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

#ifndef _STATUS_H_
#define _STATUS_H_

struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;

/**
 * Max Refine available to your server
 * Changing this limit requires edits to refine_db.txt
 **/
#ifdef RENEWAL
	#define MAX_REFINE 20
#else
	#define MAX_REFINE 10
#endif

enum refine_type {
	REFINE_TYPE_ARMOR   = 0,
	REFINE_TYPE_WEAPON1 = 1,
	REFINE_TYPE_WEAPON2 = 2,
	REFINE_TYPE_WEAPON3 = 3,
	REFINE_TYPE_WEAPON4 = 4,

	REFINE_TYPE_MAX     = 5
};

typedef enum sc_conf_type {
	SC_NO_REM_DEATH   = 0x1,
	SC_NO_SAVE = 0x2,
	SC_NO_DISPELL = 0x4,
	SC_NO_CLEARANCE = 0x8,
	SC_BUFF = 0x10,
	SC_DEBUFF = 0x20,
	SC_MADO_NO_RESET = 0x40
} sc_conf_type;

int status_get_refine_chance(enum refine_type wlv, int refine);

// Status changes listing. These code are for use by the server. 
typedef enum sc_type {
	SC_NONE = -1,

	//First we enumerate common status ailments which are often used around.
	SC_STONE = 0,
	SC_COMMON_MIN = 0, // begin
	SC_FREEZE,
	SC_STUN,
	SC_SLEEP,
	SC_POISON,
	SC_CURSE,
	SC_SILENCE,
	SC_CONFUSION,
	SC_BLIND,
	SC_BLOODING,
	SC_DPOISON,
	SC_BURNING, //11
	SC_COMMON_MAX = 11, // end
	
	//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
	SC_PROVOKE = 20,
	SC_ENDURE,
	SC_TWOHANDQUICKEN,
	SC_CONCENTRATION,
	SC_HIDING,
	SC_CLOAKING,
	SC_ENCHANTPOISON,
	SC_POISONREACT,
	SC_QUAGMIRE,
	SC_ANGELUS,
	SC_BLESSING, //30
	SC_CRUCIS,
	SC_INC_AGI,
	SC_DEC_AGI,
	SC_SLOWPOISON,
	SC_IMPOSITIO  ,
	SC_SUFFRAGIUM,
	SC_ASPERSIO,
	SC_BENEDICTIO,
	SC_KYRIE,
	SC_MAGNIFICAT, //40
	SC_GLORIA,
	SC_LEXAETERNA,
	SC_ADRENALINE,
	SC_WEAPONPERFECT,
	SC_OVERTHRUST,
	SC_MAXIMIZEPOWER,
	SC_TRICKDEAD,
	SC_SHOUT,
	SC_ENERGYCOAT,
	SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
	SC_BROKENWEAPON,
	SC_ILLUSION,
	SC_WEIGHTOVER50,
	SC_WEIGHTOVER90,
	SC_ATTHASTE_POTION1,
	SC_ATTHASTE_POTION2,
	SC_ATTHASTE_POTION3,
	SC_ATTHASTE_INFINITY,
	SC_MOVHASTE_HORSE,
	SC_MOVHASTE_INFINITY, //60
	SC_PLUSATTACKPOWER,
	SC_PLUSMAGICPOWER,
	SC_WEDDING,
	SC_SLOWDOWN,
	SC_ANKLESNARE,
	SC_KEEPING,
	SC_BARRIER,
	SC_NOEQUIPWEAPON,
	SC_NOEQUIPSHIELD,
	SC_NOEQUIPARMOR, //70
	SC_NOEQUIPHELM,
	SC_PROTECTWEAPON,
	SC_PROTECTSHIELD,
	SC_PROTECTARMOR,
	SC_PROTECTHELM,
	SC_AUTOGUARD,
	SC_REFLECTSHIELD,
	SC_SPLASHER,
	SC_PROVIDENCE,
	SC_DEFENDER, //80
	SC_MAGICROD,
	SC_SPELLBREAKER,
	SC_AUTOSPELL,
	SC_SIGHTTRASHER,
	SC_AUTOBERSERK,
	SC_SPEARQUICKEN,
	SC_AUTOCOUNTER,
	SC_SIGHT,
	SC_SAFETYWALL,
	SC_RUWACH, //90
	SC_EXTREMITYFIST,
	SC_EXPLOSIONSPIRITS,
	SC_COMBOATTACK,
	SC_BLADESTOP_WAIT,
	SC_BLADESTOP,
	SC_PROPERTYFIRE,
	SC_PROPERTYWATER,
	SC_PROPERTYWIND,
	SC_PROPERTYGROUND,
	SC_VOLCANO, //100,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_WATK_ELEMENT,
	SC_ARMOR,
	SC_ARMORPROPERTY,
	SC_NOCHAT,
	SC_BABY,
	SC_AURABLADE,
	SC_PARRYING,
	SC_LKCONCENTRATION, //110
	SC_TENSIONRELAX,
	SC_BERSERK,
	SC_FURY,
	SC_GOSPEL,
	SC_ASSUMPTIO,
	SC_BASILICA,
	SC_GUILDAURA,
	SC_MAGICPOWER,
	SC_EDP,
	SC_TRUESIGHT, //120
	SC_WINDWALK,
	SC_MELTDOWN,
	SC_CARTBOOST,
	SC_CHASEWALK,
	SC_SWORDREJECT,
	SC_MARIONETTE_MASTER,
	SC_MARIONETTE,
	SC_PROPERTYUNDEAD,
	SC_JOINTBEAT,
	SC_MINDBREAKER, //130
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	SC_DEVOTION,
	SC_SACRIFICE,
	SC_STEELBODY,
	SC_ORCISH,
	SC_STORMKICK_READY,
	SC_DOWNKICK_READY,
	SC_TURNKICK_READY, //140
	SC_COUNTERKICK_READY,
	SC_DODGE_READY,
	SC_RUN,
	SC_PROPERTYDARK,
	SC_ADRENALINE2,
	SC_PROPERTYTELEKINESIS,
	SC_KAIZEL,
	SC_KAAHI,
	SC_KAUPE,
	SC_ONEHANDQUICKEN, //150
	SC_PRESERVE,
	SC_GDSKILL_BATTLEORDER,
	SC_GDSKILL_REGENERATION,
	SC_DOUBLECASTING,
	SC_GRAVITATION,
	SC_OVERTHRUSTMAX,
	SC_LONGING,
	SC_HERMODE,
	SC_TAROTCARD,
	SC_CR_SHRINK, //160
	SC_WZ_SIGHTBLASTER,
	SC_DC_WINKCHARM,
	SC_RG_CCONFINE_M,
	SC_RG_CCONFINE_S,
	SC_DANCING,
	SC_ARMOR_PROPERTY,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
	SC_NIBELUNGEN, //170
	SC_ROKISWEIL,
	SC_INTOABYSS,
	SC_SIEGFRIED,
	SC_WHISTLE,
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	SC_MODECHANGE,
	SC_HUMMING,
	SC_DONTFORGETME, //180
	SC_FORTUNE,
	SC_SERVICEFORYOU,
	SC_STOP,	//Prevents inflicted chars from walking. [Skotlex]
	SC_STRUP,
	SC_SOULLINK,
	SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
	SC_CLAIRVOYANCE,
	SC_INCALLSTATUS,
	SC_CHASEWALK2,
	SC_INCAGI, //190
	SC_INCVIT,
	SC_INCINT,
	SC_INCDEX,
	SC_INCLUK,
	SC_INCHIT,
	SC_INCHITRATE,
	SC_INCFLEE,
	SC_INCFLEERATE,
	SC_INCMHPRATE,
	SC_INCMSPRATE, //200
	SC_INCATKRATE,
	SC_INCMATKRATE,
	SC_INCDEFRATE,
	SC_FOOD_STR,
	SC_FOOD_AGI,
	SC_FOOD_VIT,
	SC_FOOD_INT,
	SC_FOOD_DEX,
	SC_FOOD_LUK,
	SC_FOOD_BASICHIT, //210
	SC_FOOD_BASICAVOIDANCE,
	SC_BATKFOOD,
	SC_WATKFOOD,
	SC_MATKFOOD,
	SC_SCRESIST, //Increases resistance to status changes.
	SC_XMAS, // Xmas Suit [Valaris]
	SC_WARM, //SG skills [Komurka]
	SC_SUN_COMFORT,
	SC_MOON_COMFORT,
	SC_STAR_COMFORT, //220
	SC_FUSION,
	SC_SKILLRATE_UP,
	SC_SKE,
	SC_KAITE,
	SC_SWOO, // [marquis007]
	SC_SKA, // [marquis007]
	SC_EARTHSCROLL,
	SC_MIRACLE, //SG 'hidden' skill [Komurka]
	SC_GS_MADNESSCANCEL,
	SC_GS_ADJUSTMENT,  //230
	SC_GS_ACCURACY,
	SC_GS_GATLINGFEVER,
	SC_NJ_TATAMIGAESHI,
	SC_NJ_UTSUSEMI,
	SC_NJ_BUNSINJYUTSU,
	SC_NJ_KAENSIN,
	SC_NJ_SUITON,
	SC_NJ_NEN,
	SC_KNOWLEDGE,
	SC_SMA_READY,	//240
	SC_FLING,
	SC_HLIF_AVOID,
	SC_HLIF_CHANGE,
	SC_HAMI_BLOODLUST,
	SC_HLIF_FLEET,
	SC_HLIF_SPEED,
	SC_HAMI_DEFENCE,
	SC_INCASPDRATE,
	SC_PLUSAVOIDVALUE,
	SC_JAILED,	//250
	SC_ENCHANTARMS,
	SC_MAGICALATTACK,
	SC_STONESKIN,
	SC_CRITICALWOUND,
	SC_MAGICMIRROR,
	SC_SLOWCAST,
	SC_SUMMER,
	SC_CASH_PLUSEXP,
	SC_CASH_RECEIVEITEM,
	SC_CASH_BOSS_ALARM,  //260
	SC_CASH_DEATHPENALTY,
	SC_CRITICALPERCENT,
	//SC_INCDEF,
	//SC_INCBASEATK = 264,
	//SC_FASTCAST,
	SC_PROTECT_MDEF = 266,
	//SC_HPREGEN,
	SC_HEALPLUS = 268,
	SC_PNEUMA,
	SC_AUTOTRADE, //270
	SC_KSPROTECTED,
	SC_ARMOR_RESIST,
	SC_ATKER_BLOOD,
	SC_TARGET_BLOOD,
	SC_TK_SEVENWIND,
	SC_PROTECT_DEF,
	//SC_SPREGEN,
	SC_WALKSPEED = 278,

	// Mercenary Only Bonus Effects
	SC_MER_FLEE,
	SC_MER_ATK, //280
	SC_MER_HP,
	SC_MER_SP,
	SC_MER_HIT,
	SC_MER_QUICKEN,

	SC_REBIRTH,
	//SC_SKILLCASTRATE, //286
	//SC_DEFRATIOATK,
	//SC_HPDRAIN,
	//SC_SKILLATKBONUS,
	SC_ITEMSCRIPT = 290,
	SC_S_LIFEPOTION,
	SC_L_LIFEPOTION,
	SC_CASH_PLUSONLYJOBEXP,
	//SC_IGNOREDEF,
	SC_HELLPOWER = 295,
	SC_INVINCIBLE,
	SC_INVINCIBLEOFF,
	SC_MANU_ATK,
	SC_MANU_DEF,
	SC_SPL_ATK, //300
	SC_SPL_DEF,
	SC_MANU_MATK,
	SC_SPL_MATK,
	SC_FOOD_STR_CASH,
	SC_FOOD_AGI_CASH,
	SC_FOOD_VIT_CASH,
	SC_FOOD_DEX_CASH,
	SC_FOOD_INT_CASH,
	SC_FOOD_LUK_CASH,
	/**
	 * 3rd
	 **/
	SC_FEAR,
	SC_FROSTMISTY,
	/**
	 * Rune Knight
	 **/
	SC_ENCHANTBLADE,
	SC_DEATHBOUND,
	SC_MILLENNIUMSHIELD,
	SC_CRUSHSTRIKE,
	SC_REFRESH,
	SC_REUSE_REFRESH,
	SC_GIANTGROWTH,
	SC_STONEHARDSKIN,
	SC_VITALITYACTIVATION,
	SC_STORMBLAST,
	SC_FIGHTINGSPIRIT,
	SC_ABUNDANCE,
	/**
	 * Arch Bishop
     **/
	SC_ADORAMUS,
	SC_EPICLESIS,
	SC_ORATIO,
	SC_LAUDAAGNUS,
	SC_LAUDARAMUS,
	SC_RENOVATIO,
	SC_EXPIATIO,
	SC_DUPLELIGHT,
	SC_SECRAMENT,
	/**
	 * Warlock
	 **/
	SC_WHITEIMPRISON,
	SC_MARSHOFABYSS,
	SC_RECOGNIZEDSPELL,
	SC_STASIS,
	SC_SUMMON1,
	SC_SUMMON2,
	SC_SUMMON3,
	SC_SUMMON4,
	SC_SUMMON5,
	SC_READING_SB,
	SC_FREEZINGSP,
	/**
	 * Ranger
	 **/
	SC_FEARBREEZE,
	SC_ELECTRICSHOCKER,
	SC_WUGDASH,
	SC_WUGBITE,
	SC_CAMOUFLAGE,
	/**
	 * Mechanic
	 **/
	SC_ACCELERATION,
	SC_HOVERING,
	SC_SHAPESHIFT,
	SC_INFRAREDSCAN,
	SC_ANALYZE,
	SC_MAGNETICFIELD,
	SC_NEUTRALBARRIER,
	SC_NEUTRALBARRIER_MASTER,
	SC_STEALTHFIELD,
	SC_STEALTHFIELD_MASTER,
	SC_OVERHEAT,
	SC_OVERHEAT_LIMITPOINT,
	/**
	 * Guillotine Cross
	 **/
	SC_VENOMIMPRESS,
	SC_POISONINGWEAPON,
	SC_WEAPONBLOCKING,
	SC_CLOAKINGEXCEED,
	SC_HALLUCINATIONWALK,
	SC_HALLUCINATIONWALK_POSTDELAY,
	SC_ROLLINGCUTTER,
	SC_TOXIN,
	SC_PARALYSE,
	SC_VENOMBLEED,
	SC_MAGICMUSHROOM,
	SC_DEATHHURT,
	SC_PYREXIA,
	SC_OBLIVIONCURSE,
	SC_LEECHESEND,
	/**
	 * Royal Guard
	 **/
	SC_LG_REFLECTDAMAGE,
	SC_FORCEOFVANGUARD,
	SC_SHIELDSPELL_DEF,
	SC_SHIELDSPELL_MDEF,
	SC_SHIELDSPELL_REF,
	SC_EXEEDBREAK,
	SC_PRESTIGE,
	SC_BANDING,
	SC_BANDING_DEFENCE,
	SC_EARTHDRIVE,
	SC_INSPIRATION,
	/**
	 * Sorcerer
	 **/
	SC_SPELLFIST,
	SC_CRYSTALIZE,
	SC_STRIKING,
	SC_WARMER,
	SC_VACUUM_EXTREME,
	SC_PROPERTYWALK,
	/**
	 * Minstrel / Wanderer
	 **/
	SC_SWING,
	SC_SYMPHONY_LOVE,
	SC_MOONLIT_SERENADE,
	SC_RUSH_WINDMILL,
	SC_ECHOSONG,
	SC_HARMONIZE,
	SC_SIREN,
	SC_DEEP_SLEEP,
	SC_SIRCLEOFNATURE,
	SC_GLOOMYDAY,
	SC_GLOOMYDAY_SK,
	SC_SONG_OF_MANA,
	SC_DANCE_WITH_WUG,
	SC_SATURDAY_NIGHT_FEVER,
	SC_LERADS_DEW,
	SC_MELODYOFSINK,
	SC_BEYOND_OF_WARCRY,
	SC_UNLIMITED_HUMMING_VOICE,
	SC_SITDOWN_FORCE,
	SC_NETHERWORLD,
	/**
	 * Sura
	 **/
	SC_CRESCENTELBOW,
	SC_CURSEDCIRCLE_ATKER,
	SC_CURSEDCIRCLE_TARGET,
	SC_LIGHTNINGWALK,
	SC_RAISINGDRAGON,
	SC_GENTLETOUCH_ENERGYGAIN,
	SC_GENTLETOUCH_CHANGE,
	SC_GENTLETOUCH_REVITALIZE,
	/**
	 * Genetic
	 **/
	SC_GN_CARTBOOST,
	SC_THORNS_TRAP,
	SC_BLOOD_SUCKER,
	SC_FIRE_EXPANSION_SMOKE_POWDER,
	SC_FIRE_EXPANSION_TEAR_GAS,
	SC_MANDRAGORA,
	SC_STOMACHACHE,
	SC_MYSTERIOUS_POWDER,
	SC_MELON_BOMB,
	SC_BANANA_BOMB,
	SC_BANANA_BOMB_SITDOWN_POSTDELAY,
	SC_SAVAGE_STEAK,
	SC_COCKTAIL_WARG_BLOOD,
	SC_MINOR_BBQ,
	SC_SIROMA_ICE_TEA,
	SC_DROCERA_HERB_STEAMED,
	SC_PUTTI_TAILS_NOODLES,
	SC_BOOST500,
	SC_FULL_SWING_K,
	SC_MANA_PLUS,
	SC_MUSTLE_M,
	SC_LIFE_FORCE_F,
	SC_EXTRACT_WHITE_POTION_Z,
	SC_VITATA_500,
	SC_EXTRACT_SALAMINE_JUICE,
	/**
	 * Shadow Chaser
	 **/
	SC__REPRODUCE,
	SC__AUTOSHADOWSPELL,
	SC__SHADOWFORM,
	SC__BODYPAINT,
	SC__INVISIBILITY,
	SC__DEADLYINFECT,
	SC__ENERVATION,
	SC__GROOMY,
	SC__IGNORANCE,
	SC__LAZINESS,
	SC__UNLUCKY,
	SC__WEAKNESS,
	SC__STRIPACCESSARY,
	SC__MANHOLE,
	SC__BLOODYLUST,
	/**
	 * Elemental Spirits
	 **/
	SC_CIRCLE_OF_FIRE,
	SC_CIRCLE_OF_FIRE_OPTION,
	SC_FIRE_CLOAK,
	SC_FIRE_CLOAK_OPTION,
	SC_WATER_SCREEN,
	SC_WATER_SCREEN_OPTION,
	SC_WATER_DROP,
	SC_WATER_DROP_OPTION,
	SC_WATER_BARRIER,
	SC_WIND_STEP,
	SC_WIND_STEP_OPTION,
	SC_WIND_CURTAIN,
	SC_WIND_CURTAIN_OPTION,
	SC_ZEPHYR,
	SC_SOLID_SKIN,
	SC_SOLID_SKIN_OPTION,
	SC_STONE_SHIELD,
	SC_STONE_SHIELD_OPTION,
	SC_POWER_OF_GAIA,
	SC_PYROTECHNIC,
	SC_PYROTECHNIC_OPTION,
	SC_HEATER,
	SC_HEATER_OPTION,
	SC_TROPIC,
	SC_TROPIC_OPTION,
	SC_AQUAPLAY,
	SC_AQUAPLAY_OPTION,
	SC_COOLER,
	SC_COOLER_OPTION,
	SC_CHILLY_AIR,
	SC_CHILLY_AIR_OPTION,
	SC_GUST,
	SC_GUST_OPTION,
	SC_BLAST,
	SC_BLAST_OPTION,
	SC_WILD_STORM,
	SC_WILD_STORM_OPTION,
	SC_PETROLOGY,
	SC_PETROLOGY_OPTION,
	SC_CURSED_SOIL,
	SC_CURSED_SOIL_OPTION,
	SC_UPHEAVAL,
	SC_UPHEAVAL_OPTION,
	SC_TIDAL_WEAPON,
	SC_TIDAL_WEAPON_OPTION,
	SC_ROCK_CRUSHER,
	SC_ROCK_CRUSHER_ATK,
	/* Guild Aura */
	SC_LEADERSHIP,
	SC_GLORYWOUNDS,
	SC_SOULCOLD,
	SC_HAWKEYES,
	/* ... */
	SC_ODINS_POWER,
	/* Sorcerer .extra */
	SC_FIRE_INSIGNIA,
	SC_WATER_INSIGNIA,
	SC_WIND_INSIGNIA, 
	SC_EARTH_INSIGNIA,
	/* new pushcart */
	SC_PUSH_CART,
	/* Warlock Spell books */
	SC_SPELLBOOK1,
	SC_SPELLBOOK2,
	SC_SPELLBOOK3,
	SC_SPELLBOOK4,
	SC_SPELLBOOK5,
	SC_SPELLBOOK6,
/**
 * In official server there are only 7 maximum number of spell books that can be memorized
 * To increase the maximum value just add another status type before SC_SPELLBOOK7 (ex. SC_SPELLBOOK8, SC_SPELLBOOK9 and so on)
 **/
	SC_SPELLBOOK7,
	/* Max HP & SP */
	SC_INCMHP,
	SC_INCMSP,
	SC_PARTYFLEE, 
	/**
	* Kagerou & Oboro [malufett]
	**/
	SC_MEIKYOUSISUI,
	SC_KO_JYUMONJIKIRI,
	SC_KYOUGAKU,
	SC_IZAYOI,
	SC_ZENKAI,
	SC_KG_KAGEHUMI,
	SC_KYOMU,
	SC_KAGEMUSYA,
	SC_ZANGETSU,
	SC_GENSOU,
	SC_AKAITSUKI,
	
	//homon S
	SC_STYLE_CHANGE,        
    SC_GOLDENE_FERSE,
    SC_ANGRIFFS_MODUS,
    SC_ERASER_CUTTER,
    SC_OVERED_BOOST,        
    SC_LIGHT_OF_REGENE,
    SC_VOLCANIC_ASH,
    SC_GRANITIC_ARMOR,
    SC_MAGMA_FLOW,
    SC_PYROCLASTIC,
    SC_NEEDLE_OF_PARALYZE,
    SC_PAIN_KILLER,
#ifdef RENEWAL	
	SC_EXTREMITYFIST2,
	SC_RAID,
#endif
	SC_DARKCROW = 553,
	SC_FULL_THROTTLE,
	SC_REBOUND,
	SC_UNLIMIT,
	SC_KINGS_GRACE,
	SC_TELEKINESIS_INTENSE,
	SC_OFFERTORIUM,
	SC_FRIGG_SONG,
	
	SC_ALL_RIDING,
	SC_HANBOK,

	SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;

// Official status change ids, used to display status icons on the client.
enum si_type {
	SI_BLANK		= -1,
	SI_PROVOKE		= 0, 
	SI_ENDURE		= 1, 
	SI_TWOHANDQUICKEN		= 2, 
	SI_CONCENTRATION		= 3, 
	SI_HIDING		= 4, 
	SI_CLOAKING		= 5, 
	SI_ENCHANTPOISON		= 6, 
	SI_POISONREACT		= 7, 
	SI_QUAGMIRE		= 8, 
	SI_ANGELUS		= 9, 
	SI_BLESSING		= 10, 
	SI_CRUCIS		= 11, 
	SI_INC_AGI		= 12, 
	SI_DEC_AGI		= 13, 
	SI_SLOWPOISON		= 14, 
	SI_IMPOSITIO		= 15, 
	SI_SUFFRAGIUM		= 16, 
	SI_ASPERSIO		= 17, 
	SI_BENEDICTIO		= 18, 
	SI_KYRIE		= 19, 
	SI_MAGNIFICAT		= 20, 
	SI_GLORIA		= 21, 
	SI_LEXAETERNA		= 22, 
	SI_ADRENALINE		= 23, 
	SI_WEAPONPERFECT		= 24, 
	SI_OVERTHRUST		= 25, 
	SI_MAXIMIZE		= 26, 
	SI_RIDING		= 27, 
	SI_FALCON		= 28, 
	SI_TRICKDEAD		= 29, 
	SI_SHOUT		= 30, 
	SI_ENERGYCOAT		= 31, 
	SI_BROKENARMOR		= 32, 
	SI_BROKENWEAPON		= 33, 
	SI_ILLUSION		= 34, 
	SI_WEIGHTOVER50		= 35, 
	SI_WEIGHTOVER90		= 36, 
	SI_ATTHASTE_POTION1		= 37, 
	SI_ATTHASTE_POTION2		= 38, 
	SI_ATTHASTE_POTION3		= 39, 
	SI_ATTHASTE_INFINITY		= 40, 
	SI_MOVHASTE_POTION		= 41, 
	SI_MOVHASTE_INFINITY		= 42,
//	SI_AUTOCOUNTER = 43,
//	SI_SPLASHER = 44,
	SI_ANKLESNARE = 45,
	SI_POSTDELAY		= 46,
//	SI_NOACTION = 47,
//	SI_IMPOSSIBLEPICKUP = 48,
//	SI_BARRIER = 49,
	SI_NOEQUIPWEAPON		= 50, 
	SI_NOEQUIPSHIELD		= 51, 
	SI_NOEQUIPARMOR		= 52, 
	SI_NOEQUIPHELM		= 53, 
	SI_PROTECTWEAPON		= 54, 
	SI_PROTECTSHIELD		= 55, 
	SI_PROTECTARMOR		= 56, 
	SI_PROTECTHELM		= 57, 
	SI_AUTOGUARD		= 58, 
	SI_REFLECTSHIELD		= 59, 
//	SI_DEVOTION = 60,
	SI_PROVIDENCE		= 61,
	SI_DEFENDER		= 62,
//	SI_MAGICROD = 63,
//	SI_WEAPONPROPERTY = 64,
	SI_AUTOSPELL		= 65,
//	SI_SPECIALZONE = 66,
//	SI_MASK = 67,
	SI_SPEARQUICKEN		= 68,
//	SI_BDPLAYING = 69,
//	SI_WHISTLE = 70,
//	SI_ASSASSINCROSS = 71,
//	SI_POEMBRAGI = 72,
//	SI_APPLEIDUN = 73,
//	SI_HUMMING = 74,
//	SI_DONTFORGETME = 75,
//	SI_FORTUNEKISS = 76,
//	SI_SERVICEFORYOU = 77,
//	SI_RICHMANKIM = 78,
//	SI_ETERNALCHAOS = 79,
//	SI_DRUMBATTLEFIELD = 80,
//	SI_RINGNIBELUNGEN = 81,
//	SI_ROKISWEIL = 82,
//	SI_INTOABYSS = 83,
//	SI_SIEGFRIED = 84,
//	SI_BLADESTOP = 85,
	SI_EXPLOSIONSPIRITS	= 86,
	SI_STEELBODY		= 87,
	SI_EXTREMITYFIST = 88,
//	SI_COMBOATTACK = 89,
	SI_PROPERTYFIRE		= 90, 
	SI_PROPERTYWATER		= 91, 
	SI_PROPERTYWIND		= 92, 
	SI_PROPERTYGROUND		= 93, 
//	SI_MAGICATTACK = 94,
	SI_STOP			= 95,
//	SI_WEAPONBRAKER = 96,
	SI_PROPERTYUNDEAD		= 97, 
//	SI_POWERUP = 98,
//	SI_AGIUP = 99,
//	SI_SIEGEMODE = 100,
//	SI_INVISIBLE = 101,
//	SI_STATUSONE = 102,
	SI_AURABLADE		= 103, 
	SI_PARRYING		= 104, 
	SI_LKCONCENTRATION		= 105, 
	SI_TENSIONRELAX		= 106, 
	SI_BERSERK		= 107,
//	SI_SACRIFICE = 108,
//	SI_GOSPEL = 109,
	SI_ASSUMPTIO		= 110,
//	SI_BASILICA = 111,
	SI_GROUNDMAGIC		= 112,
	SI_MAGICPOWER		= 113,
	SI_EDP			= 114,
	SI_TRUESIGHT		= 115,
	SI_WINDWALK		= 116,
	SI_MELTDOWN		= 117,
	SI_CARTBOOST		= 118,
//	SI_CHASEWALK = 119,
	SI_SWORDREJECT		= 120, 
	SI_MARIONETTE_MASTER		= 121, 
	SI_MARIONETTE		= 122, 
	SI_MOON		= 123, 
	SI_BLOODING		= 124, 
	SI_JOINTBEAT		= 125,
//	SI_MINDBREAKER = 126,
//	SI_MEMORIZE = 127,
//	SI_FOGWALL = 128,
//	SI_SPIDERWEB = 129,
	SI_PROTECTEXP			= 130,
//	SI_SUB_WEAPONPROPERTY = 131,
	SI_AUTOBERSERK		= 132,
	SI_RUN			= 133,
	SI_TING			= 134,
	SI_STORMKICK_ON		= 135, 
	SI_STORMKICK_READY		= 136, 
	SI_DOWNKICK_ON		= 137, 
	SI_DOWNKICK_READY		= 138, 
	SI_TURNKICK_ON		= 139, 
	SI_TURNKICK_READY		= 140, 
	SI_COUNTER_ON		= 141, 
	SI_COUNTER_READY		= 142, 
	SI_DODGE_ON		= 143, 
	SI_DODGE_READY		= 144, 
	SI_STRUP		= 145,
	SI_PROPERTYDARK		= 146, 
	SI_ADRENALINE2		= 147, 
	SI_PROPERTYTELEKINESIS		= 148, 
	SI_SOULLINK		= 149, 
	SI_PLUSATTACKPOWER		= 150, 
	SI_PLUSMAGICPOWER		= 151, 
	SI_DEVIL1		= 152, 
	SI_KAITE		= 153,
//	SI_SWOO = 154,
//	SI_STAR2 = 155,
	SI_KAIZEL		= 156,
	SI_KAAHI		= 157,
	SI_KAUPE		= 158,
	SI_SMA_READY			= 159,
	SI_SKE		= 160,
	SI_ONEHANDQUICKEN		= 161,
//	SI_FRIEND = 162,
//	SI_FRIENDUP = 163,
//	SI_SG_WARM = 164,
	SI_SG_SUN_WARM			= 165,
//	166 | The three show the exact same display: ultra red character (165, 166, 167)
//	167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
//	SI_EMOTION = 168,
	SI_SUN_COMFORT		= 169,
	SI_MOON_COMFORT		= 170,
	SI_STAR_COMFORT		= 171,
//	SI_EXPUP = 172,
//	SI_GDSKILL_BATTLEORDER = 173,
//	SI_GDSKILL_REGENERATION = 174,
//	SI_GDSKILL_POSTDELAY = 175,
//	SI_RESISTHANDICAP = 176,
//	SI_MAXHPPERCENT = 177,
//	SI_MAXSPPERCENT = 178,
//	SI_DEFENCE = 179,
//	SI_SLOWDOWN = 180,
	SI_PRESERVE		= 181,
	SI_INCSTR		= 182,
//	SI_NOT_EXTREMITYFIST = 183,
	SI_CLAIRVOYANCE		= 184,
//	SI_MOVESLOW_POTION = 185,
	SI_DOUBLECASTING		= 186,
//	SI_GRAVITATION = 187,
	SI_OVERTHRUSTMAX	= 188,
//	SI_LONGING = 189,
//	SI_HERMODE = 190,
	SI_TAROTCARD		= 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
//	SI_HLIF_AVOID = 192,
//	SI_HFLI_FLEET = 193,
//	SI_HFLI_SPEED = 194,
//	SI_HLIF_CHANGE = 195,
//	SI_HAMI_BLOODLUST = 196,
	SI_CR_SHRINK		= 197, 
	SI_WZ_SIGHTBLASTER		= 198, 
	SI_DC_WINKCHARM		= 199, 
	SI_RG_CCONFINE_M		= 200, 
	SI_RG_CCONFINE_S		= 201, 
//	SI_DISABLEMOVE = 202,
	SI_GS_MADNESSCANCEL	= 203,	//[blackhole89] 
	SI_GS_GATLINGFEVER		= 204, 
	SI_EARTHSCROLL		= 205, 
	SI_NJ_UTSUSEMI		= 206, 
	SI_NJ_BUNSINJYUTSU		= 207, 
	SI_NJ_NEN		= 208, 
	SI_GS_ADJUSTMENT		= 209, 
	SI_GS_ACCURACY		= 210, 
	SI_NJ_SUITON = 211,
//	SI_PET = 212,
//	SI_MENTAL = 213,
//	SI_EXPMEMORY = 214,
//	SI_PERFORMANCE = 215,
//	SI_GAIN = 216,
//	SI_GRIFFON = 217,
//	SI_DRIFT = 218,
//	SI_WALLSHIFT = 219,
//	SI_REINCARNATION = 220,
//	SI_PATTACK = 221,
//	SI_PSPEED = 222,
//	SI_PDEFENSE = 223,
//	SI_PCRITICAL = 224,
//	SI_RANKING = 225,
//	SI_PTRIPLE = 226,
//	SI_DENERGY = 227,
//	SI_WAVE1 = 228,
//	SI_WAVE2 = 229,
//	SI_WAVE3 = 230,
//	SI_WAVE4 = 231,
//	SI_DAURA = 232,
//	SI_DFREEZER = 233,
//	SI_DPUNISH = 234,
//	SI_DBARRIER = 235,
//	SI_DWARNING = 236,
//	SI_MOUSEWHEEL = 237,
//	SI_DGAUGE = 238,
//	SI_DACCEL = 239,
//	SI_DBLOCK = 240,
	SI_FOOD_STR		= 241,
	SI_FOOD_AGI		= 242,
	SI_FOOD_VIT		= 243,
	SI_FOOD_DEX		= 244,
	SI_FOOD_INT		= 245,
	SI_FOOD_LUK		= 246,
	SI_FOOD_BASICAVOIDANCE		= 247, 
	SI_FOOD_BASICHIT		= 248, 
	SI_FOOD_CRITICALSUCCESSVALUE		= 249, 
	SI_CASH_PLUSEXP		= 250, 
	SI_CASH_DEATHPENALTY		= 251, 
	SI_CASH_RECEIVEITEM		= 252, 
	SI_CASH_BOSS_ALARM		= 253, 
//	SI_DA_ENERGY = 254,
//	SI_DA_FIRSTSLOT = 255,
//	SI_DA_HEADDEF = 256,
//	SI_DA_SPACE = 257,
//	SI_DA_TRANSFORM = 258,
//	SI_DA_ITEMREBUILD = 259,
//	SI_DA_ILLUSION = 260, //All mobs display as Turtle General
//	SI_DA_DARKPOWER = 261,
//	SI_DA_EARPLUG = 262,
//	SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
//	SI_DA_BLACK = 264, //For short time blurry screen
//	SI_DA_MAGICCART = 265,
//	SI_CRYSTAL = 266,
//	SI_DA_REBUILD = 267,
//	SI_DA_EDARKNESS = 268,
//	SI_DA_EGUARDIAN = 269,
//	SI_DA_TIMEOUT = 270,
	SI_FOOD_STR_CASH = 271,
	SI_FOOD_AGI_CASH = 272,
	SI_FOOD_VIT_CASH = 273,
	SI_FOOD_DEX_CASH = 274,
	SI_FOOD_INT_CASH = 275,
	SI_FOOD_LUK_CASH = 276,
	SI_MER_FLEE	= 277,
	SI_MER_ATK	= 278,
	SI_MER_HP	= 279,
	SI_MER_SP	= 280,
	SI_MER_HIT	= 281,
	SI_SLOWCAST		= 282,
//	SI_MAGICMIRROR = 283,
//	SI_STONESKIN = 284,
//	SI_ANTIMAGIC = 285,
	SI_CRITICALWOUND	= 286,
//	SI_NPC_DEFENDER = 287,
//	SI_NOACTION_WAIT = 288,
	SI_MOVHASTE_HORSE		= 289, 
	SI_PROTECT_DEF		= 290, 
	SI_PROTECT_MDEF		= 291, 
	SI_HEALPLUS		= 292, 
	SI_S_LIFEPOTION		= 293, 
	SI_L_LIFEPOTION		= 294, 
	SI_CRITICALPERCENT		= 295, 
	SI_PLUSAVOIDVALUE		= 296, 
//	SI_ATKER_ASPD = 297,
//	SI_TARGET_ASPD = 298,
//	SI_ATKER_MOVESPEED = 299,
	SI_ATKER_BLOOD = 300,
	SI_TARGET_BLOOD = 301,
	SI_ARMOR_PROPERTY = 302,
//	SI_REUSE_LIMIT_A = 303,
	SI_HELLPOWER = 304,
//	SI_STEAMPACK = 305,
//	SI_REUSE_LIMIT_B = 306,
//	SI_REUSE_LIMIT_C = 307,
//	SI_REUSE_LIMIT_D = 308,
//	SI_REUSE_LIMIT_E = 309,
//	SI_REUSE_LIMIT_F = 310,
	SI_INVINCIBLE = 311,
	SI_CASH_PLUSONLYJOBEXP = 312,
	SI_PARTYFLEE = 313,
//	SI_ANGEL_PROTECT = 314,
//	SI_ENDURE_MDEF = 315,
	SI_ENCHANTBLADE = 316,
	SI_DEATHBOUND = 317,
	SI_REFRESH = 318,
	SI_GIANTGROWTH = 319,
	SI_STONEHARDSKIN = 320,
	SI_VITALITYACTIVATION = 321,
	SI_FIGHTINGSPIRIT = 322,
	SI_ABUNDANCE = 323,
	SI_REUSE_MILLENNIUMSHIELD = 324,
	SI_REUSE_CRUSHSTRIKE = 325,
	SI_REUSE_REFRESH = 326,
	SI_REUSE_STORMBLAST = 327,
	SI_VENOMIMPRESS = 328,
	SI_EPICLESIS = 329,
	SI_ORATIO = 330,
	SI_LAUDAAGNUS = 331,
	SI_LAUDARAMUS = 332,
	SI_CLOAKINGEXCEED = 333,
	SI_HALLUCINATIONWALK = 334,
	SI_HALLUCINATIONWALK_POSTDELAY = 335,
	SI_RENOVATIO = 336,
	SI_WEAPONBLOCKING = 337,
	SI_WEAPONBLOCKING_POSTDELAY = 338,
	SI_ROLLINGCUTTER = 339,
	SI_EXPIATIO = 340,
	SI_POISONINGWEAPON = 341,
	SI_TOXIN = 342,
	SI_PARALYSE = 343,
	SI_VENOMBLEED = 344,
	SI_MAGICMUSHROOM = 345,
	SI_DEATHHURT = 346,
	SI_PYREXIA = 347,
	SI_OBLIVIONCURSE = 348,
	SI_LEECHESEND = 349,
	SI_DUPLELIGHT = 350,
	SI_FROSTMISTY = 351,
	SI_FEARBREEZE = 352,
	SI_ELECTRICSHOCKER = 353,
	SI_MARSHOFABYSS = 354,
	SI_RECOGNIZEDSPELL = 355,
	SI_STASIS = 356,
	SI_WUGRIDER = 357,
	SI_WUGDASH = 358,
	SI_WUGBITE = 359,
	SI_CAMOUFLAGE = 360,
	SI_ACCELERATION = 361,
	SI_HOVERING = 362,
	SI_SPHERE_1 = 363,
	SI_SPHERE_2 = 364,
	SI_SPHERE_3 = 365,
	SI_SPHERE_4 = 366,
	SI_SPHERE_5 = 367,
	SI_MVPCARD_TAOGUNKA = 368,
	SI_MVPCARD_MISTRESS = 369,
	SI_MVPCARD_ORCHERO = 370,
	SI_MVPCARD_ORCLORD = 371,
	SI_OVERHEAT_LIMITPOINT = 372,
	SI_OVERHEAT = 373,
	SI_SHAPESHIFT = 374,
	SI_INFRAREDSCAN = 375,
	SI_MAGNETICFIELD = 376,
	SI_NEUTRALBARRIER = 377,
	SI_NEUTRALBARRIER_MASTER = 378,
	SI_STEALTHFIELD = 379,
	SI_STEALTHFIELD_MASTER = 380,
	SI_MANU_ATK = 381, 
	SI_MANU_DEF = 382, 
	SI_SPL_ATK = 383, 
	SI_SPL_DEF = 384, 
	SI_REPRODUCE = 385,
	SI_MANU_MATK = 386,
	SI_SPL_MATK = 387,
	SI_STR_SCROLL = 388,
	SI_INT_SCROLL = 389,
	SI_LG_REFLECTDAMAGE = 390,
	SI_FORCEOFVANGUARD = 391,
	SI_BUCHEDENOEL = 392,
	SI_AUTOSHADOWSPELL = 393,
	SI_SHADOWFORM = 394,
	SI_RAID = 395,
	SI_SHIELDSPELL_DEF = 396,
	SI_SHIELDSPELL_MDEF = 397,
	SI_SHIELDSPELL_REF = 398,
	SI_BODYPAINT = 399,
	SI_EXEEDBREAK = 400,
	SI_ADORAMUS = 401,
	SI_PRESTIGE = 402,
	SI_INVISIBILITY = 403,
	SI_DEADLYINFECT = 404,
	SI_BANDING = 405,
	SI_EARTHDRIVE = 406,
	SI_INSPIRATION = 407,
	SI_ENERVATION = 408,
	SI_GROOMY = 409,
	SI_RAISINGDRAGON = 410,
	SI_IGNORANCE = 411,
	SI_LAZINESS = 412,
	SI_LIGHTNINGWALK = 413,
	SI_ACARAJE = 414,
	SI_UNLUCKY = 415,
	SI_CURSEDCIRCLE_ATKER = 416,
	SI_CURSEDCIRCLE_TARGET = 417,
	SI_WEAKNESS = 418,
	SI_CRESCENTELBOW = 419,
	SI_NOEQUIPACCESSARY = 420,
	SI_STRIPACCESSARY = 421,
	SI_MANHOLE = 422,
	SI_POPECOOKIE = 423,
	SI_FALLENEMPIRE = 424,
	SI_GENTLETOUCH_ENERGYGAIN = 425,
	SI_GENTLETOUCH_CHANGE = 426,
	SI_GENTLETOUCH_REVITALIZE = 427,
	SI_BLOODYLUST = 428,
	SI_SWINGDANCE = 429,
	SI_SYMPHONYOFLOVERS = 430,
	SI_PROPERTYWALK = 431,
	SI_SPELLFIST = 432,
	SI_NETHERWORLD = 433,
	SI_SIREN = 434,
	SI_DEEPSLEEP = 435,
	SI_SIRCLEOFNATURE = 436,
	SI_COLD = 437,
	SI_GLOOMYDAY = 438,
	SI_SONG_OF_MANA = 439,
	SI_CLOUDKILL = 440,
	SI_DANCEWITHWUG = 441,
	SI_RUSHWINDMILL = 442,
	SI_ECHOSONG = 443,
	SI_HARMONIZE = 444,
	SI_STRIKING = 445,
	SI_WARMER = 446,
	SI_MOONLITSERENADE = 447,
	SI_SATURDAYNIGHTFEVER = 448,
	SI_SITDOWN_FORCE = 449,
	SI_ANALYZE = 450,
	SI_LERADSDEW = 451,
	SI_MELODYOFSINK = 452,
	SI_WARCRYOFBEYOND = 453,
	SI_UNLIMITEDHUMMINGVOICE = 454,
	SI_SPELLBOOK1 = 455,
	SI_SPELLBOOK2 = 456,
	SI_SPELLBOOK3 = 457,
	SI_FREEZE_SP = 458,
	SI_GN_TRAINING_SWORD = 459,
	SI_GN_REMODELING_CART = 460,
	SI_CARTSBOOST = 461,
	SI_FIXEDCASTINGTM_REDUCE = 462,
	SI_THORNTRAP = 463,
	SI_BLOODSUCKER = 464,
	SI_SPORE_EXPLOSION = 465,
	SI_DEMONIC_FIRE = 466,
	SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
	SI_FIRE_EXPANSION_TEAR_GAS = 468,
	SI_BLOCKING_PLAY = 469,
	SI_MANDRAGORA = 470,
	SI_ACTIVATE = 471,
	SI_SECRAMENT = 472,
	SI_ASSUMPTIO2 = 473,
	SI_TK_SEVENWIND = 474,
	SI_LIMIT_ODINS_RECALL = 475,
	SI_STOMACHACHE = 476,
	SI_MYSTERIOUS_POWDER = 477,
	SI_MELON_BOMB = 478,
	SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
	SI_PROMOTE_HEALTH_RESERCH = 480,
	SI_ENERGY_DRINK_RESERCH = 481,
	SI_EXTRACT_WHITE_POTION_Z = 482,
	SI_VITATA_500 = 483,
	SI_EXTRACT_SALAMINE_JUICE = 484,
	SI_BOOST500 = 485,
	SI_FULL_SWING_K = 486,
	SI_MANA_PLUS = 487,
	SI_MUSTLE_M = 488,
	SI_LIFE_FORCE_F = 489,
	SI_VACUUM_EXTREME = 490,
	SI_SAVAGE_STEAK = 491,
	SI_COCKTAIL_WARG_BLOOD = 492,
	SI_MINOR_BBQ = 493,
	SI_SIROMA_ICE_TEA = 494,
	SI_DROCERA_HERB_STEAMED = 495,
	SI_PUTTI_TAILS_NOODLES = 496,
	SI_BANANA_BOMB = 497,
	SI_SUMMON_AGNI = 498,
	SI_SPELLBOOK4 = 499,
	SI_SPELLBOOK5 = 500,
	SI_SPELLBOOK6 = 501,
	SI_SPELLBOOK7 = 502,
	SI_ELEMENTAL_AGGRESSIVE = 503,
	SI_RETURN_TO_ELDICASTES = 504,
	SI_BANDING_DEFENCE = 505,
	SI_SKELSCROLL = 506,
	SI_DISTRUCTIONSCROLL = 507,
	SI_ROYALSCROLL = 508,
	SI_IMMUNITYSCROLL = 509,
	SI_MYSTICSCROLL = 510,
	SI_BATTLESCROLL = 511,
	SI_ARMORSCROLL = 512,
	SI_FREYJASCROLL = 513,
	SI_SOULSCROLL = 514,
	SI_CIRCLE_OF_FIRE = 515,
	SI_CIRCLE_OF_FIRE_OPTION = 516,
	SI_FIRE_CLOAK = 517,
	SI_FIRE_CLOAK_OPTION = 518,
	SI_WATER_SCREEN = 519,
	SI_WATER_SCREEN_OPTION = 520,
	SI_WATER_DROP = 521,
	SI_WATER_DROP_OPTION = 522,
	SI_WIND_STEP = 523,
	SI_WIND_STEP_OPTION = 524,
	SI_WIND_CURTAIN = 525,
	SI_WIND_CURTAIN_OPTION = 526,
	SI_WATER_BARRIER = 527,
	SI_ZEPHYR = 528,
	SI_SOLID_SKIN = 529,
	SI_SOLID_SKIN_OPTION = 530,
	SI_STONE_SHIELD = 531,
	SI_STONE_SHIELD_OPTION = 532,
	SI_POWER_OF_GAIA = 533,
	//	SI_EL_WAIT = 534,
	//	SI_EL_PASSIVE = 535,
	//	SI_EL_DEFENSIVE = 536,
	//	SI_EL_OFFENSIVE = 537,
	//	SI_EL_COST = 538,
	SI_PYROTECHNIC = 539,
	SI_PYROTECHNIC_OPTION = 540,
	SI_HEATER = 541,
	SI_HEATER_OPTION = 542,
	SI_TROPIC = 543,
	SI_TROPIC_OPTION = 544,
	SI_AQUAPLAY = 545,
	SI_AQUAPLAY_OPTION = 546,
	SI_COOLER = 547,
	SI_COOLER_OPTION = 548,
	SI_CHILLY_AIR = 549,
	SI_CHILLY_AIR_OPTION = 550,
	SI_GUST = 551,
	SI_GUST_OPTION = 552,
	SI_BLAST = 553,
	SI_BLAST_OPTION = 554,
	SI_WILD_STORM = 555,
	SI_WILD_STORM_OPTION = 556,
	SI_PETROLOGY = 557,
	SI_PETROLOGY_OPTION = 558,
	SI_CURSED_SOIL = 559,
	SI_CURSED_SOIL_OPTION = 560,
	SI_UPHEAVAL = 561,
	SI_UPHEAVAL_OPTION = 562,
	SI_TIDAL_WEAPON = 563,
	SI_TIDAL_WEAPON_OPTION = 564,
	SI_ROCK_CRUSHER = 565,
	SI_ROCK_CRUSHER_ATK = 566,
	SI_FIRE_INSIGNIA = 567,
	SI_WATER_INSIGNIA = 568,
	SI_WIND_INSIGNIA = 569,
	SI_EARTH_INSIGNIA = 570,
	SI_EQUIPED_FLOOR = 571,
	SI_GUARDIAN_RECALL = 572,
	SI_MORA_BUFF = 573,
	SI_REUSE_LIMIT_G = 574,
	SI_REUSE_LIMIT_H = 575,
	SI_NEEDLE_OF_PARALYZE = 576,
	SI_PAIN_KILLER = 577,
	SI_G_LIFEPOTION = 578,
	SI_VITALIZE_POTION = 579,
	SI_LIGHT_OF_REGENE = 580,
	SI_OVERED_BOOST = 581,
	SI_SILENT_BREEZE = 582,
	SI_ODINS_POWER = 583,
	SI_STYLE_CHANGE = 584,
	SI_SONIC_CLAW_POSTDELAY = 585,
	// ID's 586 - 595 Currently Unused
	SI_SILVERVEIN_RUSH_POSTDELAY = 596,
	SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
	SI_GOLDENE_FERSE = 598,
	SI_ANGRIFFS_MODUS = 599,
	SI_TINDER_BREAKER = 600,
	SI_TINDER_BREAKER_POSTDELAY = 601,
	SI_CBC = 602,
	SI_CBC_POSTDELAY = 603,
	SI_EQC = 604,
	SI_MAGMA_FLOW = 605,
	SI_GRANITIC_ARMOR = 606,
	SI_PYROCLASTIC = 607,
	SI_VOLCANIC_ASH = 608,
	SI_SPIRITS_SAVEINFO1 = 609,
	SI_SPIRITS_SAVEINFO2 = 610,
	SI_MAGIC_CANDY = 611,
	SI_SEARCH_STORE_INFO = 612,
	SI_ALL_RIDING = 613,
	SI_ALL_RIDING_REUSE_LIMIT = 614,
	SI_MACRO = 615,
	SI_MACRO_POSTDELAY = 616,
	SI_BEER_BOTTLE_CAP = 617,
	SI_OVERLAPEXPUP = 618,
	SI_PC_IZ_DUN05 = 619,
	SI_CRUSHSTRIKE = 620,
	SI_MONSTER_TRANSFORM = 621,
	SI_SIT = 622,
	SI_ONAIR = 623,
	SI_MTF_ASPD = 624,
	SI_MTF_RANGEATK = 625,
	SI_MTF_MATK = 626,
	SI_MTF_MLEATKED = 627,
	SI_MTF_CRIDAMAGE = 628,
	SI_REUSE_LIMIT_MTF = 629,
	SI_MACRO_PERMIT = 630,
	SI_MACRO_PLAY = 631,
	SI_SKF_CAST = 632,
	SI_SKF_ASPD = 633,
	SI_SKF_ATK = 634,
	SI_SKF_MATK = 635,
	SI_REWARD_PLUSONLYJOBEXP = 636,
	SI_HANDICAPSTATE_NORECOVER = 637,
	SI_SET_NUM_DEF = 638,
	SI_SET_NUM_MDEF = 639,
	SI_SET_PER_DEF = 640,
	SI_SET_PER_MDEF = 641,
	SI_PARTYBOOKING_SEARCH_DEALY = 642,
	SI_PARTYBOOKING_REGISTER_DEALY = 643,
	SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
	SI_KO_JYUMONJIKIRI = 645,
	SI_MEIKYOUSISUI = 646,
	SI_ATTHASTE_CASH = 647,
	SI_EQUIPPED_DIVINE_ARMOR = 648,
	SI_EQUIPPED_HOLY_ARMOR = 649,
	SI_2011RWC = 650,
	SI_KYOUGAKU = 651,
	SI_IZAYOI = 652,
	SI_ZENKAI = 653,
	SI_KG_KAGEHUMI = 654,
	SI_KYOMU = 655,
	SI_KAGEMUSYA = 656,
	SI_ZANGETSU = 657,
	SI_PHI_DEMON = 658,
	SI_GENSOU = 659,
	SI_AKAITSUKI = 660,
	SI_TETANY = 661,
	SI_GM_BATTLE = 662,
	SI_GM_BATTLE2 = 663,
	SI_2011RWC_SCROLL = 664,
	SI_ACTIVE_MONSTER_TRANSFORM = 665,
	SI_MYSTICPOWDER = 666,
	SI_ECLAGE_RECALL = 667,
	SI_ENTRY_QUEUE_APPLY_DELAY = 668,
	SI_REUSE_LIMIT_ECL = 669,
	SI_M_LIFEPOTION = 670,
	SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
	SI_UNKNOWN_NAME = 672,
	SI_ON_PUSH_CART = 673,
	SI_HAT_EFFECT = 674,
	SI_FLOWER_LEAF = 675,
	SI_RAY_OF_PROTECTION = 676,
	SI_GLASTHEIM_ATK = 677,
	SI_GLASTHEIM_DEF = 678,
	SI_GLASTHEIM_HEAL = 679,
	SI_GLASTHEIM_HIDDEN = 680,
	SI_GLASTHEIM_STATE = 681,
	SI_GLASTHEIM_ITEMDEF = 682,
	SI_GLASTHEIM_HPSP = 683,
	SI_HOMUN_SKILL_POSTDELAY = 684,
	SI_ALMIGHTY = 685,
	SI_GVG_GIANT = 686,
	SI_GVG_GOLEM = 687,
	SI_GVG_STUN = 688,
	SI_GVG_STONE = 689,
	SI_GVG_FREEZ = 690,
	SI_GVG_SLEEP = 691,
	SI_GVG_CURSE = 692,
	SI_GVG_SILENCE = 693,
	SI_GVG_BLIND = 694,
	SI_CLIENT_ONLY_EQUIP_ARROW = 695,
	SI_CLAN_INFO = 696,
	SI_JP_EVENT01 = 697,
	SI_JP_EVENT02 = 698,
	SI_JP_EVENT03 = 699,
	SI_JP_EVENT04 = 700,
	SI_TELEPORT_FIXEDCASTINGDELAY = 701,
	SI_GEFFEN_MAGIC1 = 702,
	SI_GEFFEN_MAGIC2 = 703,
	SI_GEFFEN_MAGIC3 = 704,
	SI_QUEST_BUFF1 = 705,
	SI_QUEST_BUFF2 = 706,
	SI_QUEST_BUFF3 = 707,
	SI_REUSE_LIMIT_RECALL = 708,
	SI_SAVEPOSITION = 709,
	SI_HANDICAPSTATE_ICEEXPLO = 710,
	SI_FENRIR_CARD = 711,
	SI_REUSE_LIMIT_ASPD_POTION = 712,
	SI_MAXPAIN = 713,
	SI_PC_STOP = 714,
	SI_FRIGG_SONG = 715,
	SI_OFFERTORIUM = 716,
	SI_TELEKINESIS_INTENSE = 717,
	SI_MOONSTAR = 718,
	SI_STRANGELIGHTS = 719,
	SI_FULL_THROTTLE = 720,
	SI_REBOUND = 721,
	SI_UNLIMIT = 722,
	SI_KINGS_GRACE = 723,
	SI_ITEM_ATKMAX = 724,
	SI_ITEM_ATKMIN = 725,
	SI_ITEM_MATKMAX = 726,
	SI_ITEM_MATKMIN = 727,
	SI_SUPER_STAR = 728,
	SI_HIGH_RANKER = 729,
	SI_DARKCROW = 730,
	SI_2013_VALENTINE1 = 731,
	SI_2013_VALENTINE2 = 732,
	SI_2013_VALENTINE3 = 733,
	//SI_ = 734,
	//SI_ = 735,
	SI_CHILL = 736,
    SI_BURNT = 737,
	SI_MAX,
};

// JOINTBEAT stackable ailments
enum e_joint_break
{
	BREAK_ANKLE    = 0x01, // MoveSpeed reduced by 50%
	BREAK_WRIST    = 0x02, // ASPD reduced by 25%
	BREAK_KNEE     = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
	BREAK_SHOULDER = 0x08, // DEF reduced by 50%
	BREAK_WAIST    = 0x10, // DEF reduced by 25%, ATK reduced by 25%
	BREAK_NECK     = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
	BREAK_FLAGS    = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};

extern int current_equip_item_index;
extern int current_equip_card_id;

//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
	MD_CANMOVE            = 0x0001,
	MD_LOOTER             = 0x0002,
	MD_AGGRESSIVE         = 0x0004,
	MD_ASSIST             = 0x0008,
	MD_CASTSENSOR_IDLE    = 0x0010,
	MD_BOSS               = 0x0020,
	MD_PLANT              = 0x0040,
	MD_CANATTACK          = 0x0080,
	MD_DETECTOR           = 0x0100,
	MD_CASTSENSOR_CHASE   = 0x0200,
	MD_CHANGECHASE        = 0x0400,
	MD_ANGRY              = 0x0800,
	MD_CHANGETARGET_MELEE = 0x1000,
	MD_CHANGETARGET_CHASE = 0x2000,
	MD_TARGETWEAK         = 0x4000,
	MD_MASK               = 0xFFFF,
};

//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)

//opt1: Non stackable status changes.
enum {
	OPT1_STONE = 1, //Petrified
	OPT1_FREEZE,
	OPT1_STUN,
	OPT1_SLEEP,
	//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
	OPT1_STONEWAIT=6, //Petrifying
	OPT1_BURNING,
	OPT1_IMPRISON,
	OPT1_CRYSTALIZE,
};

//opt2: Stackable status changes.
enum {
	OPT2_POISON       = 0x0001,
	OPT2_CURSE        = 0x0002,
	OPT2_SILENCE      = 0x0004,
	OPT2_SIGNUMCRUCIS = 0x0008,
	OPT2_BLIND        = 0x0010,
	OPT2_ANGELUS      = 0x0020,
	OPT2_BLEEDING     = 0x0040,
	OPT2_DPOISON      = 0x0080,
	OPT2_FEAR         = 0x0100,
};

//opt3: (SHOW_EFST_*)
enum {
	OPT3_NORMAL           = 0x00000000,
	OPT3_QUICKEN          = 0x00000001,
	OPT3_OVERTHRUST       = 0x00000002,
	OPT3_ENERGYCOAT       = 0x00000004,
	OPT3_EXPLOSIONSPIRITS = 0x00000008,
	OPT3_STEELBODY        = 0x00000010,
	OPT3_BLADESTOP        = 0x00000020,
	OPT3_AURABLADE        = 0x00000040,
	OPT3_BERSERK          = 0x00000080,
	OPT3_LIGHTBLADE       = 0x00000100,
	OPT3_MOONLIT          = 0x00000200,
	OPT3_MARIONETTE       = 0x00000400,
	OPT3_ASSUMPTIO        = 0x00000800,
	OPT3_WARM             = 0x00001000,
	OPT3_KAITE            = 0x00002000,
	OPT3_BUNSIN           = 0x00004000,
	OPT3_SOULLINK         = 0x00008000,
	OPT3_UNDEAD           = 0x00010000,
	OPT3_CONTRACT         = 0x00020000,
};

enum {
	OPTION_NOTHING		= 0x00000000,
	OPTION_SIGHT		= 0x00000001,
	OPTION_HIDE			= 0x00000002,
	OPTION_CLOAK		= 0x00000004,
	OPTION_FALCON		= 0x00000010,
	OPTION_RIDING		= 0x00000020,
	OPTION_INVISIBLE	= 0x00000040,
	OPTION_ORCISH		= 0x00000800,
	OPTION_WEDDING		= 0x00001000,
	OPTION_RUWACH		= 0x00002000,
	OPTION_CHASEWALK	= 0x00004000,
	OPTION_FLYING		= 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
	OPTION_XMAS			= 0x00010000,
	OPTION_TRANSFORM	= 0x00020000,
	OPTION_SUMMER		= 0x00040000,
	OPTION_DRAGON1		= 0x00080000,
	OPTION_WUG			= 0x00100000,
	OPTION_WUGRIDER		= 0x00200000,
	OPTION_MADOGEAR		= 0x00400000,
	OPTION_DRAGON2		= 0x00800000,
	OPTION_DRAGON3		= 0x01000000,
	OPTION_DRAGON4		= 0x02000000,
	OPTION_DRAGON5		= 0x04000000,
	OPTION_HANBOK		= 0x08000000,
	
#ifndef NEW_CARTS
	OPTION_CART1     = 0x00000008,
	OPTION_CART2     = 0x00000080,
	OPTION_CART3     = 0x00000100,
	OPTION_CART4     = 0x00000200,
	OPTION_CART5     = 0x00000400,
	
	/*  compound constant for older carts */
	OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
#endif
	
	// compound constants
	OPTION_DRAGON    = OPTION_DRAGON1|OPTION_DRAGON2|OPTION_DRAGON3|OPTION_DRAGON4|OPTION_DRAGON5,
};

//Defines for the manner system [Skotlex]
enum manner_flags
{
	MANNER_NOCHAT    = 0x01,
	MANNER_NOSKILL   = 0x02,
	MANNER_NOCOMMAND = 0x04,
	MANNER_NOITEM    = 0x08,
	MANNER_NOROOM    = 0x10,
};

//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
	SCB_NONE    = 0x00000000,
	SCB_BASE    = 0x00000001,
	SCB_MAXHP   = 0x00000002,
	SCB_MAXSP   = 0x00000004,
	SCB_STR     = 0x00000008,
	SCB_AGI     = 0x00000010,
	SCB_VIT     = 0x00000020,
	SCB_INT     = 0x00000040,
	SCB_DEX     = 0x00000080,
	SCB_LUK     = 0x00000100,
	SCB_BATK    = 0x00000200,
	SCB_WATK    = 0x00000400,
	SCB_MATK    = 0x00000800,
	SCB_HIT     = 0x00001000,
	SCB_FLEE    = 0x00002000,
	SCB_DEF     = 0x00004000,
	SCB_DEF2    = 0x00008000,
	SCB_MDEF    = 0x00010000,
	SCB_MDEF2   = 0x00020000,
	SCB_SPEED   = 0x00040000,
	SCB_ASPD    = 0x00080000,
	SCB_DSPD    = 0x00100000,
	SCB_CRI     = 0x00200000,
	SCB_FLEE2   = 0x00400000,
	SCB_ATK_ELE = 0x00800000,
	SCB_DEF_ELE = 0x01000000,
	SCB_MODE    = 0x02000000,
	SCB_SIZE    = 0x04000000,
	SCB_RACE    = 0x08000000,
	SCB_RANGE   = 0x10000000,
	SCB_REGEN   = 0x20000000,
	SCB_DYE     = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.

	SCB_BATTLE  = 0x3FFFFFFE,
	SCB_ALL     = 0x3FFFFFFF
};

//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)

//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
typedef struct weapon_atk {
	unsigned short atk, atk2;
	unsigned short range;
	unsigned char ele;
#ifdef RENEWAL
	unsigned short matk;
	unsigned char wlv;
#endif
}weapon_atk;

sc_type SkillStatusChangeTable[MAX_SKILL];  // skill  -> status
int StatusIconChangeTable[SC_MAX];          // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
int StatusSkillChangeTable[SC_MAX];         // status -> skill
int StatusRelevantBLTypes[SI_MAX];          // "icon" -> enum bl_type (for clif->status_change to identify for which bl types to send packets)
bool StatusDisplayType[SC_MAX];


//For holding basic status (which can be modified by status changes)
struct status_data {
	unsigned int
		hp, sp,  // see status_cpy before adding members before hp and sp
		max_hp, max_sp;
	unsigned short
		str, agi, vit, int_, dex, luk,
		batk,
		matk_min, matk_max,
		speed,
		amotion, adelay, dmotion,
		mode;
	short 
		hit, flee, cri, flee2,
		def2, mdef2,
#ifdef RENEWAL_ASPD
		aspd_rate2,
#endif
		aspd_rate;
	/**
	 * defType is RENEWAL dependent and defined in src/map/config/data/const.h
	 **/
	defType def,mdef;

	unsigned char
		def_ele, ele_lv,
		size, race;

	struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};

//Additional regen data that only players have.
struct regen_data_sub {
	unsigned short
		hp,sp;

	//tick accumulation before healing.
	struct {
		unsigned int hp,sp;
	} tick;
	
	//Regen rates (where every 1 means +100% regen)
	struct {
		unsigned char hp,sp;
	} rate;
};

struct regen_data {

	unsigned short flag; //Marks what stuff you may heal or not.
	unsigned short
		hp,sp,shp,ssp;

	//tick accumulation before healing.
	struct {
		unsigned int hp,sp,shp,ssp;
	} tick;
	
	//Regen rates (where every 1 means +100% regen)
	struct {
		unsigned char
		hp,sp,shp,ssp;
	} rate;
	
	struct {
		unsigned walk:1; //Can you regen even when walking?
		unsigned gc:1;	//Tags when you should have double regen due to GVG castle
		unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
		unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
	} state;

	//skill-regen, sitting-skill-regen (since not all chars with regen need it)
	struct regen_data_sub *sregen, *ssregen;
};

struct sc_display_entry {
	enum sc_type type;
	int val1,val2,val3;
};

struct status_change_entry {
	int timer;
	int val1,val2,val3,val4;
};

struct status_change {
	unsigned int option;// effect state (bitfield)
	unsigned int opt3;// skill state (bitfield)
	unsigned short opt1;// body state
	unsigned short opt2;// health state (bitfield)
	unsigned char count;
	//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
	unsigned char jb_flag; //Joint Beat type flag
	//int sg_id; //ID of the previous Storm gust that hit you
	short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**
 * The Storm Gust counter was dropped in renewal
 **/
#ifndef RENEWAL
	unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
#endif
	unsigned char bs_counter; // Blood Sucker counter
	struct status_change_entry *data[SC_MAX];
};

// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
unsigned int status_sc2scb_flag(sc_type sc);
int status_type2relevant_bl_types(int type);
int status_get_sc_type(sc_type idx);

int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);

struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
defType status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);

struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);

int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);

int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)

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);
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);

#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
#define status_calc_npc(nd, first) status_calc_bl_(&(nd)->bl, SCB_ALL, first)

void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
int status_calc_elemental_(struct elemental_data *ed, bool first);

void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);

int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]

int status_change_spread( struct block_list *src, struct block_list *bl );

defType status_calc_def(struct block_list *bl, struct status_change *sc, int, bool);
signed short status_calc_def2(struct block_list *,struct status_change *, int, bool);
defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int, bool);
signed short status_calc_mdef2(struct block_list *,struct status_change *, int, bool);

#ifdef RENEWAL
unsigned short status_base_matk(const struct status_data* status, int level);
int status_get_weapon_atk(struct block_list *src, struct weapon_atk *watk, int flag);
int status_get_total_mdef(struct block_list *src);
int status_get_total_def(struct block_list *src);
#endif

int status_get_matk(struct block_list *src, int flag);

int status_readdb(void);
int do_init_status(void);
void do_final_status(void);

#endif /* _STATUS_H_ */