#ifndef _STATUS_H_
#define _STATUS_H_
enum { // struct map_session_data �� status_change�̔�?�e?�u��
// SC_SENDMAX��?�̓N���C�A���g�ւ̒ʒm����B
// 2-2���E�̒l�͂Ȃ߂��Ⴍ������ۂ��̂Ŏb��B���Ԃ�?�X����܂��B
SC_SENDMAX = 128, // note: max is now 182, but we'll need to do alot of moving around
SC_PROVOKE = 0,
SC_ENDURE = 1,
SC_TWOHANDQUICKEN = 2,
SC_CONCENTRATE = 3,
SC_HIDING = 4,
SC_CLOAKING = 5,
SC_ENCPOISON = 6,
SC_POISONREACT = 7,
SC_QUAGMIRE = 8,
SC_ANGELUS = 9,
SC_BLESSING = 10,
SC_SIGNUMCRUCIS = 11,
SC_INCREASEAGI = 12,
SC_DECREASEAGI = 13,
SC_SLOWPOISON = 14,
SC_IMPOSITIO = 15,
SC_SUFFRAGIUM = 16,
SC_ASPERSIO = 17,
SC_BENEDICTIO = 18,
SC_KYRIE = 19,
SC_MAGNIFICAT = 20,
SC_GLORIA = 21,
SC_AETERNA = 22,
SC_ADRENALINE = 23,
SC_WEAPONPERFECTION = 24,
SC_OVERTHRUST = 25,
SC_MAXIMIZEPOWER = 26,
SC_RIDING = 27,
SC_FALCON = 28,
SC_TRICKDEAD = 29,
SC_LOUD = 30,
SC_ENERGYCOAT = 31,
SC_BROKNARMOR = 32,
SC_BROKNWEAPON = 33,
SC_HALLUCINATION = 34,
SC_WEIGHT50 = 35,
SC_WEIGHT90 = 36,
SC_SPEEDPOTION0 = 37,
SC_SPEEDPOTION1 = 38,
SC_SPEEDPOTION2 = 39,
SC_SPEEDPOTION3 = 40,
SC_SPEEDUP0 = 41, // for skill speedup
SC_SPEEDUP1 = 42, // for skill speedup
//-- 43-50
SC_STRIPWEAPON = 50,
SC_STRIPSHIELD = 51,
SC_STRIPARMOR = 52,
SC_STRIPHELM = 53,
SC_CP_WEAPON = 54,
SC_CP_SHIELD = 55,
SC_CP_ARMOR = 56,
SC_CP_HELM = 57,
SC_AUTOGUARD = 58,
SC_REFLECTSHIELD = 59,
SC_DEVOTION = 60,
SC_PROVIDENCE = 61,
SC_DEFENDER = 62,
SC_AUTOSPELL = 65,
SC_SPEARSQUICKEN = 68,
//-- 69-85
SC_EXPLOSIONSPIRITS = 86,
SC_STEELBODY = 87,
SC_COMBO = 89,
SC_FLAMELAUNCHER = 90,
SC_FROSTWEAPON = 91,
SC_LIGHTNINGLOADER = 92,
SC_SEISMICWEAPON = 93,
//-- 94-102
SC_AURABLADE = 103, /* �I?���u��?�h */
SC_PARRYING = 104, /* �p���C���O */
SC_CONCENTRATION = 105, /* �R���Z���g��?�V���� */
SC_TENSIONRELAX = 106, /* �e���V���������b�N�X */
SC_BERSERK = 107, /* �o?�T?�N */
//-- 108, 109
SC_ASSUMPTIO = 110, /* �A�V�����v�e�B�I */
//-- 111, 112
SC_MAGICPOWER = 113, /* ���@��?�� */
SC_EDP = 114, /* �G�t�F�N�g������������ړ� */
SC_TRUESIGHT = 115, /* �g�D��?�T�C�g */
SC_WINDWALK = 116, /* �E�C���h�E�H?�N */
SC_MELTDOWN = 117, /* �����g�_�E�� */
SC_CARTBOOST = 118, /* �J?�g�u?�X�g */
//-- 119
SC_REJECTSWORD = 120, /* ���W�F�N�g�\?�h */
SC_MARIONETTE = 121, /* �}���I�l�b�g�R���g��?�� */
SC_MARIONETTE2 = 122, // Marionette target
//-- 123
SC_BLEEDING = 124, /* �w�b�h�N���b�V�� */
SC_JOINTBEAT = 125, /* �W���C���g�r?�g */
//-- 126, 127
SC_STONE = 128,
SC_FREEZE = 129,
// <-- 130 = a baby skill status?
SC_STAN = 130,
SC_SLEEP = 131,
// <-- 132 = another baby skill?
SC_POISON = 132,
SC_CURSE = 133,
SC_SILENCE = 134,
SC_CONFUSION = 135,
SC_BLIND = 136,
SC_DIVINA = SC_SILENCE,
//-- 137-139
SC_SAFETYWALL = 140,
SC_PNEUMA = 141,
SC_WATERBALL = 142,
SC_ANKLE = 143,
SC_DANCING = 144,
SC_KEEPING = 145,
SC_BARRIER = 146,
//-- 147,148
SC_MAGICROD = 149,
SC_SIGHT = 150,
SC_RUWACH = 151,
SC_AUTOCOUNTER = 152,
SC_VOLCANO = 153,
SC_DELUGE = 154,
SC_VIOLENTGALE = 155,
SC_BLADESTOP_WAIT = 156,
SC_BLADESTOP = 157,
SC_EXTREMITYFIST = 158,
//-- 159
SC_LULLABY =160,
SC_RICHMANKIM =161,
SC_ETERNALCHAOS =162,
SC_DRUMBATTLE =163,
SC_NIBELUNGEN =164,
SC_ROKISWEIL =165,
SC_INTOABYSS =166,
SC_SIEGFRIED =167,
SC_DISSONANCE =168,
SC_WHISTLE =169,
SC_ASSNCROS =170,
SC_POEMBRAGI =171,
SC_APPLEIDUN =172,
SC_UGLYDANCE =173,
SC_HUMMING =174,
SC_DONTFORGETME =175,
SC_FORTUNE =176,
SC_SERVICE4U =177,
SC_SPIDERWEB =180, /* �X�p�C�_?�E�F�b�u */
SC_SACRIFICE =184, /* �T�N���t�@�C�X */
SC_WEDDING =187, //�����p(�����ߏւɂȂ���?���̂�?���Ƃ�)
SC_NOCHAT =188, //�ԃG��?��
SC_SPLASHER =189, /* �x�i���X�v���b�V��? */
SC_SELFDESTRUCTION =190, /* ���� */
SC_MEMORIZE =197, /* �������C�Y */ // changed from 181 to 192
SC_DPOISON =198, /* �ғ� */
// Used by English Team
SC_SLOWDOWN =45, // for skill slowdown
SC_AUTOBERSERK =46,
SC_SIGHTTRASHER =73,
SC_BASILICA =102, // temporarily use this before an actual id is found [celest]
SC_ENSEMBLE =159,
SC_FOGWALL =178,
SC_GOSPEL =179,
SC_PRESERVE =181,
SC_BATTLEORDERS =182,
SC_MOONLIT =183,
SC_ATKPOT =185, // [Valaris]
SC_MATKPOT =186, // [Valaris]
SC_MINDBREAKER =191,
SC_SPELLBREAKER =192,
SC_LANDPROTECTOR =193,
SC_ADAPTATION =194,
SC_CHASEWALK =195,
SC_REGENERATION =196,
};
extern int SkillStatusChangeTable[];
// �p�����[�^�����n battle.c ���ړ�
int status_get_class(struct block_list *bl);
int status_get_dir(struct block_list *bl);
int status_get_lv(struct block_list *bl);
int status_get_range(struct block_list *bl);
int status_get_hp(struct block_list *bl);
int status_get_max_hp(struct block_list *bl);
int status_get_str(struct block_list *bl);
int status_get_agi(struct block_list *bl);
int status_get_vit(struct block_list *bl);
int status_get_int(struct block_list *bl);
int status_get_dex(struct block_list *bl);
int status_get_luk(struct block_list *bl);
int status_get_hit(struct block_list *bl);
int status_get_flee(struct block_list *bl);
int status_get_def(struct block_list *bl);
int status_get_mdef(struct block_list *bl);
int status_get_flee2(struct block_list *bl);
int status_get_def2(struct block_list *bl);
int status_get_mdef2(struct block_list *bl);
int status_get_baseatk(struct block_list *bl);
int status_get_atk(struct block_list *bl);
int status_get_atk2(struct block_list *bl);
int status_get_speed(struct block_list *bl);
int status_get_adelay(struct block_list *bl);
int status_get_amotion(struct block_list *bl);
int status_get_dmotion(struct block_list *bl);
int status_get_element(struct block_list *bl);
int status_get_attack_element(struct block_list *bl);
int status_get_attack_element2(struct block_list *bl); //���蕐�푮���擾
#define status_get_elem_type(bl) (status_get_element(bl)%10)
#define status_get_elem_level(bl) (status_get_element(bl)/10/2)
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_race(struct block_list *bl);
int status_get_size(struct block_list *bl);
int status_get_mode(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);
struct status_change *status_get_sc_data(struct block_list *bl);
short *status_get_sc_count(struct block_list *bl);
short *status_get_opt1(struct block_list *bl);
short *status_get_opt2(struct block_list *bl);
short *status_get_opt3(struct block_list *bl);
short *status_get_option(struct block_list *bl);
int status_get_matk1(struct block_list *bl);
int status_get_matk2(struct block_list *bl);
int status_get_critical(struct block_list *bl);
int status_get_atk_(struct block_list *bl);
int status_get_atk_2(struct block_list *bl);
int status_get_atk2(struct block_list *bl);
int status_isdead(struct block_list *bl);
int status_get_sc_def(struct block_list *bl, int type);
#define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1))
#define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2))
#define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2))
#define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK))
// ��Ԉُ�֘A skill.c ���ړ�
int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end( struct block_list* bl , int type,int tid );
int status_change_timer(int tid, unsigned int tick, int id, int data);
int status_change_timer_sub(struct block_list *bl, va_list ap );
int status_change_clear(struct block_list *bl,int type);
// �X�e�[�^�X�v�Z pc.c ���番��
// pc_calcstatus
int status_calc_pc(struct map_session_data* sd,int first);
int status_calc_speed(struct map_session_data*); // [Celest]
// int status_calc_skilltree(struct map_session_data *sd);
int status_getrefinebonus(int lv,int type);
int status_percentrefinery(struct map_session_data *sd,struct item *item);
extern int percentrefinery[5][10];
int do_init_status(void);
#endif