

/*==========================================
 * Status db init and destroy.
 *------------------------------------------*/
int do_init_status(void)
{
	add_timer_func_list(status_change_timer,"status_change_timer");
	add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
	add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
	initChangeTables();
	initDummyData();
	status_readdb();
	status_calc_sigma();
	natural_heal_prev_tick = gettick();
	sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
	add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
	return 0;
}
void do_final_status(void)
{
	ers_destroy(sc_data_ers);
}