// $Id: pc.c 101 2004-09-25 17:57:22Z Valaris $
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <time.h>

#include "socket.h" // [Valaris]
#include "timer.h"
#include "db.h"

#include "malloc.h"
#include "map.h"
#include "chrif.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "npc.h"
#include "mob.h"
#include "pet.h"
#include "itemdb.h"
#include "script.h"
#include "battle.h"
#include "skill.h"
#include "party.h"
#include "guild.h"
#include "chat.h"
#include "trade.h"
#include "storage.h"
#include "vending.h"
#include "nullpo.h"
#include "atcommand.h"
#include "log.h"

#ifndef TXT_ONLY // mail system [Valaris]
#include "mail.h"
#endif

#ifdef MEMWATCH
#include "memwatch.h"
#endif

#define PVP_CALCRANK_INTERVAL 1000	// PVP順位計算の間隔

#define STATE_BLIND 0x10

static int max_weight_base[MAX_PC_CLASS];
static int hp_coefficient[MAX_PC_CLASS];
static int hp_coefficient2[MAX_PC_CLASS];
static int hp_sigma_val[MAX_PC_CLASS][MAX_LEVEL];
static int sp_coefficient[MAX_PC_CLASS];
static int aspd_base[MAX_PC_CLASS][20];
static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
static int exp_table[14][MAX_LEVEL];
static char statp[255][7];
static struct {
	int id;
	int max;
	struct {
		short id,lv;
	} need[6];
} skill_tree[3][MAX_PC_CLASS][100];

static int atkmods[3][20];	// 武器ATKサイズ修正(size_fix.txt)
static int refinebonus[5][3];	// 精錬ボーナステーブル(refine_db.txt)
static int percentrefinery[5][10];	// 精錬成功率(refine_db.txt)

static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};

static unsigned int equip_pos[11]={0x0080,0x0008,0x0040,0x0004,0x0001,0x0200,0x0100,0x0010,0x0020,0x0002,0x8000};

//static struct dbt *gm_account_db;
static struct gm_account *gm_account = NULL;
static int GM_num = 0;

int pc_isGM(struct map_session_data *sd) {
//	struct gm_account *p;
	int i;

	nullpo_retr(0, sd);

	if(sd->bl.type!=BL_PC )
		return 0;

/*	p = numdb_search(gm_account_db, sd->status.account_id);
	if (p == NULL)
		return 0;
	return p->level;*/
	
	//For console [Wizputer]
	if ( sd->fd == 0 )
	    return 99;
	
	for(i = 0; i < GM_num; i++)
		if (gm_account[i].account_id == sd->status.account_id)
			return gm_account[i].level;
	return 0;

}

int pc_iskiller(struct map_session_data *src, struct map_session_data *target) {
	nullpo_retr(0, src);

	if(src->bl.type!=BL_PC )
		return 0;
        if (src->special_state.killer)
                 return 1;

	if(target->bl.type!=BL_PC )
		return 0;
        if (target->special_state.killable)
                 return 1;

        return 0;
}


int pc_set_gm_level(int account_id, int level) {
    int i;
    for (i = 0; i < GM_num; i++) {
        if (account_id == gm_account[i].account_id) {
            gm_account[i].level = level;
            return 0;
        }
    }

    GM_num++;
    gm_account = realloc(gm_account, sizeof(struct gm_account) * GM_num);
    gm_account[GM_num - 1].account_id = account_id;
    gm_account[GM_num - 1].level = level;
    return 0;
}

int pc_getrefinebonus(int lv, int type) {
	if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
		return refinebonus[lv][type];
	return 0;
}

static int distance(int x0, int y0, int x1, int y1) {
	int dx, dy;

	dx = abs(x0-x1);
	dy = abs(y0-y1);
	return dx>dy ? dx : dy;
}

static int pc_invincible_timer(int tid,unsigned int tick,int id,int data) {
	struct map_session_data *sd;

	if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if(sd->invincible_timer != tid){
		if(battle_config.error_log)
			printf("invincible_timer %d != %d\n",sd->invincible_timer,tid);
		return 0;
	}
	sd->invincible_timer=-1;

	return 0;
}

int pc_setinvincibletimer(struct map_session_data *sd,int val) {
	nullpo_retr(0, sd);

	if(sd->invincible_timer != -1)
		delete_timer(sd->invincible_timer,pc_invincible_timer);
	sd->invincible_timer = add_timer(gettick()+val,pc_invincible_timer,sd->bl.id,0);
	return 0;
}

int pc_delinvincibletimer(struct map_session_data *sd) {
	nullpo_retr(0, sd);

	if(sd->invincible_timer != -1) {
		delete_timer(sd->invincible_timer,pc_invincible_timer);
		sd->invincible_timer = -1;
	}
	return 0;
}

static int pc_spiritball_timer(int tid,unsigned int tick,int id,int data) {
	struct map_session_data *sd;
	int i;

	if( (sd=(struct map_session_data *)map_id2sd(id)) == NULL || sd->bl.type!=BL_PC )
		return 1;

	if(sd->spirit_timer[0] != tid){
		if(battle_config.error_log)
			printf("spirit_timer %d != %d\n",sd->spirit_timer[0],tid);
		return 0;
	}
	sd->spirit_timer[0]=-1;
	for(i=1;i<sd->spiritball;i++) {
		sd->spirit_timer[i-1] = sd->spirit_timer[i];
		sd->spirit_timer[i] = -1;
	}
	sd->spiritball--;
	if(sd->spiritball < 0)
		sd->spiritball = 0;
	clif_spiritball(sd);

	return 0;
}

int pc_addspiritball(struct map_session_data *sd,int interval,int max) {
	int i;

	nullpo_retr(0, sd);

	if(max > MAX_SKILL_LEVEL)
		max = MAX_SKILL_LEVEL;
	if(sd->spiritball < 0)
		sd->spiritball = 0;

	if(sd->spiritball >= max) {
		if(sd->spirit_timer[0] != -1) {
			delete_timer(sd->spirit_timer[0],pc_spiritball_timer);
			sd->spirit_timer[0] = -1;
		}
		for(i=1;i<max;i++) {
			sd->spirit_timer[i-1] = sd->spirit_timer[i];
			sd->spirit_timer[i] = -1;
		}
	}
	else
		sd->spiritball++;

	sd->spirit_timer[sd->spiritball-1] = add_timer(gettick()+interval,pc_spiritball_timer,sd->bl.id,0);
	clif_spiritball(sd);

	return 0;
}

int pc_delspiritball(struct map_session_data *sd,int count,int type) {
	int i;

	nullpo_retr(0, sd);

	if(sd->spiritball <= 0) {
		sd->spiritball = 0;
		return 0;
	}

	if(count > sd->spiritball)
		count = sd->spiritball;
	sd->spiritball -= count;
	if(count > MAX_SKILL_LEVEL)
		count = MAX_SKILL_LEVEL;

	for(i=0;i<count;i++) {
		if(sd->spirit_timer[i] != -1) {
			delete_timer(sd->spirit_timer[i],pc_spiritball_timer);
			sd->spirit_timer[i] = -1;
		}
	}
	for(i=count;i<MAX_SKILL_LEVEL;i++) {
		sd->spirit_timer[i-count] = sd->spirit_timer[i];
		sd->spirit_timer[i] = -1;
	}

	if(!type)
		clif_spiritball(sd);

	return 0;
}

int pc_setrestartvalue(struct map_session_data *sd,int type) {
	//転生や養子の場合の元の職業を算出する
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	s_class = pc_calc_base_job(sd->status.class);

	//-----------------------
	// 死亡した
	if(sd->special_state.restart_full_recover) {	// オシリスカード
		sd->status.hp=sd->status.max_hp;
		sd->status.sp=sd->status.max_sp;
	}
	else {
		if(s_class.job == 0 && battle_config.restart_hp_rate < 50) { //ノビは半分回復
			sd->status.hp=(sd->status.max_hp)/2;
		}
		else {
			if(battle_config.restart_hp_rate <= 0)
				sd->status.hp = 1;
			else {
				sd->status.hp = sd->status.max_hp * battle_config.restart_hp_rate /100;
				if(sd->status.hp <= 0)
					sd->status.hp = 1;
			}
		}
		if(battle_config.restart_sp_rate > 0) {
			int sp = sd->status.max_sp * battle_config.restart_sp_rate /100;
			if(sd->status.sp < sp)
				sd->status.sp = sp;
		}
	}
	if(type&1)
		clif_updatestatus(sd,SP_HP);
	if(type&1)
		clif_updatestatus(sd,SP_SP);

	/* removed exp penalty on spawn [Valaris] */

	if(type&2 && sd->status.class != 0 && battle_config.zeny_penalty > 0 && !map[sd->bl.m].flag.nozenypenalty) {
		int zeny = (int)((double)sd->status.zeny * (double)battle_config.zeny_penalty / 10000.);
		if(zeny < 1) zeny = 1;
		sd->status.zeny -= zeny;
		if(sd->status.zeny < 0) sd->status.zeny = 0;
		clif_updatestatus(sd,SP_ZENY);
	}

	return 0;
}

/*==========================================
 * 自分をロックしているMOBの数を数える(foreachclient)
 *------------------------------------------
 */
static int pc_counttargeted_sub(struct block_list *bl,va_list ap)
{
	int id,*c,target_lv;
	struct block_list *src;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	id=va_arg(ap,int);

	nullpo_retr(0, c=va_arg(ap,int *));

	src=va_arg(ap,struct block_list *);
	target_lv=va_arg(ap,int);
	if(id == bl->id || (src && id == src->id)) return 0;
	if(bl->type == BL_PC) {
		struct map_session_data *sd=(struct map_session_data *)bl;
		if( sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
			(*c)++;
	}
	else if(bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)

			(*c)++;
		//printf("md->target_lv:%d, target_lv:%d\n",((struct mob_data *)bl)->target_lv,target_lv);
	}
	return 0;
}

int pc_counttargeted(struct map_session_data *sd,struct block_list *src,int target_lv)
{
	int c=0;
	map_foreachinarea(pc_counttargeted_sub, sd->bl.m,
		sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,
		sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,0,sd->bl.id,&c,src,target_lv);
	return c;
}

/*==========================================
 * ローカルプロトタイプ宣言 (必要な物のみ)
 *------------------------------------------
 */
static int pc_walktoxy_sub(struct map_session_data *);

/*==========================================
 * saveに必要なステータス修正を行なう
 *------------------------------------------
 */
int pc_makesavestatus(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	// 服の色は色々弊害が多いので保存対象にはしない
	if(!battle_config.save_clothcolor)
		sd->status.clothes_color=0;

	// 死亡状態だったのでhpを1、位置をセーブ場所に変更
	if(pc_isdead(sd)){
		pc_setrestartvalue(sd,0);
		memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
	} else {
		memcpy(sd->status.last_point.map,sd->mapname,24);
		sd->status.last_point.x = sd->bl.x;
		sd->status.last_point.y = sd->bl.y;
	}

	// セーブ禁止マップだったので指定位置に移動
	if(map[sd->bl.m].flag.nosave){
		struct map_data *m=&map[sd->bl.m];
		if(strcmp(m->save.map,"SavePoint")==0)
			memcpy(&sd->status.last_point,&sd->status.save_point,sizeof(sd->status.last_point));
		else
			memcpy(&sd->status.last_point,&m->save,sizeof(sd->status.last_point));
	}

	//マナーポイントがプラスだった場合0に
	if(battle_config.muting_players && sd->status.manner > 0)
		sd->status.manner = 0;
	return 0;
}

/*==========================================
 * 接続時の初期化
 *------------------------------------------
 */
int pc_setnewpc(struct map_session_data *sd, int account_id, int char_id, int login_id1, int client_tick, int sex, int fd) {
	nullpo_retr(0, sd);

	sd->bl.id        = account_id;
	sd->char_id      = char_id;
	sd->login_id1    = login_id1;
	sd->login_id2    = 0; // at this point, we can not know the value :(
	sd->client_tick  = client_tick;
	sd->sex          = sex;
	sd->state.auth   = 0;
	sd->bl.type      = BL_PC;
	sd->canact_tick  = sd->canmove_tick = gettick();
	sd->canlog_tick  = gettick();
	sd->state.waitingdisconnect = 0;

	return 0;
}

int pc_equippoint(struct map_session_data *sd,int n)
{
	int ep = 0;
	//転生や養子の場合の元の職業を算出する
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	s_class = pc_calc_base_job(sd->status.class);

	if(sd->inventory_data[n]) {
		ep = sd->inventory_data[n]->equip;
		if(sd->inventory_data[n]->look == 1 || sd->inventory_data[n]->look == 2 || sd->inventory_data[n]->look == 6) {
			if(ep == 2 && (pc_checkskill(sd,AS_LEFT) > 0 || s_class.job == 12))
				return 34;
		}
	}
	return ep;
}

int pc_setinventorydata(struct map_session_data *sd)
{
	int i,id;

	nullpo_retr(0, sd);

	for(i=0;i<MAX_INVENTORY;i++) {
		id = sd->status.inventory[i].nameid;
		sd->inventory_data[i] = itemdb_search(id);
	}
	return 0;
}

int pc_calcweapontype(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if(sd->weapontype1 != 0 &&	sd->weapontype2 == 0)
		sd->status.weapon = sd->weapontype1;
	if(sd->weapontype1 == 0 &&	sd->weapontype2 != 0)// 左手武器 Only
		sd->status.weapon = sd->weapontype2;
	else if(sd->weapontype1 == 1 && sd->weapontype2 == 1)// 双短剣
		sd->status.weapon = 0x11;
	else if(sd->weapontype1 == 2 && sd->weapontype2 == 2)// 双単手剣
		sd->status.weapon = 0x12;
	else if(sd->weapontype1 == 6 && sd->weapontype2 == 6)// 双単手斧
		sd->status.weapon = 0x13;
	else if( (sd->weapontype1 == 1 && sd->weapontype2 == 2) ||
		(sd->weapontype1 == 2 && sd->weapontype2 == 1) ) // 短剣 - 単手剣
		sd->status.weapon = 0x14;
	else if( (sd->weapontype1 == 1 && sd->weapontype2 == 6) ||
		(sd->weapontype1 == 6 && sd->weapontype2 == 1) ) // 短剣 - 斧
		sd->status.weapon = 0x15;
	else if( (sd->weapontype1 == 2 && sd->weapontype2 == 6) ||
		(sd->weapontype1 == 6 && sd->weapontype2 == 2) ) // 単手剣 - 斧
		sd->status.weapon = 0x16;
	else
		sd->status.weapon = sd->weapontype1;

	return 0;
}

int pc_setequipindex(struct map_session_data *sd)
{
	int i,j;

	nullpo_retr(0, sd);

	for(i=0;i<11;i++)
		sd->equip_index[i] = -1;

	for(i=0;i<MAX_INVENTORY;i++) {
		if(sd->status.inventory[i].nameid <= 0)
			continue;
		if(sd->status.inventory[i].equip) {
			for(j=0;j<11;j++)
				if(sd->status.inventory[i].equip & equip_pos[j])
					sd->equip_index[j] = i;
			if(sd->status.inventory[i].equip & 0x0002) {
				if(sd->inventory_data[i])
					sd->weapontype1 = sd->inventory_data[i]->look;
				else
					sd->weapontype1 = 0;
			}
			if(sd->status.inventory[i].equip & 0x0020) {
				if(sd->inventory_data[i]) {
					if(sd->inventory_data[i]->type == 4) {
						if(sd->status.inventory[i].equip == 0x0020)
							sd->weapontype2 = sd->inventory_data[i]->look;
						else
							sd->weapontype2 = 0;
					}
					else
						sd->weapontype2 = 0;
				}
				else
					sd->weapontype2 = 0;
			}
		}
	}
	pc_calcweapontype(sd);

	return 0;
}

int pc_isequip(struct map_session_data *sd,int n)
{
	struct item_data *item;
	struct status_change *sc_data;
	//転生や養子の場合の元の職業を算出する

	nullpo_retr(0, sd);

	item = sd->inventory_data[n];
	sc_data = battle_get_sc_data(&sd->bl);
	//s_class = pc_calc_base_job(sd->status.class);

	if( battle_config.gm_allequip>0 && pc_isGM(sd)>=battle_config.gm_allequip )
		return 1;

	if(item == NULL)
		return 0;
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;
	if(item->elv > 0 && sd->status.base_level < item->elv)
		return 0;
// -- moonsoul	(below statement substituted for commented out version further below
//			 as it allows all advanced classes to equip items their normal versions
//			 could equip)
//
	if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted equipment [Valaris]
  	  ((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0))
		return 0;
	if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022)
	if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) ||
		(sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0))
		return 0;
//	if(((1<<sd->status.class)&item->class) == 0)
//		return 0;
	if(map[sd->bl.m].flag.pvp && (item->flag.no_equip==1 || item->flag.no_equip==3))
		return 0;
	if(map[sd->bl.m].flag.gvg && (item->flag.no_equip==2 || item->flag.no_equip==3))
		return 0;
	if(item->equip & 0x0002 && sc_data && sc_data[SC_STRIPWEAPON].timer != -1)
		return 0;
	if(item->equip & 0x0020 && sc_data && sc_data[SC_STRIPSHIELD].timer != -1)
		return 0;
	if(item->equip & 0x0010 && sc_data && sc_data[SC_STRIPARMOR].timer != -1)
		return 0;
	if(item->equip & 0x0100 && sc_data && sc_data[SC_STRIPHELM].timer != -1)
		return 0;
	return 1;
}

/*==========================================
 * Weapon Breaking [Valaris]
 *------------------------------------------
 */
int pc_breakweapon(struct map_session_data *sd)
{
	struct item_data* item;
	char output[255];
	int i;

	if(sd==NULL)
		return -1;
	if(sd->unbreakable>=rand()%100)
		return 0;
	if(sd->sc_data && sd->sc_data[SC_CP_WEAPON].timer != -1)
		return 0;

	for(i=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0002 && !sd->status.inventory[i].attribute==1){
			item=sd->inventory_data[i];
			sd->status.inventory[i].attribute=1;
			pc_unequipitem(sd,i,0);
			sprintf(output, "%s has broken.",item->jname);
			clif_emotion(&sd->bl,23);
			clif_displaymessage(sd->fd, output);
			clif_equiplist(sd);
			return 1;
		}
	}
	
	return 0;
}
/*==========================================
 * Armor Breaking [Valaris]
 *------------------------------------------
 */
int pc_breakarmor(struct map_session_data *sd)
{
	struct item_data* item;
	char output[255];
	int i;

	if(sd==NULL)
		return -1;
	if(sd->unbreakable>=rand()%100)
		return 0;
	if(sd->sc_data && sd->sc_data[SC_CP_ARMOR].timer != -1)
		return 0;

	for(i=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && !sd->status.inventory[i].attribute==1){
			item=sd->inventory_data[i];
			sd->status.inventory[i].attribute=1;
			pc_unequipitem(sd,i,0);
			sprintf(output, "%s has broken.",item->jname);
			clif_emotion(&sd->bl,23);
			clif_displaymessage(sd->fd, output);
			clif_equiplist(sd);
		}
	}

	return 0;
}
/*==========================================
 * session idに問題無し
 * char鯖から送られてきたステータスを設定
 *------------------------------------------
 */
int pc_authok(int id, int login_id2, time_t connect_until_time, struct mmo_charstatus *st)
{
	struct map_session_data *sd = NULL;

	struct party *p;
	struct guild *g;
	int i;
	unsigned long tick = gettick();

	sd = map_id2sd(id);
	nullpo_retr(1, sd);

	sd->login_id2 = login_id2;

	memcpy(&sd->status, st, sizeof(*st));

	if (sd->status.sex != sd->sex) {
		clif_authfail_fd(sd->fd, 0);
		return 1;
	}

	memset(&sd->state, 0, sizeof(sd->state));
	// 基本的な初期化
	sd->state.connect_new = 1;
	sd->bl.prev = sd->bl.next = NULL;

	sd->weapontype1 = sd->weapontype2 = 0;
	sd->view_class = sd->status.class;
	sd->speed = DEFAULT_WALK_SPEED;
	sd->state.dead_sit = 0;
	sd->dir = 0;
	sd->head_dir = 0;
	sd->state.auth = 1;
	sd->walktimer = -1;
	sd->attacktimer = -1;
	sd->followtimer = -1; // [MouseJstr]
	sd->skilltimer = -1;
	sd->skillitem = -1;
	sd->skillitemlv = -1;
	sd->invincible_timer = -1;
	sd->sg_count = 0;

	sd->deal_locked = 0;
	sd->trade_partner = 0;

	sd->inchealhptick = 0;
	sd->inchealsptick = 0;
	sd->hp_sub = 0;
	sd->sp_sub = 0;
	sd->inchealspirithptick = 0;
	sd->inchealspiritsptick = 0;
	sd->canact_tick = tick;
	sd->canmove_tick = tick;
	sd->attackabletime = tick;

	sd->doridori_counter = 0;

#ifndef TXT_ONLY // mail system [Valaris]
	if(battle_config.mail_system)
		sd->mail_counter = 0;
#endif
	sd->spiritball = 0;
	for(i = 0; i < MAX_SKILL_LEVEL; i++)
		sd->spirit_timer[i] = -1;
	for(i = 0; i < MAX_SKILLTIMERSKILL; i++)
		sd->skilltimerskill[i].timer = -1;

	memset(&sd->dev,0,sizeof(struct square));
	for(i = 0; i < 5; i++) {
		sd->dev.val1[i] = 0;
		sd->dev.val2[i] = 0;
	}
	
	// アカウント変数の送信要求
	intif_request_accountreg(sd);

	// アイテムチェック
	pc_setinventorydata(sd);
	pc_checkitem(sd);

	// pet
	sd->petDB = NULL;
	sd->pd = NULL;
	sd->pet_hungry_timer = -1;
	memset(&sd->pet, 0, sizeof(struct s_pet));

	// ステータス異常の初期化
	for(i = 0; i < MAX_STATUSCHANGE; i++) {
		sd->sc_data[i].timer=-1;
		sd->sc_data[i].val1 = sd->sc_data[i].val2 = sd->sc_data[i].val3 = sd->sc_data[i].val4 = 0;
	}
	sd->sc_count=0;
	if ((battle_config.atc_gmonly == 0 || pc_isGM(sd)) &&
	    (pc_isGM(sd) >= get_atcommand_level(AtCommand_Hide)))
		sd->status.option &= (OPTION_MASK | OPTION_HIDE);
	else
		sd->status.option &= OPTION_MASK;

	// スキルユニット関係の初期化
	memset(sd->skillunit, 0, sizeof(sd->skillunit));
	memset(sd->skillunittick, 0, sizeof(sd->skillunittick));

	// パーティー関係の初期化
	sd->party_sended = 0;
	sd->party_invite = 0;
	sd->party_x = -1;
	sd->party_y = -1;
	sd->party_hp = -1;

	// ギルド関係の初期化
	sd->guild_sended = 0;
	sd->guild_invite = 0;
	sd->guild_alliance = 0;

	// イベント関係の初期化
	memset(sd->eventqueue, 0, sizeof(sd->eventqueue));
	for(i = 0; i < MAX_EVENTTIMER; i++)
		sd->eventtimer[i] = -1;

	// 位置の設定
	pc_setpos(sd,sd->status.last_point.map, sd->status.last_point.x, sd->status.last_point.y, 0);

	// pet
	if (sd->status.pet_id > 0)
		intif_request_petdata(sd->status.account_id, sd->status.char_id, sd->status.pet_id);

	// パーティ、ギルドデータの要求
	if (sd->status.party_id > 0 && (p = party_search(sd->status.party_id)) == NULL)
		party_request_info(sd->status.party_id);
	if (sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) == NULL)
		guild_request_info(sd->status.guild_id);

	// pvpの設定
	sd->pvp_rank = 0;
	sd->pvp_point = 0;
	sd->pvp_timer = -1;

	// 通知

	clif_authok(sd);
	map_addnickdb(sd);
	if (map_charid2nick(sd->status.char_id) == NULL)
		map_addchariddb(sd->status.char_id, sd->status.name);

	//スパノビ用死にカウンターのスクリプト変数からの読み出しとsdへのセット
	sd->die_counter = pc_readglobalreg(sd,"PC_DIE_COUNTER");

	if (night_flag == 1) {
		char tmpstr[1024];
		strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
		clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
		sd->opt2 |= STATE_BLIND;
	}

	// ステータス初期計算など
	pc_calcstatus(sd,1);

	if (pc_isGM(sd))
		printf("Connection accepted: character '%s' (account: %d; GM level %d).\n", sd->status.name, sd->status.account_id, pc_isGM(sd));
	else
		printf("Connection accepted: Character '%s' (account: %d).\n", sd->status.name, sd->status.account_id);

	//printf("pc: OnPCLogin event done. (%d events)\n", npc_event_doall("OnPCLogin") );
	if (npc_name2id("PCLoginEvent"))
		run_script(npc_name2id("PCLoginEvent")->u.scr.script,0,sd->bl.id,npc_name2id("PCLoginEvent")->bl.id); // PCLoginNPC
	// Send friends list
	clif_friends_list_send(sd);

	// Message of the Dayの送信
	{
		char buf[256];
		FILE *fp;
		if ((fp = fopen(motd_txt, "r")) != NULL) {
			while (fgets(buf, sizeof(buf)-1, fp) != NULL) {
				int i;
				for(i=0; buf[i]; i++) {
					if (buf[i] == '\r' || buf[i]== '\n') {
						buf[i] = 0;
						break;
					}
				}
				clif_displaymessage(sd->fd, buf);
			}
			fclose(fp);
		}
	}

#ifndef TXT_ONLY
	if(battle_config.mail_system)
		mail_check(sd,1); // check mail at login [Valaris]
#endif

	// message of the limited time of the account
	if (connect_until_time != 0) { // don't display if it's unlimited or unknow value
		char tmpstr[1024];
		strftime(tmpstr, sizeof(tmpstr) - 1, msg_txt(501), localtime(&connect_until_time)); // "Your account time limit is: %d-%m-%Y %H:%M:%S."
		clif_wis_message(sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
	}

	return 0;
}

/*==========================================
 * session idに問題ありなので後始末
 *------------------------------------------
 */
int pc_authfail(int id) {
	struct map_session_data *sd;

	sd = map_id2sd(id);
	if (sd == NULL)
		return 1;

	clif_authfail_fd(sd->fd, 0);

	return 0;
}

static int pc_calc_skillpoint(struct map_session_data* sd)
{
	int  i,skill,skill_point=0;

	nullpo_retr(0, sd);

	for(i=1;i<MAX_SKILL;i++){
		if( (skill = pc_checkskill(sd,i)) > 0) {
			if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) {
				if(!sd->status.skill[i].flag)
					skill_point += skill;
				else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
					skill_point += (sd->status.skill[i].flag - 2);
				}
			}
		}
	}

	return skill_point;
}

/*==========================================
 * 覚えられるスキルの計算
 *------------------------------------------
 */
int pc_calc_skilltree(struct map_session_data *sd)
{
	int i,id=0,flag;
	int c=0, s=0;
	//転生や養子の場合の元の職業を算出する
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	s_class = pc_calc_base_job(sd->status.class);
	c = s_class.job;
	s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル？

	if((battle_config.skillup_limit) && ((c >= 0 && c < 23) || (c >= 4001 && c < 4023) || (c >= 4023 && c < 4045))) {
		int skill_point = pc_calc_skillpoint(sd);
		if(skill_point < 9)
			c = 0;
		else if((sd->status.skill_point >= sd->status.job_level && skill_point < 58) && ((c > 6 && c < 23) || (c > 4007 && c < 4023) || (c > 4029 && c < 4045))) {
			switch(c) {
				case 7:
				case 14:
					c = 1;
					break;
				case 8:
				case 15:
					c = 4;
					break;
				case 9:
				case 16:
					c = 2;
					break;
				case 10:
				case 18:
					c = 5;
					break;
				case 11:
				case 19:
				case 20:
					c = 3;
					break;
				case 12:
				case 17:
					c = 6;
					break;
				case 4008:
				case 4015:
					c = 4002;
					break;
				case 4009:
				case 4016:
					c = 4005;
					break;
				case 4010:
				case 4017:
					c = 4003;
					break;
				case 4011:
				case 4019:
					c = 4006;
					break;
				case 4012:
				case 4020:
				case 4021:
					c = 4004;
					break;
				case 4013:
				case 4018:
					c = 4007;
					break;
				case 4030:
				case 4037:
					c = 4024;
					break;
				case 4031:
				case 4038:
					c = 4027;
					break;
				case 4032:
				case 4039:
					c = 4025;
					break;
				case 4033:
				case 4040:
					c = 4028;
					break;
				case 4034:
				case 4041:
				case 4042:
					c = 4026;
					break;
				case 4035:
				case 4043:
					c = 4029;
					break;

			}
		}
	}

	for(i=0;i<MAX_SKILL;i++){
		if (sd->status.skill[i].flag != 13) sd->status.skill[i].id=0;
		if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){	// cardスキルなら、
			sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;	// 本当のlvに
			sd->status.skill[i].flag=0;	// flagは0にしておく
		}
	}

	if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
		// 全てのスキル
		for(i=1;i<158;i++)
			sd->status.skill[i].id=i;
		for(i=210;i<291;i++)
			sd->status.skill[i].id=i;
		for(i=304;i<337;i++){
			if(i==331) continue;
			sd->status.skill[i].id=i;
		}
		if(battle_config.enable_upper_class){ //confで無効でなければ読み込む
		for(i=355;i<MAX_SKILL;i++)
			sd->status.skill[i].id=i;
		}
	}else{
		// 通常の計算
		do{
			flag=0;
			for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
				int j,f=1;
				if(!battle_config.skillfree) {
					for(j=0;j<5;j++) {
						if( skill_tree[s][c][i].need[j].id &&
							pc_checkskill(sd,skill_tree[s][c][i].need[j].id) < skill_tree[s][c][i].need[j].lv)
							f=0;
					}
				}
				if(f && sd->status.skill[id].id==0 ){
					sd->status.skill[id].id=id;
					flag=1;
				}
			}
		}while(flag);
	}
//	if(battle_config.etc_log)
//		printf("calc skill_tree\n");
	return 0;
}

/*==========================================
 * 重量アイコンの確認
 *------------------------------------------
 */
int pc_checkweighticon(struct map_session_data *sd)
{
	int flag=0;

	nullpo_retr(0, sd);

	if(sd->weight*2 >= sd->max_weight)
		flag=1;
	if(sd->weight*10 >= sd->max_weight*9)
		flag=2;

	if(flag==1){
		if(sd->sc_data[SC_WEIGHT50].timer==-1)
			skill_status_change_start(&sd->bl,SC_WEIGHT50,0,0,0,0,0,0);
	}else{
		skill_status_change_end(&sd->bl,SC_WEIGHT50,-1);
	}
	if(flag==2){
		if(sd->sc_data[SC_WEIGHT90].timer==-1)
			skill_status_change_start(&sd->bl,SC_WEIGHT90,0,0,0,0,0,0);
	}else{
		skill_status_change_end(&sd->bl,SC_WEIGHT90,-1);
	}
	return 0;
}

/*==========================================
 * パラメータ計算
 * first==0の時、計算対象のパラメータが呼び出し前から
 * 変 化した場合自動でsendするが、
 * 能動的に変化させたパラメータは自前でsendするように
 *------------------------------------------
 */
int pc_calcstatus(struct map_session_data* sd,int first)
{
	int b_speed,b_max_hp,b_max_sp,b_hp,b_sp,b_weight,b_max_weight,b_paramb[6],b_parame[6],b_hit,b_flee;
	int b_aspd,b_watk,b_def,b_watk2,b_def2,b_flee2,b_critical,b_attackrange,b_matk1,b_matk2,b_mdef,b_mdef2,b_class;
	int b_base_atk;
	struct skill b_skill[MAX_SKILL];
	int i,bl,index;
	int skill,aspd_rate,wele,wele_,def_ele,refinedef=0;
	int pele=0,pdef_ele=0;
	int str,dstr,dex;
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	//転生や養子の場合の元の職業を算出する
	s_class = pc_calc_base_job(sd->status.class);

	b_speed = sd->speed;
	b_max_hp = sd->status.max_hp;
	b_max_sp = sd->status.max_sp;
	b_hp = sd->status.hp;
	b_sp = sd->status.sp;
	b_weight = sd->weight;
	b_max_weight = sd->max_weight;
	memcpy(b_paramb,&sd->paramb,sizeof(b_paramb));
	memcpy(b_parame,&sd->paramc,sizeof(b_parame));
	memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
	b_hit = sd->hit;
	b_flee = sd->flee;
	b_aspd = sd->aspd;
	b_watk = sd->watk;
	b_def = sd->def;
	b_watk2 = sd->watk2;
	b_def2 = sd->def2;
	b_flee2 = sd->flee2;
	b_critical = sd->critical;
	b_attackrange = sd->attackrange;
	b_matk1 = sd->matk1;
	b_matk2 = sd->matk2;
	b_mdef = sd->mdef;
	b_mdef2 = sd->mdef2;
	b_class = sd->view_class;
	sd->view_class = sd->status.class;
	b_base_atk = sd->base_atk;

	pc_calc_skilltree(sd);	// スキルツリーの計算

	sd->max_weight = max_weight_base[s_class.job]+sd->status.str*300;

	if(first&1) {
		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_max_weight=battle_config.max_cart_weight;
		sd->cart_weight=0;
		sd->cart_max_num=MAX_CART;
		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++;
		}
	}

	memset(sd->paramb,0,sizeof(sd->paramb));
	memset(sd->parame,0,sizeof(sd->parame));
	sd->hit = 0;
	sd->flee = 0;
	sd->flee2 = 0;
	sd->critical = 0;
	sd->aspd = 0;
	sd->watk = 0;
	sd->def = 0;
	sd->mdef = 0;
	sd->watk2 = 0;
	sd->def2 = 0;
	sd->mdef2 = 0;
	sd->status.max_hp = 0;
	sd->status.max_sp = 0;
	sd->attackrange = 0;
	sd->attackrange_ = 0;
	sd->atk_ele = 0;
	sd->def_ele = 0;
	sd->star =0;
	sd->overrefine =0;
	sd->matk1 =0;
	sd->matk2 =0;
	sd->speed = DEFAULT_WALK_SPEED ;
	sd->hprate=100;
	sd->sprate=100;
	sd->castrate=100;
	sd->dsprate=100;
	sd->base_atk=0;
	sd->arrow_atk=0;
	sd->arrow_ele=0;
	sd->arrow_hit=0;
	sd->arrow_range=0;
	sd->nhealhp=sd->nhealsp=sd->nshealhp=sd->nshealsp=sd->nsshealhp=sd->nsshealsp=0;
	memset(sd->addele,0,sizeof(sd->addele));
	memset(sd->addrace,0,sizeof(sd->addrace));
	memset(sd->addsize,0,sizeof(sd->addsize));
	memset(sd->addele_,0,sizeof(sd->addele_));
	memset(sd->addrace_,0,sizeof(sd->addrace_));
	memset(sd->addsize_,0,sizeof(sd->addsize_));
	memset(sd->subele,0,sizeof(sd->subele));
	memset(sd->subrace,0,sizeof(sd->subrace));
	memset(sd->addeff,0,sizeof(sd->addeff));
	memset(sd->addeff2,0,sizeof(sd->addeff2));
	memset(sd->reseff,0,sizeof(sd->reseff));
	memset(&sd->special_state,0,sizeof(sd->special_state));
	memset(sd->weapon_coma_ele,0,sizeof(sd->weapon_coma_ele));
	memset(sd->weapon_coma_race,0,sizeof(sd->weapon_coma_race));

	sd->watk_ = 0;			//二刀流用(仮)
	sd->watk_2 = 0;
	sd->atk_ele_ = 0;
	sd->star_ = 0;
	sd->overrefine_ = 0;

	sd->aspd_rate = 100;
	sd->speed_rate = 100;
	sd->hprecov_rate = 100;
	sd->sprecov_rate = 100;
	sd->critical_def = 0;
	sd->double_rate = 0;
	sd->near_attack_def_rate = sd->long_attack_def_rate = 0;
	sd->atk_rate = sd->matk_rate = 100;
	sd->ignore_def_ele = sd->ignore_def_race = 0;
	sd->ignore_def_ele_ = sd->ignore_def_race_ = 0;
	sd->ignore_mdef_ele = sd->ignore_mdef_race = 0;
	sd->arrow_cri = 0;
	sd->magic_def_rate = sd->misc_def_rate = 0;
	memset(sd->arrow_addele,0,sizeof(sd->arrow_addele));
	memset(sd->arrow_addrace,0,sizeof(sd->arrow_addrace));
	memset(sd->arrow_addsize,0,sizeof(sd->arrow_addsize));
	memset(sd->arrow_addeff,0,sizeof(sd->arrow_addeff));
	memset(sd->arrow_addeff2,0,sizeof(sd->arrow_addeff2));
	memset(sd->magic_addele,0,sizeof(sd->magic_addele));
	memset(sd->magic_addrace,0,sizeof(sd->magic_addrace));
	memset(sd->magic_subrace,0,sizeof(sd->magic_subrace));
	sd->perfect_hit = 0;
	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->def_ratio_atk_ele = sd->def_ratio_atk_ele_ = 0;
	sd->def_ratio_atk_race = sd->def_ratio_atk_race_ = 0;
	sd->get_zeny_num = 0;
	sd->add_damage_class_count = sd->add_damage_class_count_ = sd->add_magic_damage_class_count = 0;
	sd->add_def_class_count = sd->add_mdef_class_count = 0;
	sd->monster_drop_item_count = 0;
	memset(sd->add_damage_classrate,0,sizeof(sd->add_damage_classrate));
	memset(sd->add_damage_classrate_,0,sizeof(sd->add_damage_classrate_));
	memset(sd->add_magic_damage_classrate,0,sizeof(sd->add_magic_damage_classrate));
	memset(sd->add_def_classrate,0,sizeof(sd->add_def_classrate));
	memset(sd->add_mdef_classrate,0,sizeof(sd->add_mdef_classrate));
	memset(sd->monster_drop_race,0,sizeof(sd->monster_drop_race));
	memset(sd->monster_drop_itemrate,0,sizeof(sd->monster_drop_itemrate));
	sd->speed_add_rate = sd->aspd_add_rate = 100;
	sd->double_add_rate = sd->perfect_hit_add = sd->get_zeny_add_num = 0;
	sd->splash_range = sd->splash_add_range = 0;
	sd->autospell_id = sd->autospell_lv = sd->autospell_rate = 0;
	sd->hp_drain_rate = sd->hp_drain_per = sd->sp_drain_rate = sd->sp_drain_per = 0;
	sd->hp_drain_rate_ = sd->hp_drain_per_ = sd->sp_drain_rate_ = sd->sp_drain_per_ = 0;
	sd->short_weapon_damage_return = sd->long_weapon_damage_return = 0;
	sd->magic_damage_return = 0; //AppleGirl Was Here
	sd->random_attack_increase_add = sd->random_attack_increase_per = 0;

	if(!sd->disguiseflag && sd->disguise) {
		sd->disguise=0;
		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
		clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
		clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
		clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
		clif_clearchar(&sd->bl, 9);
		pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
	}

	for(i=0;i<10;i++) {
		index = sd->equip_index[i];
		if(index < 0)
			continue;
		if(i == 9 && sd->equip_index[8] == index)
			continue;
		if(i == 5 && sd->equip_index[4] == index)
			continue;
		if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
			continue;

		if(sd->inventory_data[index]) {
			if(sd->inventory_data[index]->type == 4) {
				if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
					int j;
					for(j=0;j<sd->inventory_data[index]->slot;j++){	// カード
						int c=sd->status.inventory[index].card[j];
						if(c>0){
							if(i == 8 && sd->status.inventory[index].equip == 0x20)
								sd->state.lr_flag = 1;
							run_script(itemdb_equipscript(c),0,sd->bl.id,0);
							sd->state.lr_flag = 0;
						}
					}
				}
			}
			else if(sd->inventory_data[index]->type==5){ // 防具
				if(sd->status.inventory[index].card[0]!=0x00ff && sd->status.inventory[index].card[0]!=0x00fe && sd->status.inventory[index].card[0]!=(short)0xff00) {
					int j;
					for(j=0;j<sd->inventory_data[index]->slot;j++){	// カード
						int c=sd->status.inventory[index].card[j];
						if(c>0)
							run_script(itemdb_equipscript(c),0,sd->bl.id,0);
					}
				}
			}
		}
	}
	wele = sd->atk_ele;
	wele_ = sd->atk_ele_;
	def_ele = sd->def_ele;
	if(sd->status.pet_id > 0) {
		struct pet_data *pd=sd->pd;
		if((pd && battle_config.pet_status_support==1) && (battle_config.pet_equip_required==0 || (battle_config.pet_equip_required && pd->equip > 0))) {
			if(sd->status.pet_id > 0 && sd->petDB && sd->pet.intimate > 0)
				run_script(sd->petDB->script,0,sd->bl.id,0);
			pele = sd->atk_ele;
			pdef_ele = sd->def_ele;
			sd->atk_ele = sd->def_ele = 0;
		}
	}
	memcpy(sd->paramcard,sd->parame,sizeof(sd->paramcard));

	// 装備品によるステータス変化はここで実行
	for(i=0;i<10;i++) {
		index = sd->equip_index[i];
		if(index < 0)
			continue;
		if(i == 9 && sd->equip_index[8] == index)
			continue;
		if(i == 5 && sd->equip_index[4] == index)
			continue;
		if(i == 6 && (sd->equip_index[5] == index || sd->equip_index[4] == index))
			continue;
		if(sd->inventory_data[index]) {
			sd->def += sd->inventory_data[index]->def;
			if(sd->inventory_data[index]->type == 4) {
				int r,wlv = sd->inventory_data[index]->wlv;
				if(i == 8 && sd->status.inventory[index].equip == 0x20) {
					//二刀流用データ入力
					sd->watk_ += sd->inventory_data[index]->atk;
					sd->watk_2 = (r=sd->status.inventory[index].refine)*	// 精錬攻撃力
						refinebonus[wlv][0];
					if( (r-=refinebonus[wlv][2])>0 )	// 過剰精錬ボーナス
						sd->overrefine_ = r*refinebonus[wlv][1];

					if(sd->status.inventory[index].card[0]==0x00ff){	// 製造武器
						sd->star_ = (sd->status.inventory[index].card[1]>>8);	// 星のかけら
						wele_= (sd->status.inventory[index].card[1]&0x0f);	// 属 性
					}
					sd->attackrange_ += sd->inventory_data[index]->range;
					sd->state.lr_flag = 1;
					run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
					sd->state.lr_flag = 0;
				}
				else {	//二刀流武器以外
					sd->watk += sd->inventory_data[index]->atk;
					sd->watk2 += (r=sd->status.inventory[index].refine)*	// 精錬攻撃力
						refinebonus[wlv][0];
					if( (r-=refinebonus[wlv][2])>0 )	// 過剰精錬ボーナス
						sd->overrefine += r*refinebonus[wlv][1];

					if(sd->status.inventory[index].card[0]==0x00ff){	// 製造武器
						sd->star += (sd->status.inventory[index].card[1]>>8);	// 星のかけら
						wele = (sd->status.inventory[index].card[1]&0x0f);	// 属 性
					}
					sd->attackrange += sd->inventory_data[index]->range;
					run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
				}
			}
			else if(sd->inventory_data[index]->type == 5) {
				sd->watk += sd->inventory_data[index]->atk;
				refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
				run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
			}
		}
	}

	if(sd->equip_index[10] >= 0){ // 矢
		index = sd->equip_index[10];
		if(sd->inventory_data[index]){		//まだ属性が入っていない
			sd->state.lr_flag = 2;
			run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
			sd->state.lr_flag = 0;
			sd->arrow_atk += sd->inventory_data[index]->atk;
		}
	}
	sd->def += (refinedef+50)/100;

	if(sd->attackrange < 1) sd->attackrange = 1;
	if(sd->attackrange_ < 1) sd->attackrange_ = 1;
	if(sd->attackrange < sd->attackrange_)
		sd->attackrange = sd->attackrange_;
	if(sd->status.weapon == 11)
		sd->attackrange += sd->arrow_range;
	if(wele > 0)
		sd->atk_ele = wele;
	if(wele_ > 0)
		sd->atk_ele_ = wele_;
	if(def_ele > 0)
		sd->def_ele = def_ele;
	if(battle_config.pet_status_support) {
		if(pele > 0 && !sd->atk_ele)
			sd->atk_ele = pele;
		if(pdef_ele > 0 && !sd->def_ele)
			sd->def_ele = pdef_ele;
	}
	sd->double_rate += sd->double_add_rate;
	sd->perfect_hit += sd->perfect_hit_add;
	sd->get_zeny_num += sd->get_zeny_add_num;
	sd->splash_range += sd->splash_add_range;
	if(sd->speed_add_rate != 100)
		sd->speed_rate += sd->speed_add_rate - 100;
	if(sd->aspd_add_rate != 100)
		sd->aspd_rate += sd->aspd_add_rate - 100;

	// 武器ATKサイズ補正 (右手)
	sd->atkmods[0] = atkmods[0][sd->weapontype1];
	sd->atkmods[1] = atkmods[1][sd->weapontype1];
	sd->atkmods[2] = atkmods[2][sd->weapontype1];
	//武器ATKサイズ補正 (左手)
	sd->atkmods_[0] = atkmods[0][sd->weapontype2];
	sd->atkmods_[1] = atkmods[1][sd->weapontype2];
	sd->atkmods_[2] = atkmods[2][sd->weapontype2];

	// jobボーナス分
	for(i=0;i<sd->status.job_level && i<MAX_LEVEL;i++){
		if(job_bonus[s_class.upper][s_class.job][i])
			sd->paramb[job_bonus[s_class.upper][s_class.job][i]-1]++;
	}

	if( (skill=pc_checkskill(sd,MC_INCCARRY))>0 )	// skill can be used with an item now, thanks to orn [Valaris]
		sd->max_weight += skill*1000;

	if( (skill=pc_checkskill(sd,AC_OWL))>0 )	// ふくろうの目
		sd->paramb[4] += skill;

	// ステータス変化による基本パラメータ補正
	if(sd->sc_count){
		if(sd->sc_data[SC_CONCENTRATE].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1){	// 集中力向上
			sd->paramb[1]+= (sd->status.agi+sd->paramb[1]+sd->parame[1]-sd->paramcard[1])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
			sd->paramb[4]+= (sd->status.dex+sd->paramb[4]+sd->parame[4]-sd->paramcard[4])*(2+sd->sc_data[SC_CONCENTRATE].val1)/100;
		}
		if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){	// 速度増加
			sd->paramb[1]+= 2+sd->sc_data[SC_INCREASEAGI].val1;
			sd->speed -= sd->speed *25/100;
		}
		if(sd->sc_data[SC_DECREASEAGI].timer!=-1)	// 速度減少(agiはbattle.cで)
			sd->speed = sd->speed *125/100;
		if(sd->sc_data[SC_CLOAKING].timer!=-1)
			sd->speed = (sd->speed*(76+(sd->sc_data[SC_INCREASEAGI].val1*3)))/100;
		if(sd->sc_data[SC_CHASEWALK].timer!=-1)
			sd->speed = sd->speed*(135-sd->sc_data[SC_CHASEWALK].val1*5)/100; // slow down by chasewalk
		if(sd->sc_data[SC_BLESSING].timer!=-1){	// ブレッシング
			sd->paramb[0]+= sd->sc_data[SC_BLESSING].val1;
			sd->paramb[3]+= sd->sc_data[SC_BLESSING].val1;
			sd->paramb[4]+= sd->sc_data[SC_BLESSING].val1;
		}
		if(sd->sc_data[SC_GLORIA].timer!=-1)	// グロリア
			sd->paramb[5]+= 30;
		if(sd->sc_data[SC_LOUD].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1)	// ラウドボイス
			sd->paramb[0]+= 4;
		if(sd->sc_data[SC_QUAGMIRE].timer!=-1){	// クァグマイア
			sd->speed = sd->speed*3/2;
			sd->paramb[1]-=(sd->status.agi+sd->paramb[1]+sd->parame[1])/2;
			sd->paramb[4]-=(sd->status.dex+sd->paramb[4]+sd->parame[4])/2;
		}
		if(sd->sc_data[SC_TRUESIGHT].timer!=-1){	// トゥルーサイト
			sd->paramb[0]+= 5;
			sd->paramb[1]+= 5;
			sd->paramb[2]+= 5;
			sd->paramb[3]+= 5;
			sd->paramb[4]+= 5;
			sd->paramb[5]+= 5;
		}
	}

	//1度も死んでないJob70スパノビに+10
	if(s_class.job == 23 && sd->die_counter == 0 && sd->status.job_level >= 70){
		sd->paramb[0]+= 15;
		sd->paramb[1]+= 15;
		sd->paramb[2]+= 15;
		sd->paramb[3]+= 15;
		sd->paramb[4]+= 15;
		sd->paramb[5]+= 15;
	}
	sd->paramc[0]=sd->status.str+sd->paramb[0]+sd->parame[0];
	sd->paramc[1]=sd->status.agi+sd->paramb[1]+sd->parame[1];
	sd->paramc[2]=sd->status.vit+sd->paramb[2]+sd->parame[2];
	sd->paramc[3]=sd->status.int_+sd->paramb[3]+sd->parame[3];
	sd->paramc[4]=sd->status.dex+sd->paramb[4]+sd->parame[4];
	sd->paramc[5]=sd->status.luk+sd->paramb[5]+sd->parame[5];
	for(i=0;i<6;i++)
		if(sd->paramc[i] < 0) sd->paramc[i] = 0;

	if(sd->status.weapon == 11 || sd->status.weapon == 13 || sd->status.weapon == 14) {
		str = sd->paramc[4];
		dex = sd->paramc[0];
	}
	else {
		str = sd->paramc[0];
		dex = sd->paramc[4];
	}
	dstr = str/10;
	sd->base_atk += str + dstr*dstr + dex/5 + sd->paramc[5]/5;
	sd->matk1 += sd->paramc[3]+(sd->paramc[3]/5)*(sd->paramc[3]/5);
	sd->matk2 += sd->paramc[3]+(sd->paramc[3]/7)*(sd->paramc[3]/7);
	if(sd->matk1 < sd->matk2) {
		int temp = sd->matk2;
		sd->matk2 = sd->matk1;
		sd->matk1 = temp;
	}
	sd->hit += sd->paramc[4] + sd->status.base_level;
	sd->flee += sd->paramc[1] + sd->status.base_level;
	sd->def2 += sd->paramc[2];
	sd->mdef2 += sd->paramc[3];
	sd->flee2 += sd->paramc[5]+10;
	sd->critical += (sd->paramc[5]*3)+10;

	if(sd->base_atk < 1)
		sd->base_atk = 1;
	if(sd->critical_rate != 100)
		sd->critical = (sd->critical*sd->critical_rate)/100;
	if(sd->critical < 10) sd->critical = 10;
	if(sd->hit_rate != 100)
		sd->hit = (sd->hit*sd->hit_rate)/100;
	if(sd->hit < 1) sd->hit = 1;
	if(sd->flee_rate != 100)
		sd->flee = (sd->flee*sd->flee_rate)/100;
	if(sd->flee < 1) sd->flee = 1;
	if(sd->flee2_rate != 100)
		sd->flee2 = (sd->flee2*sd->flee2_rate)/100;
	if(sd->flee2 < 10) sd->flee2 = 10;
	if(sd->def_rate != 100)
		sd->def = (sd->def*sd->def_rate)/100;
	if(sd->def < 0) sd->def = 0;
	if(sd->def2_rate != 100)
		sd->def2 = (sd->def2*sd->def2_rate)/100;
	if(sd->def2 < 1) sd->def2 = 1;
	if(sd->mdef_rate != 100)
		sd->mdef = (sd->mdef*sd->mdef_rate)/100;
	if(sd->mdef < 0) sd->mdef = 0;
	if(sd->mdef2_rate != 100)
		sd->mdef2 = (sd->mdef2*sd->mdef2_rate)/100;
	if(sd->mdef2 < 1) sd->mdef2 = 1;

	// 二刀流 ASPD 修正
	if (sd->status.weapon <= 16)
		sd->aspd += aspd_base[s_class.job][sd->status.weapon]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->status.weapon]/1000;
	else
		sd->aspd += (
			(aspd_base[s_class.job][sd->weapontype1]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype1]/1000) +
			(aspd_base[s_class.job][sd->weapontype2]-(sd->paramc[1]*4+sd->paramc[4])*aspd_base[s_class.job][sd->weapontype2]/1000)
			) * 140 / 200;

	aspd_rate = sd->aspd_rate;

	//攻撃速度増加

	if( (skill=pc_checkskill(sd,AC_VULTURE))>0){	// ワシの目
		sd->hit += skill;
		if(sd->status.weapon == 11)
			sd->attackrange += skill;
	}

	if( (skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)	// 武器研究の命中率増加
		sd->hit += skill*2;
	if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )	// トンネルドライブ	// トンネルドライブ
		sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
	if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)	// カートによる速度低下
		sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
	else if (pc_isriding(sd))	// ペコペコ乗りによる速度増加
		sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
		sd->max_weight += 1000;
	if(sd->sc_count){
		if(sd->sc_data[SC_WINDWALK].timer!=-1)	//ウィンドウォーク時はLv*2%減算
			sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
		if(sd->sc_data[SC_CARTBOOST].timer!=-1)	// カートブースト
		sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
		if(sd->sc_data[SC_BERSERK].timer!=-1)	//バーサーク中はIAと同じぐらい速い？
			sd->speed -= sd->speed *25/100;
		if(sd->sc_data[SC_WEDDING].timer!=-1)	//結婚中は歩くのが遅い
			sd->speed = 2*DEFAULT_WALK_SPEED;
	}

	if((skill=pc_checkskill(sd,CR_TRUST))>0) { // フェイス
		sd->status.max_hp += skill*200;
		sd->subele[6] += skill*5;
	}
	if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0)
		sd->subele[3] += skill*4;

	bl=sd->status.base_level;

	sd->status.max_hp += (3500 + bl*hp_coefficient2[s_class.job] + hp_sigma_val[s_class.job][(bl > 0)? bl-1:0])/100 * (100 + sd->paramc[2])/100 + (sd->parame[2] - sd->paramcard[2]);
        if (s_class.upper==1) // [MouseJstr]
                sd->status.max_hp = sd->status.max_hp * 130/100;
	if(sd->hprate!=100)
		sd->status.max_hp = sd->status.max_hp*sd->hprate/100;

	if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1){	// バーサーク
		sd->status.max_hp = sd->status.max_hp * 3;
		sd->status.hp = sd->status.hp * 3;
		if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
		sd->status.max_hp = battle_config.max_hp;
		if(sd->status.hp > battle_config.max_hp) // removed negative max hp bug by Valaris
		sd->status.hp = battle_config.max_hp;
	}
	if(s_class.job == 23 && sd->status.base_level >= 99){
		sd->status.max_hp = sd->status.max_hp + 2000;
	}

	if(sd->status.max_hp > battle_config.max_hp) // removed negative max hp bug by Valaris
		sd->status.max_hp = battle_config.max_hp;
	if(sd->status.max_hp <= 0) sd->status.max_hp = 1; // end

	// 最大SP計算
	sd->status.max_sp += ((sp_coefficient[s_class.job] * bl) + 1000)/100 * (100 + sd->paramc[3])/100 + (sd->parame[3] - sd->paramcard[3]);
        if (s_class.upper==1) // [MouseJstr]
                sd->status.max_sp = sd->status.max_sp * 130/100;
	if(sd->sprate!=100)
		sd->status.max_sp = sd->status.max_sp*sd->sprate/100;

	if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ
		sd->status.max_sp += sd->status.max_sp*skill/100;
	if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) /* ソウルドレイン */
		sd->status.max_sp += sd->status.max_sp*2*skill/100;

	if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
		sd->status.max_sp = battle_config.max_sp;

	//自然回復HP
	sd->nhealhp = 1 + (sd->paramc[2]/5) + (sd->status.max_hp/200);
	if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0) {	/* HP回復力向上 */
		sd->nshealhp = skill*5 + (sd->status.max_hp*skill/500);
		if(sd->nshealhp > 0x7fff) sd->nshealhp = 0x7fff;
	}
	//自然回復SP
	sd->nhealsp = 1 + (sd->paramc[3]/6) + (sd->status.max_sp/100);
	if(sd->paramc[3] >= 120)
		sd->nhealsp += ((sd->paramc[3]-120)>>1) + 4;
	if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0) { /* SP回復力向上 */
		sd->nshealsp = skill*3 + (sd->status.max_sp*skill/500);
		if(sd->nshealsp > 0x7fff) sd->nshealsp = 0x7fff;
	}

	if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0) {
		sd->nsshealhp = skill*4 + (sd->status.max_hp*skill/500);
		sd->nsshealsp = skill*2 + (sd->status.max_sp*skill/500);
		if(sd->nsshealhp > 0x7fff) sd->nsshealhp = 0x7fff;
		if(sd->nsshealsp > 0x7fff) sd->nsshealsp = 0x7fff;
	}
	if(sd->hprecov_rate != 100) {
		sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
		if(sd->nhealhp < 1) sd->nhealhp = 1;
	}
	if(sd->sprecov_rate != 100) {
		sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
		if(sd->nhealsp < 1) sd->nhealsp = 1;
	}
	if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0) { // メディテイティオはSPRではなく自然回復にかかる
		sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
		if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
	}

	// 種族耐性（これでいいの？ ディバインプロテクションと同じ処理がいるかも）
	if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジー
		skill = skill*4;
		sd->addrace[9]+=skill;
		sd->addrace_[9]+=skill;
		sd->subrace[9]+=skill;
		sd->magic_addrace[9]+=skill;
		sd->magic_subrace[9]-=skill;
	}

	//Flee上昇
	if( (skill=pc_checkskill(sd,TF_MISS))>0 ){	// 回避率増加
		if(sd->status.class==6||sd->status.class==4007 || sd->status.class==23){
			sd->flee += skill*3;
		}
		if(sd->status.class==12||sd->status.class==17||sd->status.class==4013||sd->status.class==4018)
			sd->flee += skill*4;
		if(sd->status.class==12||sd->status.class==4013)
			sd->speed -= sd->speed *(skill*.5)/100;
	}
	if( (skill=pc_checkskill(sd,MO_DODGE))>0 )	// 見切り
		sd->flee += (skill*3)>>1;

	// スキルやステータス異常による残りのパラメータ補正
	if(sd->sc_count){
		// ATK/DEF変化形
		if(sd->sc_data[SC_ANGELUS].timer!=-1)	// エンジェラス
			sd->def2 = sd->def2*(110+5*sd->sc_data[SC_ANGELUS].val1)/100;
		if(sd->sc_data[SC_IMPOSITIO].timer!=-1)	{// インポシティオマヌス
			sd->watk += sd->sc_data[SC_IMPOSITIO].val1*5;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
				sd->watk_ += sd->sc_data[SC_IMPOSITIO].val1*5;
		}
		if(sd->sc_data[SC_PROVOKE].timer!=-1){	// プロボック
			sd->def2 = sd->def2*(100-6*sd->sc_data[SC_PROVOKE].val1)/100;
			sd->base_atk = sd->base_atk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
			sd->watk = sd->watk*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
				sd->watk_ = sd->watk_*(100+2*sd->sc_data[SC_PROVOKE].val1)/100;
		}
		if(sd->sc_data[SC_ENDURE].timer!=-1)
			sd->mdef2 += sd->sc_data[SC_ENDURE].val1;
		if(sd->sc_data[SC_MINDBREAKER].timer!=-1){	// プロボック
			sd->mdef2 = sd->mdef2*(100-6*sd->sc_data[SC_MINDBREAKER].val1)/100;
			sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
			sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MINDBREAKER].val1)/100;
		}
		if(sd->sc_data[SC_POISON].timer!=-1)	// 毒状態
			sd->def2 = sd->def2*75/100;
		if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){	// 戦太鼓の響き
			sd->watk += sd->sc_data[SC_DRUMBATTLE].val2;
			sd->def  += sd->sc_data[SC_DRUMBATTLE].val3;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
				sd->watk_ += sd->sc_data[SC_DRUMBATTLE].val2;
		}
		if(sd->sc_data[SC_NIBELUNGEN].timer!=-1) {	// ニーベルングの指輪
			index = sd->equip_index[9];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
				sd->watk += sd->sc_data[SC_NIBELUNGEN].val3;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 3)
				sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val3;
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
				sd->watk += sd->sc_data[SC_NIBELUNGEN].val2;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
				sd->watk_ += sd->sc_data[SC_NIBELUNGEN].val2;
		}

		if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){	// ボルケーノ
			sd->watk += sd->sc_data[SC_VIOLENTGALE].val3;
		}

		if(sd->sc_data[SC_SIGNUMCRUCIS].timer!=-1)
			sd->def = sd->def * (100 - sd->sc_data[SC_SIGNUMCRUCIS].val2)/100;
		if(sd->sc_data[SC_ETERNALCHAOS].timer!=-1)	// エターナルカオス
			sd->def=0;

		if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレーション
			sd->watk = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
			index = sd->equip_index[8];
			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
				sd->watk_ = sd->watk * (100 + 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
			sd->def = sd->def * (100 - 5*sd->sc_data[SC_CONCENTRATION].val1)/100;
		}

		if(sd->sc_data[SC_MAGICPOWER].timer!=-1){ //魔法力増幅
			sd->matk1 = sd->matk1*(100+2*sd->sc_data[SC_MAGICPOWER].val1)/100;
			sd->matk2 = sd->matk2*(100+2*sd->sc_data[SC_MAGICPOWER].val1)/100;
		}
		if(sd->sc_data[SC_ATKPOT].timer!=-1)
			sd->watk += sd->sc_data[SC_ATKPOT].val1;
		if(sd->sc_data[SC_MATKPOT].timer!=-1){
			sd->matk1 += sd->sc_data[SC_MATKPOT].val1;
			sd->matk2 += sd->sc_data[SC_MATKPOT].val1;
		}

		// ASPD/移動速度変化系
		if(sd->sc_data[SC_TWOHANDQUICKEN].timer != -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1)	// 2HQ
			aspd_rate -= 30;
		if(sd->sc_data[SC_ADRENALINE].timer != -1 && sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
			sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1) {	// アドレナリンラッシュ
			if(sd->sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penaly)
				aspd_rate -= 30;
			else
				aspd_rate -= 25;
		}
		if(sd->sc_data[SC_SPEARSQUICKEN].timer != -1 && sd->sc_data[SC_ADRENALINE].timer == -1 &&
			sd->sc_data[SC_TWOHANDQUICKEN].timer == -1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1)	// スピアクィッケン
			aspd_rate -= sd->sc_data[SC_SPEARSQUICKEN].val2;
		if(sd->sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
			sd->sc_data[SC_TWOHANDQUICKEN].timer==-1 && sd->sc_data[SC_ADRENALINE].timer==-1 && sd->sc_data[SC_SPEARSQUICKEN].timer==-1 &&
			sd->sc_data[SC_DONTFORGETME].timer == -1)
				aspd_rate -= 5+sd->sc_data[SC_ASSNCROS].val1+sd->sc_data[SC_ASSNCROS].val2+sd->sc_data[SC_ASSNCROS].val3;
		if(sd->sc_data[SC_DONTFORGETME].timer!=-1){		// 私を忘れないで
			aspd_rate += sd->sc_data[SC_DONTFORGETME].val1*3 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3>>16);
			sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
		}
		if(	sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
			sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
			sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1)	// 増 速ポーション
			aspd_rate -= sd->sc_data[i].val2;

		// HIT/FLEE変化系
		if(sd->sc_data[SC_WHISTLE].timer!=-1){  // 口笛
			sd->flee += sd->flee * (sd->sc_data[SC_WHISTLE].val1
					+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3>>16))/100;
			sd->flee2+= (sd->sc_data[SC_WHISTLE].val1+sd->sc_data[SC_WHISTLE].val2+(sd->sc_data[SC_WHISTLE].val3&0xffff)) * 10;
		}
		if(sd->sc_data[SC_HUMMING].timer!=-1)  // ハミング
			sd->hit += (sd->sc_data[SC_HUMMING].val1*2+sd->sc_data[SC_HUMMING].val2
					+sd->sc_data[SC_HUMMING].val3) * sd->hit/100;
		if(sd->sc_data[SC_VIOLENTGALE].timer!=-1 && sd->def_ele==4){	// バイオレントゲイル
			sd->flee += sd->flee*sd->sc_data[SC_VIOLENTGALE].val3/100;
		}
		if(sd->sc_data[SC_BLIND].timer!=-1){	// 暗黒
			sd->hit -= sd->hit*25/100;
			sd->flee -= sd->flee*25/100;
		}
		if(sd->sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
			sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
		if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
			sd->flee -= sd->flee*50/100;
		if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
			sd->hit += 3*(sd->sc_data[SC_TRUESIGHT].val1);
		if(sd->sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
			sd->hit += (10*(sd->sc_data[SC_CONCENTRATION].val1));

		// 耐性
		if(sd->sc_data[SC_SIEGFRIED].timer!=-1){  // 不死身のジークフリード
			sd->subele[1] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[2] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[3] += sd->sc_data[SC_SIEGFRIED].val2;	// 火
			sd->subele[4] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[5] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[6] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[7] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[8] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
			sd->subele[9] += sd->sc_data[SC_SIEGFRIED].val2;	// 水
		}
		if(sd->sc_data[SC_PROVIDENCE].timer!=-1){	// プロヴィデンス
			sd->subele[6] += sd->sc_data[SC_PROVIDENCE].val2;	// 対 聖属性
			sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2;	// 対 悪魔
		}

		// その他
		if(sd->sc_data[SC_APPLEIDUN].timer!=-1){	// イドゥンの林檎
			sd->status.max_hp += ((5+sd->sc_data[SC_APPLEIDUN].val1*2+((sd->sc_data[SC_APPLEIDUN].val2+1)>>1)
						+sd->sc_data[SC_APPLEIDUN].val3/10) * sd->status.max_hp)/100;
			if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
				sd->status.max_hp = battle_config.max_hp;
		}
		if(sd->sc_data[SC_DELUGE].timer!=-1 && sd->def_ele==1){	// デリュージ
			sd->status.max_hp += sd->status.max_hp*sd->sc_data[SC_DELUGE].val3/100;
			if(sd->status.max_hp < 0 || sd->status.max_hp > battle_config.max_hp)
				sd->status.max_hp = battle_config.max_hp;
		}
		if(sd->sc_data[SC_SERVICE4U].timer!=-1) {	// サービスフォーユー
			sd->status.max_sp += sd->status.max_sp*(10+sd->sc_data[SC_SERVICE4U].val1+sd->sc_data[SC_SERVICE4U].val2
						+sd->sc_data[SC_SERVICE4U].val3)/100;
			if(sd->status.max_sp < 0 || sd->status.max_sp > battle_config.max_sp)
				sd->status.max_sp = battle_config.max_sp;
			sd->dsprate-=(10+sd->sc_data[SC_SERVICE4U].val1*3+sd->sc_data[SC_SERVICE4U].val2
					+sd->sc_data[SC_SERVICE4U].val3);
			if(sd->dsprate<0)sd->dsprate=0;
		}

		if(sd->sc_data[SC_FORTUNE].timer!=-1)	// 幸運のキス
			sd->critical += (10+sd->sc_data[SC_FORTUNE].val1+sd->sc_data[SC_FORTUNE].val2
						+sd->sc_data[SC_FORTUNE].val3)*10;

		if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer!=-1){	// 爆裂波動
			if(s_class.job==23)
				sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val1*100;
			else
			sd->critical += sd->sc_data[SC_EXPLOSIONSPIRITS].val2;
		}

		if(sd->sc_data[SC_STEELBODY].timer!=-1){	// 金剛
			sd->def = 90;
			sd->mdef = 90;
			aspd_rate += 25;
			sd->speed = (sd->speed * 125) / 100;
		}
		if(sd->sc_data[SC_DEFENDER].timer != -1) {
			sd->aspd += (550 - sd->sc_data[SC_DEFENDER].val1*50);
			sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
		}
		if(sd->sc_data[SC_ENCPOISON].timer != -1)
			sd->addeff[4] += sd->sc_data[SC_ENCPOISON].val2;

		if( sd->sc_data[SC_DANCING].timer!=-1 ){		// 演奏/ダンス使用中
			sd->speed*=4;
			sd->nhealsp = 0;
			sd->nshealsp = 0;
			sd->nsshealsp = 0;
		}
		if(sd->sc_data[SC_CURSE].timer!=-1)
			sd->speed += 450;

		if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥルーサイト
			sd->critical += sd->critical*(sd->sc_data[SC_TRUESIGHT].val1)/100;

/*		if(sd->sc_data[SC_VOLCANO].timer!=-1)	// エンチャントポイズン(属性はbattle.cで)
			sd->addeff[2]+=sd->sc_data[SC_VOLCANO].val2;//% of granting
		if(sd->sc_data[SC_DELUGE].timer!=-1)	// エンチャントポイズン(属性はbattle.cで)
			sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
		*/
	}

	if(sd->speed_rate != 100)
		sd->speed = sd->speed*sd->speed_rate/100;
	if(sd->speed < 1) sd->speed = 1;
	if(aspd_rate != 100)
		sd->aspd = sd->aspd*aspd_rate/100;
	if(pc_isriding(sd))							// 騎兵修練
		sd->aspd = sd->aspd*(100 + 10*(5 - pc_checkskill(sd,KN_CAVALIERMASTERY)))/ 100;
	if(sd->aspd < battle_config.max_aspd) sd->aspd = battle_config.max_aspd;
	sd->amotion = sd->aspd;
	sd->dmotion = 800-sd->paramc[1]*4;
	if(sd->dmotion<400)
		sd->dmotion = 400;
	if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
		sd->prev_speed = sd->speed;
		sd->speed = sd->speed*(175 - skill*5)/100;
	}

	if(sd->status.hp>sd->status.max_hp)
		sd->status.hp=sd->status.max_hp;
	if(sd->status.sp>sd->status.max_sp)
		sd->status.sp=sd->status.max_sp;

	if(first&4)
		return 0;
	if(first&3) {
		clif_updatestatus(sd,SP_SPEED);
		clif_updatestatus(sd,SP_MAXHP);
		clif_updatestatus(sd,SP_MAXSP);
		if(first&1) {
			clif_updatestatus(sd,SP_HP);
			clif_updatestatus(sd,SP_SP);
		}
		return 0;
	}

	if(b_class != sd->view_class) {
		clif_changelook(&sd->bl,LOOK_BASE,sd->view_class);
#if PACKETVER < 4
		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
		clif_changelook(&sd->bl,LOOK_WEAPON,0);
#endif
	}

	if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) || b_attackrange != sd->attackrange)
		clif_skillinfoblock(sd);	// スキル送信

	if(b_speed != sd->speed)
		clif_updatestatus(sd,SP_SPEED);
	if(b_weight != sd->weight)
		clif_updatestatus(sd,SP_WEIGHT);
	if(b_max_weight != sd->max_weight) {
		clif_updatestatus(sd,SP_MAXWEIGHT);
		pc_checkweighticon(sd);
	}
	for(i=0;i<6;i++)
		if(b_paramb[i] + b_parame[i] != sd->paramb[i] + sd->parame[i])
			clif_updatestatus(sd,SP_STR+i);
	if(b_hit != sd->hit)
		clif_updatestatus(sd,SP_HIT);
	if(b_flee != sd->flee)
		clif_updatestatus(sd,SP_FLEE1);
	if(b_aspd != sd->aspd)
		clif_updatestatus(sd,SP_ASPD);
	if(b_watk != sd->watk || b_base_atk != sd->base_atk)
		clif_updatestatus(sd,SP_ATK1);
	if(b_def != sd->def)
		clif_updatestatus(sd,SP_DEF1);
	if(b_watk2 != sd->watk2)
		clif_updatestatus(sd,SP_ATK2);
	if(b_def2 != sd->def2)
		clif_updatestatus(sd,SP_DEF2);
	if(b_flee2 != sd->flee2)
		clif_updatestatus(sd,SP_FLEE2);
	if(b_critical != sd->critical)
		clif_updatestatus(sd,SP_CRITICAL);
	if(b_matk1 != sd->matk1)
		clif_updatestatus(sd,SP_MATK1);
	if(b_matk2 != sd->matk2)
		clif_updatestatus(sd,SP_MATK2);
	if(b_mdef != sd->mdef)
		clif_updatestatus(sd,SP_MDEF1);
	if(b_mdef2 != sd->mdef2)
		clif_updatestatus(sd,SP_MDEF2);
	if(b_attackrange != sd->attackrange)
		clif_updatestatus(sd,SP_ATTACKRANGE);
	if(b_max_hp != sd->status.max_hp)
		clif_updatestatus(sd,SP_MAXHP);
	if(b_max_sp != sd->status.max_sp)
		clif_updatestatus(sd,SP_MAXSP);
	if(b_hp != sd->status.hp)
		clif_updatestatus(sd,SP_HP);
	if(b_sp != sd->status.sp)
		clif_updatestatus(sd,SP_SP);

/*	if(before.cart_num != before.cart_num || before.cart_max_num != before.cart_max_num ||
		before.cart_weight != before.cart_weight || before.cart_max_weight != before.cart_max_weight )
		clif_updatestatus(sd,SP_CARTINFO);*/

	if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
		(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
		// オートバーサーク発動
		skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);

	return 0;
}

/*==========================================
 * 装 備品による能力等のボーナス設定
 *------------------------------------------
 */
int pc_bonus(struct map_session_data *sd,int type,int val)
{
	nullpo_retr(0, sd);

	switch(type){
	case SP_STR:
	case SP_AGI:
	case SP_VIT:
	case SP_INT:
	case SP_DEX:
	case SP_LUK:
		if(sd->state.lr_flag != 2)
			sd->parame[type-SP_STR]+=val;
		break;
	case SP_ATK1:
		if(!sd->state.lr_flag)
			sd->watk+=val;
		else if(sd->state.lr_flag == 1)
			sd->watk_+=val;
		break;
	case SP_ATK2:
		if(!sd->state.lr_flag)
			sd->watk2+=val;
		else if(sd->state.lr_flag == 1)
			sd->watk_2+=val;
		break;
	case SP_BASE_ATK:
		if(sd->state.lr_flag != 2)
			sd->base_atk+=val;
		break;
	case SP_MATK1:
		if(sd->state.lr_flag != 2)
			sd->matk1 += val;
		break;
	case SP_MATK2:
		if(sd->state.lr_flag != 2)
			sd->matk2 += val;
		break;
	case SP_MATK:
		if(sd->state.lr_flag != 2) {
			sd->matk1 += val;
			sd->matk2 += val;
		}
		break;
	case SP_DEF1:
		if(sd->state.lr_flag != 2)
			sd->def+=val;
		break;
	case SP_MDEF1:
		if(sd->state.lr_flag != 2)
			sd->mdef+=val;
		break;
	case SP_MDEF2:
		if(sd->state.lr_flag != 2)
			sd->mdef+=val;
		break;
	case SP_HIT:
		if(sd->state.lr_flag != 2)
			sd->hit+=val;
		else
			sd->arrow_hit+=val;
		break;
	case SP_FLEE1:
		if(sd->state.lr_flag != 2)
			sd->flee+=val;
		break;
	case SP_FLEE2:
		if(sd->state.lr_flag != 2)
			sd->flee2+=val*10;
		break;
	case SP_CRITICAL:
		if(sd->state.lr_flag != 2)
			sd->critical+=val*10;
		else
			sd->arrow_cri += val*10;
		break;
	case SP_ATKELE:
		if(!sd->state.lr_flag)
			sd->atk_ele=val;
		else if(sd->state.lr_flag == 1)
			sd->atk_ele_=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_ele=val;
		break;
	case SP_DEFELE:
		if(sd->state.lr_flag != 2)
			sd->def_ele=val;
		break;
	case SP_MAXHP:
		if(sd->state.lr_flag != 2)
			sd->status.max_hp+=val;
		break;
	case SP_MAXSP:
		if(sd->state.lr_flag != 2)
			sd->status.max_sp+=val;
		break;
	case SP_CASTRATE:
		if(sd->state.lr_flag != 2)
			sd->castrate+=val;
		break;
	case SP_MAXHPRATE:
		if(sd->state.lr_flag != 2)
			sd->hprate+=val;
		break;
	case SP_MAXSPRATE:
		if(sd->state.lr_flag != 2)
			sd->sprate+=val;
		break;
	case SP_SPRATE:
		if(sd->state.lr_flag != 2)
			sd->dsprate+=val;
		break;
	case SP_ATTACKRANGE:
		if(!sd->state.lr_flag)
			sd->attackrange += val;
		else if(sd->state.lr_flag == 1)
			sd->attackrange_ += val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_range += val;
		break;
	case SP_ADD_SPEED:
		if(sd->state.lr_flag != 2)
			sd->speed -= val;
		break;
	case SP_SPEED_RATE:
		if(sd->state.lr_flag != 2) {
			if(sd->speed_rate > 100-val)
				sd->speed_rate = 100-val;
		}
		break;
	case SP_SPEED_ADDRATE:
		if(sd->state.lr_flag != 2)
			sd->speed_add_rate = sd->speed_add_rate * (100-val)/100;
		break;
	case SP_ASPD:
		if(sd->state.lr_flag != 2)
			sd->aspd -= val*10;
		break;
	case SP_ASPD_RATE:
		if(sd->state.lr_flag != 2) {
			if(sd->aspd_rate > 100-val)
				sd->aspd_rate = 100-val;
		}
		break;
	case SP_ASPD_ADDRATE:
		if(sd->state.lr_flag != 2)
			sd->aspd_add_rate = sd->aspd_add_rate * (100-val)/100;
		break;
	case SP_HP_RECOV_RATE:
		if(sd->state.lr_flag != 2)
			sd->hprecov_rate += val;
		break;
	case SP_SP_RECOV_RATE:
		if(sd->state.lr_flag != 2)
			sd->sprecov_rate += val;
		break;
	case SP_CRITICAL_DEF:
		if(sd->state.lr_flag != 2)
			sd->critical_def += val;
		break;
	case SP_NEAR_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->near_attack_def_rate += val;
		break;
	case SP_LONG_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->long_attack_def_rate += val;
		break;
	case SP_DOUBLE_RATE:
		if(sd->state.lr_flag == 0 && sd->double_rate < val)
			sd->double_rate = val;
		break;
	case SP_DOUBLE_ADD_RATE:
		if(sd->state.lr_flag == 0)
			sd->double_add_rate += val;
		break;
	case SP_MATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->matk_rate += val;
		break;
	case SP_IGNORE_DEF_ELE:
		if(!sd->state.lr_flag)
			sd->ignore_def_ele |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->ignore_def_ele_ |= 1<<val;
		break;
	case SP_IGNORE_DEF_RACE:
		if(!sd->state.lr_flag)
			sd->ignore_def_race |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->ignore_def_race_ |= 1<<val;
		break;
	case SP_ATK_RATE:
		if(sd->state.lr_flag != 2)
			sd->atk_rate += val;
		break;
	case SP_MAGIC_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->magic_def_rate += val;
		break;
	case SP_MISC_ATK_DEF:
		if(sd->state.lr_flag != 2)
			sd->misc_def_rate += val;
		break;
	case SP_IGNORE_MDEF_ELE:
		if(sd->state.lr_flag != 2)
			sd->ignore_mdef_ele |= 1<<val;
		break;
	case SP_IGNORE_MDEF_RACE:
		if(sd->state.lr_flag != 2)
			sd->ignore_mdef_race |= 1<<val;
		break;
	case SP_PERFECT_HIT_RATE:
		if(sd->state.lr_flag != 2 && sd->perfect_hit < val)
			sd->perfect_hit = val;
		break;
	case SP_PERFECT_HIT_ADD_RATE:
		if(sd->state.lr_flag != 2)
			sd->perfect_hit_add += val;
		break;
	case SP_CRITICAL_RATE:
		if(sd->state.lr_flag != 2)
			sd->critical_rate+=val;
		break;
	case SP_GET_ZENY_NUM:
		if(sd->state.lr_flag != 2 && sd->get_zeny_num < val)
			sd->get_zeny_num = val;
		break;
	case SP_ADD_GET_ZENY_NUM:
		if(sd->state.lr_flag != 2)
			sd->get_zeny_add_num += val;
		break;
	case SP_DEF_RATIO_ATK_ELE:
		if(!sd->state.lr_flag)
			sd->def_ratio_atk_ele |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->def_ratio_atk_ele_ |= 1<<val;
		break;
	case SP_DEF_RATIO_ATK_RACE:
		if(!sd->state.lr_flag)
			sd->def_ratio_atk_race |= 1<<val;
		else if(sd->state.lr_flag == 1)
			sd->def_ratio_atk_race_ |= 1<<val;
		break;
	case SP_HIT_RATE:
		if(sd->state.lr_flag != 2)
			sd->hit_rate += val;
		break;
	case SP_FLEE_RATE:
		if(sd->state.lr_flag != 2)
			sd->flee_rate += val;
		break;
	case SP_FLEE2_RATE:
		if(sd->state.lr_flag != 2)
			sd->flee2_rate += val;
		break;
	case SP_DEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->def_rate += val;
		break;
	case SP_DEF2_RATE:
		if(sd->state.lr_flag != 2)
			sd->def2_rate += val;
		break;
	case SP_MDEF_RATE:
		if(sd->state.lr_flag != 2)
			sd->mdef_rate += val;
		break;
	case SP_MDEF2_RATE:
		if(sd->state.lr_flag != 2)
			sd->mdef2_rate += val;
		break;
	case SP_RESTART_FULL_RECORVER:
		if(sd->state.lr_flag != 2)
			sd->special_state.restart_full_recover = 1;
		break;
	case SP_NO_CASTCANCEL:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_castcancel = 1;
		break;
	case SP_NO_CASTCANCEL2:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_castcancel2 = 1;
		break;
	case SP_NO_SIZEFIX:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_sizefix = 1;
		break;
	case SP_NO_MAGIC_DAMAGE:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_magic_damage = 1;
		break;
	case SP_NO_WEAPON_DAMAGE:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_weapon_damage = 1;
		break;
	case SP_NO_GEMSTONE:
		if(sd->state.lr_flag != 2)
			sd->special_state.no_gemstone = 1;
		break;
	case SP_INFINITE_ENDURE:
		if(sd->state.lr_flag != 2)
			sd->special_state.infinite_endure = 1;
		break;
	case SP_SPLASH_RANGE:
		if(sd->state.lr_flag != 2 && sd->splash_range < val)
			sd->splash_range = val;
		break;
	case SP_SPLASH_ADD_RANGE:
		if(sd->state.lr_flag != 2)
			sd->splash_add_range += val;
		break;
	case SP_SHORT_WEAPON_DAMAGE_RETURN:
		if(sd->state.lr_flag != 2)
			sd->short_weapon_damage_return += val;
		break;
	case SP_LONG_WEAPON_DAMAGE_RETURN:
		if(sd->state.lr_flag != 2)
			sd->long_weapon_damage_return += val;
		break;
	case SP_MAGIC_DAMAGE_RETURN: //AppleGirl Was Here
		if(sd->state.lr_flag != 2)
			sd->magic_damage_return += val;
		break;
	case SP_ALL_STATS:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->parame[SP_STR-SP_STR]+=val;
			sd->parame[SP_AGI-SP_STR]+=val;
			sd->parame[SP_VIT-SP_STR]+=val;
			sd->parame[SP_INT-SP_STR]+=val;
			sd->parame[SP_DEX-SP_STR]+=val;
			sd->parame[SP_LUK-SP_STR]+=val;
			clif_updatestatus(sd,13);
			clif_updatestatus(sd,14);
			clif_updatestatus(sd,15);
			clif_updatestatus(sd,16);
			clif_updatestatus(sd,17);
			clif_updatestatus(sd,18);
		}
		break;
	case SP_AGI_VIT:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->parame[SP_AGI-SP_STR]+=val;
			sd->parame[SP_VIT-SP_STR]+=val;
			clif_updatestatus(sd,14);
			clif_updatestatus(sd,15);
		}
		break;
	case SP_AGI_DEX_STR:	// [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->parame[SP_AGI-SP_STR]+=val;
			sd->parame[SP_DEX-SP_STR]+=val;
			sd->parame[SP_STR-SP_STR]+=val;
			clif_updatestatus(sd,14);
			clif_updatestatus(sd,17);
			clif_updatestatus(sd,13);
		}
		break;
	case SP_PERFECT_HIDE: // [Valaris]
		if(sd->state.lr_flag!=2) {
			sd->perfect_hiding=1;
		}
		break;
	case SP_DISGUISE: // Disguise script for items [Valaris]
		if(sd->state.lr_flag!=2 && sd->disguiseflag==0) {
			if(pc_isriding(sd)) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
				clif_displaymessage(sd->fd, "Cannot wear disguise when riding a Peco.");
				break;
			}
			sd->disguise=val;
			clif_clearchar(&sd->bl, 9);
			pc_setpos(sd, sd->mapname, sd->bl.x, sd->bl.y, 3);
		}
		break;
	case SP_UNBREAKABLE:
		if(sd->state.lr_flag!=2) {
			sd->unbreakable += val;
		}
		break;
	default:
		if(battle_config.error_log)
			printf("pc_bonus: unknown type %d %d !\n",type,val);
		break;
	}
	return 0;
}

/*==========================================
 * 装 備品による能力等のボーナス設定
 *------------------------------------------
 */
int pc_bonus2(struct map_session_data *sd,int type,int type2,int val)
{
	int i;

	nullpo_retr(0, sd);

	switch(type){
	case SP_ADDELE:
		if(!sd->state.lr_flag)
			sd->addele[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->addele_[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addele[type2]+=val;
		break;
	case SP_ADDRACE:
		if(!sd->state.lr_flag)
			sd->addrace[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->addrace_[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addrace[type2]+=val;
		break;
	case SP_ADDSIZE:
		if(!sd->state.lr_flag)
			sd->addsize[type2]+=val;
		else if(sd->state.lr_flag == 1)
			sd->addsize_[type2]+=val;
		else if(sd->state.lr_flag == 2)
			sd->arrow_addsize[type2]+=val;
		break;
	case SP_SUBELE:
		if(sd->state.lr_flag != 2)
			sd->subele[type2]+=val;
		break;
	case SP_SUBRACE:
		if(sd->state.lr_flag != 2)
			sd->subrace[type2]+=val;
		break;
	case SP_ADDEFF:
		if(sd->state.lr_flag != 2)
			sd->addeff[type2]+=val;
		else
			sd->arrow_addeff[type2]+=val;
		break;
	case SP_ADDEFF2:
		if(sd->state.lr_flag != 2)
			sd->addeff2[type2]+=val;
		else
			sd->arrow_addeff2[type2]+=val;
		break;
	case SP_RESEFF:
		if(sd->state.lr_flag != 2)
			sd->reseff[type2]+=val;
		break;
	case SP_MAGIC_ADDELE:
		if(sd->state.lr_flag != 2)
			sd->magic_addele[type2]+=val;
		break;
	case SP_MAGIC_ADDRACE:
		if(sd->state.lr_flag != 2)
			sd->magic_addrace[type2]+=val;
		break;
	case SP_MAGIC_SUBRACE:
		if(sd->state.lr_flag != 2)
			sd->magic_subrace[type2]+=val;
		break;
	case SP_ADD_DAMAGE_CLASS:
		if(!sd->state.lr_flag) {
			for(i=0;i<sd->add_damage_class_count;i++) {
				if(sd->add_damage_classid[i] == type2) {
					sd->add_damage_classrate[i] += val;
					break;
				}
			}
			if(i >= sd->add_damage_class_count && sd->add_damage_class_count < 10) {
				sd->add_damage_classid[sd->add_damage_class_count] = type2;
				sd->add_damage_classrate[sd->add_damage_class_count] += val;
				sd->add_damage_class_count++;
			}
		}
		else if(sd->state.lr_flag == 1) {
			for(i=0;i<sd->add_damage_class_count_;i++) {
				if(sd->add_damage_classid_[i] == type2) {
					sd->add_damage_classrate_[i] += val;
					break;
				}
			}
			if(i >= sd->add_damage_class_count_ && sd->add_damage_class_count_ < 10) {
				sd->add_damage_classid_[sd->add_damage_class_count_] = type2;
				sd->add_damage_classrate_[sd->add_damage_class_count_] += val;
				sd->add_damage_class_count_++;
			}
		}
		break;
	case SP_ADD_MAGIC_DAMAGE_CLASS:
		if(sd->state.lr_flag != 2) {
			for(i=0;i<sd->add_magic_damage_class_count;i++) {
				if(sd->add_magic_damage_classid[i] == type2) {
					sd->add_magic_damage_classrate[i] += val;
					break;
				}
			}
			if(i >= sd->add_magic_damage_class_count && sd->add_magic_damage_class_count < 10) {
				sd->add_magic_damage_classid[sd->add_magic_damage_class_count] = type2;
				sd->add_magic_damage_classrate[sd->add_magic_damage_class_count] += val;
				sd->add_magic_damage_class_count++;
			}
		}
		break;
	case SP_ADD_DEF_CLASS:
		if(sd->state.lr_flag != 2) {
			for(i=0;i<sd->add_def_class_count;i++) {
				if(sd->add_def_classid[i] == type2) {
					sd->add_def_classrate[i] += val;
					break;
				}
			}
			if(i >= sd->add_def_class_count && sd->add_def_class_count < 10) {
				sd->add_def_classid[sd->add_def_class_count] = type2;
				sd->add_def_classrate[sd->add_def_class_count] += val;
				sd->add_def_class_count++;
			}
		}
		break;
	case SP_ADD_MDEF_CLASS:
		if(sd->state.lr_flag != 2) {
			for(i=0;i<sd->add_mdef_class_count;i++) {
				if(sd->add_mdef_classid[i] == type2) {
					sd->add_mdef_classrate[i] += val;
					break;
				}
			}
			if(i >= sd->add_mdef_class_count && sd->add_mdef_class_count < 10) {
				sd->add_mdef_classid[sd->add_mdef_class_count] = type2;
				sd->add_mdef_classrate[sd->add_mdef_class_count] += val;
				sd->add_mdef_class_count++;
			}
		}
		break;
	case SP_HP_DRAIN_RATE:
		if(!sd->state.lr_flag) {
			sd->hp_drain_rate += type2;
			sd->hp_drain_per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->hp_drain_rate_ += type2;
			sd->hp_drain_per_ += val;
		}
		break;
	case SP_SP_DRAIN_RATE:
		if(!sd->state.lr_flag) {
			sd->sp_drain_rate += type2;
			sd->sp_drain_per += val;
		}
		else if(sd->state.lr_flag == 1) {
			sd->sp_drain_rate_ += type2;
			sd->sp_drain_per_ += val;
		}
		break;
	case SP_WEAPON_COMA_ELE:
		if(sd->state.lr_flag != 2)
			sd->weapon_coma_ele[type2] += val;
		break;
	case SP_WEAPON_COMA_RACE:
		if(sd->state.lr_flag != 2)
			sd->weapon_coma_race[type2] += val;
		break;
	case SP_RANDOM_ATTACK_INCREASE:	// [Valaris]
		if(sd->state.lr_flag !=2){
			sd->random_attack_increase_add = type2;
			sd->random_attack_increase_per += val;
		break;
		}	// end addition
	default:
		if(battle_config.error_log)
			printf("pc_bonus2: unknown type %d %d %d!\n",type,type2,val);
		break;
	}
	return 0;
}

int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
{
	int i;
	switch(type){
	case SP_ADD_MONSTER_DROP_ITEM:
		if(sd->state.lr_flag != 2) {
			for(i=0;i<sd->monster_drop_item_count;i++) {
				if(sd->monster_drop_itemid[i] == type2) {
					sd->monster_drop_race[i] |= 1<<type3;
					if(sd->monster_drop_itemrate[i] < val)
						sd->monster_drop_itemrate[i] = val;
					break;
				}
			}
			if(i >= sd->monster_drop_item_count && sd->monster_drop_item_count < 10) {
				sd->monster_drop_itemid[sd->monster_drop_item_count] = type2;
				sd->monster_drop_race[sd->monster_drop_item_count] |= 1<<type3;
				sd->monster_drop_itemrate[sd->monster_drop_item_count] = val;
				sd->monster_drop_item_count++;
			}
		}
		break;
	case SP_AUTOSPELL:
		if(sd->state.lr_flag != 2){
			sd->autospell_id = type2;
			sd->autospell_lv = type3;
			sd->autospell_rate = val;
		}
		break;
	default:
		if(battle_config.error_log)
			printf("pc_bonus3: unknown type %d %d %d %d!\n",type,type2,type3,val);
		break;
	}

	return 0;
}

/*==========================================
 * スクリプトによるスキル所得
 *------------------------------------------
 */
int pc_skill(struct map_session_data *sd,int id,int level,int flag)
{
	nullpo_retr(0, sd);

	if(level>MAX_SKILL_LEVEL){
		if(battle_config.error_log)
			printf("support card skill only!\n");
		return 0;
	}
	if(!flag && (sd->status.skill[id].id == id || level == 0)){	// クエスト所得ならここで条件を確認して送信する
		sd->status.skill[id].lv=level;
		pc_calcstatus(sd,0);
		clif_skillinfoblock(sd);
	}
	else if(sd->status.skill[id].lv < level){	// 覚えられるがlvが小さいなら
		if(sd->status.skill[id].id==id)
			sd->status.skill[id].flag=sd->status.skill[id].lv+2;	// lvを記憶
		else {
			sd->status.skill[id].id=id;
			sd->status.skill[id].flag=1;	// cardスキルとする
		}
		sd->status.skill[id].lv=level;
	}

	return 0;
}

/*==========================================
 * カード挿入
 *------------------------------------------
 */
int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip)
{
	nullpo_retr(0, sd);

	if(idx_card >= 0 && idx_card < MAX_INVENTORY && idx_equip >= 0 && idx_equip < MAX_INVENTORY && sd->inventory_data[idx_card]) {
		int i;
		int nameid=sd->status.inventory[idx_equip].nameid;
		int cardid=sd->status.inventory[idx_card].nameid;
		int ep=sd->inventory_data[idx_card]->equip;

		if( nameid <= 0 || sd->inventory_data[idx_equip] == NULL ||
			(sd->inventory_data[idx_equip]->type!=4 && sd->inventory_data[idx_equip]->type!=5)||	// 装 備じゃない
			( sd->status.inventory[idx_equip].identify==0 ) ||		// 未鑑定
			( sd->status.inventory[idx_equip].card[0]==0x00ff) ||		// 製造武器
			( sd->status.inventory[idx_equip].card[0]==0x00fe) ||
			( (sd->inventory_data[idx_equip]->equip&ep)==0 ) ||					// 装 備個所違い
			( sd->inventory_data[idx_equip]->type==4 && ep==32) ||			// 両 手武器と盾カード
			( sd->status.inventory[idx_equip].card[0]==(short)0xff00) || sd->status.inventory[idx_equip].equip){

			clif_insert_card(sd,idx_equip,idx_card,1);
			return 0;
		}
		for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){
			if( sd->status.inventory[idx_equip].card[i] == 0){
			// 空きスロットがあったので差し込む
				sd->status.inventory[idx_equip].card[i]=cardid;

			// カードは減らす
				clif_insert_card(sd,idx_equip,idx_card,0);
				pc_delitem(sd,idx_card,1,1);
				return 0;
			}
		}
	}
	else
		clif_insert_card(sd,idx_equip,idx_card,1);

	return 0;
}

//
// アイテム物
//

/*==========================================
 * スキルによる買い値修正
 *------------------------------------------
 */
int pc_modifybuyvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate1 = 0,rate2 = 0;
	if((skill=pc_checkskill(sd,MC_DISCOUNT))>0)	// ディスカウント
		rate1 = 5+skill*2-((skill==10)? 1:0);
	if((skill=pc_checkskill(sd,RG_COMPULSION))>0)	// コムパルションディスカウント
		rate2 = 5+skill*4;
	if(rate1 < rate2) rate1 = rate2;
	if(rate1)
		val = (int)((double)orig_value*(double)(100-rate1)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * スキルによる売り値修正
 *------------------------------------------
 */
int pc_modifysellvalue(struct map_session_data *sd,int orig_value)
{
	int skill,val = orig_value,rate = 0;
	if((skill=pc_checkskill(sd,MC_OVERCHARGE))>0)	// オーバーチャージ
		rate = 5+skill*2-((skill==10)? 1:0);
	if(rate)
		val = (int)((double)orig_value*(double)(100+rate)/100.);
	if(val < 0) val = 0;
	if(orig_value > 0 && val < 1) val = 1;

	return val;
}

/*==========================================
 * アイテムを買った時に、新しいアイテム欄を使うか、
 * 3万個制限にかかるか確認
 *------------------------------------------
 */
int pc_checkadditem(struct map_session_data *sd,int nameid,int amount)
{
	int i;

	nullpo_retr(0, sd);

	if(itemdb_isequip(nameid))
		return ADDITEM_NEW;

	for(i=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].nameid==nameid){
			if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
				return ADDITEM_OVERAMOUNT;
			return ADDITEM_EXIST;
		}
	}

	if(amount > MAX_AMOUNT)
		return ADDITEM_OVERAMOUNT;
	return ADDITEM_NEW;
}

/*==========================================
 * 空きアイテム欄の個数
 *------------------------------------------
 */
int pc_inventoryblank(struct map_session_data *sd)
{
	int i,b;

	nullpo_retr(0, sd);

	for(i=0,b=0;i<MAX_INVENTORY;i++){
		if(sd->status.inventory[i].nameid==0)
			b++;
	}

	return b;
}

/*==========================================
 * お金を払う
 *------------------------------------------
 */
int pc_payzeny(struct map_session_data *sd,int zeny)
{
	double z;

	nullpo_retr(0, sd);

	z = (double)sd->status.zeny;
	if(sd->status.zeny<zeny || z - (double)zeny > MAX_ZENY)
		return 1;
	sd->status.zeny-=zeny;
	clif_updatestatus(sd,SP_ZENY);

	return 0;
}

/*==========================================
 * お金を得る
 *------------------------------------------
 */
int pc_getzeny(struct map_session_data *sd,int zeny)
{
	double z;

	nullpo_retr(0, sd);

	z = (double)sd->status.zeny;
	if(z + (double)zeny > MAX_ZENY) {
		zeny = 0;
		sd->status.zeny = MAX_ZENY;
	}
	sd->status.zeny+=zeny;
	clif_updatestatus(sd,SP_ZENY);

	return 0;
}

/*==========================================
 * アイテムを探して、インデックスを返す
 *------------------------------------------
 */
int pc_search_inventory(struct map_session_data *sd,int item_id)
{
	int i;

	nullpo_retr(-1, sd);

	for(i=0;i<MAX_INVENTORY;i++) {
		if(sd->status.inventory[i].nameid == item_id &&
		 (sd->status.inventory[i].amount > 0 || item_id == 0))
			return i;
	}

	return -1;
}

/*==========================================
 * アイテム追加。個数のみitem構造体の数字を無視
 *------------------------------------------
 */
int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
{
	struct item_data *data;
	int i,w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if(item_data->nameid <= 0 || amount <= 0)
		return 1;
	data = itemdb_search(item_data->nameid);
	if((w = data->weight*amount) + sd->weight > sd->max_weight)
		return 2;

	i = MAX_INVENTORY;

	if(!itemdb_isequip2(data)){
		// 装 備品ではないので、既所有品なら個数のみ変化させる
		for(i=0;i<MAX_INVENTORY;i++)
		if(sd->status.inventory[i].nameid == item_data->nameid &&
			sd->status.inventory[i].card[0] == item_data->card[0] && sd->status.inventory[i].card[1] == item_data->card[1] &&
			sd->status.inventory[i].card[2] == item_data->card[2] && sd->status.inventory[i].card[3] == item_data->card[3]) {
			if(sd->status.inventory[i].amount+amount > MAX_AMOUNT)
				return 5;
			sd->status.inventory[i].amount+=amount;
			clif_additem(sd,i,amount,0);
			break;
		}
	}
	if(i >= MAX_INVENTORY){
		// 装 備品か未所有品だったので空き欄へ追加
		i = pc_search_inventory(sd,0);
		if(i >= 0) {
			memcpy(&sd->status.inventory[i],item_data,sizeof(sd->status.inventory[0]));
			sd->status.inventory[i].amount=amount;
			sd->inventory_data[i]=data;
			clif_additem(sd,i,amount,0);
		}
		else return 4;
	}
	sd->weight += w;
	clif_updatestatus(sd,SP_WEIGHT);

	return 0;
}

/*==========================================
 * アイテムを減らす
 *------------------------------------------
 */
int pc_delitem(struct map_session_data *sd,int n,int amount,int type)
{
	nullpo_retr(1, sd);

	if(sd->status.inventory[n].nameid==0 || amount <= 0 || sd->status.inventory[n].amount<amount || sd->inventory_data[n] == NULL)
		return 1;

	sd->status.inventory[n].amount -= amount;
	sd->weight -= sd->inventory_data[n]->weight*amount ;
	if(sd->status.inventory[n].amount<=0){
		if(sd->status.inventory[n].equip)
			pc_unequipitem(sd,n,0);
		memset(&sd->status.inventory[n],0,sizeof(sd->status.inventory[0]));
		sd->inventory_data[n] = NULL;
	}
	if(!(type&1))
		clif_delitem(sd,n,amount);
	if(!(type&2))
		clif_updatestatus(sd,SP_WEIGHT);

	return 0;
}

/*==========================================
 * アイテムを落す
 *------------------------------------------
 */
int pc_dropitem(struct map_session_data *sd,int n,int amount)
{
	nullpo_retr(1, sd);

	if (sd->status.inventory[n].nameid <= 0 ||
	    sd->status.inventory[n].amount < amount ||
	    sd->trade_partner != 0 || sd->vender_id != 0 ||
	    sd->status.inventory[n].amount <= 0)
		return 1;
	map_addflooritem(&sd->status.inventory[n], amount, sd->bl.m, sd->bl.x, sd->bl.y, NULL, NULL, NULL, 0);
	pc_delitem(sd, n, amount, 0);

	return 0;
}

/*==========================================
 * アイテムを拾う
 *------------------------------------------
 */
int pc_takeitem(struct map_session_data *sd,struct flooritem_data *fitem)
{
	int flag;
	unsigned int tick = gettick();
	struct map_session_data *first_sd = NULL,*second_sd = NULL,*third_sd = NULL;

	nullpo_retr(0, sd);
	nullpo_retr(0, fitem);

	if(fitem->first_get_id > 0) {
		first_sd = map_id2sd(fitem->first_get_id);
		if(tick < fitem->first_get_tick) {
			if(fitem->first_get_id != sd->bl.id && !(first_sd && first_sd->status.party_id == sd->status.party_id)) {
				clif_additem(sd,0,0,6);
				return 0;
			}
		}
		else if(fitem->second_get_id > 0) {
			second_sd = map_id2sd(fitem->second_get_id);
			if(tick < fitem->second_get_tick) {
				if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id &&
					!(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id)) {
					clif_additem(sd,0,0,6);
					return 0;
				}
			}
			else if(fitem->third_get_id > 0) {
				third_sd = map_id2sd(fitem->third_get_id);
				if(tick < fitem->third_get_tick) {
					if(fitem->first_get_id != sd->bl.id && fitem->second_get_id != sd->bl.id && fitem->third_get_id != sd->bl.id &&
						!(first_sd && first_sd->status.party_id == sd->status.party_id) && !(second_sd && second_sd->status.party_id == sd->status.party_id) &&
						!(third_sd && third_sd->status.party_id == sd->status.party_id)) {
						clif_additem(sd,0,0,6);
						return 0;
					}
				}
			}
		}
	}
	if((flag = pc_additem(sd,&fitem->item_data,fitem->item_data.amount)))
		// 重量overで取得失敗
		clif_additem(sd,0,0,flag);
	else {
		/* 取得成功 */
		if(sd->attacktimer != -1)
			pc_stopattack(sd);
		clif_takeitem(&sd->bl,&fitem->bl);
		map_clearflooritem(fitem->bl.id);
	}
	return 0;
}

int pc_isUseitem(struct map_session_data *sd,int n)
{
	struct item_data *item;
	int nameid;

	nullpo_retr(0, sd);

	item = sd->inventory_data[n];
	nameid = sd->status.inventory[n].nameid;

	if(item == NULL)
		return 0;
	if((nameid == 605) && map[sd->bl.m].flag.gvg)
		return 0;
	if(nameid == 601 && (map[sd->bl.m].flag.noteleport || map[sd->bl.m].flag.gvg)) {
		clif_skill_teleportmessage(sd,0);
		return 0;
	}
	if(nameid == 602 && map[sd->bl.m].flag.noreturn)
		return 0;
	if(nameid == 604 && (map[sd->bl.m].flag.nobranch || map[sd->bl.m].flag.gvg))
		return 0;
	if(item->sex != 2 && sd->status.sex != item->sex)
		return 0;
	if(item->elv > 0 && sd->status.base_level < item->elv)
		return 0;
	if(((sd->status.class==13 || sd->status.class==4014) && ((1<<7)&item->class) == 0) || // have mounted classes use unmounted items [Valaris]
		((sd->status.class==21 || sd->status.class==4022) && ((1<<14)&item->class) == 0))
		return 0;
	if(sd->status.class!=13 && sd->status.class!=4014 && sd->status.class!=21 && sd->status.class!=4022)
	if((sd->status.class<=4000 && ((1<<sd->status.class)&item->class) == 0) || (sd->status.class>4000 && sd->status.class<4023 && ((1<<(sd->status.class-4001))&item->class) == 0) ||
	  (sd->status.class>=4023 && ((1<<(sd->status.class-4023))&item->class) == 0))
		return 0;

#ifndef TXT_ONLY
	if((log_config.branch > 0) && (nameid == 604))
		log_branch(sd);
#endif

	return 1;
}

/*==========================================
 * アイテムを使う
 *------------------------------------------
 */
int pc_useitem(struct map_session_data *sd,int n)
{
	int nameid,amount;

	nullpo_retr(1, sd);

	if(n >=0 && n < MAX_INVENTORY) {
		nameid = sd->status.inventory[n].nameid;
		amount = sd->status.inventory[n].amount;
		if(sd->status.inventory[n].nameid <= 0 ||
			sd->status.inventory[n].amount <= 0 ||
			sd->sc_data[SC_BERSERK].timer!=-1 ||
			!pc_isUseitem(sd,n) ) {
			clif_useitemack(sd,n,0,0);
			return 1;
		}
		if(sd->inventory_data[n])
			run_script(sd->inventory_data[n]->use_script,0,sd->bl.id,0);

		clif_useitemack(sd,n,amount-1,1);
		pc_delitem(sd,n,1,1);
	}

	return 0;
}

/*==========================================
 * カートアイテム追加。個数のみitem構造体の数字を無視
 *------------------------------------------
 */
int pc_cart_additem(struct map_session_data *sd,struct item *item_data,int amount)
{
	struct item_data *data;
	int i,w;

	nullpo_retr(1, sd);
	nullpo_retr(1, item_data);

	if(item_data->nameid <= 0 || amount <= 0)
		return 1;
	data = itemdb_search(item_data->nameid);

	if((w=data->weight*amount) + sd->cart_weight > sd->cart_max_weight)
		return 1;

	i=MAX_CART;
	if(!itemdb_isequip2(data)){
		// 装 備品ではないので、既所有品なら個数のみ変化させる
		for(i=0;i<MAX_CART;i++){
			if(sd->status.cart[i].nameid==item_data->nameid &&
				sd->status.cart[i].card[0] == item_data->card[0] && sd->status.cart[i].card[1] == item_data->card[1] &&
				sd->status.cart[i].card[2] == item_data->card[2] && sd->status.cart[i].card[3] == item_data->card[3]){
				if(sd->status.cart[i].amount+amount > MAX_AMOUNT)
					return 1;
				sd->status.cart[i].amount+=amount;
				clif_cart_additem(sd,i,amount,0);
				break;
			}
		}
	}
	if(i >= MAX_CART){
		// 装 備品か未所有品だったので空き欄へ追加
		for(i=0;i<MAX_CART;i++){
			if(sd->status.cart[i].nameid==0){
				memcpy(&sd->status.cart[i],item_data,sizeof(sd->status.cart[0]));
				sd->status.cart[i].amount=amount;
				sd->cart_num++;
				clif_cart_additem(sd,i,amount,0);
				break;
			}
		}
		if(i >= MAX_CART)
			return 1;
	}
	sd->cart_weight += w;
	clif_updatestatus(sd,SP_CARTINFO);

	return 0;
}

/*==========================================
 * カートアイテムを減らす
 *------------------------------------------
 */
int pc_cart_delitem(struct map_session_data *sd,int n,int amount,int type)
{
	nullpo_retr(1, sd);

	if(sd->status.cart[n].nameid==0 ||
	   sd->status.cart[n].amount<amount)
		return 1;

	sd->status.cart[n].amount -= amount;
	sd->cart_weight -= itemdb_weight(sd->status.cart[n].nameid)*amount ;
	if(sd->status.cart[n].amount <= 0){
		memset(&sd->status.cart[n],0,sizeof(sd->status.cart[0]));
		sd->cart_num--;
	}
	if(!type) {
		clif_cart_delitem(sd,n,amount);
		clif_updatestatus(sd,SP_CARTINFO);
	}

	return 0;
}

/*==========================================
 * カートへアイテム移動
 *------------------------------------------
 */
int pc_putitemtocart(struct map_session_data *sd,int idx,int amount) {
	struct item *item_data;

	nullpo_retr(0, sd);
	nullpo_retr(0, item_data = &sd->status.inventory[idx]);

	if (item_data->nameid==0 || item_data->amount<amount || sd->vender_id)
		return 1;
	if (pc_cart_additem(sd,item_data,amount) == 0)
		return pc_delitem(sd,idx,amount,0);

	return 1;
}

/*==========================================
 * カート内のアイテム数確認(個数の差分を返す)
 *------------------------------------------
 */
int pc_cartitem_amount(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;

	nullpo_retr(-1, sd);
	nullpo_retr(-1, item_data=&sd->status.cart[idx]);

	if( item_data->nameid==0 || !item_data->amount)
		return -1;
	return item_data->amount-amount;
}
/*==========================================
 * カートからアイテム移動
 *------------------------------------------
 */

int pc_getitemfromcart(struct map_session_data *sd,int idx,int amount)
{
	struct item *item_data;
	int flag;

	nullpo_retr(0, sd);
	nullpo_retr(0, item_data=&sd->status.cart[idx]);

	if( item_data->nameid==0 || item_data->amount<amount || sd->vender_id )
		return 1;
	if((flag = pc_additem(sd,item_data,amount)) == 0)
		return pc_cart_delitem(sd,idx,amount,0);

	clif_additem(sd,0,0,flag);
	return 1;
}

/*==========================================
 * アイテム鑑定
 *------------------------------------------
 */
int pc_item_identify(struct map_session_data *sd,int idx)
{
	int flag=1;

	nullpo_retr(0, sd);

	if(idx >= 0 && idx < MAX_INVENTORY) {
		if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
			flag=0;
			sd->status.inventory[idx].identify=1;
		}
		clif_item_identified(sd,idx,flag);
	}
	else
		clif_item_identified(sd,idx,flag);

	return !flag;
}

/*==========================================
 * スティル品公開
 *------------------------------------------
 */
int pc_show_steal(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	int itemid;
	int type;

	struct item_data *item=NULL;
	char output[100];

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, sd=va_arg(ap,struct map_session_data *));

	itemid=va_arg(ap,int);
	type=va_arg(ap,int);

	if(!type){
		if((item=itemdb_exists(itemid))==NULL)
			sprintf(output,"%s stole an Unknown_Item.",sd->status.name);
		else
			sprintf(output,"%s stole %s.",sd->status.name,item->jname);
		clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
	}else{
		sprintf(output,"%s has not stolen the item because of being  overweight.",sd->status.name);
		clif_displaymessage( ((struct map_session_data *)bl)->fd, output);
	}

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
//** pc.c: Small Steal Item fix by fritz
int pc_steal_item(struct map_session_data *sd,struct block_list *bl)
{
	if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
		int i,skill,rate,itemid,flag, count;
		struct mob_data *md;
		md=(struct mob_data *)bl;
		if(!md->state.steal_flag && mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode&0x20) && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1 &&
			(!(md->class>1324 && md->class<1364))) // prevent stealing from treasure boxes [Valaris]
		{
			skill = sd->paramc[4] - mob_db[md->class].dex + pc_checkskill(sd,TF_STEAL) + 10;

			if(0 < skill)
			{
				for(count = 8; count <= 8 && count != 0; count--)
				{
					i = rand()%8;
					itemid = mob_db[md->class].dropitem[i].nameid;

					if(itemid > 0 && itemdb_type(itemid) != 6)
					{
						rate = (mob_db[md->class].dropitem[i].p / battle_config.item_rate_common * 100 * skill)/100;
						
						if(rand()%10000 < rate)
						{
							struct item tmp_item;
							memset(&tmp_item,0,sizeof(tmp_item));
							tmp_item.nameid = itemid;
							tmp_item.amount = 1;
							tmp_item.identify = 1;
							flag = pc_additem(sd,&tmp_item,1);
							if(battle_config.show_steal_in_same_party)
							{
								party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,0);
							}

							if(flag)
							{
								if(battle_config.show_steal_in_same_party)
								{
									party_foreachsamemap(pc_show_steal,sd,1,sd,tmp_item.nameid,1);
								}

								clif_additem(sd,0,0,flag);
							}
							md->state.steal_flag = 1;
							return 1;
						}
					}
				}
			}
		}
	}
	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int pc_steal_coin(struct map_session_data *sd,struct block_list *bl)
{
	if(sd != NULL && bl != NULL && bl->type == BL_MOB) {
		int rate,skill;
		struct mob_data *md=(struct mob_data *)bl;
		if(md && !md->state.steal_coin_flag && md->sc_data && md->sc_data[SC_STONE].timer == -1 && md->sc_data[SC_FREEZE].timer == -1) {
			skill = pc_checkskill(sd,RG_STEALCOIN)*10;
			rate = skill + (sd->status.base_level - mob_db[md->class].lv)*3 + sd->paramc[4]*2 + sd->paramc[5]*2;
			if(rand()%1000 < rate) {
				pc_getzeny(sd,mob_db[md->class].lv*10 + rand()%100);
				md->state.steal_coin_flag = 1;
				return 1;
			}
		}
	}

	return 0;
}
//
//
//
/*==========================================
 * PCの位置設定
 *------------------------------------------
 */
int pc_setpos(struct map_session_data *sd,char *mapname_org,int x,int y,int clrtype)
{
	char mapname[24];
	int m=0,c=0,disguise=0;

	nullpo_retr(0, sd);

	if(sd->chatID)	// チャットから出る
		chat_leavechat(sd);
	if(sd->trade_partner)	// 取引を中断する
		trade_tradecancel(sd);
	if(sd->state.storage_flag)
		storage_guild_storage_quit(sd,0);
	else
		storage_storage_quit(sd);	// 倉庫を開いてるなら保存する

	if(sd->party_invite>0)	// パーティ勧誘を拒否する
		party_reply_invite(sd,sd->party_invite_account,0);
	if(sd->guild_invite>0)	// ギルド勧誘を拒否する
		guild_reply_invite(sd,sd->guild_invite,0);
	if(sd->guild_alliance>0)	// ギルド同盟勧誘を拒否する
		guild_reply_reqalliance(sd,sd->guild_alliance_account,0);

	skill_castcancel(&sd->bl,0);	// 詠唱中断
	pc_stop_walking(sd,0);		// 歩行中断
	pc_stopattack(sd);			// 攻撃中断

	if(pc_issit(sd)) {
		pc_setstand(sd);
		skill_gangsterparadise(sd,0);
	}

	if(sd->sc_data[SC_TRICKDEAD].timer != -1)
		skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
	if(sd->status.option&2)
		skill_status_change_end(&sd->bl, SC_HIDING, -1);
	if(sd->status.option&4)
		skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
	if(sd->status.option&16386)
		skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);
	if(sd->sc_data[SC_BLADESTOP].timer!=-1)
		skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
	if(sd->sc_data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
		skill_stop_dancing(&sd->bl,0);

	if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
		pet_stopattack(sd->pd);
		pet_changestate(sd->pd,MS_IDLE,0);
	}
	
	if(sd->disguise) { // clear disguises when warping [Valaris]
		clif_clearchar(&sd->bl, 9);
		disguise=sd->disguise;
		sd->disguise=0;
	}

	memcpy(mapname,mapname_org,24);
	mapname[16]=0;
	if(strstr(mapname,".gat")==NULL && strlen(mapname)<16){
		strcat(mapname,".gat");
	}

	m=map_mapname2mapid(mapname);
	if(m<0){
		if(sd->mapname[0]){
			int ip,port;
			if(map_mapname2ipport(mapname,&ip,&port)==0){
				skill_stop_dancing(&sd->bl,1);
				skill_unit_out_all(&sd->bl,gettick(),1);
				clif_clearchar_area(&sd->bl,clrtype&0xffff);
				skill_gangsterparadise(sd,0);
				map_delblock(&sd->bl);
				if(sd->status.pet_id > 0 && sd->pd) {
					if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
						pet_remove_map(sd);
						intif_delete_petdata(sd->status.pet_id);
						sd->status.pet_id = 0;
						sd->pd = NULL;
						sd->petDB = NULL;
						if(battle_config.pet_status_support)
							pc_calcstatus(sd,2);
					}
					else if(sd->pet.intimate > 0) {
						pet_stopattack(sd->pd);
						pet_changestate(sd->pd,MS_IDLE,0);
						clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
						map_delblock(&sd->pd->bl);
					}
				}
				memcpy(sd->mapname,mapname,24);
				sd->bl.x=x;
				sd->bl.y=y;
				sd->state.waitingdisconnect=1;
				pc_makesavestatus(sd);
				if(sd->status.pet_id > 0 && sd->pd)
					intif_save_petdata(sd->status.account_id,&sd->pet);
				chrif_save(sd);
				storage_storage_save(sd);
				chrif_changemapserver(sd, mapname, x, y, ip, port);
				return 0;
			}
		}
#if 0
		clif_authfail_fd(sd->fd,0);	// cancel
		clif_setwaitclose(sd->fd);
#endif
		return 1;
	}

	if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
		x=y=0;
	if((x==0 && y==0) || (c=read_gat(m,x,y))==1 || c==5){
		if(x||y) {
			if(battle_config.error_log)
				printf("stacked (%d,%d)\n",x,y);
		}
		do {
			x=rand()%(map[m].xs-2)+1;
			y=rand()%(map[m].ys-2)+1;
		} while((c=read_gat(m,x,y))==1 || c==5);
	}

	if(sd->mapname[0] && sd->bl.prev != NULL){
		skill_unit_out_all(&sd->bl,gettick(),1);
		clif_clearchar_area(&sd->bl,clrtype&0xffff);
		skill_gangsterparadise(sd,0);
		map_delblock(&sd->bl);
		// pet
		if(sd->status.pet_id > 0 && sd->pd) {
			if(sd->pd->bl.m != m && sd->pet.intimate <= 0) {
				pet_remove_map(sd);
				intif_delete_petdata(sd->status.pet_id);
				sd->status.pet_id = 0;
				sd->pd = NULL;
				sd->petDB = NULL;
				if(battle_config.pet_status_support)
					pc_calcstatus(sd,2);
				pc_makesavestatus(sd);
				chrif_save(sd);
				storage_storage_save(sd);
			}
			else if(sd->pet.intimate > 0) {
				pet_stopattack(sd->pd);
				pet_changestate(sd->pd,MS_IDLE,0);
				clif_clearchar_area(&sd->pd->bl,clrtype&0xffff);
				map_delblock(&sd->pd->bl);
			}
		}
		clif_changemap(sd,map[m].name,x,y); // [MouseJstr]
	}

	if(disguise) // disguise teleport fix [Valaris]
		sd->disguise=disguise;
	
	memcpy(sd->mapname,mapname,24);
	sd->bl.m = m;
	sd->to_x = x;
	sd->to_y = y;

	// moved and changed dance effect stopping	

	sd->bl.x =  x;
	sd->bl.y =  y;

	if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) {
		sd->pd->bl.m = m;
		sd->pd->bl.x = sd->pd->to_x = x;
		sd->pd->bl.y = sd->pd->to_y = y;
		sd->pd->dir = sd->dir;
	}

//	map_addblock(&sd->bl);	/// ブロック登録とspawnは
//	clif_spawnpc(sd);

	return 0;
}

/*==========================================
 * PCのランダムワープ
 *------------------------------------------
 */
int pc_randomwarp(struct map_session_data *sd, int type) {
	int x,y,c,i=0;
	int m;

	nullpo_retr(0, sd);

	m=sd->bl.m;

	if (map[sd->bl.m].flag.noteleport)	// テレポート禁止
		return 0;

	do{
		x=rand()%(map[m].xs-2)+1;
		y=rand()%(map[m].ys-2)+1;
	} while (((c=read_gat(m,x,y)) == 1 || c == 5) && (i++) < 1000);

	if (i < 1000)
		pc_setpos(sd,map[m].name,x,y,type);

	return 0;
}

/*==========================================
 * 現在位置のメモ
 *------------------------------------------
 */
int pc_memo(struct map_session_data *sd, int i) {
	int skill;
	int j;

	nullpo_retr(0, sd);

	skill = pc_checkskill(sd, AL_WARP);

	if (i >= MIN_PORTAL_MEMO)
		i -= MIN_PORTAL_MEMO;
	else if (map[sd->bl.m].flag.nomemo || (map[sd->bl.m].flag.nowarpto && battle_config.any_warp_GM_min_level > pc_isGM(sd))) {
		clif_skill_teleportmessage(sd, 1);
		return 0;
	}

	if (skill < 1) {
		clif_skill_memo(sd,2);
	}

	if (skill < 2 || i < -1 || i > 2) {
		clif_skill_memo(sd, 1);
		return 0;
	}

	for(j = 0 ; j < 3; j++) {
		if (strcmp(sd->status.memo_point[j].map, map[sd->bl.m].name) == 0) {
			i = j;
			break;
		}
	}

	if (i == -1) {
		for(i = skill - 3; i >= 0; i--) {
			memcpy(&sd->status.memo_point[i+1],&sd->status.memo_point[i],
				sizeof(struct point));
		}
		i = 0;
	}
	memcpy(sd->status.memo_point[i].map, map[sd->bl.m].name, 24);
	sd->status.memo_point[i].x = sd->bl.x;
	sd->status.memo_point[i].y = sd->bl.y;

	clif_skill_memo(sd, 0);

	return 1;
}

/*==========================================
 *
 *------------------------------------------
 */
int pc_can_reach(struct map_session_data *sd,int x,int y)
{
	struct walkpath_data wpd;

	nullpo_retr(0, sd);

	if( sd->bl.x==x && sd->bl.y==y )	// 同じマス
		return 1;

	// 障害物判定
	wpd.path_len=0;
	wpd.path_pos=0;
	wpd.path_half=0;
	return (path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,x,y,0)!=-1)?1:0;
}

//
// 歩 行物
//
/*==========================================
 * 次の1歩にかかる時間を計算
 *------------------------------------------
 */
static int calc_next_walk_step(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if(sd->walkpath.path_pos>=sd->walkpath.path_len)
		return -1;
	if(sd->walkpath.path[sd->walkpath.path_pos]&1)
		return sd->speed*14/10;

	return sd->speed;
}

/*==========================================
 * 半歩進む(timer関数)
 *------------------------------------------
 */
static int pc_walk(int tid,unsigned int tick,int id,int data)
{
	struct map_session_data *sd;
	int i,ctype;
	int moveblock;
	int x,y,dx,dy;

	sd=map_id2sd(id);
	if(sd==NULL)
		return 0;

	if(sd->walktimer != tid){
		if(battle_config.error_log)
			printf("pc_walk %d != %d\n",sd->walktimer,tid);
		return 0;
	}
	sd->walktimer=-1;
	if(sd->walkpath.path_pos>=sd->walkpath.path_len || sd->walkpath.path_pos!=data)
		return 0;

	//歩いたので息吹のタイマーを初期化
	sd->inchealspirithptick = 0;
	sd->inchealspiritsptick = 0;

	sd->walkpath.path_half ^= 1;
	if(sd->walkpath.path_half==0){ // マス目中心へ到着
		sd->walkpath.path_pos++;
		if(sd->state.change_walk_target){
			pc_walktoxy_sub(sd);
			return 0;
		}
	} else { // マス目境界へ到着
		if(sd->walkpath.path[sd->walkpath.path_pos]>=8)
			return 1;

		x = sd->bl.x;
		y = sd->bl.y;
		ctype = map_getcell(sd->bl.m,x,y);
		if(ctype == 1 || ctype == 5) {
			pc_stop_walking(sd,1);
			return 0;
		}
		sd->dir=sd->head_dir=sd->walkpath.path[sd->walkpath.path_pos];
		dx = dirx[(int)sd->dir];
		dy = diry[(int)sd->dir];
		ctype = map_getcell(sd->bl.m,x+dx,y+dy);
		if(ctype == 1 || ctype == 5) {
			pc_walktoxy_sub(sd);
			return 0;
		}

		moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE);

		sd->walktimer = 1;
		map_foreachinmovearea(clif_pcoutsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd);

		x += dx;
		y += dy;

		if(moveblock) map_delblock(&sd->bl);
		sd->bl.x = x;
		sd->bl.y = y;
		if(moveblock) map_addblock(&sd->bl);

		if(sd->sc_data[SC_DANCING].timer!=-1)
			skill_unit_move_unit_group((struct skill_unit_group *)sd->sc_data[SC_DANCING].val2,sd->bl.m,dx,dy);

		map_foreachinmovearea(clif_pcinsight,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,0,sd);
		sd->walktimer = -1;

		if(sd->status.party_id>0){	// パーティのＨＰ情報通知検査
			struct party *p=party_search(sd->status.party_id);
			if(p!=NULL){
				int p_flag=0;
				map_foreachinmovearea(party_send_hp_check,sd->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&p_flag);
				if(p_flag)
					sd->party_hp=-1;
			}
		}
		if(sd->status.option&4)	// クローキングの消滅検査
			skill_check_cloaking(&sd->bl);
		/* ディボーション検査 */
		for(i=0;i<5;i++)
			if(sd->dev.val1[i]){
				skill_devotion3(&sd->bl,sd->dev.val1[i]);
				break;
			}
		/* 被ディボーション検査 */
		if( sd->sc_data && sd->sc_data[SC_DEVOTION].val1){
				skill_devotion2(&sd->bl,sd->sc_data[SC_DEVOTION].val1);
		}

		skill_unit_move(&sd->bl,tick,1);	// スキルユニットの検査

		if(map_getcell(sd->bl.m,x,y)&0x80)
			npc_touch_areanpc(sd,sd->bl.m,x,y);
		else
			sd->areanpc_id=0;
	}
	if((i=calc_next_walk_step(sd))>0) {
		i = i>>1;
		if(i < 1 && sd->walkpath.path_half == 0)
			i = 1;
		sd->walktimer=add_timer(tick+i,pc_walk,id,sd->walkpath.path_pos);
	}

	return 0;
}

/*==========================================
 * 移動可能か確認して、可能なら歩行開始
 *------------------------------------------
 */
static int pc_walktoxy_sub(struct map_session_data *sd)
{
	struct walkpath_data wpd;
	int i;

	nullpo_retr(1, sd);

	if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y,0))
		return 1;
	memcpy(&sd->walkpath,&wpd,sizeof(wpd));

	clif_walkok(sd);
	sd->state.change_walk_target=0;

	if((i=calc_next_walk_step(sd))>0){
		i = i>>2;
		sd->walktimer=add_timer(gettick()+i,pc_walk,sd->bl.id,0);
	}
	clif_movechar(sd);

	return 0;
}

/*==========================================
 * pc歩 行要求
 *------------------------------------------
 */
int pc_walktoxy(struct map_session_data *sd,int x,int y)
{

	nullpo_retr(0, sd);

	sd->to_x=x;
	sd->to_y=y;

	if(sd->walktimer != -1 && sd->state.change_walk_target==0){
		// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
		// timer関数からpc_walktoxy_subを呼ぶようにする
		sd->state.change_walk_target=1;
	} else {
		pc_walktoxy_sub(sd);
	}

	return 0;
}

/*==========================================
 * 歩 行停止
 *------------------------------------------
 */
int pc_stop_walking(struct map_session_data *sd,int type)
{
	nullpo_retr(0, sd);

	if(sd->walktimer != -1) {
		delete_timer(sd->walktimer,pc_walk);
		sd->walktimer=-1;
	}
	sd->walkpath.path_len=0;
	sd->to_x = sd->bl.x;
	sd->to_y = sd->bl.y;
	if(type&0x01)
		clif_fixpos(&sd->bl);
	if(type&0x02 && battle_config.pc_damage_delay) {
		unsigned int tick = gettick();
		int delay = battle_get_dmotion(&sd->bl);
		if(sd->canmove_tick < tick)
			sd->canmove_tick = tick + delay;
	}

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int pc_movepos(struct map_session_data *sd,int dst_x,int dst_y)
{
	int moveblock;
	int dx,dy,dist;

	struct walkpath_data wpd;

	nullpo_retr(0, sd);

	if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,dst_x,dst_y,0))
		return 1;

	sd->dir = sd->head_dir = map_calc_dir(&sd->bl, dst_x,dst_y);

	dx = dst_x - sd->bl.x;
	dy = dst_y - sd->bl.y;
	dist = distance(sd->bl.x,sd->bl.y,dst_x,dst_y);

	moveblock = ( sd->bl.x/BLOCK_SIZE != dst_x/BLOCK_SIZE || sd->bl.y/BLOCK_SIZE != dst_y/BLOCK_SIZE);

	map_foreachinmovearea(clif_pcoutsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,dx,dy,0,sd);

	if(moveblock) map_delblock(&sd->bl);
	sd->bl.x = dst_x;
	sd->bl.y = dst_y;
	if(moveblock) map_addblock(&sd->bl);

	map_foreachinmovearea(clif_pcinsight,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,0,sd);

	if(sd->status.party_id>0){	// パーティのＨＰ情報通知検査
		struct party *p=party_search(sd->status.party_id);
		if(p!=NULL){
			int flag=0;
			map_foreachinmovearea(party_send_hp_check,sd->bl.m,sd->bl.x-AREA_SIZE,sd->bl.y-AREA_SIZE,sd->bl.x+AREA_SIZE,sd->bl.y+AREA_SIZE,-dx,-dy,BL_PC,sd->status.party_id,&flag);
			if(flag)
				sd->party_hp=-1;
		}
	}

	if(sd->status.option&4)	// クローキングの消滅検査
		skill_check_cloaking(&sd->bl);

	skill_unit_move(&sd->bl,gettick(),dist+7);	// スキルユニットの検査

	if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y)&0x80)
		npc_touch_areanpc(sd,sd->bl.m,sd->bl.x,sd->bl.y);
	else
		sd->areanpc_id=0;
	return 0;
}

//
// 武器戦闘
//
/*==========================================
 * スキルの検索 所有していた場合Lvが返る
 *------------------------------------------
 */
int pc_checkskill(struct map_session_data *sd,int skill_id)
{
	if(sd == NULL) return 0;
	if( skill_id>=10000 ){
		struct guild *g;
		if( sd->status.guild_id>0 && (g=guild_search(sd->status.guild_id))!=NULL)
			return guild_checkskill(g,skill_id);
		return 0;
	}

	if(sd->status.skill[skill_id].id == skill_id)
		return (sd->status.skill[skill_id].lv);

	return 0;
}

/*==========================================
 * 武器変更によるスキルの継続チェック
 * 引数：
 *   struct map_session_data *sd	セッションデータ
 *   int nameid						装備品ID
 * 返り値：
 *   0		変更なし
 *   -1		スキルを解除
 *------------------------------------------
 */
int pc_checkallowskill(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if( sd->sc_data == NULL )
		return 0;

	if(!(skill_get_weapontype(KN_TWOHANDQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_TWOHANDQUICKEN].timer!=-1) {	// 2HQ
		skill_status_change_end(&sd->bl,SC_TWOHANDQUICKEN,-1);	// 2HQを解除
		return -1;
	}
	if(!(skill_get_weapontype(LK_AURABLADE)&(1<<sd->status.weapon)) && sd->sc_data[SC_AURABLADE].timer!=-1) {	/* オーラブレード */
		skill_status_change_end(&sd->bl,SC_AURABLADE,-1);	/* オーラブレードを解除 */
		return -1;
	}
	if(!(skill_get_weapontype(LK_PARRYING)&(1<<sd->status.weapon)) && sd->sc_data[SC_PARRYING].timer!=-1) {	/* パリイング */
		skill_status_change_end(&sd->bl,SC_PARRYING,-1);	/* パリイングを解除 */
		return -1;
	}
	if(!(skill_get_weapontype(LK_CONCENTRATION)&(1<<sd->status.weapon)) && sd->sc_data[SC_CONCENTRATION].timer!=-1) {	/* コンセントレーション */
		skill_status_change_end(&sd->bl,SC_CONCENTRATION,-1);	/* コンセントレーションを解除 */
		return -1;
	}
	if(!(skill_get_weapontype(CR_SPEARQUICKEN)&(1<<sd->status.weapon)) && sd->sc_data[SC_SPEARSQUICKEN].timer!=-1){	// スピアクィッケン
		skill_status_change_end(&sd->bl,SC_SPEARSQUICKEN,-1);	// スピアクイッケンを解除
		return -1;
	}
	if(!(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)) && sd->sc_data[SC_ADRENALINE].timer!=-1){	// アドレナリンラッシュ
		skill_status_change_end(&sd->bl,SC_ADRENALINE,-1);	// アドレナリンラッシュを解除
		return -1;
	}

	if(sd->status.shield <= 0) {
		if(sd->sc_data[SC_AUTOGUARD].timer!=-1){	// オートガード
			skill_status_change_end(&sd->bl,SC_AUTOGUARD,-1);
			return -1;
		}
		if(sd->sc_data[SC_DEFENDER].timer!=-1){	// ディフェンダー
			skill_status_change_end(&sd->bl,SC_DEFENDER,-1);
			return -1;
		}
		if(sd->sc_data[SC_REFLECTSHIELD].timer!=-1){ //リフレクトシールド
			skill_status_change_end(&sd->bl,SC_REFLECTSHIELD,-1);
			return -1;
		}
	}

	return 0;
}

/*==========================================
 * 装 備品のチェック
 *------------------------------------------
 */
int pc_checkequip(struct map_session_data *sd,int pos)
{
	int i;

	nullpo_retr(-1, sd);

	for(i=0;i<11;i++){
		if(pos & equip_pos[i])
			return sd->equip_index[i];
	}

	return -1;
}

/*==========================================
 * 転生職や養子職の元の職業を返す
 *------------------------------------------
 */
struct pc_base_job pc_calc_base_job(int b_class)
{
	struct pc_base_job bj;
	//転生や養子の場合の元の職業を算出する
	if(b_class < MAX_PC_CLASS){ //通常
		bj.job = b_class;
		bj.upper = 0;
	}else if(b_class >= 4001 && b_class < 4023){ //転生職
		bj.job = b_class - 4001;
		bj.upper = 1;
	}else if(b_class == 23 + 4023 -1){ //養子スパノビ
		bj.job = b_class - (4023 - 1);
		bj.upper = 2;
	}else{ //養子スパノビ以外の養子
		bj.job = b_class - 4023;
		bj.upper = 2;
	}

	if(battle_config.enable_upper_class==0){ //confで無効になっていたらupper=0
		bj.upper = 0;
	}

	if(bj.job == 0){
		bj.type = 0;
	}else if(bj.job < 7){
		bj.type = 1;
	}else{
		bj.type = 2;
	}
	
	return bj;
}

/*==========================================
 * PCの攻撃 (timer関数)
 *------------------------------------------
 */
int pc_attack_timer(int tid,unsigned int tick,int id,int data)
{
	struct map_session_data *sd;
	struct block_list *bl;
	struct status_change *sc_data;
	short *opt;
	int dist,skill,range;

	sd=map_id2sd(id);
	if(sd == NULL)
		return 0;
	if(sd->attacktimer != tid){
		if(battle_config.error_log)
			printf("pc_attack_timer %d != %d\n",sd->attacktimer,tid);
		return 0;
	}
	sd->attacktimer=-1;

	if(sd->bl.prev == NULL)
		return 0;

	bl=map_id2bl(sd->attacktarget);
	if(bl==NULL || bl->prev == NULL)
		return 0;

	if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl))
		return 0;

	// 同じmapでないなら攻撃しない
	// PCが死んでても攻撃しない
	if(sd->bl.m != bl->m || pc_isdead(sd))
		return 0;

	if( sd->opt1>0 || sd->status.option&2 || sd->status.option&16388)	// 異常などで攻撃できない
		return 0;

	if(sd->sc_data[SC_AUTOCOUNTER].timer != -1)
		return 0;
	if(sd->sc_data[SC_BLADESTOP].timer != -1)
		return 0;

	if((opt = battle_get_option(bl)) != NULL && *opt&0x46)
		return 0;
	if(((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_TRICKDEAD].timer != -1) ||
	((sc_data = battle_get_sc_data(bl)) != NULL && sc_data[SC_BASILICA].timer != -1 ))
		return 0;

	if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) <= 0)
		return 0;

	if(!battle_config.sdelay_attack_enable && pc_checkskill(sd,SA_FREECAST) <= 0) {
		if(DIFF_TICK(tick , sd->canact_tick) < 0) {
			clif_skill_fail(sd,1,4,0);
			return 0;
		}
	}

	dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y);
	range = sd->attackrange;
	if(sd->status.weapon != 11) range++;
	if( dist > range ){	// 届 かないので移動
		if(pc_can_reach(sd,bl->x,bl->y))
			clif_movetoattack(sd,bl);
		return 0;
	}

	if(dist <= range && !battle_check_range(&sd->bl,bl,range) ) {
		if(pc_can_reach(sd,bl->x,bl->y) && sd->canmove_tick < tick && (sd->sc_data[SC_ANKLE].timer == -1 || sd->sc_data[SC_SPIDERWEB].timer == -1))
			pc_walktoxy(sd,bl->x,bl->y);
		sd->attackabletime = tick + (sd->aspd<<1);
	}
	else {
		if(battle_config.pc_attack_direction_change)
			sd->dir=sd->head_dir=map_calc_dir(&sd->bl, bl->x,bl->y );	// 向き設定

		if(sd->walktimer != -1)
			pc_stop_walking(sd,1);

		if(sd->sc_data[SC_COMBO].timer == -1) {
			map_freeblock_lock();
			pc_stop_walking(sd,0);
			sd->attacktarget_lv = battle_weapon_attack(&sd->bl,bl,tick,0);
			if(!(battle_config.pc_cloak_check_type&2) && sd->sc_data[SC_CLOAKING].timer != -1)
				skill_status_change_end(&sd->bl,SC_CLOAKING,-1);
			if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
				pet_target_check(sd,bl,0);
			map_freeblock_unlock();
			if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト
				sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
			else
				sd->attackabletime = tick + (sd->aspd<<1);
		}
		else if(sd->attackabletime <= tick) {
			if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト
				sd->attackabletime = tick + ((sd->aspd<<1)*(150 - skill*5)/100);
			else
				sd->attackabletime = tick + (sd->aspd<<1);
		}
		if(sd->attackabletime <= tick) sd->attackabletime = tick + (battle_config.max_aspd<<1);
	}

	if(sd->state.attack_continue) {
		sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
	}

	return 0;
}

/*==========================================
 * 攻撃要求
 * typeが1なら継続攻撃
 *------------------------------------------
 */
int pc_attack(struct map_session_data *sd,int target_id,int type)
{
	struct block_list *bl;
	int d;

	nullpo_retr(0, sd);

	bl=map_id2bl(target_id);
	if(bl==NULL)
		return 1;
	
	if(bl->type==BL_NPC) { // monster npcs [Valaris]
		npc_click(sd,RFIFOL(sd->fd,2));
		return 0;
	}
	
	if(!battle_check_target(&sd->bl,bl,BCT_ENEMY))
		return 1;
	if(sd->attacktimer != -1)
		pc_stopattack(sd);
	sd->attacktarget=target_id;
	sd->state.attack_continue=type;

	d=DIFF_TICK(sd->attackabletime,gettick());
	if(d>0 && d<2000){	// 攻撃delay中
		sd->attacktimer=add_timer(sd->attackabletime,pc_attack_timer,sd->bl.id,0);
	} else {
		// 本来timer関数なので引数を合わせる
		pc_attack_timer(-1,gettick(),sd->bl.id,0);
	}

	return 0;
}

/*==========================================
 * 継続攻撃停止
 *------------------------------------------
 */
int pc_stopattack(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if(sd->attacktimer != -1) {
		delete_timer(sd->attacktimer,pc_attack_timer);
		sd->attacktimer=-1;
	}
	sd->attacktarget=0;
	sd->state.attack_continue=0;

	return 0;
}

int pc_follow_timer(int tid,unsigned int tick,int id,int data)
{
  struct map_session_data *sd, *bl;

  sd=map_id2sd(id);
  if(sd == NULL || sd->followtimer != tid)
    return 0;

  sd->followtimer=-1;

  do {
    if(sd->bl.prev == NULL)
      break;

    bl=(struct map_session_data *) map_id2bl(sd->followtarget);

    if(bl==NULL)
      return 0;

    if(bl->bl.prev == NULL)
      break;

    if(bl->bl.type == BL_PC && pc_isdead((struct map_session_data *)bl))
      return 0;

    if (sd->skilltimer == -1 && sd->attacktimer == -1 && sd->walktimer == -1) {
      if((sd->bl.m == bl->bl.m) && pc_can_reach(sd,bl->bl.x,bl->bl.y)) {
	if (distance(sd->bl.x,sd->bl.y,bl->bl.x,bl->bl.y) > 5)
	  pc_walktoxy(sd,bl->bl.x,bl->bl.y);
      } else
	pc_setpos((struct map_session_data*)sd, bl->mapname, bl->bl.x, bl->bl.y, 3);
    }
  } while (0);

  sd->followtimer=add_timer(tick + sd->aspd,pc_follow_timer,sd->bl.id,0);

  return 0;
}

int pc_follow(struct map_session_data *sd,int target_id)
{
	struct block_list *bl;

	bl=map_id2bl(target_id);
	if(bl==NULL)
		return 1;
	sd->followtarget=target_id;
	if(sd->followtimer != -1) {
	    delete_timer(sd->followtimer,pc_follow_timer);
	    sd->followtimer = -1;
        }

	pc_follow_timer(-1,gettick(),sd->bl.id,0);

	return 0;
}

int pc_checkbaselevelup(struct map_session_data *sd)
{
	int next = pc_nextbaseexp(sd);

	nullpo_retr(0, sd);

	if(sd->status.base_exp >= next && next > 0){
		struct pc_base_job s_class = pc_calc_base_job(sd->status.class);

		// base側レベルアップ処理
		sd->status.base_exp -= next;

		sd->status.base_level ++;
		sd->status.status_point += (sd->status.base_level+14) / 5 ;
		clif_updatestatus(sd,SP_STATUSPOINT);
		clif_updatestatus(sd,SP_BASELEVEL);
		clif_updatestatus(sd,SP_NEXTBASEEXP);
		pc_calcstatus(sd,0);
		pc_heal(sd,sd->status.max_hp,sd->status.max_sp);

		//スパノビはキリエ、イムポ、マニピ、グロ、サフラLv1がかかる
		if(s_class.job == 23){
			skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],1,0,0,0,skill_get_time(PR_KYRIE,1),0 );
			skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_IMPOSITIO],1,0,0,0,skill_get_time(PR_IMPOSITIO,1),0 );
			skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],1,0,0,0,skill_get_time(PR_MAGNIFICAT,1),0 );
			skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_GLORIA],1,0,0,0,skill_get_time(PR_GLORIA,1),0 );
			skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_SUFFRAGIUM],1,0,0,0,skill_get_time(PR_SUFFRAGIUM,1),0 );
		}

		clif_misceffect(&sd->bl,0);
		//レベルアップしたのでパーティー情報を更新する
		//(公平範囲チェック)
		party_send_movemap(sd);
		return 1;
	}

	return 0;
}

int pc_checkjoblevelup(struct map_session_data *sd)
{
	int next = pc_nextjobexp(sd);

	nullpo_retr(0, sd);

	if(sd->status.job_exp >= next && next > 0){
		// job側レベルアップ処理
		sd->status.job_exp -= next;
		sd->status.job_level ++;
		clif_updatestatus(sd,SP_JOBLEVEL);
		clif_updatestatus(sd,SP_NEXTJOBEXP);
		sd->status.skill_point ++;
		clif_updatestatus(sd,SP_SKILLPOINT);
		pc_calcstatus(sd,0);

		clif_misceffect(&sd->bl,1);
		return 1;
	}

	return 0;
}

/*==========================================
 * 経験値取得
 *------------------------------------------
 */
int pc_gainexp(struct map_session_data *sd,int base_exp,int job_exp)
{
	char output[256];
	nullpo_retr(0, sd);

	if(sd->bl.prev == NULL || pc_isdead(sd))
		return 0;

	if((battle_config.pvp_exp == 0) && map[sd->bl.m].flag.pvp)  // [MouseJstr]
		return 0; // no exp on pvp maps

	if(sd->sc_data[SC_RICHMANKIM].timer != -1) { // added bounds checking [Vaalris]
		base_exp += base_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100;
		job_exp += job_exp*(25 + sd->sc_data[SC_RICHMANKIM].val1*25)/100;
	}

	if(sd->status.guild_id>0){	// ギルドに上納
		base_exp-=guild_payexp(sd,base_exp);
		if(base_exp < 0)
			base_exp = 0;
	}

	if(!battle_config.multi_level_up && pc_nextbaseafter(sd) && sd->status.base_exp+base_exp >= pc_nextbaseafter(sd)) {
		base_exp = pc_nextbaseafter(sd) - sd->status.base_exp;
		if (base_exp < 0)
			base_exp = 0;
	}

	sd->status.base_exp += base_exp;
	if(sd->status.base_exp < 0)
		sd->status.base_exp = 0;
	
	while(pc_checkbaselevelup(sd)) ;

	clif_updatestatus(sd,SP_BASEEXP);
	if(!battle_config.multi_level_up && pc_nextjobafter(sd) && sd->status.job_exp+job_exp >= pc_nextjobafter(sd)) {
		job_exp = pc_nextjobafter(sd) - sd->status.job_exp;
		if (job_exp < 0)
			job_exp = 0;
	}

	sd->status.job_exp += job_exp;
	if(sd->status.job_exp < 0)
		sd->status.job_exp = 0;
	
	while(pc_checkjoblevelup(sd)) ;

	clif_updatestatus(sd,SP_JOBEXP);

	if(battle_config.disp_experience){
		sprintf(output, 
			"Experienced Gained Base:%d Job:%d",base_exp,job_exp);
		clif_disp_onlyself(sd,output,strlen(output));
	}

	return 0;
}

/*==========================================
 * base level側必要経験値計算
 *------------------------------------------
 */
int pc_nextbaseexp(struct map_session_data *sd)
{
	int i;

	nullpo_retr(0, sd);

	if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
		return 0;

	if(sd->status.class==0) i=0;
	else if(sd->status.class<=6) i=1;
	else if(sd->status.class<=22) i=2;
	else if(sd->status.class==23) i=3;
	else if(sd->status.class==4001) i=4;
	else if(sd->status.class<=4007) i=5;
	else i=6;

	return exp_table[i][sd->status.base_level-1];
}

/*==========================================
 * job level側必要経験値計算
 *------------------------------------------
 */
int pc_nextjobexp(struct map_session_data *sd)
{
	int i;

	nullpo_retr(0, sd);

	if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
		return 0;

	if(sd->status.class==0) i=7;
	else if(sd->status.class<=6) i=8;
	else if(sd->status.class<=22) i=9;
	else if(sd->status.class==23) i=10;
	else if(sd->status.class==4001) i=11;
	else if(sd->status.class<=4007) i=12;
	else i=13;

	return exp_table[i][sd->status.job_level-1];
}

/*==========================================
 * base level after next [Valaris]
 *------------------------------------------
 */
int pc_nextbaseafter(struct map_session_data *sd)
{
	int i;

	nullpo_retr(0, sd);

	if(sd->status.base_level>=MAX_LEVEL || sd->status.base_level<=0)
		return 0;

	if(sd->status.class==0) i=0;
	else if(sd->status.class<=6) i=1;
	else if(sd->status.class<=22) i=2;
	else if(sd->status.class==23) i=3;
	else if(sd->status.class==4001) i=4;
	else if(sd->status.class<=4007) i=5;
	else i=6;

	return exp_table[i][sd->status.base_level];
}

/*==========================================
 * job level after next [Valaris]
 *------------------------------------------
 */
int pc_nextjobafter(struct map_session_data *sd)
{
	int i;

	nullpo_retr(0, sd);

	if(sd->status.job_level>=MAX_LEVEL || sd->status.job_level<=0)
		return 0;

	if(sd->status.class==0) i=7;
	else if(sd->status.class<=6) i=8;
	else if(sd->status.class<=22) i=9;
	else if(sd->status.class==23) i=10;
	else if(sd->status.class==4001) i=11;
	else if(sd->status.class<=4007) i=12;
	else i=13;

	return exp_table[i][sd->status.job_level];
}
/*==========================================

 * 必要ステータスポイント計算
 *------------------------------------------
 */
int pc_need_status_point(struct map_session_data *sd,int type)
{
	int val;

	nullpo_retr(-1, sd);

	if(type<SP_STR || type>SP_LUK)
		return -1;
	val =
		type==SP_STR ? sd->status.str :
		type==SP_AGI ? sd->status.agi :
		type==SP_VIT ? sd->status.vit :
		type==SP_INT ? sd->status.int_:
		type==SP_DEX ? sd->status.dex : sd->status.luk;

	return (val+9)/10+1;
}

/*==========================================
 * 能力値成長
 *------------------------------------------
 */
int pc_statusup(struct map_session_data *sd,int type)
{
	int need,val = 0;

	nullpo_retr(0, sd);

	need=pc_need_status_point(sd,type);
	if(type<SP_STR || type>SP_LUK || need<0 || need>sd->status.status_point){
		clif_statusupack(sd,type,0,0);
		return 1;
	}
	switch(type){
	case SP_STR:
		if(sd->status.str >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.str;
		break;
	case SP_AGI:
		if(sd->status.agi >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.agi;
		break;
	case SP_VIT:
		if(sd->status.vit >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.vit;
		break;
	case SP_INT:
		if(sd->status.int_ >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.int_;
		break;
	case SP_DEX:
		if(sd->status.dex >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.dex;
		break;
	case SP_LUK:
		if(sd->status.luk >= battle_config.max_parameter) {
			clif_statusupack(sd,type,0,0);
			return 1;
		}
		val= ++sd->status.luk;
		break;
	}
	sd->status.status_point-=need;
	if(need!=pc_need_status_point(sd,type)){
		clif_updatestatus(sd,type-SP_STR+SP_USTR);
	}
	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,type);
	pc_calcstatus(sd,0);
	clif_statusupack(sd,type,1,val);

	return 0;
}

/*==========================================
 * 能力値成長
 *------------------------------------------
 */
int pc_statusup2(struct map_session_data *sd,int type,int val)
{
	nullpo_retr(0, sd);

	if(type<SP_STR || type>SP_LUK){
		clif_statusupack(sd,type,0,0);
		return 1;
	}
	switch(type){
	case SP_STR:
		if(sd->status.str + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.str + val < 1)
			val = 1;
		else
			val += sd->status.str;
		sd->status.str = val;
		break;
	case SP_AGI:
		if(sd->status.agi + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.agi + val < 1)
			val = 1;
		else
			val += sd->status.agi;
		sd->status.agi = val;
		break;
	case SP_VIT:
		if(sd->status.vit + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.vit + val < 1)
			val = 1;
		else
			val += sd->status.vit;
		sd->status.vit = val;
		break;
	case SP_INT:
		if(sd->status.int_ + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.int_ + val < 1)
			val = 1;
		else
			val += sd->status.int_;
		sd->status.int_ = val;
		break;
	case SP_DEX:
		if(sd->status.dex + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.dex + val < 1)
			val = 1;
		else
			val += sd->status.dex;
		sd->status.dex = val;
		break;
	case SP_LUK:
		if(sd->status.luk + val >= battle_config.max_parameter)
			val = battle_config.max_parameter;
		else if(sd->status.luk + val < 1)
			val = 1;
		else
			val = sd->status.luk + val;
		sd->status.luk = val;
		break;
	}
	clif_updatestatus(sd,type-SP_STR+SP_USTR);
	clif_updatestatus(sd,type);
	pc_calcstatus(sd,0);
	clif_statusupack(sd,type,1,val);

	return 0;
}

/*==========================================
 * スキルポイント割り振り
 *------------------------------------------
 */
int pc_skillup(struct map_session_data *sd,int skill_num)
{
	nullpo_retr(0, sd);

	if( skill_num>=10000 ){
		guild_skillup(sd,skill_num,0);
		return 0;
	}

	if( sd->status.skill_point>0 &&
		sd->status.skill[skill_num].id!=0 &&
		sd->status.skill[skill_num].lv < skill_get_max(skill_num) )
	{
		sd->status.skill[skill_num].lv++;
		sd->status.skill_point--;
		pc_calcstatus(sd,0);
		clif_skillup(sd,skill_num);
		clif_updatestatus(sd,SP_SKILLPOINT);
		clif_skillinfoblock(sd);
	}

	return 0;
}

/*==========================================
 * /allskill
 *------------------------------------------
 */
int pc_allskillup(struct map_session_data *sd)
{
	int i,id;
	int c=0, s=0;
	//転生や養子の場合の元の職業を算出する
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	s_class = pc_calc_base_job(sd->status.class);
	c = s_class.job;
	s = (s_class.upper==1) ? 1 : 0 ; //転生以外は通常のスキル？

	for(i=0;i<MAX_SKILL;i++){
		sd->status.skill[i].id=0;
		if (sd->status.skill[i].flag && sd->status.skill[i].flag != 13){	// cardスキルなら、
			sd->status.skill[i].lv=(sd->status.skill[i].flag==1)?0:sd->status.skill[i].flag-2;	// 本当のlvに
			sd->status.skill[i].flag=0;	// flagは0にしておく
		}
	}

	if (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill){
		// 全てのスキル
		for(i=1;i<158;i++)
			sd->status.skill[i].lv=skill_get_max(i);
		for(i=210;i<291;i++)
			sd->status.skill[i].lv=skill_get_max(i);
		for(i=304;i<MAX_SKILL;i++){
			if(i==331) continue;
			sd->status.skill[i].lv=skill_get_max(i);
		}
	}
	else {
		for(i=0;(id=skill_tree[s][c][i].id)>0;i++){
			if(sd->status.skill[id].id==0 && (!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn) )
				sd->status.skill[id].lv=skill_get_max(id);
		}
	}
	pc_calcstatus(sd,0);

	return 0;
}

/*==========================================
 * /resetlvl
 *------------------------------------------
 */
int pc_resetlvl(struct map_session_data* sd,int type)
{
	int  i;
	
	nullpo_retr(0, sd);
	
	for(i=1;i<MAX_SKILL;i++){
		sd->status.skill[i].lv = 0;
	}

	if(type == 1){
	sd->status.skill_point=0;
	sd->status.base_level=1;
	sd->status.job_level=1;
	sd->status.base_exp=sd->status.base_exp=0;
	sd->status.job_exp=sd->status.job_exp=0;
	if(sd->status.option !=0)
		sd->status.option = 0;

	sd->status.str=1;
	sd->status.agi=1;
	sd->status.vit=1;
	sd->status.int_=1;
	sd->status.dex=1;
	sd->status.luk=1;
	if(sd->status.class == 4001)
		sd->status.status_point=88;
	}

	if(type == 2){
		sd->status.skill_point=0;
		sd->status.base_level=1;
		sd->status.job_level=1;
		sd->status.base_exp=0;
		sd->status.job_exp=0;
	}
	if(type == 3){
		sd->status.base_level=1;
		sd->status.base_exp=0;
	}
	if(type == 4){
		sd->status.job_level=1;
		sd->status.job_exp=0;
	}	

	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,SP_STR);
	clif_updatestatus(sd,SP_AGI);
	clif_updatestatus(sd,SP_VIT);
	clif_updatestatus(sd,SP_INT);
	clif_updatestatus(sd,SP_DEX);
	clif_updatestatus(sd,SP_LUK);
	clif_updatestatus(sd,SP_BASELEVEL);
	clif_updatestatus(sd,SP_JOBLEVEL);
	clif_updatestatus(sd,SP_STATUSPOINT);
	clif_updatestatus(sd,SP_NEXTBASEEXP);
	clif_updatestatus(sd,SP_NEXTJOBEXP);
	clif_updatestatus(sd,SP_SKILLPOINT);

	clif_updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif_updatestatus(sd,SP_UAGI);
	clif_updatestatus(sd,SP_UVIT);
	clif_updatestatus(sd,SP_UINT);
	clif_updatestatus(sd,SP_UDEX);
	clif_updatestatus(sd,SP_ULUK);	// End Addition

	for(i=0;i<11;i++) { // unequip items that can't be equipped by base 1 [Valaris]
		if(sd->equip_index[i] >= 0)
			if(!pc_isequip(sd,sd->equip_index[i]))
				pc_unequipitem(sd,sd->equip_index[i],1);
	}

	clif_skillinfoblock(sd);
	pc_calcstatus(sd,0);

	return 0;
}
/*==========================================
 * /resetstate
 *------------------------------------------
 */
int pc_resetstate(struct map_session_data* sd)
{
	#define sumsp(a) ((a)*((a-2)/10+2) - 5*((a-2)/10)*((a-2)/10) - 6*((a-2)/10) -2)
//	int add=0; // Removed by Dexity

	nullpo_retr(0, sd);

//	New statpoint table used here - Dexity
	sd->status.status_point = atoi (statp[sd->status.base_level - 1]);
	if(sd->status.class >= 4001 && sd->status.class <= 4024)
		sd->status.status_point+=40;
//	End addition 

//	Removed by Dexity - old count
//	add += sumsp(sd->status.str);
//	add += sumsp(sd->status.agi);
//	add += sumsp(sd->status.vit);
//	add += sumsp(sd->status.int_);
//	add += sumsp(sd->status.dex);
//	add += sumsp(sd->status.luk);
//	sd->status.status_point+=add;

	clif_updatestatus(sd,SP_STATUSPOINT);

	sd->status.str=1;
	sd->status.agi=1;
	sd->status.vit=1;
	sd->status.int_=1;
	sd->status.dex=1;
	sd->status.luk=1;

	clif_updatestatus(sd,SP_STR);
	clif_updatestatus(sd,SP_AGI);
	clif_updatestatus(sd,SP_VIT);
	clif_updatestatus(sd,SP_INT);
	clif_updatestatus(sd,SP_DEX);
	clif_updatestatus(sd,SP_LUK);

	clif_updatestatus(sd,SP_USTR);	// Updates needed stat points - Valaris
	clif_updatestatus(sd,SP_UAGI);
	clif_updatestatus(sd,SP_UVIT);
	clif_updatestatus(sd,SP_UINT);
	clif_updatestatus(sd,SP_UDEX);
	clif_updatestatus(sd,SP_ULUK);	// End Addition

	pc_calcstatus(sd,0);

	return 0;
}

/*==========================================
 * /resetskill
 *------------------------------------------
 */
int pc_resetskill(struct map_session_data* sd)
{
	int  i,skill;

	nullpo_retr(0, sd);

	for(i=1;i<MAX_SKILL;i++){
		if( (skill = pc_checkskill(sd,i)) > 0) {
			if(!(skill_get_inf2(i)&0x01) || battle_config.quest_skill_learn) {
				if(!sd->status.skill[i].flag)
					sd->status.skill_point += skill;
				else if(sd->status.skill[i].flag > 2 && sd->status.skill[i].flag != 13) {
					sd->status.skill_point += (sd->status.skill[i].flag - 2);
				}
				sd->status.skill[i].lv = 0;
			}
			else if(battle_config.quest_skill_reset)
				sd->status.skill[i].lv = 0;
			sd->status.skill[i].flag = 0;
		}
		else
			sd->status.skill[i].lv = 0;
	}
	clif_updatestatus(sd,SP_SKILLPOINT);
	clif_skillinfoblock(sd);
	pc_calcstatus(sd,0);

	return 0;
}

/*==========================================
 * pcにダメージを与える
 *------------------------------------------
 */
int pc_damage(struct block_list *src,struct map_session_data *sd,int damage)
{
	int i=0,j=0;
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	//転生や養子の場合の元の職業を算出する
	s_class = pc_calc_base_job(sd->status.class);
	// 既に死んでいたら無効
	if(pc_isdead(sd))
		return 0;
	// 座ってたら立ち上がる
	if(pc_issit(sd)) {
		pc_setstand(sd);
		skill_gangsterparadise(sd,0);
	}

	// 歩 いていたら足を止める
	if(sd->sc_data[SC_ENDURE].timer == -1 && !sd->special_state.infinite_endure)
		pc_stop_walking(sd,3);
	// 演奏/ダンスの中断
	if(damage > sd->status.max_hp>>2)
		skill_stop_dancing(&sd->bl,0);

	sd->status.hp-=damage;
	if(sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_damage_support)
		pet_target_check(sd,src,1);

	if (sd->sc_data[SC_TRICKDEAD].timer != -1)
		skill_status_change_end(&sd->bl, SC_TRICKDEAD, -1);
	if(sd->status.option&2)
		skill_status_change_end(&sd->bl, SC_HIDING, -1);
	if(sd->status.option&4)
		skill_status_change_end(&sd->bl, SC_CLOAKING, -1);
	if(sd->status.option&16386)
		skill_status_change_end(&sd->bl, SC_CHASEWALK, -1);

	if(sd->status.hp>0){
		// まだ生きているならHP更新
		clif_updatestatus(sd,SP_HP);

		if(sd->status.hp<sd->status.max_hp>>2 && pc_checkskill(sd,SM_AUTOBERSERK)>0 &&
			(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ))
			// オートバーサーク発動
			skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);

		sd->canlog_tick = gettick();

		if(sd->status.party_id>0) {	// on-the-fly party hp updates [Valaris]
			struct party *p=party_search(sd->status.party_id);
			if(p!=NULL) clif_party_hp(p,sd);
		}	// end addition [Valaris]

		return 0;
	}
	sd->status.hp = 0;
	pc_setdead(sd);
	if(sd->vender_id)
		vending_closevending(sd);

	if(sd->status.pet_id > 0 && sd->pd) {
		if(sd->petDB) {
			sd->pet.intimate -= sd->petDB->die;
			if(sd->pet.intimate < 0)
				sd->pet.intimate = 0;
			clif_send_petdata(sd,1,sd->pet.intimate);
		}
	}

	pc_stop_walking(sd,0);
	skill_castcancel(&sd->bl,0);	// 詠唱の中止
	clif_clearchar_area(&sd->bl,1);
	skill_unit_out_all(&sd->bl,gettick(),1);
	if(sd->sc_data[SC_BLADESTOP].timer!=-1)//白刃は事前に解除
		skill_status_change_end(&sd->bl,SC_BLADESTOP,-1);
	pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter); //死にカウンター書き込み
	skill_status_change_clear(&sd->bl,0);	// ステータス異常を解除する
	clif_updatestatus(sd,SP_HP);
	pc_calcstatus(sd,0);

	for(i=0;i<5;i++)
		if(sd->dev.val1[i]){
			skill_status_change_end(&map_id2sd(sd->dev.val1[i])->bl,SC_DEVOTION,-1);
			sd->dev.val1[i] = sd->dev.val2[i]=0;
		}

	if(battle_config.death_penalty_type>0) { // changed penalty options, added death by player if pk_mode [Valaris]
		if(sd->status.class != 0 && !map[sd->bl.m].flag.nopenalty && !map[sd->bl.m].flag.gvg){ // only novices will recieve no penalty
			if(battle_config.death_penalty_type==1 && battle_config.death_penalty_base > 0)
				sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000;
				if(battle_config.pk_mode && src && src->type==BL_PC)
					sd->status.base_exp -= (double)pc_nextbaseexp(sd) * (double)battle_config.death_penalty_base/10000;
			else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_base > 0) {
				if(pc_nextbaseexp(sd) > 0)
					sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000;
					if(battle_config.pk_mode && src && src->type==BL_PC)
						sd->status.base_exp -= (double)sd->status.base_exp * (double)battle_config.death_penalty_base/10000;
			}
			if(sd->status.base_exp < 0)
				sd->status.base_exp = 0;
			clif_updatestatus(sd,SP_BASEEXP);

			if(battle_config.death_penalty_type==1 && battle_config.death_penalty_job > 0)
				sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000;
					if(battle_config.pk_mode && src && src->type==BL_PC)
					sd->status.job_exp -= (double)pc_nextjobexp(sd) * (double)battle_config.death_penalty_job/10000;
			else if(battle_config.death_penalty_type==2 && battle_config.death_penalty_job > 0) {
				if(pc_nextjobexp(sd) > 0)
					sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000;
					if(battle_config.pk_mode && src && src->type==BL_PC)
						sd->status.job_exp -= (double)sd->status.job_exp * (double)battle_config.death_penalty_job/10000;
			}
			if(sd->status.job_exp < 0)
				sd->status.job_exp = 0;
			clif_updatestatus(sd,SP_JOBEXP);
		}
	}
	//ナイトメアモードアイテムドロップ
	if(map[sd->bl.m].flag.pvp_nightmaredrop){ // Moved this outside so it works when PVP isnt enabled and during pk mode [Ancyker]
		for(j=0;j<MAX_DROP_PER_MAP;j++){
			int id = map[sd->bl.m].drop_list[j].drop_id;
			int type = map[sd->bl.m].drop_list[j].drop_type;
			int per = map[sd->bl.m].drop_list[j].drop_per;
			if(id == 0)
				continue;
			if(id == -1){//ランダムドロップ
				int eq_num=0,eq_n[MAX_INVENTORY];
				memset(eq_n,0,sizeof(eq_n));
				//先ず装備しているアイテム数をカウント
				for(i=0;i<MAX_INVENTORY;i++){
					int k;
					if( (type == 1 && !sd->status.inventory[i].equip)
						|| (type == 2 && sd->status.inventory[i].equip)
						||  type == 3){
						//InventoryIndexを格納
						for(k=0;k<MAX_INVENTORY;k++){
							if(eq_n[k] <= 0){
								eq_n[k]=i;
								break;
							}
						}
						eq_num++;
					}
				}
				if(eq_num > 0){
					int n = eq_n[rand()%eq_num];//該当アイテムの中からランダム
					if(rand()%10000 < per){
						if(sd->status.inventory[n].equip)
							pc_unequipitem(sd,n,0);
						pc_dropitem(sd,n,1);
					}
				}
			}
			else if(id > 0){
				for(i=0;i<MAX_INVENTORY;i++){
					if(sd->status.inventory[i].nameid == id//ItemIDが一致していて
						&& rand()%10000 < per//ドロップ率判定もOKで
						&& ((type == 1 && !sd->status.inventory[i].equip)//タイプ判定もOKならドロップ
							|| (type == 2 && sd->status.inventory[i].equip)
							|| type == 3) ){
						if(sd->status.inventory[i].equip)
							pc_unequipitem(sd,i,0);
						pc_dropitem(sd,i,1);
						break;
					}
				}
			}
		}
	}
	// pvp
	if( map[sd->bl.m].flag.pvp && !battle_config.pk_mode){ // disable certain pvp functions on pk_mode [Valaris]
		//ランキング計算
		if(!map[sd->bl.m].flag.pvp_nocalcrank){
			sd->pvp_point-=5;
			if(src && src->type==BL_PC )
				((struct map_session_data *)src)->pvp_point++;
		//} //fixed wrong '{' placement by Lupus
			pc_setdead(sd);
		}
		// 強制送還
		if( sd->pvp_point < 0 ){
			sd->pvp_point=0;
			pc_setstand(sd);
			pc_setrestartvalue(sd,3);
			pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
		}
	}
	//GvG
	if(map[sd->bl.m].flag.gvg){
		pc_setstand(sd);
		pc_setrestartvalue(sd,3);
		pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,0);
	}

	return 0;
}

//
// script関 連
//
/*==========================================
 * script用PCステータス読み出し
 *------------------------------------------
 */
int pc_readparam(struct map_session_data *sd,int type)
{
	int val=0;
	struct pc_base_job s_class;
	
	s_class = pc_calc_base_job(sd->status.class);

	nullpo_retr(0, sd);

	switch(type){
	case SP_SKILLPOINT:
		val= sd->status.skill_point;
		break;
	case SP_STATUSPOINT:
		val= sd->status.status_point;
		break;
	case SP_ZENY:
		val= sd->status.zeny;
		break;
	case SP_BASELEVEL:
		val= sd->status.base_level;
		break;
	case SP_JOBLEVEL:
		val= sd->status.job_level;
		break;
	case SP_CLASS:
		if(val>=24 && val < 45)
			val+=3978;
		else
		val= sd->status.class;
		break;
	case SP_UPPER:
		val= s_class.upper;
		break;
	case SP_SEX:
		val= sd->sex;
		break;
	case SP_WEIGHT:
		val= sd->weight;
		break;
	case SP_MAXWEIGHT:
		val= sd->max_weight;
		break;
	case SP_BASEEXP:
		val= sd->status.base_exp;
		break;
	case SP_JOBEXP:
		val= sd->status.job_exp;
		break;
	case SP_NEXTBASEEXP:
		val= pc_nextbaseexp(sd);
		break;
	case SP_NEXTJOBEXP:
		val= pc_nextjobexp(sd);
		break;
	case SP_HP:
		val= sd->status.hp;
		break;
	case SP_MAXHP:
		val= sd->status.max_hp;
		break;
	case SP_SP:
		val= sd->status.sp;
		break;
	case SP_MAXSP:
		val= sd->status.max_sp;
		break;
	case SP_STR:
		val= sd->status.str;
		break;
	case SP_AGI:
		val= sd->status.agi;
		break;
	case SP_VIT:
		val= sd->status.vit;
		break;
	case SP_INT:
		val= sd->status.int_;
		break;
	case SP_DEX:
		val= sd->status.dex;
		break;
	case SP_LUK:
		val= sd->status.luk;
		break;
	case SP_FAME:
		val= sd->fame;
		break;
	}

	return val;
}

/*==========================================
 * script用PCステータス設定
 *------------------------------------------
 */
int pc_setparam(struct map_session_data *sd,int type,int val)
{
	int i = 0,up_level = 50;
	struct pc_base_job s_class;

	nullpo_retr(0, sd);

	s_class = pc_calc_base_job(sd->status.class);

	switch(type){
	case SP_BASELEVEL:
		if (val > sd->status.base_level) {
			for (i = 1; i <= (val - sd->status.base_level); i++)
				sd->status.status_point += (sd->status.base_level + i + 14) / 5 ;
		}
		sd->status.base_level = val;
		sd->status.base_exp = 0;
		clif_updatestatus(sd, SP_BASELEVEL);
		clif_updatestatus(sd, SP_NEXTBASEEXP);
		clif_updatestatus(sd, SP_STATUSPOINT);
		clif_updatestatus(sd, SP_BASEEXP);
		pc_calcstatus(sd, 0);
		pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
		break;
	case SP_JOBLEVEL:
		if (sd->status.class == 0)
			up_level -= 40;
		if ((sd->status.class == 23) || (sd->status.class >= 4001 && sd->status.class <= 4022))
			up_level += 20;
		if (val >= sd->status.job_level) {
			if (val > up_level)val = up_level;
			sd->status.skill_point += (val-sd->status.job_level);
		sd->status.job_level = val;
			sd->status.job_exp = 0;
			clif_updatestatus(sd, SP_JOBLEVEL);
			clif_updatestatus(sd, SP_NEXTJOBEXP);
			clif_updatestatus(sd, SP_JOBEXP);
			clif_updatestatus(sd, SP_SKILLPOINT);
			pc_calcstatus(sd, 0);
			clif_misceffect(&sd->bl, 1);
		} else {
			sd->status.job_level = val;
			sd->status.job_exp = 0;
			clif_updatestatus(sd, SP_JOBLEVEL);
			clif_updatestatus(sd, SP_NEXTJOBEXP);
			clif_updatestatus(sd, SP_JOBEXP);
			pc_calcstatus(sd, 0);
		}
		clif_updatestatus(sd,type);
		break;
	case SP_SKILLPOINT:
		sd->status.skill_point = val;
		break;
	case SP_STATUSPOINT:
		sd->status.status_point = val;
		break;
	case SP_ZENY:
		sd->status.zeny = val;
		break;
	case SP_BASEEXP:
		if(pc_nextbaseexp(sd) > 0) {
			sd->status.base_exp = val;
			if(sd->status.base_exp < 0)
				sd->status.base_exp=0;
			pc_checkbaselevelup(sd);
		}
		break;
	case SP_JOBEXP:
		if(pc_nextjobexp(sd) > 0) {
			sd->status.job_exp = val;
			if(sd->status.job_exp < 0)
				sd->status.job_exp=0;
			pc_checkjoblevelup(sd);
		}
		break;
	case SP_SEX:
		sd->sex = val;
		break;
	case SP_WEIGHT:
		sd->weight = val;
		break;
	case SP_MAXWEIGHT:
		sd->max_weight = val;
		break;
	case SP_HP:
		sd->status.hp = val;
		break;
	case SP_MAXHP:
		sd->status.max_hp = val;
		break;
	case SP_SP:
		sd->status.sp = val;
		break;
	case SP_MAXSP:
		sd->status.max_sp = val;
		break;
	case SP_STR:
		sd->status.str = val;
		break;
	case SP_AGI:
		sd->status.agi = val;
		break;
	case SP_VIT:
		sd->status.vit = val;
		break;
	case SP_INT:
		sd->status.int_ = val;
		break;
	case SP_DEX:
		sd->status.dex = val;
		break;
	case SP_LUK:
		sd->status.luk = val;
		break;
	case SP_FAME:
		sd->fame = val;
		break;
	}
	clif_updatestatus(sd,type);

	return 0;
}

/*==========================================
 * HP/SP回復
 *------------------------------------------
 */
int pc_heal(struct map_session_data *sd,int hp,int sp)
{
//	if(battle_config.battle_log)
//		printf("heal %d %d\n",hp,sp);

	nullpo_retr(0, sd);

	if(pc_checkoverhp(sd)) {
		if(hp > 0)
			hp = 0;
	}
	if(pc_checkoversp(sd)) {
		if(sp > 0)
			sp = 0;
	}

	if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1) //バーサーク中は回復させないらしい
		return 0;

	if(hp+sd->status.hp>sd->status.max_hp)
		hp=sd->status.max_hp-sd->status.hp;
	if(sp+sd->status.sp>sd->status.max_sp)
		sp=sd->status.max_sp-sd->status.sp;
	sd->status.hp+=hp;
	if(sd->status.hp <= 0) {
		sd->status.hp = 0;
		pc_damage(NULL,sd,1);
		hp = 0;
	}
	sd->status.sp+=sp;
	if(sd->status.sp <= 0)
		sd->status.sp = 0;
	if(hp)
		clif_updatestatus(sd,SP_HP);
	if(sp)
		clif_updatestatus(sd,SP_SP);

	if(sd->status.party_id>0) {	// on-the-fly party hp updates [Valaris]
		struct party *p=party_search(sd->status.party_id);
		if(p!=NULL) clif_party_hp(p,sd);
	}	// end addition [Valaris]

	return hp + sp;
}

/*==========================================
 * HP/SP回復
 *------------------------------------------
 */
int pc_itemheal(struct map_session_data *sd,int hp,int sp)
{
	int bonus;
//	if(battle_config.battle_log)
//		printf("heal %d %d\n",hp,sp);

	nullpo_retr(0, sd);

	if(sd->sc_data && sd->sc_data[SC_GOSPEL].timer!=-1) //バーサーク中は回復させないらしい
		return 0;

	if(sd->state.potionpitcher_flag) {
		sd->potion_hp = hp;
		sd->potion_sp = sp;
		return 0;
	}

	if(pc_checkoverhp(sd)) {
		if(hp > 0)
			hp = 0;
	}
	if(pc_checkoversp(sd)) {
		if(sp > 0)
			sp = 0;
	}
	if(hp > 0) {
		bonus = (sd->paramc[2]<<1) + 100 + pc_checkskill(sd,SM_RECOVERY)*10;
		if(bonus != 100)
			hp = hp * bonus / 100;
		bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
		if(bonus != 100)
			hp = hp * bonus / 100;
	}
	if(sp > 0) {
		bonus = (sd->paramc[3]<<1) + 100 + pc_checkskill(sd,MG_SRECOVERY)*10;
		if(bonus != 100)
			sp = sp * bonus / 100;
		bonus = 100 + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
		if(bonus != 100)
			sp = sp * bonus / 100;
	}
	if(hp+sd->status.hp>sd->status.max_hp)
		hp=sd->status.max_hp-sd->status.hp;
	if(sp+sd->status.sp>sd->status.max_sp)
		sp=sd->status.max_sp-sd->status.sp;
	sd->status.hp+=hp;
	if(sd->status.hp <= 0) {
		sd->status.hp = 0;
		pc_damage(NULL,sd,1);
		hp = 0;
	}
	sd->status.sp+=sp;
	if(sd->status.sp <= 0)
		sd->status.sp = 0;
	if(hp)
		clif_updatestatus(sd,SP_HP);
	if(sp)
		clif_updatestatus(sd,SP_SP);

	return 0;
}

/*==========================================
 * HP/SP回復
 *------------------------------------------
 */
int pc_percentheal(struct map_session_data *sd,int hp,int sp)
{
	nullpo_retr(0, sd);

	if(sd->state.potionpitcher_flag) {
		sd->potion_per_hp = hp;
		sd->potion_per_sp = sp;
		return 0;
	}

	if(pc_checkoverhp(sd)) {
		if(hp > 0)
			hp = 0;
	}
	if(pc_checkoversp(sd)) {
		if(sp > 0)
			sp = 0;
	}
	if(hp) {
		if(hp >= 100) {
			sd->status.hp = sd->status.max_hp;
		}
		else if(hp <= -100) {
			sd->status.hp = 0;
			pc_damage(NULL,sd,1);
		}
		else {
			sd->status.hp += sd->status.max_hp*hp/100;
			if(sd->status.hp > sd->status.max_hp)
				sd->status.hp = sd->status.max_hp;
			if(sd->status.hp <= 0) {
				sd->status.hp = 0;
				pc_damage(NULL,sd,1);
				hp = 0;
			}
		}
	}
	if(sp) {
		if(sp >= 100) {
			sd->status.sp = sd->status.max_sp;
		}
		else if(sp <= -100) {
			sd->status.sp = 0;
		}
		else {
			sd->status.sp += sd->status.max_sp*sp/100;
			if(sd->status.sp > sd->status.max_sp)
				sd->status.sp = sd->status.max_sp;
			if(sd->status.sp < 0)
				sd->status.sp = 0;
		}
	}
	if(hp)
		clif_updatestatus(sd,SP_HP);
	if(sp)
		clif_updatestatus(sd,SP_SP);

	return 0;
}

/*==========================================
 * 職変更
 * 引数	job 職業 0〜23
 *		upper 通常 0, 転生 1, 養子 2, そのまま -1
 *------------------------------------------
 */
int pc_jobchange(struct map_session_data *sd,int job, int upper)
{
	int i;
	int b_class = 0;
	//転生や養子の場合の元の職業を算出する
	struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
	
	nullpo_retr(0, sd);

	if((job > 23) && (job < 68))
		job += 3977;

	if((job > 69) && (job < 4000))
		return 1;
	
	if(upper < 0) //現在転生かどうかを判断する
		upper = s_class.upper;

	if(upper == 0){ //通常職ならjobそのまんま
		b_class = job;
	}else if(upper == 1){
		if(job == 23){ //転生にスパノビは存在しないのでお断り
			return 1;
		}else{
			b_class = job + 4001;
		}
	}else if(upper == 2){ //養子に結婚はないけどどうせ次で蹴られるからいいや
		b_class = (job==23)?job + 4022:job + 4023;
	}else{
		return 1;
	}

	if((sd->status.sex == 0 && job == 19) || (sd->status.sex == 1 && job == 20) ||
		(sd->status.sex == 0 && job == 4020) || (sd->status.sex == 1 && job == 4021) ||
	   job ==22 || sd->status.class == b_class) //♀はバードになれない、♂はダンサーになれない、結婚衣裳もお断り
		return 1;
	
	sd->status.class = sd->view_class = b_class;

	sd->status.job_level=1;
	sd->status.job_exp=0;
	clif_updatestatus(sd,SP_JOBLEVEL);
	clif_updatestatus(sd,SP_JOBEXP);
	clif_updatestatus(sd,SP_NEXTJOBEXP);

	for(i=0;i<11;i++) {
		if(sd->equip_index[i] >= 0)
			if(!pc_isequip(sd,sd->equip_index[i]))
				pc_unequipitem(sd,sd->equip_index[i],1);	// 装備外し
	}

	clif_changelook(&sd->bl,LOOK_BASE,sd->view_class); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
	if(sd->status.clothes_color > 0)
		clif_changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->status.clothes_color);
	if(battle_config.muting_players && sd->status.manner < 0)
		clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);

	pc_calcstatus(sd,0);
	pc_checkallowskill(sd);
	pc_equiplookall(sd);
	clif_equiplist(sd);

	if(pc_isriding(sd)) {	// remove peco status if changing into invalid class [Valaris]
		if(!(pc_checkskill(sd,KN_RIDING))) 
			pc_setoption(sd,sd->status.option|-0x0000);
		if(pc_checkskill(sd,KN_RIDING)>0)
			 pc_setriding(sd);
	}
	
	return 0;
}

/*==========================================
 * 見た目変更
 *------------------------------------------
 */
int pc_equiplookall(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

#if PACKETVER < 4
	clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
	clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
#else
	clif_changelook(&sd->bl,LOOK_WEAPON,0);
	clif_changelook(&sd->bl,LOOK_SHOES,0);
#endif
	clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);

	return 0;
}

/*==========================================
 * 見た目変更
 *------------------------------------------
 */
int pc_changelook(struct map_session_data *sd,int type,int val)
{
	nullpo_retr(0, sd);

	switch(type){
	case LOOK_HAIR:
		sd->status.hair=val;
		break;
	case LOOK_WEAPON:
		sd->status.weapon=val;
		break;
	case LOOK_HEAD_BOTTOM:
		sd->status.head_bottom=val;
		break;
	case LOOK_HEAD_TOP:
		sd->status.head_top=val;
		break;
	case LOOK_HEAD_MID:
		sd->status.head_mid=val;
		break;
	case LOOK_HAIR_COLOR:
		sd->status.hair_color=val;
		break;
	case LOOK_CLOTHES_COLOR:
		sd->status.clothes_color=val;
		break;
	case LOOK_SHIELD:
		sd->status.shield=val;
		break;
	case LOOK_SHOES:
		break;
	}
	clif_changelook(&sd->bl,type,val);

	return 0;
}

/*==========================================
 * 付属品(鷹,ペコ,カート)設定
 *------------------------------------------
 */
int pc_setoption(struct map_session_data *sd,int type)
{
	nullpo_retr(0, sd);

	sd->status.option=type;
	clif_changeoption(&sd->bl);
	pc_calcstatus(sd,0);

	return 0;
}

/*==========================================
 * カート設定
 *------------------------------------------
 */
int pc_setcart(struct map_session_data *sd,int type)
{
	int cart[6]={0x0000,0x0008,0x0080,0x0100,0x0200,0x0400};

	nullpo_retr(0, sd);

	if(pc_checkskill(sd,MC_PUSHCART)>0){ // プッシュカートスキル所持
		if(!pc_iscarton(sd)){ // カートを付けていない
			pc_setoption(sd,cart[type]);
			clif_cart_itemlist(sd);
			clif_cart_equiplist(sd);
			clif_updatestatus(sd,SP_CARTINFO);
			clif_status_change(&sd->bl,0x0c,0);
		}
		else{
			pc_setoption(sd,cart[type]);
		}
	}

	return 0;
}

/*==========================================
 * 鷹設定
 *------------------------------------------
 */
int pc_setfalcon(struct map_session_data *sd)
{
	if(pc_checkskill(sd,HT_FALCON)>0){	// ファルコンマスタリースキル所持
		pc_setoption(sd,sd->status.option|0x0010);
	}

	return 0;
}

/*==========================================
 * ペコペコ設定
 *------------------------------------------
 */
int pc_setriding(struct map_session_data *sd)
{
	if(sd->disguise > 0) { // temporary prevention of crash caused by peco + disguise, will look into a better solution [Valaris]
		clif_displaymessage(sd->fd, "Cannot mount a Peco while in disguise.");
		return 0;
	}

	if((pc_checkskill(sd,KN_RIDING)>0)){ // ライディングスキル所持
		pc_setoption(sd,sd->status.option|0x0020);

		if(sd->status.class==7)
			sd->status.class=sd->view_class=13;
		
		if(sd->status.class==14)
			sd->status.class=sd->view_class=21;
		
		if(sd->status.class==4008)
			sd->status.class=sd->view_class=4014;
		
		if(sd->status.class==4015)
			sd->status.class=sd->view_class=4022;
	}

	return 0;
}

/*==========================================
 * script用変数の値を読む
 *------------------------------------------
 */
int pc_readreg(struct map_session_data *sd,int reg)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<sd->reg_num;i++)
		if(sd->reg[i].index==reg)
			return sd->reg[i].data;

	return 0;
}
/*==========================================
 * script用変数の値を設定
 *------------------------------------------
 */
int pc_setreg(struct map_session_data *sd,int reg,int val)
{
	int i;

	nullpo_retr(0, sd);

	for (i = 0; i < sd->reg_num; i++) {
		if (sd->reg[i].index == reg){
			sd->reg[i].data = val;
			return 0;
		}
	}
	sd->reg_num++;
	sd->reg = realloc(sd->reg, sizeof(*(sd->reg)) * sd->reg_num);
	if (sd->reg == NULL){
		printf("out of memory : pc_setreg\n");
		exit(1);
	}
/*	memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0,
		sizeof(*(sd->reg)));
*/
	sd->reg[i].index = reg;
	sd->reg[i].data = val;

	return 0;
}

/*==========================================
 * script用文字列変数の値を読む
 *------------------------------------------
 */
char *pc_readregstr(struct map_session_data *sd,int reg)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<sd->regstr_num;i++)
		if(sd->regstr[i].index==reg)
			return sd->regstr[i].data;

	return NULL;
}
/*==========================================
 * script用文字列変数の値を設定
 *------------------------------------------
 */
int pc_setregstr(struct map_session_data *sd,int reg,char *str)
{
	int i;

	nullpo_retr(0, sd);

	if(strlen(str)+1 >= sizeof(sd->regstr[0].data)){
		printf("pc_setregstr: string too long !\n");
		return 0;
	}

	for(i=0;i<sd->regstr_num;i++)
		if(sd->regstr[i].index==reg){
			strcpy(sd->regstr[i].data,str);
			return 0;
		}
	sd->regstr_num++;
	sd->regstr = realloc(sd->regstr, sizeof(sd->regstr[0]) * sd->regstr_num);
	if(sd->regstr==NULL){
		printf("out of memory : pc_setreg\n");
		exit(1);
	}
/*	memset(sd->reg + (sd->reg_num - 1) * sizeof(*(sd->reg)), 0,
		sizeof(*(sd->reg)));
*/
	sd->regstr[i].index=reg;
	strcpy(sd->regstr[i].data,str);

	return 0;
}

/*==========================================
 * script用グローバル変数の値を読む
 *------------------------------------------
 */
int pc_readglobalreg(struct map_session_data *sd,char *reg)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<sd->status.global_reg_num;i++){
		if(strcmp(sd->status.global_reg[i].str,reg)==0)
			return sd->status.global_reg[i].value;
	}

	return 0;
}

/*==========================================
 * script用グローバル変数の値を設定
 *------------------------------------------
 */
int pc_setglobalreg(struct map_session_data *sd,char *reg,int val)
{
	int i;

	nullpo_retr(0, sd);

	//PC_DIE_COUNTERがスクリプトなどで変更された時の処理
	if(strcmp(reg,"PC_DIE_COUNTER") == 0 && sd->die_counter != val){
		sd->die_counter = val;
		pc_calcstatus(sd,0);
	}
	if(val==0){
		for(i=0;i<sd->status.global_reg_num;i++){
			if(strcmp(sd->status.global_reg[i].str,reg)==0){
				sd->status.global_reg[i]=sd->status.global_reg[sd->status.global_reg_num-1];
				sd->status.global_reg_num--;
				break;
			}
		}
		return 0;
	}
	for(i=0;i<sd->status.global_reg_num;i++){
		if(strcmp(sd->status.global_reg[i].str,reg)==0){
			sd->status.global_reg[i].value=val;
			return 0;
		}
	}
	if(sd->status.global_reg_num<GLOBAL_REG_NUM){
		strcpy(sd->status.global_reg[i].str,reg);
		sd->status.global_reg[i].value=val;
		sd->status.global_reg_num++;
		return 0;
	}
	if(battle_config.error_log)
		printf("pc_setglobalreg : couldn't set %s (GLOBAL_REG_NUM = %d)\n", reg, GLOBAL_REG_NUM);

	return 1;
}

/*==========================================
 * script用アカウント変数の値を読む
 *------------------------------------------
 */
int pc_readaccountreg(struct map_session_data *sd,char *reg)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<sd->status.account_reg_num;i++){
		if(strcmp(sd->status.account_reg[i].str,reg)==0)
			return sd->status.account_reg[i].value;
	}

	return 0;
}
/*==========================================
 * script用アカウント変数の値を設定
 *------------------------------------------
 */
int pc_setaccountreg(struct map_session_data *sd,char *reg,int val)
{
	int i;

	nullpo_retr(0, sd);

	if(val==0){
		for(i=0;i<sd->status.account_reg_num;i++){
			if(strcmp(sd->status.account_reg[i].str,reg)==0){
				sd->status.account_reg[i]=sd->status.account_reg[sd->status.account_reg_num-1];
				sd->status.account_reg_num--;
				break;
			}
		}
		intif_saveaccountreg(sd);
		return 0;
	}
	for(i=0;i<sd->status.account_reg_num;i++){
		if(strcmp(sd->status.account_reg[i].str,reg)==0){
			sd->status.account_reg[i].value=val;
			intif_saveaccountreg(sd);
			return 0;
		}
	}
	if(sd->status.account_reg_num<ACCOUNT_REG_NUM){
		strcpy(sd->status.account_reg[i].str,reg);
		sd->status.account_reg[i].value=val;
		sd->status.account_reg_num++;
		intif_saveaccountreg(sd);
		return 0;
	}
	if(battle_config.error_log)
		printf("pc_setaccountreg : couldn't set %s (ACCOUNT_REG_NUM = %d)\n", reg, ACCOUNT_REG_NUM);

	return 1;
}
/*==========================================
 * script用アカウント変数2の値を読む
 *------------------------------------------
 */
int pc_readaccountreg2(struct map_session_data *sd,char *reg)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<sd->status.account_reg2_num;i++){
		if(strcmp(sd->status.account_reg2[i].str,reg)==0)
			return sd->status.account_reg2[i].value;
	}

	return 0;
}
/*==========================================
 * script用アカウント変数2の値を設定
 *------------------------------------------
 */
int pc_setaccountreg2(struct map_session_data *sd,char *reg,int val)
{
	int i;

	nullpo_retr(1, sd);

	if(val==0){
		for(i=0;i<sd->status.account_reg2_num;i++){
			if(strcmp(sd->status.account_reg2[i].str,reg)==0){
				sd->status.account_reg2[i]=sd->status.account_reg2[sd->status.account_reg2_num-1];
				sd->status.account_reg2_num--;
				break;
			}
		}
		chrif_saveaccountreg2(sd);
		return 0;
	}
	for(i=0;i<sd->status.account_reg2_num;i++){
		if(strcmp(sd->status.account_reg2[i].str,reg)==0){
			sd->status.account_reg2[i].value=val;
			chrif_saveaccountreg2(sd);
			return 0;
		}
	}
	if(sd->status.account_reg2_num<ACCOUNT_REG2_NUM){
		strcpy(sd->status.account_reg2[i].str,reg);
		sd->status.account_reg2[i].value=val;
		sd->status.account_reg2_num++;
		chrif_saveaccountreg2(sd);
		return 0;
	}
	if(battle_config.error_log)
		printf("pc_setaccountreg2 : couldn't set %s (ACCOUNT_REG2_NUM = %d)\n", reg, ACCOUNT_REG2_NUM);

	return 1;
}
/*==========================================
 * 精錬成功率
 *------------------------------------------
 */
int pc_percentrefinery(struct map_session_data *sd,struct item *item)
{
	int percent;

	nullpo_retr(0, item);
	percent=percentrefinery[itemdb_wlv(item->nameid)][(int)item->refine];

	percent += pc_checkskill(sd,BS_WEAPONRESEARCH);	// 武器研究スキル所持

	// 確率の有効範囲チェック
	if( percent > 100 ){
		percent = 100;
	}
	if( percent < 0 ){
		percent = 0;
	}

	return percent;
}

/*==========================================
 * イベントタイマー処理
 *------------------------------------------
 */
int pc_eventtimer(int tid,unsigned int tick,int id,int data)
{
	struct map_session_data *sd=map_id2sd(id);
	int i;
	if(sd==NULL)
		return 0;

	for(i=0;i<MAX_EVENTTIMER;i++){
		if( sd->eventtimer[i]==tid ){
			sd->eventtimer[i]=-1;
			npc_event(sd,(const char *)data,0);
			break;
		}
	}
	free((void *)data);
	if(i==MAX_EVENTTIMER) {
		if(battle_config.error_log)
			printf("pc_eventtimer: no such event timer\n");
	}

	return 0;
}

/*==========================================
 * イベントタイマー追加
 *------------------------------------------
 */
int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]==-1 )
			break;
	if(i<MAX_EVENTTIMER){
		char *evname=(char *)aCalloc(24,sizeof(char));
		memcpy(evname,name,24);
		sd->eventtimer[i]=add_timer(gettick()+tick,
			pc_eventtimer,sd->bl.id,(int)evname);
	}

	return 0;
}

/*==========================================
 * イベントタイマー削除
 *------------------------------------------
 */
int pc_deleventtimer(struct map_session_data *sd,const char *name)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]!=-1 && strcmp(
			(char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
				delete_timer(sd->eventtimer[i],pc_eventtimer);
				sd->eventtimer[i]=-1;
				break;
		}

	return 0;
}

/*==========================================
 * イベントタイマーカウント値追加
 *------------------------------------------
 */
int pc_addeventtimercount(struct map_session_data *sd,const char *name,int tick)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]!=-1 && strcmp(
			(char *)(get_timer(sd->eventtimer[i])->data), name)==0 ){
				addtick_timer(sd->eventtimer[i],tick);
				break;
		}

	return 0;
}

/*==========================================
 * イベントタイマー全削除
 *------------------------------------------
 */
int pc_cleareventtimer(struct map_session_data *sd)
{
	int i;

	nullpo_retr(0, sd);

	for(i=0;i<MAX_EVENTTIMER;i++)
		if( sd->eventtimer[i]!=-1 ){
			delete_timer(sd->eventtimer[i],pc_eventtimer);
			sd->eventtimer[i]=-1;
		}

	return 0;
}

//
// 装 備物
//
/*==========================================
 * アイテムを装備する
 *------------------------------------------
 */
int pc_equipitem(struct map_session_data *sd,int n,int pos)
{
	int i,nameid, arrow;
	struct item_data *id;
	//転生や養子の場合の元の職業を算出する

	nullpo_retr(0, sd);

	nameid = sd->status.inventory[n].nameid;
	id = sd->inventory_data[n];
	pos = pc_equippoint(sd,n);
	if(battle_config.battle_log)
		printf("equip %d(%d) %x:%x\n",nameid,n,id->equip,pos);
	if(!pc_isequip(sd,n) || !pos || sd->status.inventory[n].attribute==1 ) { // [Valaris]
		clif_equipitemack(sd,n,0,0);	// fail
		return 0;
	}

// -- moonsoul (if player is berserk then cannot equip)
//
	if(sd->sc_data[SC_BERSERK].timer!=-1){
		clif_equipitemack(sd,n,0,0);	// fail
		return 0;
	}

	if(pos==0x88){ // アクセサリ用例外処理
		int epor=0;
		if(sd->equip_index[0] >= 0)
			epor |= sd->status.inventory[sd->equip_index[0]].equip;
		if(sd->equip_index[1] >= 0)
			epor |= sd->status.inventory[sd->equip_index[1]].equip;
		epor &= 0x88;
		pos = epor == 0x08 ? 0x80 : 0x08;
	}

	// 二刀流処理
	if ((pos==0x22) // 一応、装備要求箇所が二刀流武器かチェックする
	 &&	(id->equip==2)	// 単 手武器
	 &&	(pc_checkskill(sd, AS_LEFT) > 0 || sd->status.class == 12) ) // 左手修錬有
	{
		int tpos=0;
		if(sd->equip_index[8] >= 0)
			tpos |= sd->status.inventory[sd->equip_index[8]].equip;
		if(sd->equip_index[9] >= 0)
			tpos |= sd->status.inventory[sd->equip_index[9]].equip;
		tpos &= 0x02;
		pos = tpos == 0x02 ? 0x20 : 0x02;
	}

	arrow=pc_search_inventory(sd,pc_checkequip(sd,9));	// Added by RoVeRT
	for(i=0;i<11;i++) {
		if(sd->equip_index[i] >= 0 && sd->status.inventory[sd->equip_index[i]].equip&pos) {
			pc_unequipitem(sd,sd->equip_index[i],1);
		}
	}
	// 弓矢装備
	if(pos==0x8000){
		clif_arrowequip(sd,n);
		clif_arrow_fail(sd,3);	// 3=矢が装備できました
	}
	else
		clif_equipitemack(sd,n,pos,1);

	for(i=0;i<11;i++) {
		if(pos & equip_pos[i])
			sd->equip_index[i] = n;
	}
	sd->status.inventory[n].equip=pos;

	if(sd->status.inventory[n].equip & 0x0002) {
		if(sd->inventory_data[n])
			sd->weapontype1 = sd->inventory_data[n]->look;
		else
			sd->weapontype1 = 0;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
	}
	if(sd->status.inventory[n].equip & 0x0020) {
		if(sd->inventory_data[n]) {
			if(sd->inventory_data[n]->type == 4) {
				sd->status.shield = 0;
				if(sd->status.inventory[n].equip == 0x0020)
					sd->weapontype2 = sd->inventory_data[n]->look;
				else
					sd->weapontype2 = 0;
			}
			else if(sd->inventory_data[n]->type == 5) {
				sd->status.shield = sd->inventory_data[n]->look;
				sd->weapontype2 = 0;
			}
		}
		else
			sd->status.shield = sd->weapontype2 = 0;
		pc_calcweapontype(sd);
		clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
	}
	if(sd->status.inventory[n].equip & 0x0001) {
		if(sd->inventory_data[n])
			sd->status.head_bottom = sd->inventory_data[n]->look;
		else
			sd->status.head_bottom = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
	}
	if(sd->status.inventory[n].equip & 0x0100) {
		if(sd->inventory_data[n])
			sd->status.head_top = sd->inventory_data[n]->look;
		else
			sd->status.head_top = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
	}
	if(sd->status.inventory[n].equip & 0x0200) {
		if(sd->inventory_data[n])
			sd->status.head_mid = sd->inventory_data[n]->look;
		else
			sd->status.head_mid = 0;
		clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
	}
	if(sd->status.inventory[n].equip & 0x0040)
		clif_changelook(&sd->bl,LOOK_SHOES,0);

	pc_checkallowskill(sd);	// 装備品でスキルか解除されるかチェック
	if (itemdb_look(sd->status.inventory[n].nameid) == 11 && arrow){	// Added by RoVeRT
		clif_arrowequip(sd,arrow);
		sd->status.inventory[arrow].equip=32768;
	}
	pc_calcstatus(sd,0);

	if(sd->special_state.infinite_endure) {
		if(sd->sc_data[SC_ENDURE].timer == -1)
			skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
	}
	else {
		if(sd->sc_data[SC_ENDURE].timer != -1 && sd->sc_data[SC_ENDURE].val2)
			skill_status_change_end(&sd->bl,SC_ENDURE,-1);
	}

	if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
		skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
	if(sd->sc_data[SC_DANCING].timer!=-1 && (sd->status.weapon != 13 && sd->status.weapon !=14))
		skill_stop_dancing(&sd->bl,0);

	return 0;
}

/*==========================================
 * 装 備した物を外す
 *------------------------------------------
 */
int pc_unequipitem(struct map_session_data *sd,int n,int type)
{
	nullpo_retr(0, sd);	

// -- moonsoul	(if player is berserk then cannot unequip)
//
	if(sd->sc_data[SC_BERSERK].timer!=-1){
		clif_unequipitemack(sd,n,0,0);
		return 0;
	}

	if(battle_config.battle_log)
		printf("unequip %d %x:%x\n",n,pc_equippoint(sd,n),sd->status.inventory[n].equip);
	if(sd->status.inventory[n].equip){
		int i;
		for(i=0;i<11;i++) {
			if(sd->status.inventory[n].equip & equip_pos[i])
				sd->equip_index[i] = -1;
		}
		if(sd->status.inventory[n].equip & 0x0002) {
			sd->weapontype1 = 0;
			sd->status.weapon = sd->weapontype2;
			pc_calcweapontype(sd);
			clif_changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
		}
		if(sd->status.inventory[n].equip & 0x0020) {
			sd->status.shield = sd->weapontype2 = 0;
			pc_calcweapontype(sd);
			clif_changelook(&sd->bl,LOOK_SHIELD,sd->status.shield);
		}
		if(sd->status.inventory[n].equip & 0x0001) {
			sd->status.head_bottom = 0;
			clif_changelook(&sd->bl,LOOK_HEAD_BOTTOM,sd->status.head_bottom);
		}
		if(sd->status.inventory[n].equip & 0x0100) {
			sd->status.head_top = 0;
			clif_changelook(&sd->bl,LOOK_HEAD_TOP,sd->status.head_top);
		}
		if(sd->status.inventory[n].equip & 0x0200) {
			sd->status.head_mid = 0;
			clif_changelook(&sd->bl,LOOK_HEAD_MID,sd->status.head_mid);
		}
		if(sd->status.inventory[n].equip & 0x0040)
			clif_changelook(&sd->bl,LOOK_SHOES,0);

		if(sd->sc_data[SC_BROKNWEAPON].timer != -1 && sd->status.inventory[n].equip & 0x0002 &&
		sd->status.inventory[i].attribute==1)
			skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1);

		clif_unequipitemack(sd,n,sd->status.inventory[n].equip,1);
		sd->status.inventory[n].equip=0;
		if(!type)
			pc_checkallowskill(sd);
		if(sd->weapontype1 == 0 && sd->weapontype2 == 0)
			skill_encchant_eremental_end(&sd->bl,-1);  //武器持ち誓えは無条件で属性付与解除
	} else {
		clif_unequipitemack(sd,n,0,0);
	}
	if(!type) {
		pc_calcstatus(sd,0);
		if(sd->sc_data[SC_SIGNUMCRUCIS].timer != -1 && !battle_check_undead(7,sd->def_ele))
			skill_status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
	}

	return 0;
}

/*==========================================
 * アイテムのindex番号を詰めたり
 * 装 備品の装備可能チェックを行なう
 *------------------------------------------
 */
int pc_checkitem(struct map_session_data *sd)
{
	int i,j,k,id,calc_flag = 0;
	struct item_data *it=NULL;

	nullpo_retr(0, sd);

	// 所持品空き詰め
	for(i=j=0;i<MAX_INVENTORY;i++){
		if( (id=sd->status.inventory[i].nameid)==0)
			continue;
		if( battle_config.item_check && !itemdb_available(id) ){
			if(battle_config.error_log)
				printf("illeagal item id %d in %d[%s] inventory.\n",id,sd->bl.id,sd->status.name);
			pc_delitem(sd,i,sd->status.inventory[i].amount,3);
			continue;
		}
		if(i>j){
			memcpy(&sd->status.inventory[j],&sd->status.inventory[i],sizeof(struct item));
			sd->inventory_data[j] = sd->inventory_data[i];
		}
		j++;
	}
	if(j < MAX_INVENTORY)
		memset(&sd->status.inventory[j],0,sizeof(struct item)*(MAX_INVENTORY-j));
	for(k=j;k<MAX_INVENTORY;k++)
		sd->inventory_data[k] = NULL;

	// カート内空き詰め
	for(i=j=0;i<MAX_CART;i++){
		if( (id=sd->status.cart[i].nameid)==0 )
			continue;
		if( battle_config.item_check &&  !itemdb_available(id) ){
			if(battle_config.error_log)
				printf("illeagal item id %d in %d[%s] cart.\n",id,sd->bl.id,sd->status.name);
			pc_cart_delitem(sd,i,sd->status.cart[i].amount,1);
			continue;
		}
		if(i>j){
			memcpy(&sd->status.cart[j],&sd->status.cart[i],sizeof(struct item));
		}
		j++;
	}
	if(j < MAX_CART)
		memset(&sd->status.cart[j],0,sizeof(struct item)*(MAX_CART-j));

	// 装 備位置チェック

	for(i=0;i<MAX_INVENTORY;i++){

		it=sd->inventory_data[i];

		if(sd->status.inventory[i].nameid==0)
			continue;
		if(sd->status.inventory[i].equip & ~pc_equippoint(sd,i)) {
			sd->status.inventory[i].equip=0;
			calc_flag = 1;
		}
		//装備制限チェック
		if(sd->status.inventory[i].equip && map[sd->bl.m].flag.pvp && (it->flag.no_equip==1 || it->flag.no_equip==3)){//PvP制限
			sd->status.inventory[i].equip=0;
			calc_flag = 1;
		}else if(sd->status.inventory[i].equip && map[sd->bl.m].flag.gvg && (it->flag.no_equip==2 || it->flag.no_equip==3)){//GvG制限
			sd->status.inventory[i].equip=0;
			calc_flag = 1;
		}
	}

	pc_setequipindex(sd);
	if(calc_flag)
		pc_calcstatus(sd,2);

	return 0;
}

int pc_checkoverhp(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if(sd->status.hp == sd->status.max_hp)
		return 1;
	if(sd->status.hp > sd->status.max_hp) {
		sd->status.hp = sd->status.max_hp;
		clif_updatestatus(sd,SP_HP);
		return 2;
	}

	return 0;
}

int pc_checkoversp(struct map_session_data *sd)
{
	nullpo_retr(0, sd);

	if(sd->status.sp == sd->status.max_sp)
		return 1;
	if(sd->status.sp > sd->status.max_sp) {
		sd->status.sp = sd->status.max_sp;
		clif_updatestatus(sd,SP_SP);
		return 2;
	}

	return 0;
}

/*==========================================
 * PVP順位計算用(foreachinarea)
 *------------------------------------------
 */
int pc_calc_pvprank_sub(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd1,*sd2=NULL;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, sd1=(struct map_session_data *)bl);
	nullpo_retr(0, sd2=va_arg(ap,struct map_session_data *));

	if( sd1->pvp_point > sd2->pvp_point )
		sd2->pvp_rank++;
	return 0;
}
/*==========================================
 * PVP順位計算
 *------------------------------------------
 */
int pc_calc_pvprank(struct map_session_data *sd)
{
	int old;
	struct map_data *m;

	nullpo_retr(0, sd);
	nullpo_retr(0, m=&map[sd->bl.m]);
	
	old=sd->pvp_rank;

	if( !(m->flag.pvp) )
		return 0;
	sd->pvp_rank=1;
	map_foreachinarea(pc_calc_pvprank_sub,sd->bl.m,0,0,m->xs,m->ys,BL_PC,sd);
	if(old!=sd->pvp_rank || sd->pvp_lastusers!=m->users)
		clif_pvpset(sd,sd->pvp_rank,sd->pvp_lastusers=m->users,0);
	return sd->pvp_rank;
}
/*==========================================
 * PVP順位計算(timer)
 *------------------------------------------
 */
int pc_calc_pvprank_timer(int tid,unsigned int tick,int id,int data)
{
	struct map_session_data *sd=NULL;
	if(battle_config.pk_mode) // disable pvp ranking if pk_mode on [Valaris]
		return 0;

	sd=map_id2sd(id);
	if(sd==NULL)
		return 0;
	sd->pvp_timer=-1;
	if( pc_calc_pvprank(sd)>0 )
		sd->pvp_timer=add_timer(
			gettick()+PVP_CALCRANK_INTERVAL,
			pc_calc_pvprank_timer,id,data);
	return 0;
}

/*==========================================
 * sdは結婚しているか(既婚の場合は相方のchar_idを返す)
 *------------------------------------------
 */
int pc_ismarried(struct map_session_data *sd)
{
	if(sd == NULL)
		return -1;
	if(sd->status.partner_id > 0)
		return sd->status.partner_id;
	else
		return 0;
}
/*==========================================
 * sdがdstsdと結婚(dstsd→sdの結婚処理も同時に行う)
 *------------------------------------------
 */
int pc_marriage(struct map_session_data *sd,struct map_session_data *dstsd)
{
	if(sd == NULL || dstsd == NULL || sd->status.partner_id > 0 || dstsd->status.partner_id > 0)
		return -1;
	sd->status.partner_id=dstsd->status.char_id;
	dstsd->status.partner_id=sd->status.char_id;
	return 0;
}

/*==========================================
 * sdが離婚(相手はsd->status.partner_idに依る)(相手も同時に離婚・結婚指輪自動剥奪)
 *------------------------------------------
 */
int pc_divorce(struct map_session_data *sd)
{
	struct map_session_data *p_sd=NULL;
	if(sd == NULL || !pc_ismarried(sd))
		return -1;

	if( (p_sd=map_nick2sd(map_charid2nick(sd->status.partner_id))) !=NULL){
		int i;
		if(p_sd->status.partner_id != sd->status.char_id || sd->status.partner_id != p_sd->status.char_id){
			printf("pc_divorce: Illegal partner_id sd=%d p_sd=%d\n",sd->status.partner_id,p_sd->status.partner_id);
			return -1;
		}
		sd->status.partner_id=0;
		p_sd->status.partner_id=0;
		for(i=0;i<MAX_INVENTORY;i++)
			if(sd->status.inventory[i].nameid == WEDDING_RING_M || sd->status.inventory[i].nameid == WEDDING_RING_F)
				pc_delitem(sd,i,1,0);
		for(i=0;i<MAX_INVENTORY;i++)
			if(p_sd->status.inventory[i].nameid == WEDDING_RING_M || p_sd->status.inventory[i].nameid == WEDDING_RING_F)
				pc_delitem(p_sd,i,1,0);

	}else{
		printf("pc_divorce: p_sd nullpo\n");
		return -1;
	}
	return 0;
}

/*==========================================
 * sdの相方のmap_session_dataを返す
 *------------------------------------------
 */
struct map_session_data *pc_get_partner(struct map_session_data *sd)
{
	struct map_session_data *p_sd = NULL;
	char *nick;
	if(sd == NULL || !pc_ismarried(sd))
		return NULL;

	nick=map_charid2nick(sd->status.partner_id);

	if (nick==NULL)
		return NULL;

	if((p_sd=map_nick2sd(nick)) == NULL )
		return NULL;

	return p_sd;
}

//
// 自然回復物
//
/*==========================================
 * SP回復量計算
 *------------------------------------------
 */
static int natural_heal_tick,natural_heal_prev_tick,natural_heal_diff_tick;
static int pc_spheal(struct map_session_data *sd)
{
	int a;
	struct guild_castle *gc = NULL;

	nullpo_retr(0, sd);

	a = natural_heal_diff_tick;
	if(pc_issit(sd)) a += a;
	if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 )	// マグニフィカート
	a += a;

	gc=guild_mapname2gc(sd->mapname);	// Increased guild castle regen [Valaris]
	if(gc)	{
		struct guild *g;
		g=guild_search(sd->status.guild_id);
		if(g && g->guild_id == gc->guild_id) 
			a += a;	
	}	// end addition [Valaris]

	return a;
}

/*==========================================
 * HP回復量計算
 *------------------------------------------
 */
static int pc_hpheal(struct map_session_data *sd)
{
	int a;
	struct guild_castle *gc;

	nullpo_retr(0, sd);

	a = natural_heal_diff_tick;
	if(pc_issit(sd)) a += a;
	if( sd->sc_data[SC_MAGNIFICAT].timer!=-1 )	// Modified by RoVeRT
		a += a;

	gc=guild_mapname2gc(sd->mapname);	// Increased guild castle regen [Valaris]
	if(gc)	{
		struct guild *g;
		g=guild_search(sd->status.guild_id);
		if(g && g->guild_id == gc->guild_id) 
			a += a;	
	}	// end addition [Valaris]

	return a;
}

static int pc_natural_heal_hp(struct map_session_data *sd)
{
	int bhp;
	int inc_num,bonus,skill,hp_flag;

	nullpo_retr(0, sd);

	if (sd->sc_data[SC_TRICKDEAD].timer != -1)		// Modified by RoVeRT
		return 0;

	if(pc_checkoverhp(sd)) {
		sd->hp_sub = sd->inchealhptick = 0;
		return 0;
	}

	bhp=sd->status.hp;
	hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->walktimer != -1);

	if(sd->walktimer == -1) {
		inc_num = pc_hpheal(sd);
		if( sd->sc_data[SC_TENSIONRELAX].timer!=-1 ){	// テンションリラックス
			sd->hp_sub += 2*inc_num;
			sd->inchealhptick += 3*natural_heal_diff_tick;
		}else{
		sd->hp_sub += inc_num;
			sd->inchealhptick += natural_heal_diff_tick;
		}
	}
	else if(hp_flag) {
		inc_num = pc_hpheal(sd);
		sd->hp_sub += inc_num;
		sd->inchealhptick = 0;
	}
	else {
		sd->hp_sub = sd->inchealhptick = 0;
		return 0;
	}

	if(sd->hp_sub >= battle_config.natural_healhp_interval) {
		bonus = sd->nhealhp;
		if(hp_flag) {
			bonus >>= 2;
			if(bonus <= 0) bonus = 1;
		}
		while(sd->hp_sub >= battle_config.natural_healhp_interval) {
			sd->hp_sub -= battle_config.natural_healhp_interval;
			if(sd->status.hp + bonus <= sd->status.max_hp)
				sd->status.hp += bonus;
			else {
				sd->status.hp = sd->status.max_hp;
				sd->hp_sub = sd->inchealhptick = 0;
			}
		}
	}
	if(bhp!=sd->status.hp)
		clif_updatestatus(sd,SP_HP);

	if(sd->nshealhp > 0) {
		if(sd->inchealhptick >= battle_config.natural_heal_skill_interval && sd->status.hp < sd->status.max_hp) {
			bonus = sd->nshealhp;
			while(sd->inchealhptick >= battle_config.natural_heal_skill_interval) {
				sd->inchealhptick -= battle_config.natural_heal_skill_interval;
				if(sd->status.hp + bonus <= sd->status.max_hp)
					sd->status.hp += bonus;
				else {
					bonus = sd->status.max_hp - sd->status.hp;
					sd->status.hp = sd->status.max_hp;
					sd->hp_sub = sd->inchealhptick = 0;
				}
				clif_heal(sd->fd,SP_HP,bonus);
			}
		}
	}
	else sd->inchealhptick = 0;

	return 0;

	if(sd->sc_data[SC_APPLEIDUN].timer!=-1) { // Apple of Idun
		if(sd->inchealhptick >= 6000 && sd->status.hp < sd->status.max_hp) {
			bonus = skill*20;
			while(sd->inchealhptick >= 6000) {
				sd->inchealhptick -= 6000;
				if(sd->status.hp + bonus <= sd->status.max_hp)
					sd->status.hp += bonus;
				else {
					bonus = sd->status.max_hp - sd->status.hp;
					sd->status.hp = sd->status.max_hp;
					sd->hp_sub = sd->inchealhptick = 0;
				}
				clif_heal(sd->fd,SP_HP,bonus);
			}
		}
	}
	else sd->inchealhptick = 0;

	return 0;
}

static int pc_natural_heal_sp(struct map_session_data *sd)
{
	int bsp;
	int inc_num,bonus;

	nullpo_retr(0, sd);

	if (sd->sc_data[SC_TRICKDEAD].timer != -1)		// Modified by RoVeRT
		return 0;

	if(pc_checkoversp(sd)) {
		sd->sp_sub = sd->inchealsptick = 0;
		return 0;
	}

	bsp=sd->status.sp;

	inc_num = pc_spheal(sd);
	if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
		sd->sp_sub += inc_num;
	if(sd->walktimer == -1)
		sd->inchealsptick += natural_heal_diff_tick;
	else sd->inchealsptick = 0;

	if(sd->sp_sub >= battle_config.natural_healsp_interval){
		bonus = sd->nhealsp;;
		while(sd->sp_sub >= battle_config.natural_healsp_interval){
			sd->sp_sub -= battle_config.natural_healsp_interval;
			if(sd->status.sp + bonus <= sd->status.max_sp)
				sd->status.sp += bonus;
			else {
				sd->status.sp = sd->status.max_sp;
				sd->sp_sub = sd->inchealsptick = 0;
			}
		}
	}

	if(bsp != sd->status.sp)
		clif_updatestatus(sd,SP_SP);

	if(sd->nshealsp > 0) {
		if(sd->inchealsptick >= battle_config.natural_heal_skill_interval && sd->status.sp < sd->status.max_sp) {
			struct pc_base_job s_class = pc_calc_base_job(sd->status.class);
			if(sd->doridori_counter && s_class.job == 23)
				bonus = sd->nshealsp*2;
			else
			bonus = sd->nshealsp;
			sd->doridori_counter = 0;
			while(sd->inchealsptick >= battle_config.natural_heal_skill_interval) {
				sd->inchealsptick -= battle_config.natural_heal_skill_interval;
				if(sd->status.sp + bonus <= sd->status.max_sp)
					sd->status.sp += bonus;
				else {
					bonus = sd->status.max_sp - sd->status.sp;
					sd->status.sp = sd->status.max_sp;
					sd->sp_sub = sd->inchealsptick = 0;
				}
				clif_heal(sd->fd,SP_SP,bonus);
			}
		}
	}
	else sd->inchealsptick = 0;

	return 0;
}

static int pc_spirit_heal_hp(struct map_session_data *sd,int level)
{
	int bonus_hp,interval = battle_config.natural_heal_skill_interval;

	nullpo_retr(0, sd);

	if(pc_checkoverhp(sd)) {
		sd->inchealspirithptick = 0;
		return 0;
	}

	sd->inchealspirithptick += natural_heal_diff_tick;

	if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
		interval += interval;

	if(sd->inchealspirithptick >= interval) {
		bonus_hp = sd->nsshealhp;
		while(sd->inchealspirithptick >= interval) {
			if(pc_issit(sd)) {
				sd->inchealspirithptick -= interval;
				if(sd->status.hp < sd->status.max_hp) {
					if(sd->status.hp + bonus_hp <= sd->status.max_hp)
						sd->status.hp += bonus_hp;
					else {
						bonus_hp = sd->status.max_hp - sd->status.hp;
						sd->status.hp = sd->status.max_hp;
					}
					clif_heal(sd->fd,SP_HP,bonus_hp);
					sd->inchealspirithptick = 0;
				}
			}else{
				sd->inchealspirithptick -= natural_heal_diff_tick;
				break;
			}
		}
	}

	return 0;
}
static int pc_spirit_heal_sp(struct map_session_data *sd,int level)
{
	int bonus_sp,interval = battle_config.natural_heal_skill_interval;

	nullpo_retr(0, sd);

	if(pc_checkoversp(sd)) {
		sd->inchealspiritsptick = 0;
		return 0;
	}

	sd->inchealspiritsptick += natural_heal_diff_tick;

	if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
		interval += interval;

	if(sd->inchealspiritsptick >= interval) {
		bonus_sp = sd->nsshealsp;
		while(sd->inchealspiritsptick >= interval) {
			if(pc_issit(sd)) {
				sd->inchealspiritsptick -= interval;
				if(sd->status.sp < sd->status.max_sp) {
					if(sd->status.sp + bonus_sp <= sd->status.max_sp)
						sd->status.sp += bonus_sp;
					else {
						bonus_sp = sd->status.max_sp - sd->status.sp;
						sd->status.sp = sd->status.max_sp;
					}
					clif_heal(sd->fd,SP_SP,bonus_sp);
					sd->inchealspiritsptick = 0;
				}
			}else{
				sd->inchealspiritsptick -= natural_heal_diff_tick;
				break;
			}
		}
	}

	return 0;
}

/*==========================================
 * HP/SP 自然回復 各クライアント
 *------------------------------------------
 */

static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
	int skill;

	nullpo_retr(0, sd);

// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
	if ((battle_config.natural_heal_weight_rate > 100 || sd->weight*100/sd->max_weight < battle_config.natural_heal_weight_rate) &&
		!pc_isdead(sd) && 
		!pc_ishiding(sd) && 
		sd->sc_data[SC_POISON].timer == -1
	  ) {
		pc_natural_heal_hp(sd);
		if( sd->sc_data && sd->sc_data[SC_EXTREMITYFIST].timer == -1 &&	//阿修羅状態ではSPが回復しない
			sd->sc_data[SC_DANCING].timer == -1 && //ダンス状態ではSPが回復しない
			sd->sc_data[SC_BERSERK].timer == -1    //バーサーク状態ではSPが回復しない
		)
				pc_natural_heal_sp(sd);
	} else {
		sd->hp_sub = sd->inchealhptick = 0;
		sd->sp_sub = sd->inchealsptick = 0;
	}
	if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 && !pc_ishiding(sd) && sd->sc_data[SC_POISON].timer == -1 && sd->sc_data[SC_BERSERK].timer == -1){
		pc_spirit_heal_hp(sd,skill);
		pc_spirit_heal_sp(sd,skill);
	}
	else {
		sd->inchealspirithptick = 0;
		sd->inchealspiritsptick = 0;
	}
	return 0;
}

/*==========================================
 * HP/SP自然回復 (interval timer関数)
 *------------------------------------------
 */
int pc_natural_heal(int tid,unsigned int tick,int id,int data)
{
	natural_heal_tick = tick;
	natural_heal_diff_tick = DIFF_TICK(natural_heal_tick,natural_heal_prev_tick);
	clif_foreachclient(pc_natural_heal_sub);

	natural_heal_prev_tick = tick;
	return 0;
}

/*==========================================
 * セーブポイントの保存
 *------------------------------------------
 */
int pc_setsavepoint(struct map_session_data *sd,char *mapname,int x,int y)
{
	nullpo_retr(0, sd);

	strncpy(sd->status.save_point.map,mapname,24);
	sd->status.save_point.x = x;
	sd->status.save_point.y = y;

	return 0;
}

/*==========================================
 * 自動セーブ 各クライアント
 *------------------------------------------
 */
static int last_save_fd,save_flag;
static int pc_autosave_sub(struct map_session_data *sd,va_list ap)
{
	nullpo_retr(0, sd);

	if(save_flag==0 && sd->fd>last_save_fd){
		struct guild_castle *gc=NULL;
		int i;
//		if(battle_config.save_log)
//			printf("autosave %d\n",sd->fd);
		// pet
		if(sd->status.pet_id > 0 && sd->pd)
			intif_save_petdata(sd->status.account_id,&sd->pet);
		pc_makesavestatus(sd);
		chrif_save(sd);
		storage_storage_save(sd);

		for(i=0;i<MAX_GUILDCASTLE;i++){
			gc=guild_castle_search(i);
			if(!gc) continue;
			if(gc->visibleG0==1) guild_castledatasave(gc->castle_id,18,gc->Ghp0);
			if(gc->visibleG1==1) guild_castledatasave(gc->castle_id,19,gc->Ghp1);
			if(gc->visibleG2==1) guild_castledatasave(gc->castle_id,20,gc->Ghp2);
			if(gc->visibleG3==1) guild_castledatasave(gc->castle_id,21,gc->Ghp3);
			if(gc->visibleG4==1) guild_castledatasave(gc->castle_id,22,gc->Ghp4);
			if(gc->visibleG5==1) guild_castledatasave(gc->castle_id,23,gc->Ghp5);
			if(gc->visibleG6==1) guild_castledatasave(gc->castle_id,24,gc->Ghp6);
			if(gc->visibleG7==1) guild_castledatasave(gc->castle_id,25,gc->Ghp7);
		}

		save_flag=1;
		last_save_fd = sd->fd;
	}

	return 0;
}

/*==========================================
 * 自動セーブ (timer関数)
 *------------------------------------------
 */
int pc_autosave(int tid,unsigned int tick,int id,int data)
{
	int interval;

	save_flag=0;
	clif_foreachclient(pc_autosave_sub);
	if(save_flag==0)
		last_save_fd=0;

	interval = autosave_interval/(clif_countusers()+1);
	if(interval <= 0)
		interval = 1;
	add_timer(gettick()+interval,pc_autosave,0,0);

	return 0;
}

int pc_read_gm_account(int fd)
{
#ifdef TXT_ONLY
        int i = 0;
#endif
	if (gm_account != NULL)
		free(gm_account);
	GM_num = 0;
#ifdef TXT_ONLY
	gm_account = calloc(sizeof(struct gm_account) * ((RFIFOW(fd,2) - 4) / 5), 1);
	for (i = 4; i < RFIFOW(fd,2); i = i + 5) {
		gm_account[GM_num].account_id = RFIFOL(fd,i);
		gm_account[GM_num].level = (int)RFIFOB(fd,i+4);
		//printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
		GM_num++;
	}
#else
	sprintf (tmp_lsql, "SELECT `%s`,`%s` FROM `%s` WHERE `%s`>='%d'",gm_db_account_id,gm_db_level,gm_db,gm_db_level,lowest_gm_level);
	if(mysql_query(&lmysql_handle, tmp_lsql) ) {
		printf("DB server Error (select %s to Memory)- %s\n",login_db,mysql_error(&lmysql_handle) );
	}
	lsql_res = mysql_store_result(&lmysql_handle);
	if (lsql_res) {
	    gm_account = calloc(sizeof(struct gm_account) * mysql_num_rows(lsql_res), 1);
	    while ((lsql_row = mysql_fetch_row(lsql_res))) {
	        gm_account[GM_num].account_id = atoi(lsql_row[0]);
		    gm_account[GM_num].level = atoi(lsql_row[1]);
		    printf("GM account: %d -> level %d\n", gm_account[GM_num].account_id, gm_account[GM_num].level);
		    GM_num++;
	    }
    }
	
    mysql_free_result(lsql_res);
#endif /* TXT_ONLY */
	return GM_num;
}

/*==========================================
 * timer to do the day
 *------------------------------------------
 */
int map_day_timer(int tid, unsigned int tick, int id, int data) { // by [yor]
	struct map_session_data *pl_sd = NULL;
	int i;
	char tmpstr[1024];

	if (battle_config.day_duration > 0) { // if we want a day
		if (night_flag != 0) {
			strcpy(tmpstr, msg_txt(502)); // The day has arrived!
			night_flag = 0; // 0=day, 1=night [Yor]
			for(i = 0; i < fd_max; i++) {
				if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth) {
					pl_sd->opt2 &= ~STATE_BLIND;
					clif_changeoption(&pl_sd->bl);
					clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
				}
			}
		}
	}

	return 0;
}

/*==========================================
 * timer to do the night
 *------------------------------------------
 */
int map_night_timer(int tid, unsigned int tick, int id, int data) { // by [yor]
	struct map_session_data *pl_sd = NULL;
	int i;
	char tmpstr[1024];

	if (battle_config.night_duration > 0) { // if we want a night
		if (night_flag == 0) {
			strcpy(tmpstr, msg_txt(503)); // The night has fallen...
			night_flag = 1; // 0=day, 1=night [Yor]
			for(i = 0; i < fd_max; i++) {
				if (session[i] && (pl_sd = session[i]->session_data) && pl_sd->state.auth) {
					pl_sd->opt2 |= STATE_BLIND;
					clif_changeoption(&pl_sd->bl);
					clif_wis_message(pl_sd->fd, wisp_server_name, tmpstr, strlen(tmpstr)+1);
				}
			}
		}
	}

	return 0;
}

void pc_setstand(struct map_session_data *sd){
	nullpo_retv(sd);

	if(sd->sc_data && sd->sc_data[SC_TENSIONRELAX].timer!=-1)
		skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1);

	sd->state.dead_sit = 0;
}

//
// 初期化物
//
/*==========================================
 * 設定ファイル読み込む
 * exp.txt 必要経験値
 * job_db1.txt 重量,hp,sp,攻撃速度
 * job_db2.txt job能力値ボーナス
 * skill_tree.txt 各職毎のスキルツリー
 * attr_fix.txt 属性修正テーブル
 * size_fix.txt サイズ補正テーブル
 * refine_db.txt 精錬データテーブル
 *------------------------------------------
 */
int pc_readdb(void)
{
	int i,j,k;
	FILE *fp;
	char line[1024],*p;

	// 必要経験値読み込み

	fp=fopen("db/exp.txt","r");
	if(fp==NULL){
		printf("can't read db/exp.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		int bn,b1,b2,b3,b4,b5,b6,jn,j1,j2,j3,j4,j5,j6;
		if(line[0]=='/' && line[1]=='/')
			continue;
		if(sscanf(line,"%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d",&bn,&b1,&b2,&b3,&b4,&b5,&b6,&jn,&j1,&j2,&j3,&j4,&j5,&j6)!=14)
			continue;
		exp_table[0][i]=bn;
		exp_table[1][i]=b1;
		exp_table[2][i]=b2;
		exp_table[3][i]=b3;
		exp_table[4][i]=b4;
		exp_table[5][i]=b5;
		exp_table[6][i]=b6;
		exp_table[7][i]=jn;
		exp_table[8][i]=j1;
		exp_table[9][i]=j2;
		exp_table[10][i]=j3;
		exp_table[11][i]=j4;
		exp_table[12][i]=j5;
		exp_table[13][i]=j6;
		i++;
		if(i >= battle_config.maximum_level)
			break;
	}
	fclose(fp);
	printf("read db/exp.txt done\n");

	// JOB補正数値１
	fp=fopen("db/job_db1.txt","r");
	if(fp==NULL){
		printf("can't read db/job_db1.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<21 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(j<21)
			continue;
		max_weight_base[i]=atoi(split[0]);
		hp_coefficient[i]=atoi(split[1]);
		hp_coefficient2[i]=atoi(split[2]);
		sp_coefficient[i]=atoi(split[3]);
		for(j=0;j<17;j++)
			aspd_base[i][j]=atoi(split[j+4]);
		i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
		if(i==24)
			i=4001;
		if(i==MAX_PC_CLASS)
			break;
	}
	fclose(fp);
	printf("read db/job_db1.txt done\n");

	// JOBボーナス
	fp=fopen("db/job_db2.txt","r");
	if(fp==NULL){
		printf("can't read db/job_db2.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<MAX_LEVEL && p;j++){
			if(sscanf(p,"%d",&k)==0)
				break;
			job_bonus[0][i][j]=k;
			job_bonus[2][i][j]=k; //養子職のボーナスは分からないので仮
			p=strchr(p,',');
			if(p) p++;
		}
		i++;
// -- moonsoul (below two lines added to accommodate high numbered new class ids)
		if(i==24)
			i=4001;
		if(i==MAX_PC_CLASS)
			break;
	}
	fclose(fp);
	printf("read db/job_db2.txt done\n");

	// JOBボーナス2 転生職用
	fp=fopen("db/job_db2-2.txt","r");
	if(fp==NULL){
		printf("can't read db/job_db2-2.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<MAX_LEVEL && p;j++){
			if(sscanf(p,"%d",&k)==0)
				break;
			job_bonus[1][i][j]=k;
			p=strchr(p,',');
			if(p) p++;
		}
		i++;
		if(i==MAX_PC_CLASS)
			break;
	}
	fclose(fp);
	printf("read db/job_db2-2.txt done\n");

	// スキルツリー
	memset(skill_tree,0,sizeof(skill_tree));
	fp=fopen("db/skill_tree.txt","r");
	if(fp==NULL){
		printf("can't read db/skill_tree.txt\n");
		return 1;
	}
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<13 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		if(j<13)
			continue;
		i=atoi(split[0]);
		for(j=0;skill_tree[0][i][j].id;j++);
		skill_tree[0][i][j].id=atoi(split[1]);
		skill_tree[0][i][j].max=atoi(split[2]);
		skill_tree[2][i][j].id=atoi(split[1]); //養子職は良く分からないので暫定
		skill_tree[2][i][j].max=atoi(split[2]); //養子職は良く分からないので暫定
		for(k=0;k<5;k++){
			skill_tree[0][i][j].need[k].id=atoi(split[k*2+3]);
			skill_tree[0][i][j].need[k].lv=atoi(split[k*2+4]);
			skill_tree[2][i][j].need[k].id=atoi(split[k*2+3]); //養子職は良く分からないので暫定
			skill_tree[2][i][j].need[k].lv=atoi(split[k*2+4]); //養子職は良く分からないので暫定
		}
	}
	fclose(fp);
	printf("read db/skill_tree.txt done\n");

	// 属性修正テーブル
	for(i=0;i<4;i++)
		for(j=0;j<10;j++)
			for(k=0;k<10;k++)
				attr_fix_table[i][j][k]=100;
	fp=fopen("db/attr_fix.txt","r");
	if(fp==NULL){
		printf("can't read db/attr_fix.txt\n");
		return 1;
	}
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[10];
		int lv,n;
		if(line[0]=='/' && line[1]=='/')
			continue;
		for(j=0,p=line;j<3 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		lv=atoi(split[0]);
		n=atoi(split[1]);
//		printf("%d %d\n",lv,n);

		for(i=0;i<n;){
			if( !fgets(line, sizeof(line)-1, fp) )
				break;
			if(line[0]=='/' && line[1]=='/')
				continue;

			for(j=0,p=line;j<n && p;j++){
				while(*p==32 && *p>0)
					p++;
				attr_fix_table[lv-1][i][j]=atoi(p);
				if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
					attr_fix_table[lv-1][i][j] = 0;
				p=strchr(p,',');
				if(p) *p++=0;
			}

			i++;
		}
	}
	fclose(fp);
	printf("read db/attr_fix.txt done\n");

	// サイズ補正テーブル
	for(i=0;i<3;i++)
		for(j=0;j<20;j++)
			atkmods[i][j]=100;
	fp=fopen("db/size_fix.txt","r");
	if(fp==NULL){
		printf("can't read db/size_fix.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[20];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if(atoi(line)<=0)
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<20 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		for(j=0;j<20 && split[j];j++)
			atkmods[i][j]=atoi(split[j]);
		i++;
	}
	fclose(fp);
	printf("read db/size_fix.txt done\n");

	// 精錬データテーブル
	for(i=0;i<5;i++){
		for(j=0;j<10;j++)
			percentrefinery[i][j]=100;
		refinebonus[i][0]=0;
		refinebonus[i][1]=0;
		refinebonus[i][2]=10;
	}
	fp=fopen("db/refine_db.txt","r");
	if(fp==NULL){
		printf("can't read db/refine_db.txt\n");
		return 1;
	}
	i=0;
	while(fgets(line, sizeof(line)-1, fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		if(atoi(line)<=0)
			continue;
		memset(split,0,sizeof(split));
		for(j=0,p=line;j<16 && p;j++){
			split[j]=p;
			p=strchr(p,',');
			if(p) *p++=0;
		}
		refinebonus[i][0]=atoi(split[0]);	// 精錬ボーナス
		refinebonus[i][1]=atoi(split[1]);	// 過剰精錬ボーナス
		refinebonus[i][2]=atoi(split[2]);	// 安全精錬限界
		for(j=0;j<10 && split[j];j++)
			percentrefinery[i][j]=atoi(split[j+3]);
		i++;
	}
	fclose(fp); //Lupus. close this file!!!
	printf("read db/refine_db.txt done\n");

	return 0;
}

static int pc_calc_sigma(void)
{
	int i,j,k;

	for(i=0;i<MAX_PC_CLASS;i++) {
		memset(hp_sigma_val[i],0,sizeof(hp_sigma_val[i]));
		for(k=0,j=2;j<=MAX_LEVEL;j++) {
			k += hp_coefficient[i]*j + 50;
			k -= k%100;
			hp_sigma_val[i][j-1] = k;
		}
	}
	return 0;
}

static void pc_statpointdb(void)
{
	char * buf_stat;
	int i=0,j=0,k=0,l=0, end = 0;

	FILE *stp;

	stp=fopen("db/statpoint.txt","r");

	if(stp==NULL){
		printf("can't read db/statpoint.txt\n");
                return;
	}

        fseek(stp, 0, SEEK_END);
        end = ftell(stp);
        rewind(stp);

	buf_stat = (char *) malloc (end + 1);
	l = fread(buf_stat,1,end,stp);
	fclose(stp);
	printf("read db/statpoint.txt done (size=%d)\n",l);

	for(i=0;i<255;i++) {
            j=0;
            while (*(buf_stat+k)!='\n') { 
                    statp[i][j]=*(buf_stat+k);
                    j++;k++;
                }
            statp[i][j+1]='\0';
            k++;
	}

        free(buf_stat);
}

/*==========================================
 * pc関 係初期化
 *------------------------------------------
 */
int do_init_pc(void) {
	pc_readdb();
	pc_statpointdb();
	pc_calc_sigma();

//	gm_account_db = numdb_init();

	add_timer_func_list(pc_walk, "pc_walk");
	add_timer_func_list(pc_attack_timer, "pc_attack_timer");
	add_timer_func_list(pc_natural_heal, "pc_natural_heal");
	add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
	add_timer_func_list(pc_eventtimer, "pc_eventtimer");
	add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
	add_timer_func_list(pc_autosave, "pc_autosave");
	add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
	add_timer_interval((natural_heal_prev_tick = gettick() + NATURAL_HEAL_INTERVAL), pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
	add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);

#ifndef TXT_ONLY
	pc_read_gm_account(0);
#endif /* not TXT_ONLY */

	// add night/day timer (by [yor])
	add_timer_func_list(map_day_timer, "map_day_timer"); // by [yor]
	add_timer_func_list(map_night_timer, "map_night_timer"); // by [yor]
	{
		int day_duration = battle_config.day_duration;
		int night_duration = battle_config.night_duration;
		if (day_duration < 60000)
			day_duration = 60000;
		if (night_duration < 60000)
			night_duration = 60000;
		if (battle_config.night_at_start == 0) {
			night_flag = 0; // 0=day, 1=night [Yor]
			day_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
			night_timer_tid = add_timer_interval(gettick() + day_duration, map_night_timer, 0, 0, day_duration + night_duration);
		} else {
			night_flag = 1; // 0=day, 1=night [Yor]
			day_timer_tid = add_timer_interval(gettick() + night_duration, map_day_timer, 0, 0, day_duration + night_duration);
			night_timer_tid = add_timer_interval(gettick() + day_duration + night_duration, map_night_timer, 0, 0, day_duration + night_duration);
		}
	}

	return 0;
}
