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* Added status.c and status.h of jA 1091 update and moved some functions into the new source files
* Updated auto_counter_type's description in battle_athena
* Removed some unnecessary skill level checks in battle.c

git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@996 54d463be-8e91-2dee-dedb-b68131a5f0ec

(no author) 20 年之前
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0c541b77fb
共有 21 个文件被更改,包括 5163 次插入2915 次删除
  1. 13 2
      Changelog.txt
  2. 4 2
      conf-tmpl/battle_athena.conf
  3. 45 43
      src/common/malloc.h
  4. 4 2
      src/map/Makefile
  5. 17 16
      src/map/atcommand.c
  6. 1 1296
      src/map/battle.c
  7. 0 44
      src/map/battle.h
  8. 5 4
      src/map/charcommand.c
  9. 43 42
      src/map/clif.c
  10. 2 1
      src/map/guild.c
  11. 4 2
      src/map/map.c
  12. 34 33
      src/map/mob.c
  13. 4 3
      src/map/npc.c
  14. 8 1218
      src/map/pc.c
  15. 2 3
      src/map/pc.h
  16. 19 18
      src/map/pet.c
  17. 9 8
      src/map/script.c
  18. 174 173
      src/map/skill.c
  19. 1 5
      src/map/skill.h
  20. 4699 0
      src/map/status.c
  21. 75 0
      src/map/status.h

+ 13 - 2
Changelog.txt

@@ -1,8 +1,19 @@
 Date	Added
 
 01/26
-        * Removed my changes to /stable/Makefile that i've accidentally commited, sorry
-          ^^; [celest]
+        * Added status.c and status.h of jA 1091 update and moved some functions into
+          the new source files:
+          -- skill_status_change_  ->  status_change_
+          -- battle_get_  ->  status_get_
+          -- pc_calc_  ->  status_calc_
+          -- pc_getrefinebonus and pc_percentrefinery  ->  status_getrefinebonus and
+             status_percentrefinery
+
+        * Updated auto_counter_type's description in battle_athena, thanks to 
+          akusarujin for pointing it out [celest]
+        * Removed some unnecessary skill level checks in battle.c [celest]
+        * Removed my changes to /stable/Makefile which has libGC enabled by default
+          that i've accidentally commited, sorry ^^; [celest]
         * Removed an unnecessary "cloneskill_lv" from map_session_data [celest]
 	* Removed WATER.TXT (this file wasn't used at all. There's no such mapflag as WATER even). [Lupus]
 	* Added Water Height of New Yuno Fileds 9 and 11.

+ 4 - 2
conf-tmpl/battle_athena.conf

@@ -467,9 +467,11 @@ save_clothcolor: yes
 undead_detect_type: 2
 
 // Operational mode of automatic counter.
-// 0 = disregard DEF and HIT+20 . CRI*2, 1 = 100% critical
+// 0 = 100% critical
+// 1 = disregard DEF and HIT+20, CRI*2
+// 2 = Same as 0, but can counter skills (?)
 // Players
-player_auto_counter_type: 0
+player_auto_counter_type: 1
 // Monsters
 monster_auto_counter_type: 0
 

+ 45 - 43
src/common/malloc.h

@@ -5,43 +5,45 @@
 
 #if defined(DMALLOC)
 
-#include "dmalloc.h"
-
-#define aMalloc(size) \
-  dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
-#define aMallocA(size) \
-  dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
-#define aCallocA(count,size) \
-  dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
-#define aCalloc(count,size) \
-  dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
-#define aRealloc(ptr,size) \
-  dmalloc_realloc(__FILE__, __LINE__, (ptr), (size), DMALLOC_FUNC_REALLOC, 0)
-#define aFree(ptr) free(ptr)
-#define aStrdup(ptr) strdup(ptr)
+#	include "dmalloc.h"
+#	define aMalloc(size) \
+		dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
+#	define aMallocA(size) \
+		dmalloc_malloc(__FILE__, __LINE__, (size), DMALLOC_FUNC_MALLOC, 0, 0)
+#	define aCallocA(count,size) \
+		dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
+#	define aCalloc(count,size) \
+		dmalloc_malloc(__FILE__, __LINE__, (count)*(size), DMALLOC_FUNC_CALLOC, 0, 0)
+#	define aRealloc(ptr,size) \
+		dmalloc_realloc(__FILE__, __LINE__, (ptr), (size), DMALLOC_FUNC_REALLOC, 0)
+#	define aFree(ptr) free(ptr)
+#	define aStrdup(ptr) strdup(ptr)
 
 #elif defined(GCOLLECT)
-#include "gc.h"
-#define aMalloc(n) GC_MALLOC(n)
-#define aMallocA(n) GC_MALLOC_ATOMIC(n)
-#define aCallocA(m,n) _bcallocA(m,n)
-#define aCalloc(m,n) _bcalloc(m,n)
-#define aRealloc(p,n) GC_REALLOC(p,n)
-#define aFree(n) GC_FREE(n)
-#define aStrdup(n) _bstrdup(n)
 
-extern void * _bcalloc(size_t, size_t);
-extern void * _bcallocA(size_t, size_t);
-extern char * _bstrdup(const char *);
+#	include "gc.h"
+#	define aMalloc(n) GC_MALLOC(n)
+#	define aMallocA(n) GC_MALLOC_ATOMIC(n)
+#	define aCallocA(m,n) _bcallocA(m,n)
+#	define aCalloc(m,n) _bcalloc(m,n)
+#	define aRealloc(p,n) GC_REALLOC(p,n)
+#	define aFree(n) GC_FREE(n)
+#	define aStrdup(n) _bstrdup(n)
+
+	extern void * _bcalloc(size_t, size_t);
+	extern void * _bcallocA(size_t, size_t);
+	extern char * _bstrdup(const char *);
 
 #elif defined(BCHECK)
-#define aMalloc(n) malloc(n)
-#define aMallocA(n) malloc(n)
-#define aCalloc(m,n) calloc(m,n)
-#define aCallocA(m,n) calloc(m,n)
-#define aRealloc(p,n) realloc(p,n)
-#define aFree(n) free(n)
-#define aStrdup(n) strdup(n)
+
+#	define aMalloc(n) malloc(n)
+#	define aMallocA(n) malloc(n)
+#	define aCalloc(m,n) calloc(m,n)
+#	define aCallocA(m,n) calloc(m,n)
+#	define aRealloc(p,n) realloc(p,n)
+#	define aFree(n) free(n)
+#	define aStrdup(n) strdup(n)
+
 #else
 
 #if __STDC_VERSION__ < 199901L
@@ -52,19 +54,19 @@ extern char * _bstrdup(const char *);
 # endif
 #endif
 
-#define ALC_MARK __FILE__, __LINE__, __func__
+#	define ALC_MARK __FILE__, __LINE__, __func__
 
-void* aMalloc_( size_t size, const char *file, int line, const char *func );
-void* aCalloc_( size_t num, size_t size, const char *file, int line, const char *func );
-void* aRealloc_( void *p, size_t size, const char *file, int line, const char *func );
+	void* aMalloc_( size_t size, const char *file, int line, const char *func );
+	void* aCalloc_( size_t num, size_t size, const char *file, int line, const char *func );
+	void* aRealloc_( void *p, size_t size, const char *file, int line, const char *func );
 
-#define aMalloc(n) aMalloc_(n,ALC_MARK)
-#define aMallocA(n) aMalloc_(n,ALC_MARK)
-#define aCalloc(m,n) aCalloc_(m,n,ALC_MARK)
-#define aCallocA(m,n) aCalloc_(m,n,ALC_MARK)
-#define aRealloc(p,n) aRealloc_(p,n,ALC_MARK)
-#define aFree(ptr) free(ptr)
-#define aStrdup(ptr) strdup(ptr)
+#	define aMalloc(n) aMalloc_(n,ALC_MARK)
+#	define aMallocA(n) aMalloc_(n,ALC_MARK)
+#	define aCalloc(m,n) aCalloc_(m,n,ALC_MARK)
+#	define aCallocA(m,n) aCalloc_(m,n,ALC_MARK)
+#	define aRealloc(p,n) aRealloc_(p,n,ALC_MARK)
+#	define aFree(ptr) free(ptr)
+#	define aStrdup(ptr) strdup(ptr)
 
 #endif
 

+ 4 - 2
src/map/Makefile

@@ -13,10 +13,10 @@ sqlobj:
 COMMON_OBJ = ../common/core.o ../common/socket.o ../common/timer.o ../common/grfio.o ../common/db.o ../common/lock.o ../common/nullpo.o ../common/malloc.o ../common/showmsg.o ../common/utils.o ../common/strlib.o
 LIBS = -lz -lm
 
-map-server: txtobj/map.o txtobj/chrif.o txtobj/clif.o txtobj/pc.o txtobj/npc.o txtobj/chat.o txtobj/path.o txtobj/itemdb.o txtobj/mob.o txtobj/script.o txtobj/storage.o txtobj/skill.o txtobj/atcommand.o txtobj/charcommand.o txtobj/battle.o txtobj/intif.o txtobj/trade.o txtobj/party.o txtobj/vending.o txtobj/guild.o txtobj/pet.o txtobj/log.o $(COMMON_OBJ)
+map-server: txtobj/map.o txtobj/chrif.o txtobj/clif.o txtobj/pc.o txtobj/status.o txtobj/npc.o txtobj/chat.o txtobj/path.o txtobj/itemdb.o txtobj/mob.o txtobj/script.o txtobj/storage.o txtobj/skill.o txtobj/atcommand.o txtobj/charcommand.o txtobj/battle.o txtobj/intif.o txtobj/trade.o txtobj/party.o txtobj/vending.o txtobj/guild.o txtobj/pet.o txtobj/log.o $(COMMON_OBJ)
 	$(CC) -o ../../$@ $> $(LIBS) $(LIB_S)
 
-map-server_sql: sqlobj/map.o sqlobj/chrif.o sqlobj/clif.o sqlobj/pc.o sqlobj/npc.o sqlobj/chat.o sqlobj/path.o sqlobj/itemdb.o sqlobj/mob.o sqlobj/script.o sqlobj/storage.o sqlobj/skill.o sqlobj/atcommand.o sqlobj/charcommand.o sqlobj/battle.o sqlobj/intif.o sqlobj/trade.o sqlobj/party.o sqlobj/vending.o sqlobj/guild.o sqlobj/pet.o sqlobj/mail.o sqlobj/log.o $(COMMON_OBJ)
+map-server_sql: sqlobj/map.o sqlobj/chrif.o sqlobj/clif.o sqlobj/pc.o sqlobj/status.o sqlobj/npc.o sqlobj/chat.o sqlobj/path.o sqlobj/itemdb.o sqlobj/mob.o sqlobj/script.o sqlobj/storage.o sqlobj/skill.o sqlobj/atcommand.o sqlobj/charcommand.o sqlobj/battle.o sqlobj/intif.o sqlobj/trade.o sqlobj/party.o sqlobj/vending.o sqlobj/guild.o sqlobj/pet.o sqlobj/mail.o sqlobj/log.o $(COMMON_OBJ)
 	$(CC) -o ../../$@ $> $(LIB_S)
 
 txtobj/%.o: %.c
@@ -29,6 +29,7 @@ txtobj/map.o: map.c map.h chrif.h clif.h npc.h pc.h mob.h chat.h skill.h itemdb.
 txtobj/chrif.o: chrif.c map.h battle.h chrif.h clif.h intif.h pc.h npc.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
 txtobj/clif.o: clif.c map.h chrif.h clif.h mob.h intif.h pc.h npc.h itemdb.h chat.h script.h storage.h party.h guild.h atcommand.h pet.h charcommand.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/version.h ../common/showmsg.h
 txtobj/pc.o: pc.c map.h clif.h intif.h pc.h npc.h mob.h itemdb.h battle.h skill.h script.h party.h guild.h pet.h trade.h storage.h chat.h vending.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
+txtobj/status.o: status.c pc.h map.h clif.h status.h mob.h itemdb.h battle.h skill.h script.h pet.h guild.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
 txtobj/npc.o: npc.c map.h npc.h clif.h pc.h script.h mob.h itemdb.h battle.h ../common/db.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
 txtobj/chat.o: chat.c map.h clif.h pc.h chat.h ../common/db.h ../common/mmo.h ../common/showmsg.h
 txtobj/path.o: path.c map.h battle.h ../common/mmo.h ../common/showmsg.h
@@ -52,6 +53,7 @@ sqlobj/map.o: map.c map.h chrif.h clif.h npc.h pc.h mob.h chat.h skill.h itemdb.
 sqlobj/chrif.o: chrif.c map.h battle.h chrif.h clif.h intif.h pc.h npc.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
 sqlobj/clif.o: clif.c map.h chrif.h clif.h mob.h intif.h pc.h npc.h itemdb.h chat.h script.h storage.h party.h guild.h atcommand.h pet.h charcommand.h ../common/socket.h ../common/timer.h ../common/mmo.h ../common/version.h ../common/showmsg.h
 sqlobj/pc.o: pc.c map.h clif.h intif.h pc.h npc.h mob.h itemdb.h battle.h skill.h script.h party.h guild.h pet.h trade.h storage.h chat.h vending.h log.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
+sqlobj/status.o: status.c pc.h map.h clif.h status.h mob.h itemdb.h battle.h skill.h script.h pet.h guild.h ../common/timer.h ../common/mmo.h ../common/db.h ../common/showmsg.h
 sqlobj/npc.o: npc.c map.h npc.h clif.h pc.h script.h mob.h itemdb.h battle.h ../common/db.h ../common/timer.h ../common/mmo.h ../common/showmsg.h
 sqlobj/chat.o: chat.c map.h clif.h pc.h chat.h ../common/db.h ../common/mmo.h ../common/showmsg.h
 sqlobj/path.o: path.c map.h battle.h ../common/mmo.h ../common/showmsg.h

+ 17 - 16
src/map/atcommand.c

@@ -17,6 +17,7 @@
 #include "itemdb.h"
 #include "map.h"
 #include "pc.h"
+#include "status.h"
 #include "skill.h"
 #include "mob.h"
 #include "pet.h"
@@ -1935,7 +1936,7 @@ int atcommand_option(
 	}
 
 	clif_changeoption(&sd->bl);
-	pc_calcstatus(sd, 0);
+	status_calc_pc(sd, 0);
 	clif_displaymessage(fd, msg_table[9]); // Options changed.
 
 	return 0;
@@ -2079,7 +2080,7 @@ int atcommand_jobchange(
 					sd->status.class_ = sd->view_class = 4015;
 				sd->status.option &= ~0x0020;
 				clif_changeoption(&sd->bl);
-				pc_calcstatus(sd, 0);
+				status_calc_pc(sd, 0);
 			}
 		} else {
 			if (!pc_isriding(sd)) {
@@ -2461,7 +2462,7 @@ int atcommand_baselevelup(
 		clif_updatestatus(sd, SP_BASELEVEL);
 		clif_updatestatus(sd, SP_NEXTBASEEXP);
 		clif_updatestatus(sd, SP_STATUSPOINT);
-		pc_calcstatus(sd, 0);
+		status_calc_pc(sd, 0);
 		pc_heal(sd, sd->status.max_hp, sd->status.max_sp);
 		clif_misceffect(&sd->bl, 0);
 		clif_displaymessage(fd, msg_table[21]); // Base level raised.
@@ -2482,7 +2483,7 @@ int atcommand_baselevelup(
 		sd->status.base_level += level;
 		clif_updatestatus(sd, SP_BASELEVEL);
 		clif_updatestatus(sd, SP_NEXTBASEEXP);
-		pc_calcstatus(sd, 0);
+		status_calc_pc(sd, 0);
 		clif_displaymessage(fd, msg_table[22]); // Base level lowered.
 	}
 
@@ -2528,7 +2529,7 @@ int atcommand_joblevelup(
 		clif_updatestatus(sd, SP_NEXTJOBEXP);
 		sd->status.skill_point += level;
 		clif_updatestatus(sd, SP_SKILLPOINT);
-		pc_calcstatus(sd, 0);
+		status_calc_pc(sd, 0);
 		clif_misceffect(&sd->bl, 1);
 		clif_displaymessage(fd, msg_table[24]); // Job level raised.
 	} else {
@@ -2547,7 +2548,7 @@ int atcommand_joblevelup(
 				sd->status.skill_point = 0;
 			clif_updatestatus(sd, SP_SKILLPOINT);
 		} // to add: remove status points from skills
-		pc_calcstatus(sd, 0);
+		status_calc_pc(sd, 0);
 		clif_displaymessage(fd, msg_table[25]); // Job level lowered.
 	}
 
@@ -3864,7 +3865,7 @@ int atcommand_param(
 		*status[index] = new_value;
 		clif_updatestatus(sd, SP_STR + index);
 		clif_updatestatus(sd, SP_USTR + index);
-		pc_calcstatus(sd, 0);
+		status_calc_pc(sd, 0);
 		clif_displaymessage(fd, msg_table[42]); // Stat changed.
 	} else {
 		if (value < 0)
@@ -3909,7 +3910,7 @@ int atcommand_stat_all(
 			*status[index] = new_value;
 			clif_updatestatus(sd, SP_STR + index);
 			clif_updatestatus(sd, SP_USTR + index);
-			pc_calcstatus(sd, 0);
+			status_calc_pc(sd, 0);
 			count++;
 		}
 	}
@@ -4057,9 +4058,9 @@ int atcommand_petfriendly(
 					if ((sd->pet.intimate > 0 && t <= 0) ||
 					    (sd->pet.intimate <= 0 && t > 0)) {
 						if (sd->bl.prev != NULL)
-							pc_calcstatus(sd, 0);
+							status_calc_pc(sd, 0);
 						else
-							pc_calcstatus(sd, 2);
+							status_calc_pc(sd, 2);
 					}
 				}
 				clif_displaymessage(fd, msg_table[182]); // Pet friendly value changed!
@@ -4673,7 +4674,7 @@ int atcommand_character_baselevel(
 				clif_updatestatus(pl_sd, SP_BASELEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
 				clif_updatestatus(pl_sd, SP_STATUSPOINT);
-				pc_calcstatus(pl_sd, 0);
+				status_calc_pc(pl_sd, 0);
 				pc_heal(pl_sd, pl_sd->status.max_hp, pl_sd->status.max_sp);
 				clif_misceffect(&pl_sd->bl, 0);
 				clif_displaymessage(fd, msg_table[65]); // Character's base level raised.
@@ -4694,7 +4695,7 @@ int atcommand_character_baselevel(
 				pl_sd->status.base_level += level;
 				clif_updatestatus(pl_sd, SP_BASELEVEL);
 				clif_updatestatus(pl_sd, SP_NEXTBASEEXP);
-				pc_calcstatus(pl_sd, 0);
+				status_calc_pc(pl_sd, 0);
 				clif_displaymessage(fd, msg_table[66]); // Character's base level lowered.
 			}
 		} else {
@@ -4755,7 +4756,7 @@ int atcommand_character_joblevel(
 				clif_updatestatus(pl_sd, SP_NEXTJOBEXP);
 				pl_sd->status.skill_point += level;
 				clif_updatestatus(pl_sd, SP_SKILLPOINT);
-				pc_calcstatus(pl_sd, 0);
+				status_calc_pc(pl_sd, 0);
 				clif_misceffect(&pl_sd->bl, 1);
 				clif_displaymessage(fd, msg_table[68]); // character's job level raised.
 			} else {
@@ -4774,7 +4775,7 @@ int atcommand_character_joblevel(
 						pl_sd->status.skill_point = 0;
 					clif_updatestatus(pl_sd, SP_SKILLPOINT);
 				} // to add: remove status points from skills
-				pc_calcstatus(pl_sd, 0);
+				status_calc_pc(pl_sd, 0);
 				clif_displaymessage(fd, msg_table[69]); // Character's job level lowered.
 			}
 		} else {
@@ -7909,7 +7910,7 @@ int atcommand_unmute(
 	if((pl_sd=map_nick2sd((char *) message)) != NULL) {
 		if(pl_sd->sc_data[SC_NOCHAT].timer!=-1) {
 			pl_sd->status.manner = 0; // have to set to 0 first [celest]
-			skill_status_change_end(&pl_sd->bl,SC_NOCHAT,-1);
+			status_change_end(&pl_sd->bl,SC_NOCHAT,-1);
 			clif_displaymessage(sd->fd,"Player unmuted");
 		}
 		else
@@ -7985,7 +7986,7 @@ int atcommand_mute(
 	if ((pl_sd = map_nick2sd(character)) != NULL) {
 		pl_sd->status.manner -= manner;
 		if(pl_sd->status.manner < 0)
-			skill_status_change_start(&pl_sd->bl,SC_NOCHAT,0,0,0,0,0,0);
+			status_change_start(&pl_sd->bl,SC_NOCHAT,0,0,0,0,0,0);
 	}
 	else {
 		clif_displaymessage(fd, msg_table[3]); // Character not found.

文件差异内容过多而无法显示
+ 1 - 1296
src/map/battle.c


+ 0 - 44
src/map/battle.h

@@ -63,50 +63,6 @@ int battle_weapon_attack( struct block_list *bl,struct block_list *target,
 
 // 各種パラメータを得る
 int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv);
-int battle_get_class(struct block_list *bl);
-int battle_get_dir(struct block_list *bl);
-int battle_get_lv(struct block_list *bl);
-int battle_get_range(struct block_list *bl);
-int battle_get_hp(struct block_list *bl);
-int battle_get_max_hp(struct block_list *bl);
-int battle_get_str(struct block_list *bl);
-int battle_get_agi(struct block_list *bl);
-int battle_get_vit(struct block_list *bl);
-int battle_get_int(struct block_list *bl);
-int battle_get_dex(struct block_list *bl);
-int battle_get_luk(struct block_list *bl);
-int battle_get_hit(struct block_list *bl);
-int battle_get_flee(struct block_list *bl);
-int battle_get_def(struct block_list *bl);
-int battle_get_mdef(struct block_list *bl);
-int battle_get_flee2(struct block_list *bl);
-int battle_get_def2(struct block_list *bl);
-int battle_get_mdef2(struct block_list *bl);
-int battle_get_baseatk(struct block_list *bl);
-int battle_get_atk(struct block_list *bl);
-int battle_get_atk2(struct block_list *bl);
-int battle_get_speed(struct block_list *bl);
-int battle_get_adelay(struct block_list *bl);
-int battle_get_amotion(struct block_list *bl);
-int battle_get_dmotion(struct block_list *bl);
-int battle_get_element(struct block_list *bl);
-int battle_get_attack_element(struct block_list *bl);
-int battle_get_attack_element2(struct block_list *bl);  //左手武器属性取得
-#define battle_get_elem_type(bl)	(battle_get_element(bl)%10)
-#define battle_get_elem_level(bl)	(battle_get_element(bl)/10/2)
-int battle_get_party_id(struct block_list *bl);
-int battle_get_guild_id(struct block_list *bl);
-int battle_get_race(struct block_list *bl);
-int battle_get_size(struct block_list *bl);
-int battle_get_mode(struct block_list *bl);
-int battle_get_mexp(struct block_list *bl);
-
-struct status_change *battle_get_sc_data(struct block_list *bl);
-short *battle_get_sc_count(struct block_list *bl);
-short *battle_get_opt1(struct block_list *bl);
-short *battle_get_opt2(struct block_list *bl);
-short *battle_get_opt3(struct block_list *bl);
-short *battle_get_option(struct block_list *bl);
 
 enum {
 	BCT_NOENEMY	=0x00000,

+ 5 - 4
src/map/charcommand.c

@@ -15,6 +15,7 @@
 #include "itemdb.h"
 #include "map.h"
 #include "pc.h"
+#include "status.h"
 #include "skill.h"
 #include "mob.h"
 #include "pet.h"
@@ -319,7 +320,7 @@ int charcommand_jobchange(
 							pl_sd->status.class_ = pl_sd->view_class = 4015;
 						pl_sd->status.option &= ~0x0020;
 						clif_changeoption(&pl_sd->bl);
-						pc_calcstatus(pl_sd, 0);
+						status_calc_pc(pl_sd, 0);
 					}
 				} else {
 					if (!pc_isriding(sd)) {
@@ -433,9 +434,9 @@ int charcommand_petfriendly(
 						if ((pl_sd->pet.intimate > 0 && t <= 0) ||
 						    (pl_sd->pet.intimate <= 0 && t > 0)) {
 							if (pl_sd->bl.prev != NULL)
-								pc_calcstatus(pl_sd, 0);
+								status_calc_pc(pl_sd, 0);
 							else
-								pc_calcstatus(pl_sd, 2);
+								status_calc_pc(pl_sd, 2);
 						}
 					}
 					clif_displaymessage(pl_sd->fd, msg_table[182]); // Pet friendly value changed!
@@ -612,7 +613,7 @@ int charcommand_option(
 				}
 			}
 			clif_changeoption(&pl_sd->bl);
-			pc_calcstatus(pl_sd, 0);
+			status_calc_pc(pl_sd, 0);
 			clif_displaymessage(fd, msg_table[58]); // Character's options changed.
 		} else {
 			clif_displaymessage(fd, msg_table[81]); // Your GM level don't authorise you to do this action on this player.

+ 43 - 42
src/map/clif.c

@@ -30,6 +30,7 @@
 #include "chrif.h"
 #include "clif.h"
 #include "pc.h"
+#include "status.h"
 #include "npc.h"
 #include "itemdb.h"
 #include "chat.h"
@@ -695,7 +696,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
 
 		WBUFW(buf,0) = 0x78;
 		WBUFL(buf,2) = sd->bl.id;
-		WBUFW(buf,6) = battle_get_speed(&sd->bl);
+		WBUFW(buf,6) = status_get_speed(&sd->bl);
 		WBUFW(buf,8) = sd->opt1;
 		WBUFW(buf,10) = sd->opt2;
 		WBUFW(buf,12) = sd->status.option;
@@ -707,7 +708,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
 		WBUFB(buf,49) = 5;
 		WBUFB(buf,50) = 5;
 		WBUFB(buf,51) = 0;
-		WBUFW(buf,52) = ((level = battle_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
+		WBUFW(buf,52) = ((level = status_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
 
 		return packet_len_table[0x78];
 	}
@@ -785,7 +786,7 @@ static int clif_set0078(struct map_session_data *sd, unsigned char *buf) {
 	WBUFB(buf,49) = 5;
 	WBUFB(buf,50) = 5;
 	WBUFB(buf,51) = sd->state.dead_sit;
-	WBUFW(buf,52) = ((level = battle_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
+	WBUFW(buf,52) = ((level = status_get_lv(&sd->bl)) > battle_config.max_lv) ? battle_config.max_lv : level;
 
 	return packet_len_table[0x1d8];
 #endif
@@ -804,7 +805,7 @@ static int clif_set007b(struct map_session_data *sd,unsigned char *buf) {
 
 		WBUFW(buf,0)=0x7b;
 		WBUFL(buf,2)=sd->bl.id;
-		WBUFW(buf,6)=battle_get_speed(&sd->bl);
+		WBUFW(buf,6)=status_get_speed(&sd->bl);
 		WBUFW(buf,8)=sd->opt1;
 		WBUFW(buf,10)=sd->opt2;
 		WBUFW(buf,12)=sd->status.option;
@@ -816,7 +817,7 @@ static int clif_set007b(struct map_session_data *sd,unsigned char *buf) {
 		WBUFB(buf,55)=0;
 		WBUFB(buf,56)=5;
 		WBUFB(buf,57)=5;
-		WBUFW(buf,58)=((level = battle_get_lv(&sd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+		WBUFW(buf,58)=((level = status_get_lv(&sd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
 
 		return packet_len_table[0x7b];
 	}
@@ -975,7 +976,7 @@ static int clif_mob0078(struct mob_data *md, unsigned char *buf)
 
 	WBUFW(buf,0)=0x78;
 	WBUFL(buf,2)=md->bl.id;
-	WBUFW(buf,6)=battle_get_speed(&md->bl);
+	WBUFW(buf,6)=status_get_speed(&md->bl);
 	WBUFW(buf,8)=md->opt1;
 	WBUFW(buf,10)=md->opt2;
 	WBUFW(buf,12)=md->option;
@@ -1009,7 +1010,7 @@ static int clif_mob0078(struct mob_data *md, unsigned char *buf)
 	WBUFB(buf,48)|=md->dir&0x0f;
 	WBUFB(buf,49)=5;
 	WBUFB(buf,50)=5;
-	WBUFW(buf,52)=((level = battle_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+	WBUFW(buf,52)=((level = status_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
 
 	return packet_len_table[0x78];
 }
@@ -1027,7 +1028,7 @@ static int clif_mob007b(struct mob_data *md, unsigned char *buf) {
 
 	WBUFW(buf,0)=0x7b;
 	WBUFL(buf,2)=md->bl.id;
-	WBUFW(buf,6)=battle_get_speed(&md->bl);
+	WBUFW(buf,6)=status_get_speed(&md->bl);
 	WBUFW(buf,8)=md->opt1;
 	WBUFW(buf,10)=md->opt2;
 	WBUFW(buf,12)=md->option;
@@ -1062,7 +1063,7 @@ static int clif_mob007b(struct mob_data *md, unsigned char *buf) {
 	WBUFPOS2(buf,50,md->bl.x,md->bl.y,md->to_x,md->to_y);
 	WBUFB(buf,56)=5;
 	WBUFB(buf,57)=5;
-	WBUFW(buf,58)=((level = battle_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+	WBUFW(buf,58)=((level = status_get_lv(&md->bl))>battle_config.max_lv)? battle_config.max_lv:level;
 
 	return packet_len_table[0x7b];
 }
@@ -1156,7 +1157,7 @@ static int clif_pet0078(struct pet_data *pd, unsigned char *buf) {
 	WBUFB(buf,48)|=pd->dir&0x0f;
 	WBUFB(buf,49)=0;
 	WBUFB(buf,50)=0;
-	WBUFW(buf,52)=((level = battle_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+	WBUFW(buf,52)=((level = status_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
 
 	return packet_len_table[0x78];
 }
@@ -1199,7 +1200,7 @@ static int clif_pet007b(struct pet_data *pd, unsigned char *buf) {
 	WBUFPOS2(buf,50,pd->bl.x,pd->bl.y,pd->to_x,pd->to_y);
 	WBUFB(buf,56)=0;
 	WBUFB(buf,57)=0;
-	WBUFW(buf,58)=((level = battle_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
+	WBUFW(buf,58)=((level = status_get_lv(&pd->bl))>battle_config.max_lv)? battle_config.max_lv:level;
 
 	return packet_len_table[0x7b];
 }
@@ -2884,13 +2885,13 @@ int clif_changeoption(struct block_list* bl)
 
 	nullpo_retr(0, bl);
 
-	option = *battle_get_option(bl);
-	sc_data = battle_get_sc_data(bl);
+	option = *status_get_option(bl);
+	sc_data = status_get_sc_data(bl);
 
 	WBUFW(buf,0) = 0x119;
 	WBUFL(buf,2) = bl->id;
-	WBUFW(buf,6) = *battle_get_opt1(bl);
-	WBUFW(buf,8) = *battle_get_opt2(bl);
+	WBUFW(buf,6) = *status_get_opt1(bl);
+	WBUFW(buf,8) = *status_get_opt2(bl);
 	WBUFW(buf,10) = option;
 	WBUFB(buf,12) = 0;	// ??
 
@@ -2908,9 +2909,9 @@ int clif_changeoption(struct block_list* bl)
 	for(i=0;i<sizeof(omask)/sizeof(omask[0]);i++){
 		if( option&omask[i] ){
 			if( sc_data[scnum[i]].timer==-1)
-				skill_status_change_start(bl,scnum[i],0,0,0,0,0,0);
+				status_change_start(bl,scnum[i],0,0,0,0,0,0);
 		} else {
-			skill_status_change_end(bl,scnum[i],-1);
+			status_change_end(bl,scnum[i],-1);
 		}
 	}
 
@@ -3695,7 +3696,7 @@ int clif_damage(struct block_list *src,struct block_list *dst,unsigned int tick,
 	nullpo_retr(0, src);
 	nullpo_retr(0, dst);
 
-	sc_data = battle_get_sc_data(dst);
+	sc_data = status_get_sc_data(dst);
 
 	if(type != 4 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
 		type = 9;
@@ -4191,7 +4192,7 @@ int clif_skillinfo(struct map_session_data *sd,int skillid,int type,int range)
 	if(range < 0) {
 		range = skill_get_range(id,sd->status.skill[skillid].lv);
 		if(range < 0)
-			range = battle_get_range(&sd->bl) - (range + 1);
+			range = status_get_range(&sd->bl) - (range + 1);
 		WFIFOW(fd,12)= range;
 	} else
 		WFIFOW(fd,12)= range;
@@ -4228,7 +4229,7 @@ int clif_skillinfoblock(struct map_session_data *sd)
 			WFIFOW(fd,len+8) = skill_get_sp(id,sd->status.skill[i].lv);
 			range = skill_get_range(id,sd->status.skill[i].lv);
 			if(range < 0)
-				range = battle_get_range(&sd->bl) - (range + 1);
+				range = status_get_range(&sd->bl) - (range + 1);
 			WFIFOW(fd,len+10)= range;
 			memset(WFIFOP(fd,len+12),0,24);
 			if(!(skill_get_inf2(id)&0x01) || battle_config.quest_skill_learn == 1 || (battle_config.gm_allskill > 0 && pc_isGM(sd) >= battle_config.gm_allskill) )
@@ -4263,7 +4264,7 @@ int clif_skillup(struct map_session_data *sd,int skill_num)
 	WFIFOW(fd,6) = skill_get_sp(skill_num,sd->status.skill[skill_num].lv);
 	range = skill_get_range(skill_num,sd->status.skill[skill_num].lv);
 	if(range < 0)
-		range = battle_get_range(&sd->bl) - (range + 1);
+		range = status_get_range(&sd->bl) - (range + 1);
 	WFIFOW(fd,8) = range;
 	//WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_get_max(sd->status.skill[skill_num].id)) ? 1 : 0;
 	WFIFOB(fd,10) = (sd->status.skill[skill_num].lv < skill_tree_get_max(sd->status.skill[skill_num].id, sd->status.class_)) ? 1 : 0;
@@ -4355,7 +4356,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,
 	nullpo_retr(0, src);
 	nullpo_retr(0, dst);
 
-	sc_data = battle_get_sc_data(dst);
+	sc_data = status_get_sc_data(dst);
 
 	if(type != 5 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
 		type = 9;
@@ -4410,7 +4411,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,
 	nullpo_retr(0, src);
 	nullpo_retr(0, dst);
 
-	sc_data = battle_get_sc_data(dst);
+	sc_data = status_get_sc_data(dst);
 
 	if(type != 5 && dst->type == BL_PC && ((struct map_session_data *)dst)->special_state.infinite_endure)
 		type = 9;
@@ -4639,10 +4640,10 @@ int clif_skill_estimation(struct map_session_data *sd,struct block_list *dst)
 	WBUFW(buf, 4)=md->level;
 	WBUFW(buf, 6)=mob_db[md->class_].size;
 	WBUFL(buf, 8)=md->hp;
-	WBUFW(buf,12)=battle_get_def2(&md->bl);
+	WBUFW(buf,12)=status_get_def2(&md->bl);
 	WBUFW(buf,14)=mob_db[md->class_].race;
-	WBUFW(buf,16)=battle_get_mdef2(&md->bl) - (mob_db[md->class_].vit>>1);
-	WBUFW(buf,18)=battle_get_elem_type(&md->bl);
+	WBUFW(buf,16)=status_get_mdef2(&md->bl) - (mob_db[md->class_].vit>>1);
+	WBUFW(buf,18)=status_get_elem_type(&md->bl);
 	for(i=0;i<9;i++)
 		WBUFB(buf,20+i)= battle_attr_fix(100,i+1,md->def_ele);
 
@@ -5116,7 +5117,7 @@ int clif_item_skill(struct map_session_data *sd,int skillid,int skilllv,const ch
 	WFIFOW(fd,10)=skill_get_sp(skillid,skilllv);
 	range = skill_get_range(skillid,skilllv);
 	if(range < 0)
-		range = battle_get_range(&sd->bl) - (range + 1);
+		range = status_get_range(&sd->bl) - (range + 1);
 	WFIFOW(fd,12)=range;
 	strncpy((char*)WFIFOP(fd,14),name,24);
 	WFIFOB(fd,38)=0;
@@ -7529,13 +7530,13 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
 	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 ))
 		// ƒI�[ƒgƒo�[ƒT�[ƒN”­“®
-		skill_status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+		status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
 
 //	if(time(&timer) < ((weddingtime=pc_readglobalreg(sd,"PC_WEDDING_TIME")) + 3600))
-//		skill_status_change_start(&sd->bl,SC_WEDDING,0,weddingtime,0,0,36000,0);
+//		status_change_start(&sd->bl,SC_WEDDING,0,weddingtime,0,0,36000,0);
 
 	if(battle_config.muting_players && sd->status.manner < 0)
-		skill_status_change_start(&sd->bl,SC_NOCHAT,0,0,0,0,0,0);
+		status_change_start(&sd->bl,SC_NOCHAT,0,0,0,0,0,0);
 
 	if (night_flag) {
 		if (battle_config.night_darkness_level > 0 && !map[sd->bl.m].flag.indoors)
@@ -7554,16 +7555,16 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
 	// option
 	clif_changeoption(&sd->bl);
 	if(sd->sc_data[SC_TRICKDEAD].timer != -1)
-		skill_status_change_end(&sd->bl,SC_TRICKDEAD,-1);
+		status_change_end(&sd->bl,SC_TRICKDEAD,-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);
+		status_change_end(&sd->bl,SC_SIGNUMCRUCIS,-1);
 	if(sd->special_state.infinite_endure && sd->sc_data[SC_ENDURE].timer == -1)
-		skill_status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
+		status_change_start(&sd->bl,SC_ENDURE,10,1,0,0,0,0);
 	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)
-			skill_status_change_start(&sd->bl,SC_BROKNWEAPON,0,0,0,0,0,0);
+			status_change_start(&sd->bl,SC_BROKNWEAPON,0,0,0,0,0,0);
 		if(sd->status.inventory[i].equip && sd->status.inventory[i].equip & 0x0010 && sd->status.inventory[i].attribute==1)
-			skill_status_change_start(&sd->bl,SC_BROKNARMOR,0,0,0,0,0,0);
+			status_change_start(&sd->bl,SC_BROKNARMOR,0,0,0,0,0,0);
 	}
 
 	map_foreachinarea(clif_getareachar,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);
@@ -7961,7 +7962,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data *sd) { // S 008c <
 				sd->state.snovice_flag = 3;
 			else if (sd->state.snovice_flag == 3) {
 				int i;
-				skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],1,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,1),0 );
+				status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],1,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,1),0 );
 				for(i=0;i<5;i++)
 					pc_addspiritball(sd,skill_get_time(MO_CALLSPIRITS,1),5);
 				sd->state.snovice_flag = 0;
@@ -8031,7 +8032,7 @@ void clif_changed_dir(struct block_list *bl) {
 	WBUFL(buf,2) = bl->id;
 	if (sd)
 		WBUFW(buf,6) = sd->head_dir;
-	WBUFB(buf,8) = battle_get_dir(bl);
+	WBUFB(buf,8) = status_get_dir(bl);
 	if (sd && sd->disguise > 23 && sd->disguise < 4001) // mob disguises [Valaris]
 		clif_send(buf, packet_len_table[0x9c], &sd->bl, AREA);
 	else
@@ -8610,9 +8611,9 @@ void clif_parse_UnequipItem(int fd,struct map_session_data *sd)
 	index = RFIFOW(fd,2)-2;
 
 	/*if(sd->status.inventory[index].attribute == 1 && sd->sc_data && sd->sc_data[SC_BROKNWEAPON].timer!=-1)
-		skill_status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
+		status_change_end(&sd->bl,SC_BROKNWEAPON,-1);
 	if(sd->status.inventory[index].attribute == 1 && sd->sc_data && sd->sc_data[SC_BROKNARMOR].timer!=-1)
-		skill_status_change_end(&sd->bl,SC_BROKNARMOR,-1);
+		status_change_end(&sd->bl,SC_BROKNARMOR,-1);
 	if(sd->sc_count && ( sd->sc_data[SC_BLADESTOP].timer!=-1 || sd->sc_data[SC_BERSERK].timer!=-1 ))
 		return;*/
 
@@ -10062,10 +10063,10 @@ void clif_parse_GMReqNoChat(int fd,struct map_session_data *sd)
 			WFIFOSET(dstfd,packet_len_table[0x14b]);
 			dstsd->status.manner -= limit;
 			if(dstsd->status.manner < 0)
-				skill_status_change_start(bl,SC_NOCHAT,0,0,0,0,0,0);
+				status_change_start(bl,SC_NOCHAT,0,0,0,0,0,0);
 			else{
 				dstsd->status.manner = 0;
-				skill_status_change_end(bl,SC_NOCHAT,-1);
+				status_change_end(bl,SC_NOCHAT,-1);
 			}
 		printf("name:%s type:%d limit:%d manner:%d\n",dstsd->status.name,type,limit,dstsd->status.manner);
 		}
@@ -10263,7 +10264,7 @@ void clif_parse_sn_explosionspirits(int fd, struct map_session_data *sd)
 		}
 		if(s_class.job == 23 && sd->status.base_exp > 0 && nextbaseexp > 0 && (int)((double)1000*sd->status.base_exp/nextbaseexp)%100==0){
 			clif_skill_nodamage(&sd->bl,&sd->bl,MO_EXPLOSIONSPIRITS,5,1);
-			skill_status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],5,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,5),0 );
+			status_change_start(&sd->bl,SkillStatusChangeTable[MO_EXPLOSIONSPIRITS],5,0,0,0,skill_get_time(MO_EXPLOSIONSPIRITS,5),0 );
 		}
 	}
 	return;

+ 2 - 1
src/map/guild.c

@@ -13,6 +13,7 @@
 #include "battle.h"
 #include "npc.h"
 #include "pc.h"
+#include "status.h"
 #include "map.h"
 #include "mob.h"
 #include "intif.h"
@@ -995,7 +996,7 @@ int guild_skillup(struct map_session_data *sd,int skill_num,int flag)
 		g->skill[idx].lv < guild_skill_get_max(skill_num) ){
 		intif_guild_skillup(g->guild_id,skill_num,sd->status.account_id,flag);
 	}
-	pc_calcstatus (sd, 0); // Celest
+	status_calc_pc (sd, 0); // Celest
 
 	return 0;
 }

+ 4 - 2
src/map/map.c

@@ -22,6 +22,7 @@
 #include "intif.h"
 #include "npc.h"
 #include "pc.h"
+#include "status.h"
 #include "mob.h"
 #include "chat.h"
 #include "itemdb.h"
@@ -1011,7 +1012,7 @@ int map_quit(struct map_session_data *sd) {
 	if(sd->sc_data && sd->sc_data[SC_BERSERK].timer!=-1) //バ?サ?ク中の終了はHPを100に
 		sd->status.hp = 100;
 
-	skill_status_change_clear(&sd->bl,1);	// ステ?タス異常を解除する
+	status_change_clear(&sd->bl,1);	// ステ?タス異常を解除する
 	skill_clear_unitgroup(&sd->bl);	// スキルユニットグル?プの削除
 	skill_cleartimerskill(&sd->bl);
 
@@ -1025,7 +1026,7 @@ int map_quit(struct map_session_data *sd) {
 	skill_gangsterparadise(sd,0);
 
 	if (sd->state.auth)
-		pc_calcstatus(sd,4);
+		status_calc_pc(sd,4);
 //	skill_clear_unitgroup(&sd->bl);	// [Sara-chan]
 
 	clif_clearchar_area(&sd->bl,2);
@@ -2808,6 +2809,7 @@ int do_init(int argc, char *argv[]) {
 	do_init_mob();	// npcの初期化時?でmob_spawnして、mob_dbを?照するのでinit_npcより先
 	do_init_script();
 	do_init_pc();
+	do_init_status();
 	do_init_party();
 	do_init_guild();
 	do_init_storage();

+ 34 - 33
src/map/mob.c

@@ -13,6 +13,7 @@
 #include "clif.h"
 #include "intif.h"
 #include "pc.h"
+#include "status.h"
 #include "mob.h"
 #include "guild.h"
 #include "itemdb.h"
@@ -449,8 +450,8 @@ static int calc_next_walk_step(struct mob_data *md)
 	if(md->walkpath.path_pos>=md->walkpath.path_len)
 		return -1;
 	if(md->walkpath.path[md->walkpath.path_pos]&1)
-		return battle_get_speed(&md->bl)*14/10;
-	return battle_get_speed(&md->bl);
+		return status_get_speed(&md->bl)*14/10;
+	return status_get_speed(&md->bl);
 }
 
 static int mob_walktoxy_sub(struct mob_data *md);
@@ -634,9 +635,9 @@ static int mob_attack(struct mob_data *md,unsigned int tick,int data)
 	md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
 
 	if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
-		skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+		status_change_end(&md->bl,SC_CLOAKING,-1);
 
-	md->attackabletime = tick + battle_get_adelay(&md->bl);
+	md->attackabletime = tick + status_get_adelay(&md->bl);
 
 	md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
 	md->state.state=MS_ATTACK;
@@ -693,7 +694,7 @@ int mob_changestate(struct mob_data *md,int state,int type)
 		if(i>0 && i<2000)
 			md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
 		else if(type) {
-			md->attackabletime = tick + battle_get_amotion(&md->bl);
+			md->attackabletime = tick + status_get_amotion(&md->bl);
 			md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
 		}
 		else {
@@ -712,7 +713,7 @@ int mob_changestate(struct mob_data *md,int state,int type)
 		// Since it died, all aggressors' attack to this mob is stopped.
 		clif_foreachclient(mob_stopattacked,md->bl.id);
 		skill_unit_out_all(&md->bl,gettick(),1);
-		skill_status_change_clear(&md->bl,2);	// ステータス異常を解除する
+		status_change_clear(&md->bl,2);	// ステータス異常を解除する
 		skill_clear_unitgroup(&md->bl);	// 全てのスキルユニットグループを削除する
 		skill_cleartimerskill(&md->bl);
 		if(md->deletetimer!=-1)
@@ -996,10 +997,10 @@ int mob_spawn(int id)
 	memset(md->skillunit,0,sizeof(md->skillunit));
 	memset(md->skillunittick,0,sizeof(md->skillunittick));
 
-	md->hp = battle_get_max_hp(&md->bl);
+	md->hp = status_get_max_hp(&md->bl);
 	if(md->hp<=0){
 		mob_makedummymobdb(md->class_);
-		md->hp = battle_get_max_hp(&md->bl);
+		md->hp = status_get_max_hp(&md->bl);
 	}
 
 	clif_spawnmob(md);
@@ -1067,7 +1068,7 @@ int mob_stop_walking(struct mob_data *md,int type)
 	if(type&0x01)
 		clif_fixmobpos(md);
 	if(type&0x02) {
-		int delay=battle_get_dmotion(&md->bl);
+		int delay=status_get_dmotion(&md->bl);
 		unsigned int tick = gettick();
 		if(md->canmove_tick < tick)
 			md->canmove_tick = tick + delay;
@@ -1169,8 +1170,8 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist)
 	nullpo_retr(0, md);
 	nullpo_retr(0, bl);
 
-	sc_data = battle_get_sc_data(bl);
-	option = battle_get_option(bl);
+	sc_data = status_get_sc_data(bl);
+	option = status_get_option(bl);
 	race=mob_db[md->class_].race;
 
 	if(!md->mode)
@@ -1502,7 +1503,7 @@ static int mob_randomwalk(struct mob_data *md,int tick)
 
 	nullpo_retr(0, md);
 
-	speed=battle_get_speed(&md->bl);
+	speed=status_get_speed(&md->bl);
 	if(DIFF_TICK(md->next_walktime,tick)<0){
 		int i,x,y,c,d=12-md->move_fail_count;
 		int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
@@ -2110,7 +2111,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 
 	nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
 
-	max_hp = battle_get_max_hp(&md->bl);
+	max_hp = status_get_max_hp(&md->bl);
 
 	if(src && src->type == BL_PC) {
 		sd = (struct map_session_data *)src;
@@ -2289,9 +2290,9 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 	}	// end addition [Valaris]
 
 	if(md->option&2 )
-		skill_status_change_end(&md->bl, SC_HIDING, -1);
+		status_change_end(&md->bl, SC_HIDING, -1);
 	if(md->option&4 )
-		skill_status_change_end(&md->bl, SC_CLOAKING, -1);
+		status_change_end(&md->bl, SC_CLOAKING, -1);
 
 	if(md->state.special_mob_ai == 2){//スフィアーマイン
 		int skillidx=0;
@@ -2321,7 +2322,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 	memset(tmpsd,0,sizeof(tmpsd));
 	memset(pt,0,sizeof(pt));
 
-	max_hp = battle_get_max_hp(&md->bl);
+	max_hp = status_get_max_hp(&md->bl);
 
 	if(src && src->type == BL_MOB)
 		mob_unlocktarget((struct mob_data *)src,tick);
@@ -2329,7 +2330,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 	/* ソウルドレイン */
 	if(sd && sd->state.attack_type == BF_MAGIC && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){
 		clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1);
-		sp = (battle_get_lv(&md->bl))*(65+15*skill)/100;
+		sp = (status_get_lv(&md->bl))*(65+15*skill)/100;
 		if(sd->status.sp + sp > sd->status.max_sp)
 			sp = sd->status.max_sp - sd->status.sp;
 		sd->status.sp += sp;
@@ -2530,7 +2531,7 @@ int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
 		if(sd && sd->state.attack_type == BF_WEAPON) {
 			for(i=0;i<sd->monster_drop_item_count;i++) {
 				struct delay_item_drop *ditem;
-				int race = battle_get_race(&md->bl);
+				int race = status_get_race(&md->bl);
 				if(sd->monster_drop_itemid[i] <= 0)
 					continue;
 				if(sd->monster_drop_race[i] & (1<<race) ||
@@ -2684,11 +2685,11 @@ int mob_class_change(struct mob_data *md,int *value)
 	class_ = value[rand()%count];
 	if(class_<=1000 || class_>MAX_MOB_DB) return 0;
 
-	max_hp = battle_get_max_hp(&md->bl);
+	max_hp = status_get_max_hp(&md->bl);
 	hp_rate = md->hp*100/max_hp;
 	clif_mob_class_change(md,class_);
 	md->class_ = class_;
-	max_hp = battle_get_max_hp(&md->bl);
+	max_hp = status_get_max_hp(&md->bl);
 	if(battle_config.monster_class_change_full_recover==1) {
 		md->hp = max_hp;
 		memset(md->dmglog,0,sizeof(md->dmglog));
@@ -2738,7 +2739,7 @@ int mob_class_change(struct mob_data *md,int *value)
  */
 int mob_heal(struct mob_data *md,int heal)
 {
-	int max_hp = battle_get_max_hp(&md->bl);
+	int max_hp = status_get_max_hp(&md->bl);
 
 	nullpo_retr(0, md);
 
@@ -3079,7 +3080,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
 			return 0;
 	}
 	if(md->skillid != NPC_EMOTION)
-		md->last_thinktime=tick + battle_get_adelay(&md->bl);
+		md->last_thinktime=tick + status_get_adelay(&md->bl);
 
 	if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //スキルターゲットが存在しない
 		//printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
@@ -3089,12 +3090,12 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
 		return 0;
 
 	if(md->skillid == PR_LEXAETERNA) {
-		struct status_change *sc_data = battle_get_sc_data(bl);
+		struct status_change *sc_data = status_get_sc_data(bl);
 		if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)))
 			return 0;
 	}
 	else if(md->skillid == RG_BACKSTAP) {
-		int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
+		int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
 		int dist = distance(md->bl.x,md->bl.y,bl->x,bl->y);
 		if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir)))
 			return 0;
@@ -3104,7 +3105,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
 		return 0;
 	range = skill_get_range(md->skillid,md->skilllv);
 	if(range < 0)
-		range = battle_get_range(&md->bl) - (range + 1);
+		range = status_get_range(&md->bl) - (range + 1);
 	if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,bl->x,bl->y))
 		return 0;
 
@@ -3122,7 +3123,7 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
 		break;
 	case 1:// 支援系
 		if(!mob_db[md->class_].skill[md->skillidx].val[0] &&
-			(md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) )
+			(md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) )
 			skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
 		else
 			skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
@@ -3236,7 +3237,7 @@ int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
 
 	range = skill_get_range(md->skillid,md->skilllv);
 	if(range < 0)
-		range = battle_get_range(&md->bl) - (range + 1);
+		range = status_get_range(&md->bl) - (range + 1);
 	if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,md->skillx,md->skilly))
 		return 0;
 	md->skilldelay[md->skillidx]=tick;
@@ -3300,7 +3301,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
 	// 射程と障害物チェック
 	range = skill_get_range(skill_id,skill_lv);
 	if(range < 0)
-		range = battle_get_range(&md->bl) - (range + 1);
+		range = status_get_range(&md->bl) - (range + 1);
 	if(!battle_check_range(&md->bl,target,range))
 		return 0;
 
@@ -3312,7 +3313,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
 
 	switch(skill_id){	/* 何か特殊な処理が必要 */
 	case ALL_RESURRECTION:	/* リザレクション */
-		if(target->type != BL_PC && battle_check_undead(battle_get_race(target),battle_get_elem_type(target))){	/* 敵がアンデッドなら */
+		if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){	/* 敵がアンデッドなら */
 			forcecast=1;	/* ターンアンデットと同じ詠唱時間 */
 			casttime=skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
 		}
@@ -3358,7 +3359,7 @@ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
 	md->skillidx	= skill_idx;
 
 	if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
-		skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+		status_change_end(&md->bl,SC_CLOAKING,-1);
 
 	if( casttime>0 ){
 		md->skilltimer =
@@ -3417,7 +3418,7 @@ int mobskill_use_pos( struct mob_data *md,
 	bl.y = skill_y;
 	range = skill_get_range(skill_id,skill_lv);
 	if(range < 0)
-		range = battle_get_range(&md->bl) - (range + 1);
+		range = status_get_range(&md->bl) - (range + 1);
 	if(!battle_check_range(&md->bl,&bl,range))
 		return 0;
 
@@ -3447,7 +3448,7 @@ int mobskill_use_pos( struct mob_data *md,
 	md->skilllv		= skill_lv;
 	md->skillidx	= skill_idx;
 	if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
-		skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+		status_change_end(&md->bl,SC_CLOAKING,-1);
 	if( casttime>0 ){
 		md->skilltimer =
 			add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
@@ -3553,7 +3554,7 @@ int mobskill_use(struct mob_data *md,unsigned int tick,int event)
 	nullpo_retr(0, md);
 	nullpo_retr(0, ms = mob_db[md->class_].skill);
 
-	max_hp = battle_get_max_hp(&md->bl);
+	max_hp = status_get_max_hp(&md->bl);
 
 	if(battle_config.mob_skill_use == 0 || md->skilltimer != -1)
 		return 0;

+ 4 - 3
src/map/npc.c

@@ -15,6 +15,7 @@
 #include "clif.h"
 #include "intif.h"
 #include "pc.h"
+#include "status.h"
 #include "itemdb.h"
 #include "script.h"
 #include "mob.h"
@@ -1117,8 +1118,8 @@ static int calc_next_walk_step(struct npc_data *nd)
 	if(nd->walkpath.path_pos>=nd->walkpath.path_len)
 		return -1;
 	if(nd->walkpath.path[nd->walkpath.path_pos]&1)
-		return battle_get_speed(&nd->bl)*14/10;
-	return battle_get_speed(&nd->bl);
+		return status_get_speed(&nd->bl)*14/10;
+	return status_get_speed(&nd->bl);
 }
 
 
@@ -1327,7 +1328,7 @@ int npc_stop_walking(struct npc_data *nd,int type)
 	if(type&0x01)
 		clif_fixnpcpos(nd);
 	if(type&0x02) {
-		int delay=battle_get_dmotion(&nd->bl);
+		int delay=status_get_dmotion(&nd->bl);
 		unsigned int tick = gettick();
 		if(nd->canmove_tick < tick)
 			nd->canmove_tick = tick + delay;

文件差异内容过多而无法显示
+ 8 - 1218
src/map/pc.c


+ 2 - 3
src/map/pc.h

@@ -7,6 +7,7 @@
 
 #define OPTION_MASK 0xd7b8
 #define CART_MASK 0x788
+#define STATE_BLIND 0x10
 
 #define pc_setdead(sd) ((sd)->state.dead_sit = 1)
 #define pc_setsit(sd) ((sd)->state.dead_sit = 2)
@@ -44,6 +45,7 @@ int pc_checkskill(struct map_session_data *sd,int skill_id);
 int pc_checkallowskill(struct map_session_data *sd);
 int pc_checkequip(struct map_session_data *sd,int pos);
 
+int pc_calc_skilltree(struct map_session_data *sd);
 int pc_calc_skilltree_normalize_job(int c, struct map_session_data *sd);
 
 int pc_checkoverhp(struct map_session_data*);
@@ -79,8 +81,6 @@ int pc_dropitem(struct map_session_data*,int,int);
 
 int pc_checkweighticon(struct map_session_data *sd);
 
-int pc_calcstatus(struct map_session_data*,int);
-int pc_calcspeed(struct map_session_data*); // [Celest]
 int pc_bonus(struct map_session_data*,int,int);
 int pc_bonus2(struct map_session_data *sd,int,int,int);
 int pc_bonus3(struct map_session_data *sd,int,int,int,int);
@@ -146,7 +146,6 @@ int pc_readaccountreg(struct map_session_data*,char*);
 int pc_setaccountreg(struct map_session_data*,char*,int);
 int pc_readaccountreg2(struct map_session_data*,char*);
 int pc_setaccountreg2(struct map_session_data*,char*,int);
-int pc_percentrefinery(struct map_session_data *sd,struct item *item);
 
 int pc_addeventtimer(struct map_session_data *sd,int tick,const char *name);
 int pc_deleventtimer(struct map_session_data *sd,const char *name);

+ 19 - 18
src/map/pet.c

@@ -9,6 +9,7 @@
 #include "nullpo.h"
 #include "malloc.h"
 #include "pc.h"
+#include "status.h"
 #include "map.h"
 #include "intif.h"
 #include "clif.h"
@@ -202,7 +203,7 @@ static int pet_attack(struct pet_data *pd,unsigned int tick,int data)
 
 	pd->target_lv = battle_weapon_attack(&pd->bl,&md->bl,tick,0);
 
-	pd->attackabletime = tick + battle_get_adelay(&pd->bl);
+	pd->attackabletime = tick + status_get_adelay(&pd->bl);
 
 	pd->timer=add_timer(pd->attackabletime,pet_timer,pd->bl.id,0);
 	pd->state.state=MS_ATTACK;
@@ -310,7 +311,7 @@ int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type)
 
 	Assert((pd->msd == 0) || (pd->msd->pd == pd));
 
-	if(bl && pd && bl->type == BL_MOB && sd->pet.intimate > 900 && sd->pet.hungry > 0 && pd->class_ != battle_get_class(bl)
+	if(bl && pd && bl->type == BL_MOB && sd->pet.intimate > 900 && sd->pet.hungry > 0 && pd->class_ != status_get_class(bl)
 		&& pd->state.state != MS_DELAY) {
 		mode=mob_db[pd->class_].mode;
 		race=mob_db[pd->class_].race;
@@ -518,9 +519,9 @@ static int pet_hungry(int tid,unsigned int tick,int id,int data)
 			sd->pet.intimate = 0;
 			if(battle_config.pet_status_support && t > 0) {
 				if(sd->bl.prev != NULL)
-					pc_calcstatus(sd,0);
+					status_calc_pc(sd,0);
 				else
-					pc_calcstatus(sd,2);
+					status_calc_pc(sd,2);
 			}
 		}
 		clif_send_petdata(sd,1,sd->pet.intimate);
@@ -672,9 +673,9 @@ int pet_return_egg(struct map_session_data *sd)
 		}
 		if(battle_config.pet_status_support && sd->pet.intimate > 0) {
 			if(sd->bl.prev != NULL)
-				pc_calcstatus(sd,0);
+				status_calc_pc(sd,0);
 			else
-				pc_calcstatus(sd,2);
+				status_calc_pc(sd,2);
 		}
 		// ルートしたItemを落とさせる
 		pet_lootitem_drop(pd,sd);
@@ -821,9 +822,9 @@ int pet_recv_petdata(int account_id,struct s_pet *p,int flag)
 	}
 	if(battle_config.pet_status_support && sd->pet.intimate > 0) {
 		if(sd->bl.prev != NULL)
-			pc_calcstatus(sd,0);
+			status_calc_pc(sd,0);
 		else
-			pc_calcstatus(sd,2);
+			status_calc_pc(sd,2);
 	}
 
 	return 0;
@@ -995,7 +996,7 @@ int pet_equipitem(struct map_session_data *sd,int index)
 	else {
 		pc_delitem(sd,index,1,0);
 		sd->pet.equip = sd->pd->equip = nameid;
-		pc_calcstatus(sd,0);
+		status_calc_pc(sd,0);
 		clif_pet_equip(sd->pd,nameid);
 	}
 
@@ -1016,7 +1017,7 @@ int pet_unequipitem(struct map_session_data *sd)
 
 	nameid = sd->pet.equip;
 	sd->pet.equip = sd->pd->equip = 0;
-	pc_calcstatus(sd,0);
+	status_calc_pc(sd,0);
 	clif_pet_equip(sd->pd,0);
 	memset(&tmp_item,0,sizeof(tmp_item));
 	tmp_item.nameid = nameid;
@@ -1069,9 +1070,9 @@ int pet_food(struct map_session_data *sd)
 		sd->pet.intimate = 0;
 		if(battle_config.pet_status_support && t > 0) {
 			if(sd->bl.prev != NULL)
-				pc_calcstatus(sd,0);
+				status_calc_pc(sd,0);
 			else
-				pc_calcstatus(sd,2);
+				status_calc_pc(sd,2);
 		}
 	}
 	else if(sd->pet.intimate > 1000)
@@ -1096,7 +1097,7 @@ static int pet_randomwalk(struct pet_data *pd,int tick)
 
 	Assert((pd->msd == 0) || (pd->msd->pd == pd));
 
-	speed = battle_get_speed(&pd->bl);
+	speed = status_get_speed(&pd->bl);
 
 	if(DIFF_TICK(pd->next_walktime,tick) < 0){
 		int i,x,y,c,d=12-pd->move_fail_count;
@@ -1201,7 +1202,7 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 					pet_unlocktarget(pd);
 				else {
 					i=0;
-					pd->speed = battle_get_speed(&pd->bl);
+					pd->speed = status_get_speed(&pd->bl);
 					do {
 						if(i==0) {	// 最初はAEGISと同じ方法で検索
 							dx=md->bl.x - pd->bl.x;
@@ -1285,14 +1286,14 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 		else {
 			if(dist <= 3 || (pd->timer != -1 && pd->state.state == MS_WALK && distance(pd->to_x,pd->to_y,sd->bl.x,sd->bl.y) < 3) )
 				return 0;
-			pd->speed = battle_get_speed(&pd->bl);
+			pd->speed = status_get_speed(&pd->bl);
 			pet_calc_pos(pd,sd->bl.x,sd->bl.y,sd->dir);
 			if(pet_walktoxy(pd,pd->to_x,pd->to_y))
 				pet_randomwalk(pd,tick);
 		}
 	}
 	else {
-		pd->speed = battle_get_speed(&pd->bl);
+		pd->speed = status_get_speed(&pd->bl);
 		if(pd->state.state == MS_ATTACK)
 			pet_stopattack(pd);
 		pet_randomwalk(pd,tick);
@@ -1492,7 +1493,7 @@ int pet_recovery_timer(int tid,unsigned int tick,int id,int data)
 		return 0;
 
 	if(sd->sc_data[pd->skilltype].timer != -1)
-		skill_status_change_end(&sd->bl,pd->skilltype,-1);
+		status_change_end(&sd->bl,pd->skilltype,-1);
 
 	pd->skillbonustimer=add_timer(gettick()+pd->skilltimer*1000,pet_recovery_timer,sd->bl.id,0);
 	
@@ -1543,7 +1544,7 @@ int pet_mag_timer(int tid,unsigned int tick,int id,int data)
 
 	if(sd->status.hp < sd->status.max_hp * pd->skilltype/100 && sd->status.sp < sd->status.max_sp * pd->skillduration/100) {
 		clif_skill_nodamage(&pd->bl,&sd->bl,PR_MAGNIFICAT,pd->skillval,1);
-		skill_status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],pd->skillval,0,0,0,skill_get_time(PR_MAGNIFICAT,pd->skillval),0 );
+		status_change_start(&sd->bl,SkillStatusChangeTable[PR_MAGNIFICAT],pd->skillval,0,0,0,skill_get_time(PR_MAGNIFICAT,pd->skillval),0 );
   	}
 	
 	pd->skillbonustimer=add_timer(gettick()+pd->skilltimer*1000,pet_mag_timer,sd->bl.id,0);

+ 9 - 8
src/map/script.c

@@ -24,6 +24,7 @@
 #include "chrif.h"
 #include "itemdb.h"
 #include "pc.h"
+#include "status.h"
 #include "script.h"
 #include "storage.h"
 #include "mob.h"
@@ -3028,7 +3029,7 @@ int buildin_getequippercentrefinery(struct script_state *st)
 	sd=script_rid2sd(st);
 	i=pc_checkequip(sd,equip[num-1]);
 	if(i >= 0)
-		push_val(st->stack,C_INT,pc_percentrefinery(sd,&sd->status.inventory[i]));
+		push_val(st->stack,C_INT,status_percentrefinery(sd,&sd->status.inventory[i]));
 	else
 		push_val(st->stack,C_INT,0);
 
@@ -4274,7 +4275,7 @@ int buildin_sc_start(struct script_state *st)
 	if (bl != 0) {
 		if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
 			bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
-		skill_status_change_start(bl,type,val1,0,0,0,tick,0);
+		status_change_start(bl,type,val1,0,0,0,tick,0);
 	}
 	return 0;
 }
@@ -4298,7 +4299,7 @@ int buildin_sc_start2(struct script_state *st)
 	if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
 		bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
 	if(rand()%10000 < per)
-	skill_status_change_start(bl,type,val1,0,0,0,tick,0);
+	status_change_start(bl,type,val1,0,0,0,tick,0);
 	return 0;
 }
 
@@ -4314,7 +4315,7 @@ int buildin_sc_end(struct script_state *st)
 	bl = map_id2bl(st->rid);
 	if(bl->type == BL_PC && ((struct map_session_data *)bl)->state.potionpitcher_flag)
 		bl = map_id2bl(((struct map_session_data *)bl)->skilltarget);
-	skill_status_change_end(bl,type,-1);
+	status_change_end(bl,type,-1);
 //	if(battle_config.etc_log)
 //		printf("sc_end : %d %d\n",st->rid,type);
 	return 0;
@@ -4336,10 +4337,10 @@ int buildin_getscrate(struct script_state *st)
 	else
 		bl = map_id2bl(st->rid);
 
-	luk = battle_get_luk(bl);
-	sc_def_mdef2=100 - (3 + battle_get_mdef(bl) + luk/3);
-	sc_def_vit2=100 - (3 + battle_get_vit(bl) + luk/3);
-	sc_def_int2=100 - (3 + battle_get_int(bl) + luk/3);
+	luk = status_get_luk(bl);
+	sc_def_mdef2=100 - (3 + status_get_mdef(bl) + luk/3);
+	sc_def_vit2=100 - (3 + status_get_vit(bl) + luk/3);
+	sc_def_int2=100 - (3 + status_get_int(bl) + luk/3);
 	sc_def_luk2=100 - (3 + luk);
 
 	if(type==SC_STONE || type==SC_FREEZE)

文件差异内容过多而无法显示
+ 174 - 173
src/map/skill.c


+ 1 - 5
src/map/skill.h

@@ -145,7 +145,7 @@ void skill_devotion2(struct block_list *bl,int crusader);
 int skill_devotion3(struct block_list *bl,int target);
 void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target);
 
-#define skill_calc_heal(bl,skill_lv) (( battle_get_lv(bl)+battle_get_int(bl) )/8 *(4+ skill_lv*8))
+#define skill_calc_heal(bl,skill_lv) (( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8))
 
 // その他
 int skill_check_cloaking(struct block_list *bl);
@@ -153,11 +153,7 @@ int skill_type_cloaking(struct block_list *bl);
 int skill_is_danceskill(int id);
 
 // ステ?タス異常
-int skill_status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
-int skill_status_change_timer(int tid, unsigned int tick, int id, int data);
 int skill_encchant_eremental_end(struct block_list *bl, int type);
-int skill_status_change_end( struct block_list* bl , int type,int tid );
-int skill_status_change_clear(struct block_list *bl,int type);
 int skillnotok(int skillid, struct map_session_data *sd);
 
 // アイテム作成

+ 4699 - 0
src/map/status.c

@@ -0,0 +1,4699 @@
+
+// ステータス計算、状態異常処理
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+
+#include "timer.h"
+#include "nullpo.h"
+#include "script.h"
+#include "showmsg.h"
+
+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 int refinebonus[5][3];	// 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][10];	// 精錬成功率(refine_db.txt)
+static int atkmods[3][20];	// 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[3][MAX_PC_CLASS][MAX_LEVEL];
+
+/*==========================================
+ * 精錬ボーナス
+ *------------------------------------------
+ */
+int status_getrefinebonus(int lv,int type)
+{
+	if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
+		return refinebonus[lv][type];
+	return 0;
+}
+
+/*==========================================
+ * 精錬成功率
+ *------------------------------------------
+ */
+int status_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;
+}
+
+/*==========================================
+ * 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 status_calc_pc(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);
+
+	//?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?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=battle_config.hp_rate;
+	sd->sprate=battle_config.sp_rate;
+	sd->castrate=100;
+	sd->delayrate=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));
+	memset(sd->weapon_atk,0,sizeof(sd->weapon_atk));
+	memset(sd->weapon_atk_rate,0,sizeof(sd->weapon_atk_rate));
+
+	sd->watk_ = 0;			//二刀流用(?)
+	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;
+	sd->hp_drain_value = sd->hp_drain_value_ = sd->sp_drain_value = sd->sp_drain_value_ = 0;
+	sd->unbreakable_equip = 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?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?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));
+
+	// ?備品によるステ?タス?化はここで?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?タ入力
+					sd->watk_ += sd->inventory_data[index]->atk;
+					sd->watk_2 = (r=sd->status.inventory[index].refine)*	// 精?攻?力
+						refinebonus[wlv][0];
+					if( (r-=refinebonus[wlv][2])>0 )	// 過?精?ボ?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);	// ? 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?攻?力
+						refinebonus[wlv][0];
+					if( (r-=refinebonus[wlv][2])>0 )	// 過?精?ボ?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);	// ? 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?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?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*2000;
+
+	if( (skill=pc_checkskill(sd,AC_OWL))>0 )	// ふくろうの目
+		sd->paramb[4] += skill;
+
+	if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) {   // Hilt binding gives +1 str +4 atk
+		sd->paramb[0] ++;
+		sd->base_atk += 4;
+	}
+	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // Dragonology increases +1 int every 2 levels
+		sd->paramb[3] += (skill+1)*0.5;
+	}
+
+	// New guild skills - Celest
+	if (sd->status.guild_id > 0 && !(first&4)) {
+		struct guild *g;
+		if ((g = guild_search(sd->status.guild_id)) && strcmp(sd->status.name,g->master)==0) {
+			if (!sd->state.leadership_flag && guild_checkskill(g, GD_LEADERSHIP)>0) {
+				skill_unitsetting(&sd->bl,GD_LEADERSHIP,1,sd->bl.x,sd->bl.y,0);
+			}
+			if (!sd->state.glorywounds_flag && guild_checkskill(g, GD_GLORYWOUNDS)>0) {
+				skill_unitsetting(&sd->bl,GD_GLORYWOUNDS,1,sd->bl.x,sd->bl.y,0);
+			}
+			if (!sd->state.soulcold_flag && guild_checkskill(g, GD_SOULCOLD)>0) {
+				skill_unitsetting(&sd->bl,GD_SOULCOLD,1,sd->bl.x,sd->bl.y,0);
+			}
+			if (!sd->state.hawkeyes_flag && guild_checkskill(g, GD_HAWKEYES)>0) {
+				skill_unitsetting(&sd->bl,GD_HAWKEYES,1,sd->bl.x,sd->bl.y,0);
+			}
+		}
+		else if (g) {
+			if (sd->sc_count && sd->sc_data[SC_BATTLEORDERS].timer != -1) {
+				sd->paramb[0]+= 5;
+				sd->paramb[3]+= 5;
+				sd->paramb[4]+= 5;
+			}
+			if (sd->state.leadership_flag)
+				sd->paramb[0] += 2;
+			if (sd->state.glorywounds_flag)
+				sd->paramb[2] += 2;
+			if (sd->state.soulcold_flag)
+				sd->paramb[1] += 2;
+			if (sd->state.hawkeyes_flag)
+				sd->paramb[4] += 2;
+		}
+	}
+
+	// ステ?タス?化による基本パラメ?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?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->critical_rate += 100; // critical increases
+			sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+		}
+		if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+			sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100; // slow down by chasewalk
+			if(sd->sc_data[SC_CHASEWALK].val4)
+				sd->paramb[0] += (1<<(sd->sc_data[SC_CHASEWALK].val1-1)); // increases strength after 10 seconds
+		}
+		if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
+			sd->speed = sd->speed*150/100;
+		if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
+			sd->speed -= sd->speed*25/100;
+		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
+			//int agib = (sd->status.agi+sd->paramb[1]+sd->parame[1])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
+			//int dexb = (sd->status.dex+sd->paramb[4]+sd->parame[4])*(sd->sc_data[SC_QUAGMIRE].val1*10)/100;
+			//sd->paramb[1]-= agib > 50 ? 50 : agib;
+			//sd->paramb[4]-= dexb > 50 ? 50 : dexb;
+			sd->paramb[1]-= sd->sc_data[SC_QUAGMIRE].val1*5;
+			sd->paramb[4]-= sd->sc_data[SC_QUAGMIRE].val1*5;
+			sd->speed = sd->speed*3/2;
+		}
+		if(sd->sc_data[SC_TRUESIGHT].timer!=-1){	// トゥル?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;
+		}
+		if(sd->sc_data[SC_MARIONETTE].timer!=-1){
+			struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
+			if (psd) {	// if partner is found
+				sd->paramb[0]-= sd->status.str/2;	// bonuses not included
+				sd->paramb[1]-= sd->status.agi/2;
+				sd->paramb[2]-= sd->status.vit/2;
+				sd->paramb[3]-= sd->status.int_/2;
+				sd->paramb[4]-= sd->status.dex/2;
+				sd->paramb[5]-= sd->status.luk/2;
+			}
+		}
+		else if(sd->sc_data[SC_MARIONETTE2].timer!=-1){
+			struct map_session_data *psd = map_id2sd(sd->sc_data[SC_MARIONETTE2].val3);
+			if (psd) {	// if partner is found
+				sd->paramb[0] += sd->status.str+psd->status.str/2 > 99 ? 99-sd->status.str : psd->status.str/2;
+				sd->paramb[1] += sd->status.agi+psd->status.agi/2 > 99 ? 99-sd->status.agi : psd->status.agi/2;
+				sd->paramb[2] += sd->status.vit+psd->status.vit/2 > 99 ? 99-sd->status.vit : psd->status.vit/2;
+				sd->paramb[3] += sd->status.int_+psd->status.int_/2 > 99 ? 99-sd->status.int_ : psd->status.int_/2;
+				sd->paramb[4] += sd->status.dex+psd->status.dex/2 > 99 ? 99-sd->status.dex : psd->status.dex/2;
+				sd->paramb[5] += sd->status.luk+psd->status.luk/2 > 99 ? 99-sd->status.luk : psd->status.luk/2;
+			}
+		}
+		if(sd->sc_data[SC_GOSPEL].timer!=-1 && sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
+			if (sd->sc_data[SC_GOSPEL].val3 == 6) {
+				sd->paramb[0]+= 2;
+				sd->paramb[1]+= 2;
+				sd->paramb[2]+= 2;
+				sd->paramb[3]+= 2;
+				sd->paramb[4]+= 2;
+				sd->paramb[5]+= 2;
+			}
+		}
+	}
+
+	//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?速度?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?究の命中率?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?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?りによる速度?加
+		sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+		sd->max_weight += 10000;
+	}
+	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[0] += skill;
+		sd->subele[3] += skill*5;
+	}
+	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 )
+		aspd_rate -= skill*0.5;
+
+	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;
+		else if (s_class.upper==2)
+			sd->status.max_hp = sd->status.max_hp * 70/100;
+
+	if(sd->hprate!=100)
+		sd->status.max_hp = sd->status.max_hp*sd->hprate/100;
+
+	if(sd->sc_count && sd->sc_data[SC_BERSERK].timer!=-1){	// バ?サ?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;
+		else if (s_class.upper==2)
+			sd->status.max_sp = sd->status.max_sp * 70/100;
+	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) { // f?fffBfefCfefBfI,I'SPR,A*,I',E`,。ゥZ((c)。ョR「カn~.ゥォ,E',(c),(c),e'
+		sd->nhealsp += 3*skill*(sd->status.max_sp)/100;
+		if(sd->nhealsp > 0x7fff) sd->nhealsp = 0x7fff;
+		} Increase natural SP regen instead of colossal SP Recovery effect [DracoRPG]*/
+
+	// 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?理がいるかも)
+	if( (skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ // ドラゴノロジ?
+		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?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*1.5)/100;
+	}
+	if( (skill=pc_checkskill(sd,MO_DODGE))>0 )	// 見切り
+		sd->flee += (skill*3)>>1;
+
+	// スキルやステ?タス異常による?りのパラメ?タ補正
+	if(sd->sc_count){
+		// ATK/DEF?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?態
+			sd->def2 = sd->def2*75/100;
+		if(sd->sc_data[SC_CURSE].timer!=-1){
+			sd->base_atk = sd->base_atk*75/100;
+			sd->watk = sd->watk*75/100;
+			index = sd->equip_index[8];
+			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == 4)
+				sd->watk_ = sd->watk_*75/100;
+		}
+		if(sd->sc_data[SC_DRUMBATTLE].timer!=-1){	// ?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?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;
+			index = sd->equip_index[9];*/
+			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+				sd->watk2 += sd->sc_data[SC_NIBELUNGEN].val3;
+			index = sd->equip_index[8];
+			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+				sd->watk_2 += sd->sc_data[SC_NIBELUNGEN].val3;
+		}
+
+		if(sd->sc_data[SC_VOLCANO].timer!=-1 && sd->def_ele==3){	// ボルケ?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?ナルカオス
+			sd->def=0;
+
+		if(sd->sc_data[SC_CONCENTRATION].timer!=-1){ //コンセントレ?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?幅
+			sd->matk1 = sd->matk1*(100+5*sd->sc_data[SC_MAGICPOWER].val1)/100;
+			sd->matk2 = sd->matk2*(100+5*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?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_penalty)
+				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_SPEEDPOTION3].timer!=-1 ||
+			sd->sc_data[i=SC_SPEEDPOTION2].timer!=-1 ||
+			sd->sc_data[i=SC_SPEEDPOTION1].timer!=-1 ||
+			sd->sc_data[i=SC_SPEEDPOTION0].timer!=-1)	// ? 速ポ?ション
+			aspd_rate -= sd->sc_data[i].val2;
+		if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1)	//ウィンドウォ?ク暫ヘ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?トブ?スト
+		sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+		if(sd->sc_data[SC_BERSERK].timer!=-1)	//バ?サ?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?くのが?い
+			sd->speed = 2*DEFAULT_WALK_SPEED;
+
+		// HIT/FLEE?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?
+			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?ク
+			sd->flee += sd->flee*(sd->sc_data[SC_WINDWALK].val2)/100;
+		if(sd->sc_data[SC_SPIDERWEB].timer!=-1) //スパイダ?ウェブ
+			sd->flee -= sd->flee*50/100;
+		if(sd->sc_data[SC_TRUESIGHT].timer!=-1) //トゥル?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?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?クフリ?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;	// ? 聖?性
+			sd->subrace[6] += sd->sc_data[SC_PROVIDENCE].val2;	// ? ?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?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?ビスフォ?ユ?
+			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);
+			// removed as of 12/14's patch [celest]
+			//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 = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
+			//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?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(?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(?性はbattle.cで)
+			sd->addeff[0]+=sd->sc_data[SC_DELUGE].val2;//% of granting
+		*/
+		if(sd->sc_data[SC_BERSERK].timer!=-1) {	//All Def/MDef reduced to 0 while in Berserk [DracoRPG]
+			sd->def = sd->def2 = 0;
+			sd->mdef = sd->mdef2 = 0;
+			sd->flee -= sd->flee*50/100;
+			aspd_rate -= 30;
+			//sd->base_atk *= 3;
+		}
+		if(sd->sc_data[SC_KEEPING].timer!=-1)
+			sd->def = 100;
+		if(sd->sc_data[SC_BARRIER].timer!=-1)
+			sd->mdef = 100;
+
+		if(sd->sc_data[SC_GOSPEL].timer!=-1) {
+			if (sd->sc_data[SC_GOSPEL].val4 == BCT_PARTY){
+				switch (sd->sc_data[SC_GOSPEL].val3)
+				{
+				case 4:
+					sd->status.max_hp += sd->status.max_hp * 25 / 100;
+					if(sd->status.max_hp > battle_config.max_hp)
+						sd->status.max_hp = battle_config.max_hp;
+					break;
+				case 5:
+					sd->status.max_sp += sd->status.max_sp * 25 / 100;
+					if(sd->status.max_sp > battle_config.max_sp)
+						sd->status.max_sp = battle_config.max_sp;
+					break;
+				case 11:
+					sd->def += sd->def * 25 / 100;
+					sd->def2 += sd->def2 * 25 / 100;
+					break;
+				case 12:
+					sd->base_atk += sd->base_atk * 8 / 100;
+					break;
+				case 13:
+					sd->flee += sd->flee * 5 / 100;
+					break;
+				case 14:
+					sd->hit += sd->hit * 5 / 100;
+					break;
+				}
+			} else if (sd->sc_data[SC_GOSPEL].val4 == BCT_ENEMY){
+				switch (sd->sc_data[SC_GOSPEL].val3)
+				{
+					case 5:
+						sd->def = 0;
+						sd->def2 = 0;
+						break;
+					case 6:
+						sd->base_atk = 0;
+						sd->watk = 0;
+						sd->watk2 = 0;
+						break;
+					case 7:
+						sd->flee = 0;
+						break;
+					case 8:
+						sd->speed_rate += 75;
+						aspd_rate += 75;
+						break;
+				}
+			}
+		}
+	}
+
+	if (sd->speed_rate <= 0)
+		sd->speed_rate = 1;
+
+	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 &&
+	if(sd->status.hp<sd->status.max_hp>>2 && sd->sc_data[SC_AUTOBERSERK].timer != -1 &&
+		(sd->sc_data[SC_PROVOKE].timer==-1 || sd->sc_data[SC_PROVOKE].val2==0 ) && !pc_isdead(sd))
+		// オ?トバ?サ?ク?動
+		status_change_start(&sd->bl,SC_PROVOKE,10,1,0,0,0,0);
+
+	return 0;
+}
+
+/*==========================================
+ * For quick calculating [Celest]
+ *------------------------------------------
+ */
+int status_calc_speed (struct map_session_data *sd)
+{
+	int b_speed, skill;
+	struct pc_base_job s_class;
+
+	nullpo_retr(0, sd);
+
+	s_class = pc_calc_base_job(sd->status.class_);
+
+	b_speed = sd->speed;
+	sd->speed = DEFAULT_WALK_SPEED ;
+
+	if(sd->sc_count){
+		if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){	// 速度?加
+			sd->speed -= sd->speed *25/100;
+		}
+		if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
+			sd->speed = sd->speed *125/100;
+		}
+		if(sd->sc_data[SC_CLOAKING].timer!=-1) {
+			sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+		}
+		if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+			sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
+		}
+		if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
+			sd->speed = sd->speed*3/2;
+		}
+		if(sd->sc_data[SC_WINDWALK].timer!=-1 && sd->sc_data[SC_INCREASEAGI].timer==-1) {
+			sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+		}
+		if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
+			sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+		}
+		if(sd->sc_data[SC_BERSERK].timer!=-1) {
+			sd->speed -= sd->speed *25/100;
+		}
+		if(sd->sc_data[SC_WEDDING].timer!=-1) {
+			sd->speed = 2*DEFAULT_WALK_SPEED;
+		}
+		if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
+			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[SC_STEELBODY].timer!=-1){
+			sd->speed = (sd->speed * 125) / 100;
+		}
+		if(sd->sc_data[SC_DEFENDER].timer != -1) {
+			// removed as of 12/14's patch [celest]
+			//sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+		}
+		if( sd->sc_data[SC_DANCING].timer!=-1 ){
+			sd->speed = (double)sd->speed * (6.- 0.4 * pc_checkskill(sd, ((s_class.job == 19) ? BA_MUSICALLESSON : DC_DANCINGLESSON)));
+		}
+		if(sd->sc_data[SC_CURSE].timer!=-1)
+			sd->speed += 450;
+		if(sd->sc_data[SC_SLOWDOWN].timer!=-1)
+			sd->speed = sd->speed*150/100;
+		if(sd->sc_data[SC_SPEEDUP0].timer!=-1)
+			sd->speed -= sd->speed*25/100;
+	}
+
+	if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
+		sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+	if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+		sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+	else if (pc_isriding(sd)) {
+		sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+	}
+	if((skill=pc_checkskill(sd,TF_MISS))>0)
+		if(s_class.job==12)
+			sd->speed -= sd->speed *(skill*1.5)/100;
+
+	if(sd->speed_rate != 100)
+		sd->speed = sd->speed*sd->speed_rate/100;
+	if(sd->speed < 1) sd->speed = 1;
+
+	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(b_speed != sd->speed)
+		clif_updatestatus(sd,SP_SPEED);
+
+	return 0;
+}
+
+/*==========================================
+ * 対象のClassを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_class(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data *)bl)->class_;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->status.class_;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return ((struct pet_data *)bl)->class_;
+	else
+		return 0;
+}
+/*==========================================
+ * 対象の方向を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dir(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data *)bl)->dir;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->dir;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return ((struct pet_data *)bl)->dir;
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のレベルを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_lv(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data *)bl)->level;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->status.base_level;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return ((struct pet_data *)bl)->msd->pet.level;
+	else
+		return 0;
+}
+
+/*==========================================
+ * 対象の射程を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_range(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return mob_db[((struct mob_data *)bl)->class_].range;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->attackrange;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return mob_db[((struct pet_data *)bl)->class_].range;
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_hp(struct block_list *bl)
+{
+	nullpo_retr(1, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data *)bl)->hp;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->status.hp;
+	else
+		return 1;
+}
+/*==========================================
+ * 対象のMHPを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_max_hp(struct block_list *bl)
+{
+	nullpo_retr(1, bl);
+	if(bl->type==BL_PC && ((struct map_session_data *)bl))
+		return ((struct map_session_data *)bl)->status.max_hp;
+	else {
+		struct status_change *sc_data=status_get_sc_data(bl);
+		int max_hp=1;
+		if(bl->type==BL_MOB && ((struct mob_data*)bl)) {
+			max_hp = mob_db[((struct mob_data*)bl)->class_].max_hp;
+			if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+				max_hp+=(((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv)*status_get_vit(bl);
+			if(mob_db[((struct mob_data*)bl)->class_].mexp > 0) {
+				if(battle_config.mvp_hp_rate != 100)
+					max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+			}
+			else {
+				if(battle_config.monster_hp_rate != 100)
+					max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+			}
+		}
+		else if(bl->type==BL_PET && ((struct pet_data*)bl)) {
+			max_hp = mob_db[((struct pet_data*)bl)->class_].max_hp;
+			if(mob_db[((struct pet_data*)bl)->class_].mexp > 0) {
+				if(battle_config.mvp_hp_rate != 100)
+					max_hp = (max_hp * battle_config.mvp_hp_rate)/100;
+			}
+			else {
+				if(battle_config.monster_hp_rate != 100)
+					max_hp = (max_hp * battle_config.monster_hp_rate)/100;
+			}
+		}
+		if(sc_data) {
+			if(sc_data[SC_APPLEIDUN].timer!=-1)
+				max_hp += ((5+sc_data[SC_APPLEIDUN].val1*2+((sc_data[SC_APPLEIDUN].val2+1)>>1)
+						+sc_data[SC_APPLEIDUN].val3/10) * max_hp)/100;
+			if(sc_data[SC_GOSPEL].timer!=-1 &&
+				sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+				sc_data[SC_GOSPEL].val3 == 4)
+				max_hp += max_hp * 25 / 100;
+		}
+		if(max_hp < 1) max_hp = 1;
+		return max_hp;
+	}
+	return 1;
+}
+/*==========================================
+ * 対象のStrを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_str(struct block_list *bl)
+{
+	int str=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && ((struct mob_data *)bl)) {
+		str = mob_db[((struct mob_data *)bl)->class_].str;
+		if(battle_config.mobs_level_up) // mobs leveling up increase [Valaris]
+			str+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && ((struct map_session_data *)bl))
+		return ((struct map_session_data *)bl)->paramc[0];
+	else if(bl->type==BL_PET && ((struct pet_data *)bl))
+		str = mob_db[((struct pet_data *)bl)->class_].str;
+
+	if(sc_data) {
+		if(sc_data[SC_LOUD].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+			str += 4;
+		if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){	// ブレッシング
+			int race=status_get_race(bl);
+			if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 )	str >>= 1;	// 悪 魔/不死
+			else str += sc_data[SC_BLESSING].val1;	// その他
+		}
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			str += 5;
+	}
+	if(str < 0) str = 0;
+	return str;
+}
+/*==========================================
+ * 対象のAgiを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+
+int status_get_agi(struct block_list *bl)
+{
+	int agi=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl) {
+		agi=mob_db[((struct mob_data *)bl)->class_].agi;
+		if(battle_config.mobs_level_up) // increase of mobs leveling up [Valaris]
+			agi+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		agi=((struct map_session_data *)bl)->paramc[1];
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		agi=mob_db[((struct pet_data *)bl)->class_].agi;
+
+	if(sc_data) {
+		if( sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 &&
+			bl->type != BL_PC)	// 速度増加(PCはpc.cで)
+			agi += 2+sc_data[SC_INCREASEAGI].val1;
+
+		if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+			agi += agi*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+		if(sc_data[SC_DECREASEAGI].timer!=-1)	// 速度減少
+			agi -= 2+sc_data[SC_DECREASEAGI].val1;
+
+		if(sc_data[SC_QUAGMIRE].timer!=-1 ) {	// クァグマイア
+			//agi >>= 1;
+			//int agib = agi*(sc_data[SC_QUAGMIRE].val1*10)/100;
+			//agi -= agib > 50 ? 50 : agib;
+			agi -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
+		}
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			agi += 5;
+	}
+	if(agi < 0) agi = 0;
+	return agi;
+}
+/*==========================================
+ * 対象のVitを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_vit(struct block_list *bl)
+{
+	int vit=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl) {
+		vit=mob_db[((struct mob_data *)bl)->class_].vit;
+		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+			vit+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		vit=((struct map_session_data *)bl)->paramc[2];
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		vit=mob_db[((struct pet_data *)bl)->class_].vit;
+	if(sc_data) {
+		if(sc_data[SC_STRIPARMOR].timer != -1 && bl->type!=BL_PC)
+		vit = vit*60/100;
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			vit += 5;
+	}
+
+	if(vit < 0) vit = 0;
+	return vit;
+}
+/*==========================================
+ * 対象のIntを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_int(struct block_list *bl)
+{
+	int int_=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl){
+		int_=mob_db[((struct mob_data *)bl)->class_].int_;
+		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+			int_+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		int_=((struct map_session_data *)bl)->paramc[3];
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		int_=mob_db[((struct pet_data *)bl)->class_].int_;
+
+	if(sc_data) {
+		if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){	// ブレッシング
+			int race=status_get_race(bl);
+			if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 )	int_ >>= 1;	// 悪 魔/不死
+			else int_ += sc_data[SC_BLESSING].val1;	// その他
+		}
+		if( sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
+			int_ = int_*60/100;
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			int_ += 5;
+	}
+	if(int_ < 0) int_ = 0;
+	return int_;
+}
+/*==========================================
+ * 対象のDexを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_dex(struct block_list *bl)
+{
+	int dex=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl) {
+		dex=mob_db[((struct mob_data *)bl)->class_].dex;
+		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+			dex+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		dex=((struct map_session_data *)bl)->paramc[4];
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		dex=mob_db[((struct pet_data *)bl)->class_].dex;
+
+	if(sc_data) {
+		if(sc_data[SC_CONCENTRATE].timer!=-1 && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
+			dex += dex*(2+sc_data[SC_CONCENTRATE].val1)/100;
+
+		if( sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC){	// ブレッシング
+			int race=status_get_race(bl);
+			if(battle_check_undead(race,status_get_elem_type(bl)) || race==6 )	dex >>= 1;	// 悪 魔/不死
+			else dex += sc_data[SC_BLESSING].val1;	// その他
+		}
+
+		if(sc_data[SC_QUAGMIRE].timer!=-1 )	{ // クァグマイア
+			// dex >>= 1;
+			//int dexb = dex*(sc_data[SC_QUAGMIRE].val1*10)/100;
+			//dex -= dexb > 50 ? 50 : dexb;
+			dex -= (bl->type == BL_PC) ? sc_data[SC_QUAGMIRE].val1*5 : sc_data[SC_QUAGMIRE].val1*10;
+		}
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			dex += 5;
+	}
+	if(dex < 0) dex = 0;
+	return dex;
+}
+/*==========================================
+ * 対象のLukを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_luk(struct block_list *bl)
+{
+	int luk=0;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl) {
+		luk=mob_db[((struct mob_data *)bl)->class_].luk;
+		if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+			luk+=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		luk=((struct map_session_data *)bl)->paramc[5];
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		luk=mob_db[((struct pet_data *)bl)->class_].luk;
+
+	if(sc_data) {
+		if(sc_data[SC_GLORIA].timer!=-1 && bl->type != BL_PC)	// グロリア(PCはpc.cで)
+			luk += 30;
+		if(sc_data[SC_CURSE].timer!=-1 )		// 呪い
+			luk=0;
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC)	// トゥルーサイト
+			luk += 5;
+	}
+	if(luk < 0) luk = 0;
+	return luk;
+}
+
+/*==========================================
+ * 対象のFleeを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee(struct block_list *bl)
+{
+	int flee=1;
+	struct status_change *sc_data;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		flee=((struct map_session_data *)bl)->flee;
+	else
+		flee=status_get_agi(bl) + status_get_lv(bl);
+
+	if(bl->type != BL_PC && sc_data){
+		if(sc_data[SC_WHISTLE].timer!=-1)
+			flee += flee*(sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+					+(sc_data[SC_WHISTLE].val3>>16))/100;
+		if(sc_data[SC_BLIND].timer!=-1)
+			flee -= flee*25/100;
+		if(sc_data[SC_WINDWALK].timer!=-1) // ウィンドウォーク
+			flee += flee*(sc_data[SC_WINDWALK].val2)/100;
+		if(sc_data[SC_SPIDERWEB].timer!=-1) //スパイダーウェブ
+			flee -= flee*50/100;
+		if(sc_data[SC_GOSPEL].timer!=-1) {
+			if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+				sc_data[SC_GOSPEL].val3 == 13)
+				flee += flee*5/100;
+			else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+				sc_data[SC_GOSPEL].val3 == 7)
+				flee = 0;
+		}
+	}
+	if(flee < 1) flee = 1;
+	return flee;
+}
+/*==========================================
+ * 対象のHitを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_hit(struct block_list *bl)
+{
+	int hit=1;
+	struct status_change *sc_data;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		hit=((struct map_session_data *)bl)->hit;
+	else
+		hit=status_get_dex(bl) + status_get_lv(bl);
+
+	if(bl->type != BL_PC && sc_data) {
+		if(sc_data[SC_HUMMING].timer!=-1)	//
+			hit += hit*(sc_data[SC_HUMMING].val1*2+sc_data[SC_HUMMING].val2
+					+sc_data[SC_HUMMING].val3)/100;
+		if(sc_data[SC_BLIND].timer!=-1)		// 呪い
+			hit -= hit*25/100;
+		if(sc_data[SC_TRUESIGHT].timer!=-1)		// トゥルーサイト
+			hit += 3*(sc_data[SC_TRUESIGHT].val1);
+		if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+			hit += (hit*(10*(sc_data[SC_CONCENTRATION].val1)))/100;
+		if(sc_data[SC_GOSPEL].timer!=-1 &&
+			sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+			sc_data[SC_GOSPEL].val3 == 14)
+			hit += hit*5/100;
+	}
+	if(hit < 1) hit = 1;
+	return hit;
+}
+/*==========================================
+ * 対象の完全回避を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_flee2(struct block_list *bl)
+{
+	int flee2=1;
+	struct status_change *sc_data;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl){
+		flee2 = status_get_luk(bl) + 10;
+		flee2 += ((struct map_session_data *)bl)->flee2 - (((struct map_session_data *)bl)->paramc[5] + 10);
+	}
+	else
+		flee2=status_get_luk(bl)+1;
+
+	if(sc_data) {
+		if(sc_data[SC_WHISTLE].timer!=-1 && bl->type != BL_PC)
+			flee2 += (sc_data[SC_WHISTLE].val1+sc_data[SC_WHISTLE].val2
+					+(sc_data[SC_WHISTLE].val3&0xffff))*10;
+	}
+	if(flee2 < 1) flee2 = 1;
+	return flee2;
+}
+/*==========================================
+ * 対象のクリティカルを返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_critical(struct block_list *bl)
+{
+	int critical=1;
+	struct status_change *sc_data;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl){
+		critical = status_get_luk(bl)*3 + 10;
+		critical += ((struct map_session_data *)bl)->critical - ((((struct map_session_data *)bl)->paramc[5]*3) + 10);
+	}
+	else
+		critical=status_get_luk(bl)*3 + 1;
+
+	if(sc_data) {
+		if(sc_data[SC_FORTUNE].timer!=-1 && bl->type != BL_PC)
+			critical += (10+sc_data[SC_FORTUNE].val1+sc_data[SC_FORTUNE].val2
+					+sc_data[SC_FORTUNE].val3)*10;
+		if(sc_data[SC_EXPLOSIONSPIRITS].timer!=-1 && bl->type != BL_PC)
+			critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
+		if(sc_data[SC_TRUESIGHT].timer!=-1 && bl->type != BL_PC) //トゥルーサイト
+			critical += critical*sc_data[SC_TRUESIGHT].val1/100;
+	}
+	if(critical < 1) critical = 1;
+	return critical;
+}
+/*==========================================
+ * base_atkの取得
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_baseatk(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	int batk=1;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl) {
+		batk = ((struct map_session_data *)bl)->base_atk; //設定されているbase_atk
+		if (((struct map_session_data *)bl)->status.weapon < 16)
+			batk += ((struct map_session_data *)bl)->weapon_atk[((struct map_session_data *)bl)->status.weapon];
+	} else { //それ以外なら
+		int str,dstr;
+		str = status_get_str(bl); //STR
+		dstr = str/10;
+		batk = dstr*dstr + str; //base_atkを計算する
+	}
+	if(sc_data) { //状態異常あり
+		if(sc_data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態
+			batk = batk*(100+2*sc_data[SC_PROVOKE].val1)/100; //base_atk増加
+		if(sc_data[SC_CURSE].timer!=-1 ) //呪われていたら
+			batk -= batk*25/100; //base_atkが25%減少
+		if(sc_data[SC_CONCENTRATION].timer!=-1 && bl->type != BL_PC) //コンセントレーション
+			batk += batk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+	}
+	if(batk < 1) batk = 1; //base_atkは最低でも1
+	return batk;
+}
+/*==========================================
+ * 対象のAtkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	int atk=0;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		atk = ((struct map_session_data*)bl)->watk;
+	else if(bl->type==BL_MOB && (struct mob_data *)bl)
+		atk = mob_db[((struct mob_data*)bl)->class_].atk1;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		atk = mob_db[((struct pet_data*)bl)->class_].atk1;
+
+	if(bl->type != BL_PC && sc_data) {
+		if(sc_data[SC_PROVOKE].timer!=-1)
+			atk = atk*(100+2*sc_data[SC_PROVOKE].val1)/100;
+		if(sc_data[SC_CURSE].timer!=-1)
+			atk -= atk*25/100;
+		if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+			atk += atk*(5*sc_data[SC_CONCENTRATION].val1)/100;
+
+		if(sc_data[SC_GOSPEL].timer!=-1) {
+			if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+				sc_data[SC_GOSPEL].val3 == 12)
+				atk += atk*8/100;
+			else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+				sc_data[SC_GOSPEL].val3 == 6)
+				atk = 0;
+		}
+	}
+	if(atk < 0) atk = 0;
+	return atk;
+}
+/*==========================================
+ * 対象の左手Atkを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl){
+		int atk=((struct map_session_data*)bl)->watk_;
+		return atk;
+	}
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk2(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data*)bl)->watk2;
+	else {
+		struct status_change *sc_data=status_get_sc_data(bl);
+		int atk2=0;
+		if(bl->type==BL_MOB && (struct mob_data *)bl)
+			atk2 = mob_db[((struct mob_data*)bl)->class_].atk2;
+		else if(bl->type==BL_PET && (struct pet_data *)bl)
+			atk2 = mob_db[((struct pet_data*)bl)->class_].atk2;
+		if(sc_data) {
+			if( sc_data[SC_IMPOSITIO].timer!=-1)
+				atk2 += sc_data[SC_IMPOSITIO].val1*5;
+			if( sc_data[SC_PROVOKE].timer!=-1 )
+				atk2 = atk2*(100+2*sc_data[SC_PROVOKE].val1)/100;
+			if( sc_data[SC_CURSE].timer!=-1 )
+				atk2 -= atk2*25/100;
+			if(sc_data[SC_DRUMBATTLE].timer!=-1)
+				atk2 += sc_data[SC_DRUMBATTLE].val2;
+			if(sc_data[SC_NIBELUNGEN].timer!=-1 && (status_get_element(bl)/10) >= 8 )
+				atk2 += sc_data[SC_NIBELUNGEN].val3;
+			if(sc_data[SC_STRIPWEAPON].timer!=-1)
+				atk2 = atk2*sc_data[SC_STRIPWEAPON].val2/100;
+			if(sc_data[SC_CONCENTRATION].timer!=-1) //コンセントレーション
+				atk2 += atk2*(5*sc_data[SC_CONCENTRATION].val1)/100;
+		}
+		if(atk2 < 0) atk2 = 0;
+		return atk2;
+	}
+	return 0;
+}
+/*==========================================
+ * 対象の左手Atk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_atk_2(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data*)bl)->watk_2;
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のMAtk1を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk1(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_MOB){
+		int matk,int_=status_get_int(bl);
+		matk = int_+(int_/5)*(int_/5);
+
+		if(sc_data)
+			if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+			return matk;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->matk1;
+	else if(bl->type==BL_PET){
+		int matk,int_=status_get_int(bl);
+		matk = int_+(int_/5)*(int_/5);
+
+		if(sc_data)
+			if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+		return matk;
+	}
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のMAtk2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_matk2(struct block_list *bl)
+{
+	struct status_change *sc_data=status_get_sc_data(bl);
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB){
+		int matk,int_=status_get_int(bl);
+		matk = int_+(int_/7)*(int_/7);
+
+		if(sc_data)
+			if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+			return matk;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->matk2;
+	else if(bl->type==BL_PET){
+		int matk,int_=status_get_int(bl);
+		matk = int_+(int_/7)*(int_/7);
+		if(sc_data)
+			if(sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				matk = matk*(100+2*sc_data[SC_MINDBREAKER].val1)/100;
+			return matk;
+	}
+	else
+		return 0;
+}
+/*==========================================
+ * 対象のDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_def(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	int def=0,skilltimer=-1,skillid=0;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl){
+		def = ((struct map_session_data *)bl)->def;
+		skilltimer = ((struct map_session_data *)bl)->skilltimer;
+		skillid = ((struct map_session_data *)bl)->skillid;
+	}
+	else if(bl->type==BL_MOB && (struct mob_data *)bl) {
+		def = mob_db[((struct mob_data *)bl)->class_].def;
+		skilltimer = ((struct mob_data *)bl)->skilltimer;
+		skillid = ((struct mob_data *)bl)->skillid;
+	}
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		def = mob_db[((struct pet_data *)bl)->class_].def;
+
+	if(def < 1000000) {
+		if(sc_data) {
+			//凍結、石化時は右シフト
+			if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+				def >>= 1;
+
+			if (bl->type != BL_PC) {
+				//キーピング時はDEF100
+				if( sc_data[SC_KEEPING].timer!=-1)
+					def = 100;
+				//プロボック時は減算
+				if( sc_data[SC_PROVOKE].timer!=-1)
+					def = (def*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+				//戦太鼓の響き時は加算
+				if( sc_data[SC_DRUMBATTLE].timer!=-1)
+					def += sc_data[SC_DRUMBATTLE].val3;
+				//毒にかかっている時は減算
+				if(sc_data[SC_POISON].timer!=-1)
+					def = def*75/100;
+				//ストリップシールド時は減算
+				if(sc_data[SC_STRIPSHIELD].timer!=-1)
+					def = def*sc_data[SC_STRIPSHIELD].val2/100;
+				//シグナムクルシス時は減算
+				if(sc_data[SC_SIGNUMCRUCIS].timer!=-1)
+					def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2)/100;
+				//永遠の混沌時はDEF0になる
+				if(sc_data[SC_ETERNALCHAOS].timer!=-1)
+					def = 0;
+				//コンセントレーション時は減算
+				if( sc_data[SC_CONCENTRATION].timer!=-1)
+					def = (def*(100 - 5*sc_data[SC_CONCENTRATION].val1))/100;
+
+				if(sc_data[SC_GOSPEL].timer!=-1) {
+					if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+						sc_data[SC_GOSPEL].val3 == 11)
+						def += def*25/100;
+					else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+						sc_data[SC_GOSPEL].val3 == 5)
+						def = 0;
+				}
+			}
+		}
+		//詠唱中は詠唱時減算率に基づいて減算
+		if(skilltimer != -1) {
+			int def_rate = skill_get_castdef(skillid);
+			if(def_rate != 0)
+				def = (def * (100 - def_rate))/100;
+		}
+	}
+	if(def < 0) def = 0;
+	return def;
+}
+/*==========================================
+ * 対象のMDefを返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	int mdef=0;
+
+	nullpo_retr(0, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		mdef = ((struct map_session_data *)bl)->mdef;
+	else if(bl->type==BL_MOB && (struct mob_data *)bl)
+		mdef = mob_db[((struct mob_data *)bl)->class_].mdef;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		mdef = mob_db[((struct pet_data *)bl)->class_].mdef;
+
+	if(mdef < 1000000) {
+		if(sc_data) {
+			//バリアー状態時はMDEF100
+			if(sc_data[SC_BARRIER].timer != -1)
+				mdef = 100;
+			//凍結、石化時は1.25倍
+			if(sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))
+				mdef = mdef*125/100;
+			if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				mdef -= (mdef*6*sc_data[SC_MINDBREAKER].val1)/100;
+		}
+	}
+	if(mdef < 0) mdef = 0;
+	return mdef;
+}
+/*==========================================
+ * 対象のDef2を返す(汎用)
+ * 戻りは整数で1以上
+ *------------------------------------------
+ */
+int status_get_def2(struct block_list *bl)
+{
+	struct status_change *sc_data;
+	int def2=1;
+
+	nullpo_retr(1, bl);
+	sc_data=status_get_sc_data(bl);
+	if(bl->type==BL_PC)
+		def2 = ((struct map_session_data *)bl)->def2;
+	else if(bl->type==BL_MOB)
+		def2 = mob_db[((struct mob_data *)bl)->class_].vit;
+	else if(bl->type==BL_PET)
+		def2 = mob_db[((struct pet_data *)bl)->class_].vit;
+
+	if(bl->type != BL_PC && sc_data) {
+		if( sc_data[SC_ANGELUS].timer!=-1)
+			def2 = def2*(110+5*sc_data[SC_ANGELUS].val1)/100;
+		if( sc_data[SC_PROVOKE].timer!=-1)
+			def2 = (def2*(100 - 6*sc_data[SC_PROVOKE].val1)+50)/100;
+		if(sc_data[SC_POISON].timer!=-1)
+			def2 = def2*75/100;
+		//コンセントレーション時は減算
+		if( sc_data[SC_CONCENTRATION].timer!=-1)
+			def2 = def2*(100 - 5*sc_data[SC_CONCENTRATION].val1)/100;
+
+		if(sc_data[SC_GOSPEL].timer!=-1) {
+			if (sc_data[SC_GOSPEL].val4 == BCT_PARTY &&
+				sc_data[SC_GOSPEL].val3 == 11)
+				def2 += def2*25/100;
+			else if (sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+				sc_data[SC_GOSPEL].val3 == 5)
+				def2 = 0;
+		}
+	}
+	if(def2 < 1) def2 = 1;
+	return def2;
+}
+/*==========================================
+ * 対象のMDef2を返す(汎用)
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int status_get_mdef2(struct block_list *bl)
+{
+	int mdef2=0;
+	struct status_change *sc_data=status_get_sc_data(bl);
+
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB)
+		mdef2 = mob_db[((struct mob_data *)bl)->class_].int_ + (mob_db[((struct mob_data *)bl)->class_].vit>>1);
+	else if(bl->type==BL_PC)
+		mdef2 = ((struct map_session_data *)bl)->mdef2 + (((struct map_session_data *)bl)->paramc[2]>>1);
+	else if(bl->type==BL_PET)
+		mdef2 = mob_db[((struct pet_data *)bl)->class_].int_ + (mob_db[((struct pet_data *)bl)->class_].vit>>1);
+	if(sc_data) {
+			if( sc_data[SC_MINDBREAKER].timer!=-1 && bl->type != BL_PC)
+				mdef2 -= (mdef2*6*sc_data[SC_MINDBREAKER].val1)/100;
+		}
+	if(mdef2 < 0) mdef2 = 0;
+		return mdef2;
+}
+/*==========================================
+ * 対象のSpeed(移動速度)を返す(汎用)
+ * 戻りは整数で1以上
+ * Speedは小さいほうが移動速度が速い
+ *------------------------------------------
+ */
+int status_get_speed(struct block_list *bl)
+{
+	nullpo_retr(1000, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->speed;
+	else {
+		struct status_change *sc_data=status_get_sc_data(bl);
+		int speed = 1000;
+		if(bl->type==BL_MOB && (struct mob_data *)bl) {
+			speed = ((struct mob_data *)bl)->speed;
+			if(battle_config.mobs_level_up) // increase from mobs leveling up [Valaris]
+				speed-=((struct mob_data *)bl)->level - mob_db[((struct mob_data *)bl)->class_].lv;
+		}
+		else if(bl->type==BL_PET && (struct pet_data *)bl)
+			speed = ((struct pet_data *)bl)->msd->petDB->speed;
+
+		if(sc_data) {
+			//速度増加時は25%減算
+			if(sc_data[SC_INCREASEAGI].timer!=-1 && sc_data[SC_DONTFORGETME].timer == -1)
+				speed -= speed*25/100;
+			//速度減少時は25%加算
+			if(sc_data[SC_DECREASEAGI].timer!=-1)
+				speed = speed*125/100;
+			//クァグマイア時は50%加算
+			if(sc_data[SC_QUAGMIRE].timer!=-1)
+				speed = speed*3/2;
+			//私を忘れないで…時は加算
+			if(sc_data[SC_DONTFORGETME].timer!=-1)
+				speed = speed*(100+sc_data[SC_DONTFORGETME].val1*2 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+			//金剛時は25%加算
+			if(sc_data[SC_STEELBODY].timer!=-1)
+				speed = speed*125/100;
+			//ディフェンダー時は加算
+			// removed as of 12/14's patch [celest]
+			/*if(sc_data[SC_DEFENDER].timer!=-1)
+				speed = (speed * (155 - sc_data[SC_DEFENDER].val1*5)) / 100;*/
+			//踊り状態は4倍遅い
+			if(sc_data[SC_DANCING].timer!=-1 )
+				speed *= 6;
+			//呪い時は450加算
+			if(sc_data[SC_CURSE].timer!=-1)
+				speed = speed + 450;
+			//ウィンドウォーク時はLv*2%減算
+			if(sc_data[SC_WINDWALK].timer!=-1 && sc_data[SC_INCREASEAGI].timer==-1)
+				speed -= (speed*(sc_data[SC_WINDWALK].val1*2))/100;
+			if(sc_data[SC_SLOWDOWN].timer!=-1)
+				speed = speed*150/100;
+			if(sc_data[SC_SPEEDUP0].timer!=-1)
+				speed -= speed*25/100;
+			if(sc_data[SC_GOSPEL].timer!=-1 &&
+				sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+				sc_data[SC_GOSPEL].val3 == 8)
+				speed = speed*125/100;
+		}
+		if(speed < 1) speed = 1;
+		return speed;
+	}
+
+	return 1000;
+}
+/*==========================================
+ * 対象のaDelay(攻撃時ディレイ)を返す(汎用)
+ * aDelayは小さいほうが攻撃速度が速い
+ *------------------------------------------
+ */
+int status_get_adelay(struct block_list *bl)
+{
+	nullpo_retr(4000, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return (((struct map_session_data *)bl)->aspd<<1);
+	else {
+		struct status_change *sc_data=status_get_sc_data(bl);
+		int adelay=4000,aspd_rate = 100,i;
+		if(bl->type==BL_MOB && (struct mob_data *)bl)
+			adelay = mob_db[((struct mob_data *)bl)->class_].adelay;
+		else if(bl->type==BL_PET && (struct pet_data *)bl)
+			adelay = mob_db[((struct pet_data *)bl)->class_].adelay;
+
+		if(sc_data) {
+			//ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算
+			if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)	// 2HQ
+				aspd_rate -= 30;
+			//アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は
+			if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+				sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) {	// アドレナリンラッシュ
+				//使用者とパーティメンバーで格差が出る設定でなければ3割減算
+				if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
+					aspd_rate -= 30;
+				//そうでなければ2.5割減算
+				else
+					aspd_rate -= 25;
+			}
+			//スピアクィッケン時は減算
+			if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+				sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)	// スピアクィッケン
+				aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+			//夕日のアサシンクロス時は減算
+			if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+				sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+				sc_data[SC_DONTFORGETME].timer == -1)
+				aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+			//私を忘れないで…時は加算
+			if(sc_data[SC_DONTFORGETME].timer!=-1)		// 私を忘れないで
+				aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+			//金剛時25%加算
+			if(sc_data[SC_STEELBODY].timer!=-1)	// 金剛
+				aspd_rate += 25;
+			//増速ポーション使用時は減算
+			if(	sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+				aspd_rate -= sc_data[i].val2;
+			//ディフェンダー時は加算
+			if(sc_data[SC_DEFENDER].timer != -1)
+				adelay += (1100 - sc_data[SC_DEFENDER].val1*100);
+			if(sc_data[SC_GOSPEL].timer!=-1 &&
+				sc_data[SC_GOSPEL].val4 == BCT_ENEMY &&
+				sc_data[SC_GOSPEL].val3 == 8)
+				aspd_rate = aspd_rate*125/100;
+		}
+		if(aspd_rate != 100)
+			adelay = adelay*aspd_rate/100;
+		if(adelay < battle_config.monster_max_aspd<<1) adelay = battle_config.monster_max_aspd<<1;
+		return adelay;
+	}
+	return 4000;
+}
+int status_get_amotion(struct block_list *bl)
+{
+	nullpo_retr(2000, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->amotion;
+	else {
+		struct status_change *sc_data=status_get_sc_data(bl);
+		int amotion=2000,aspd_rate = 100,i;
+		if(bl->type==BL_MOB && (struct mob_data *)bl)
+			amotion = mob_db[((struct mob_data *)bl)->class_].amotion;
+		else if(bl->type==BL_PET && (struct pet_data *)bl)
+			amotion = mob_db[((struct pet_data *)bl)->class_].amotion;
+
+		if(sc_data) {
+			if(sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)	// 2HQ
+				aspd_rate -= 30;
+			if(sc_data[SC_ADRENALINE].timer != -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 &&
+				sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) {	// アドレナリンラッシュ
+				if(sc_data[SC_ADRENALINE].val2 || !battle_config.party_skill_penalty)
+					aspd_rate -= 30;
+				else
+					aspd_rate -= 25;
+			}
+			if(sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 &&
+				sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1)	// スピアクィッケン
+				aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
+			if(sc_data[SC_ASSNCROS].timer!=-1 && // 夕陽のアサシンクロス
+				sc_data[SC_TWOHANDQUICKEN].timer==-1 && sc_data[SC_ADRENALINE].timer==-1 && sc_data[SC_SPEARSQUICKEN].timer==-1 &&
+				sc_data[SC_DONTFORGETME].timer == -1)
+				aspd_rate -= 5+sc_data[SC_ASSNCROS].val1+sc_data[SC_ASSNCROS].val2+sc_data[SC_ASSNCROS].val3;
+			if(sc_data[SC_DONTFORGETME].timer!=-1)		// 私を忘れないで
+				aspd_rate += sc_data[SC_DONTFORGETME].val1*3 + sc_data[SC_DONTFORGETME].val2 + (sc_data[SC_DONTFORGETME].val3>>16);
+			if(sc_data[SC_STEELBODY].timer!=-1)	// 金剛
+				aspd_rate += 25;
+			if(	sc_data[i=SC_SPEEDPOTION3].timer!=-1 || sc_data[i=SC_SPEEDPOTION2].timer!=-1 || sc_data[i=SC_SPEEDPOTION1].timer!=-1 || sc_data[i=SC_SPEEDPOTION0].timer!=-1)
+				aspd_rate -= sc_data[i].val2;
+			if(sc_data[SC_DEFENDER].timer != -1)
+				amotion += (550 - sc_data[SC_DEFENDER].val1*50);
+		}
+		if(aspd_rate != 100)
+			amotion = amotion*aspd_rate/100;
+		if(amotion < battle_config.monster_max_aspd) amotion = battle_config.monster_max_aspd;
+		return amotion;
+	}
+	return 2000;
+}
+int status_get_dmotion(struct block_list *bl)
+{
+	int ret;
+	struct status_change *sc_data;
+
+	nullpo_retr(0, bl);
+	sc_data = status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl){
+		ret=mob_db[((struct mob_data *)bl)->class_].dmotion;
+		if(battle_config.monster_damage_delay_rate != 100)
+			ret = ret*battle_config.monster_damage_delay_rate/400;
+	}
+	else if(bl->type==BL_PC && (struct map_session_data *)bl){
+		ret=((struct map_session_data *)bl)->dmotion;
+		if(battle_config.pc_damage_delay_rate != 100)
+			ret = ret*battle_config.pc_damage_delay_rate/400;
+	}
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		ret=mob_db[((struct pet_data *)bl)->class_].dmotion;
+	else
+		return 2000;
+
+	if((sc_data && (sc_data[SC_ENDURE].timer!=-1 || sc_data[SC_BERSERK].timer!=-1)) ||
+		(bl->type == BL_PC && ((struct map_session_data *)bl)->special_state.infinite_endure))
+		ret=0;
+
+	return ret;
+}
+int status_get_element(struct block_list *bl)
+{
+	int ret = 20;
+	struct status_change *sc_data;
+
+	nullpo_retr(ret, bl);
+	sc_data = status_get_sc_data(bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)	// 10の位=Lv*2、1の位=属性
+		ret=((struct mob_data *)bl)->def_ele;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		ret=20+((struct map_session_data *)bl)->def_ele;	// 防御属性Lv1
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		ret = mob_db[((struct pet_data *)bl)->class_].element;
+
+	if(sc_data) {
+		if( sc_data[SC_BENEDICTIO].timer!=-1 )	// 聖体降福
+			ret=26;
+		if( sc_data[SC_FREEZE].timer!=-1 )	// 凍結
+			ret=21;
+		if( sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0)
+			ret=22;
+	}
+
+	return ret;
+}
+
+int status_get_attack_element(struct block_list *bl)
+{
+	int ret = 0;
+	struct status_change *sc_data=status_get_sc_data(bl);
+
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		ret=0;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		ret=((struct map_session_data *)bl)->atk_ele;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		ret=0;
+
+	if(sc_data) {
+		if( sc_data[SC_FROSTWEAPON].timer!=-1)	// フロストウェポン
+			ret=1;
+		if( sc_data[SC_SEISMICWEAPON].timer!=-1)	// サイズミックウェポン
+			ret=2;
+		if( sc_data[SC_FLAMELAUNCHER].timer!=-1)	// フレームランチャー
+			ret=3;
+		if( sc_data[SC_LIGHTNINGLOADER].timer!=-1)	// ライトニングローダー
+			ret=4;
+		if( sc_data[SC_ENCPOISON].timer!=-1)	// エンチャントポイズン
+			ret=5;
+		if( sc_data[SC_ASPERSIO].timer!=-1)		// アスペルシオ
+			ret=6;
+	}
+
+	return ret;
+}
+int status_get_attack_element2(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl) {
+		int ret = ((struct map_session_data *)bl)->atk_ele_;
+		struct status_change *sc_data = ((struct map_session_data *)bl)->sc_data;
+
+		if(sc_data) {
+			if( sc_data[SC_FROSTWEAPON].timer!=-1)	// フロストウェポン
+				ret=1;
+			if( sc_data[SC_SEISMICWEAPON].timer!=-1)	// サイズミックウェポン
+				ret=2;
+			if( sc_data[SC_FLAMELAUNCHER].timer!=-1)	// フレームランチャー
+				ret=3;
+			if( sc_data[SC_LIGHTNINGLOADER].timer!=-1)	// ライトニングローダー
+				ret=4;
+			if( sc_data[SC_ENCPOISON].timer!=-1)	// エンチャントポイズン
+				ret=5;
+			if( sc_data[SC_ASPERSIO].timer!=-1)		// アスペルシオ
+				ret=6;
+		}
+		return ret;
+	}
+	return 0;
+}
+int status_get_party_id(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->status.party_id;
+	else if(bl->type==BL_MOB && (struct mob_data *)bl){
+		struct mob_data *md=(struct mob_data *)bl;
+		if( md->master_id>0 )
+			return -md->master_id;
+		return -md->bl.id;
+	}
+	else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+		return ((struct skill_unit *)bl)->group->party_id;
+	else
+		return 0;
+}
+int status_get_guild_id(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data *)bl)->status.guild_id;
+	else if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data *)bl)->class_;
+	else if(bl->type==BL_SKILL && (struct skill_unit *)bl)
+		return ((struct skill_unit *)bl)->group->guild_id;
+	else
+		return 0;
+}
+int status_get_race(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return mob_db[((struct mob_data *)bl)->class_].race;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return 7;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return mob_db[((struct pet_data *)bl)->class_].race;
+	else
+		return 0;
+}
+int status_get_size(struct block_list *bl)
+{
+	nullpo_retr(1, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return mob_db[((struct mob_data *)bl)->class_].size;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return 1;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return mob_db[((struct pet_data *)bl)->class_].size;
+	else
+		return 1;
+}
+int status_get_mode(struct block_list *bl)
+{
+	nullpo_retr(0x01, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return mob_db[((struct mob_data *)bl)->class_].mode;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return mob_db[((struct pet_data *)bl)->class_].mode;
+	else
+		return 0x01;	// とりあえず動くということで1
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return mob_db[((struct mob_data *)bl)->class_].mexp;
+	else if(bl->type==BL_PET && (struct pet_data *)bl)
+		return mob_db[((struct pet_data *)bl)->class_].mexp;
+	else
+		return 0;
+}
+
+// StatusChange系の所得
+struct status_change *status_get_sc_data(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return ((struct mob_data*)bl)->sc_data;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return ((struct map_session_data*)bl)->sc_data;
+	return NULL;
+}
+short *status_get_sc_count(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return &((struct mob_data*)bl)->sc_count;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return &((struct map_session_data*)bl)->sc_count;
+	return NULL;
+}
+short *status_get_opt1(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return &((struct mob_data*)bl)->opt1;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return &((struct map_session_data*)bl)->opt1;
+	else if(bl->type==BL_NPC && (struct npc_data *)bl)
+		return &((struct npc_data*)bl)->opt1;
+	return 0;
+}
+short *status_get_opt2(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return &((struct mob_data*)bl)->opt2;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return &((struct map_session_data*)bl)->opt2;
+	else if(bl->type==BL_NPC && (struct npc_data *)bl)
+		return &((struct npc_data*)bl)->opt2;
+	return 0;
+}
+short *status_get_opt3(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return &((struct mob_data*)bl)->opt3;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return &((struct map_session_data*)bl)->opt3;
+	else if(bl->type==BL_NPC && (struct npc_data *)bl)
+		return &((struct npc_data*)bl)->opt3;
+	return 0;
+}
+short *status_get_option(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB && (struct mob_data *)bl)
+		return &((struct mob_data*)bl)->option;
+	else if(bl->type==BL_PC && (struct map_session_data *)bl)
+		return &((struct map_session_data*)bl)->status.option;
+	else if(bl->type==BL_NPC && (struct npc_data *)bl)
+		return &((struct npc_data*)bl)->option;
+	return 0;
+}
+
+/*==========================================
+ * ステータス異常開始
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+	struct map_session_data *sd = NULL;
+	struct status_change* sc_data;
+	short *sc_count, *option, *opt1, *opt2, *opt3;
+	int opt_flag = 0, calc_flag = 0,updateflag = 0, save_flag = 0, race, mode, elem, undead_flag;
+	int scdef=0;
+
+	nullpo_retr(0, bl);
+	if(bl->type == BL_SKILL)
+		return 0;
+	nullpo_retr(0, sc_data=status_get_sc_data(bl));
+	nullpo_retr(0, sc_count=status_get_sc_count(bl));
+	nullpo_retr(0, option=status_get_option(bl));
+	nullpo_retr(0, opt1=status_get_opt1(bl));
+	nullpo_retr(0, opt2=status_get_opt2(bl));
+	nullpo_retr(0, opt3=status_get_opt3(bl));
+
+
+	race=status_get_race(bl);
+	mode=status_get_mode(bl);
+	elem=status_get_elem_type(bl);
+	undead_flag=battle_check_undead(race,elem);
+
+	if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) )
+		return 0;
+
+	switch(type){
+		case SC_STONE:
+		case SC_FREEZE:
+			scdef=3+status_get_mdef(bl)+status_get_luk(bl)/3;
+			break;
+		case SC_STAN:
+		case SC_SILENCE:
+		case SC_POISON:
+		case SC_DPOISON:
+			scdef=3+status_get_vit(bl)+status_get_luk(bl)/3;
+			break;
+		case SC_SLEEP:
+		case SC_BLIND:
+			scdef=3+status_get_int(bl)+status_get_luk(bl)/3;
+			break;
+		case SC_CURSE:
+			scdef=3+status_get_luk(bl);
+			break;
+
+//		case SC_CONFUSION:
+		default:
+			scdef=0;
+	}
+	if(scdef>=100)
+		return 0;
+	if(bl->type==BL_PC){
+		sd=(struct map_session_data *)bl;
+		if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon)))
+			return 0;
+
+		if(SC_STONE<=type && type<=SC_BLIND){	/* カ?ドによる耐性 */
+			if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){
+				if(battle_config.battle_log)
+					printf("PC %d skill_sc_start: cardによる異常耐性?動\n",sd->bl.id);
+				return 0;
+			}
+		}
+	}
+	else if(bl->type == BL_MOB) {
+	}
+	else {
+		if(battle_config.error_log)
+			printf("status_change_start: neither MOB nor PC !\n");
+		return 0;
+	}
+
+	if(type==SC_FREEZE && undead_flag && !(flag&1))
+		return 0;
+
+	if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) &&
+		sc_data[type].timer != -1 && sc_data[type].val2 && !val2)
+		return 0;
+
+	if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE ||
+		type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE ||
+		(type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){
+		/* ボスには?かない(ただしカ?ドによる?果は適用される) */
+		return 0;
+	}
+	if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP)
+		battle_stopwalking(bl,1);
+
+	if(sc_data[type].timer != -1){	/* すでに同じ異常になっている場合タイマ解除 */
+		if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION &&
+			type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_SPEEDPOTION3
+						 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
+			return 0;
+		if ((type >=SC_STAN && type <= SC_BLIND) || type == SC_DPOISON)
+			return 0;/* ?ぎ足しができない?態異常である時は?態異常を行わない */
+		if(type == SC_GRAFFITI){	//異常中にもう一度?態異常になった時に解除してから再度かかる
+			status_change_end(bl,type,-1);
+		} else {
+			(*sc_count)--;
+			delete_timer(sc_data[type].timer, status_change_timer);
+			sc_data[type].timer = -1;
+		}
+	}
+
+	switch(type){	/* 異常の種類ごとの?理 */
+		case SC_PROVOKE:			/* プロボック */
+			calc_flag = 1;
+			if(tick <= 0) tick = 1000;	/* (オ?トバ?サ?ク) */
+			break;
+		case SC_ENDURE:				/* インデュア */
+			if(tick <= 0) tick = 1000 * 60;
+			calc_flag = 1; // for updating mdef
+			val2 = 7; // [Celest]
+			break;
+		case SC_AUTOBERSERK:
+			{
+				tick = 60*1000;
+				if (bl->type == BL_PC && sd->status.hp<sd->status.max_hp>>2 &&
+					(sc_data[SC_PROVOKE].timer==-1 || sc_data[SC_PROVOKE].val2==0))
+					status_change_start(bl,SC_PROVOKE,10,1,0,0,0,0);
+			}
+			break;
+		case SC_CONCENTRATE:		/* 集中力向上 */
+			calc_flag = 1;
+			break;
+		case SC_BLESSING:			/* ブレッシング */
+			{
+				if(bl->type == BL_PC || (!undead_flag && race != 6)) {
+					if(sc_data[SC_CURSE].timer!=-1 )
+						status_change_end(bl,SC_CURSE,-1);
+					if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
+						status_change_end(bl,SC_STONE,-1);
+				}
+				calc_flag = 1;
+			}
+			break;
+		case SC_ANGELUS:			/* アンゼルス */
+			calc_flag = 1;
+			break;
+		case SC_INCREASEAGI:		/* 速度上昇 */
+			calc_flag = 1;
+			if(sc_data[SC_DECREASEAGI].timer!=-1 )
+				status_change_end(bl,SC_DECREASEAGI,-1);
+			// the effect will still remain [celest]
+//			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォ?ク */
+//				status_change_end(bl,SC_WINDWALK,-1);
+			break;
+		case SC_DECREASEAGI:		/* 速度減少 */
+			if (bl->type == BL_PC)	// Celest
+				tick>>=1;
+			calc_flag = 1;
+			if(sc_data[SC_INCREASEAGI].timer!=-1 )
+				status_change_end(bl,SC_INCREASEAGI,-1);
+			if(sc_data[SC_ADRENALINE].timer!=-1 )
+				status_change_end(bl,SC_ADRENALINE,-1);
+			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_SPEARSQUICKEN,-1);
+			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+			break;
+		case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
+			calc_flag = 1;
+//			val2 = 14 + val1;
+			val2 = 10 + val1*2;
+			tick = 600*1000;
+			clif_emotion(bl,4);
+			break;
+		case SC_SLOWPOISON:
+			if (sc_data[SC_POISON].timer == -1 && sc_data[SC_DPOISON].timer == -1)
+				return 0;
+			break;
+		case SC_TWOHANDQUICKEN:		/* 2HQ */
+			if(sc_data[SC_DECREASEAGI].timer!=-1)
+				return 0;
+			*opt3 |= 1;
+			calc_flag = 1;
+			break;
+		case SC_ADRENALINE:			/* アドレナリンラッシュ */
+			if(sc_data[SC_DECREASEAGI].timer!=-1)
+				return 0;
+			calc_flag = 1;
+			break;
+		case SC_WEAPONPERFECTION:	/* ウェポンパ?フェクション */
+			// Lasting time penalties have been removed on sakray as of 12/14 [celest]
+			//if(battle_config.party_skill_penalty && !val2) tick /= 5;
+			break;
+		case SC_OVERTHRUST:			/* オ?バ?スラスト */
+			*opt3 |= 2;
+			// Lasting time penalties have been removed on sakray as of 12/14 [celest]
+			//if(battle_config.party_skill_penalty && !val2) tick /= 10;
+			break;
+		case SC_MAXIMIZEPOWER:		/* マキシマイズパワ?(SPが1減る時間,val2にも) */
+			if(bl->type == BL_PC)
+				val2 = tick;
+			else
+				tick = 5000*val1;
+			break;
+		case SC_ENCPOISON:			/* エンチャントポイズン */
+			calc_flag = 1;
+			val2=(((val1 - 1) / 2) + 3)*100;	/* 毒付?確率 */
+			skill_encchant_eremental_end(bl,SC_ENCPOISON);
+			break;
+		case SC_EDP:	// [Celest]
+			val2 = val1 + 2;			/* 猛毒付?確率(%) */
+			calc_flag = 1;
+			break;
+		case SC_POISONREACT:	/* ポイズンリアクト */
+			val2=val1/2 + val1%2; // [Celest]
+			break;
+		case SC_IMPOSITIO:			/* インポシティオマヌス */
+			calc_flag = 1;
+			break;
+		case SC_ASPERSIO:			/* アスペルシオ */
+			skill_encchant_eremental_end(bl,SC_ASPERSIO);
+			break;
+		case SC_SUFFRAGIUM:			/* サフラギム */
+		case SC_BENEDICTIO:			/* 聖? */
+		case SC_MAGNIFICAT:			/* マグニフィカ?ト */
+		case SC_AETERNA:			/* エ?テルナ */
+			break;
+		case SC_ENERGYCOAT:			/* エナジ?コ?ト */
+			*opt3 |= 4;
+			break;
+		case SC_MAGICROD:
+			val2 = val1*20;
+			break;
+		case SC_KYRIE:				/* キリエエレイソン */
+			val2 = status_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */
+			val3 = (val1 / 2 + 5);	/* 回? */
+// -- moonsoul (added to undo assumptio status if target has it)
+			if(sc_data[SC_ASSUMPTIO].timer!=-1 )
+				status_change_end(bl,SC_ASSUMPTIO,-1);
+			break;
+		case SC_MINDBREAKER:
+			calc_flag = 1;
+			if(tick <= 0) tick = 1000;	/* (オ?トバ?サ?ク) */
+		case SC_GLORIA:				/* グロリア */
+			calc_flag = 1;
+			break;
+		case SC_LOUD:				/* ラウドボイス */
+			calc_flag = 1;
+			break;
+		case SC_TRICKDEAD:			/* 死んだふり */
+			if (bl->type == BL_PC) {
+				pc_stopattack((struct map_session_data *)sd);
+			}
+			break;
+		case SC_QUAGMIRE:			/* クァグマイア */
+			calc_flag = 1;
+			if(sc_data[SC_CONCENTRATE].timer!=-1 )	/* 集中力向上解除 */
+				status_change_end(bl,SC_CONCENTRATE,-1);
+			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* 速度上昇解除 */
+				status_change_end(bl,SC_INCREASEAGI,-1);
+			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_SPEARSQUICKEN,-1);
+			if(sc_data[SC_ADRENALINE].timer!=-1 )
+				status_change_end(bl,SC_ADRENALINE,-1);
+			if(sc_data[SC_LOUD].timer!=-1 )
+				status_change_end(bl,SC_LOUD,-1);
+			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* トゥル?サイト */
+				status_change_end(bl,SC_TRUESIGHT,-1);
+			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォ?ク */
+				status_change_end(bl,SC_WINDWALK,-1);
+			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* カ?トブ?スト */
+				status_change_end(bl,SC_CARTBOOST,-1);
+			break;
+		case SC_MAGICPOWER:
+			calc_flag = 1;
+			val2 = 1;
+			break;
+		case SC_SACRIFICE:
+			val2 = 5;
+			break;
+		case SC_FLAMELAUNCHER:		/* フレ?ムランチャ? */
+			skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER);
+			break;
+		case SC_FROSTWEAPON:		/* フロストウェポン */
+			skill_encchant_eremental_end(bl,SC_FROSTWEAPON);
+			break;
+		case SC_LIGHTNINGLOADER:	/* ライトニングロ?ダ? */
+			skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER);
+			break;
+		case SC_SEISMICWEAPON:		/* サイズミックウェポン */
+			skill_encchant_eremental_end(bl,SC_SEISMICWEAPON);
+			break;
+		case SC_DEVOTION:			/* ディボ?ション */
+			calc_flag = 1;
+			break;
+		case SC_PROVIDENCE:			/* プロヴィデンス */
+			calc_flag = 1;
+			val2=val1*5;
+			break;
+		case SC_REFLECTSHIELD:
+			val2=10+val1*3;
+			break;
+		case SC_STRIPWEAPON:
+			if (val2==0) val2=90;
+			break;
+		case SC_STRIPSHIELD:
+			if (val2==0) val2=85;
+			break;
+		case SC_STRIPARMOR:
+		case SC_STRIPHELM:
+		case SC_CP_WEAPON:
+		case SC_CP_SHIELD:
+		case SC_CP_ARMOR:
+		case SC_CP_HELM:
+			break;
+
+		case SC_AUTOSPELL:			/* オ?トスペル */
+			val4 = 5 + val1*2;
+			break;
+
+		case SC_VOLCANO:
+			calc_flag = 1;
+			val3 = val1*10;
+			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+			break;
+		case SC_DELUGE:
+			calc_flag = 1;
+			val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) );
+			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+			break;
+		case SC_VIOLENTGALE:
+			calc_flag = 1;
+			val3 = val1*3;
+			val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) );
+			break;
+
+		case SC_SPEARSQUICKEN:		/* スピアクイッケン */
+			calc_flag = 1;
+			val2 = 20+val1;
+			*opt3 |= 1;
+			break;
+		case SC_COMBO:
+			break;
+		case SC_BLADESTOP_WAIT:		/* 白刃取り(待ち) */
+			break;
+		case SC_BLADESTOP:		/* 白刃取り */
+			if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1);
+			*opt3 |= 32;
+			break;
+
+		case SC_LULLABY:			/* 子守唄 */
+			val2 = 11;
+			break;
+		case SC_RICHMANKIM:
+			break;
+		case SC_ETERNALCHAOS:		/* エタ?ナルカオス */
+			calc_flag = 1;
+			break;
+		case SC_DRUMBATTLE:			/* ?太鼓の響き */
+			calc_flag = 1;
+			val2 = (val1+1)*25;
+			val3 = (val1+1)*2;
+			break;
+		case SC_NIBELUNGEN:			/* ニ?ベルングの指輪 */
+			calc_flag = 1;
+			//val2 = (val1+2)*50;
+			val3 = (val1+2)*25;
+			break;
+		case SC_ROKISWEIL:			/* ロキの叫び */
+			break;
+		case SC_INTOABYSS:			/* 深淵の中に */
+			break;
+		case SC_SIEGFRIED:			/* 不死身のジ?クフリ?ド */
+			calc_flag = 1;
+			val2 = 55 + val1*5;
+			val3 = val1*10;
+			break;
+		case SC_DISSONANCE:			/* 不協和音 */
+			val2 = 10;
+			break;
+		case SC_WHISTLE:			/* 口笛 */
+			calc_flag = 1;
+			break;
+		case SC_ASSNCROS:			/* 夕陽のアサシンクロス */
+			calc_flag = 1;
+			break;
+		case SC_POEMBRAGI:			/* ブラギの詩 */
+			break;
+		case SC_APPLEIDUN:			/* イドゥンの林檎 */
+			calc_flag = 1;
+			break;
+		case SC_UGLYDANCE:			/* 自分勝手なダンス */
+			val2 = 10;
+			break;
+		case SC_HUMMING:			/* ハミング */
+			calc_flag = 1;
+			break;
+		case SC_DONTFORGETME:		/* 私を忘れないで */
+			calc_flag = 1;
+			if(sc_data[SC_INCREASEAGI].timer!=-1 )	/* 速度上昇解除 */
+				status_change_end(bl,SC_INCREASEAGI,-1);
+			if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+			if(sc_data[SC_SPEARSQUICKEN].timer!=-1 )
+				status_change_end(bl,SC_SPEARSQUICKEN,-1);
+			if(sc_data[SC_ADRENALINE].timer!=-1 )
+				status_change_end(bl,SC_ADRENALINE,-1);
+			if(sc_data[SC_ASSNCROS].timer!=-1 )
+				status_change_end(bl,SC_ASSNCROS,-1);
+			if(sc_data[SC_TRUESIGHT].timer!=-1 )	/* トゥル?サイト */
+				status_change_end(bl,SC_TRUESIGHT,-1);
+			if(sc_data[SC_WINDWALK].timer!=-1 )	/* ウインドウォ?ク */
+				status_change_end(bl,SC_WINDWALK,-1);
+			if(sc_data[SC_CARTBOOST].timer!=-1 )	/* カ?トブ?スト */
+				status_change_end(bl,SC_CARTBOOST,-1);
+			break;
+		case SC_FORTUNE:			/* 幸運のキス */
+			calc_flag = 1;
+			break;
+		case SC_SERVICE4U:			/* サ?ビスフォ?ユ? */
+			calc_flag = 1;
+			break;
+		case SC_MOONLIT:
+			val2 = bl->id;
+			break;
+		case SC_DANCING:			/* ダンス/演奏中 */
+			calc_flag = 1;
+			val3= tick / 1000;
+			tick = 1000;
+			break;
+
+		case SC_EXPLOSIONSPIRITS:	// 爆裂波動
+			calc_flag = 1;
+			val2 = 75 + 25*val1;
+			*opt3 |= 8;
+			break;
+		case SC_STEELBODY:			// 金剛
+			calc_flag = 1;
+			*opt3 |= 16;
+			break;
+		case SC_EXTREMITYFIST:		/* 阿修羅覇凰拳 */
+			break;
+		case SC_AUTOCOUNTER:
+			val3 = val4 = 0;
+			break;
+
+		case SC_SPEEDPOTION0:		/* ?速ポ?ション */
+		case SC_SPEEDPOTION1:
+		case SC_SPEEDPOTION2:
+		case SC_SPEEDPOTION3:
+			calc_flag = 1;
+			tick = 1000 * tick;
+			val2 = 5*(2+type-SC_SPEEDPOTION0);
+			break;
+
+		/* atk & matk potions [Valaris] */
+		case SC_ATKPOT:
+		case SC_MATKPOT:
+			calc_flag = 1;
+			tick = 1000 * tick;
+			break;
+		case SC_WEDDING:	//結婚用(結婚衣裳になって?くのが?いとか)
+			{
+				time_t timer;
+
+				calc_flag = 1;
+				tick = 10000;
+				if(!val2)
+					val2 = time(&timer);
+			}
+			break;
+		case SC_NOCHAT:	//チャット禁止?態
+			{
+				time_t timer;
+
+				if(!battle_config.muting_players)
+					break;
+
+				tick = 60000;
+				if(!val2)
+					val2 = time(&timer);
+				updateflag = SP_MANNER;
+				save_flag = 1; // celest
+			}
+			break;
+		case SC_SELFDESTRUCTION: //自爆
+			clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1));
+			val3 = tick / 1000;
+			tick = 1000;
+			break;
+
+		/* option1 */
+		case SC_STONE:				/* 石化 */
+			if(!(flag&2)) {
+				int sc_def = status_get_mdef(bl)*200;
+				tick = tick - sc_def;
+			}
+			val3 = tick/1000;
+			if(val3 < 1) val3 = 1;
+			tick = 5000;
+			val2 = 1;
+			break;
+		case SC_SLEEP:				/* 睡眠 */
+			if(!(flag&2)) {
+//				int sc_def = 100 - (status_get_int(bl) + status_get_luk(bl)/3);
+//				tick = tick * sc_def / 100;
+//				if(tick < 1000) tick = 1000;
+				tick = 30000;//睡眠はステ?タス耐性に?わらず30秒
+			}
+			break;
+		case SC_FREEZE:				/* 凍結 */
+			if(!(flag&2)) {
+				int sc_def = 100 - status_get_mdef(bl);
+				tick = tick * sc_def / 100;
+			}
+			break;
+		case SC_STAN:				/* スタン(val2にミリ秒セット) */
+			if(!(flag&2)) {
+				int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/3);
+				tick = tick * sc_def / 100;
+			}
+			break;
+
+			/* option2 */
+		case SC_DPOISON:			/* 猛毒 */
+		{
+			int mhp = status_get_max_hp(bl);
+			int hp = status_get_hp(bl);
+			// MHP?1/4????????
+			if (hp > mhp>>2) {
+				if(bl->type == BL_PC) {
+					int diff = mhp*10/100;
+					if (hp - diff < mhp>>2)
+						hp = hp - (mhp>>2);
+					pc_heal((struct map_session_data *)bl, -hp, 0);
+				} else if(bl->type == BL_MOB) {
+					struct mob_data *md = (struct mob_data *)bl;
+					hp -= mhp*15/100;
+					if (hp > mhp>>2)
+						md->hp = hp;
+					else
+						md->hp = mhp>>2;
+				}
+			}
+		}	// fall through
+		case SC_POISON:				/* 毒 */
+			calc_flag = 1;
+			if(!(flag&2)) {
+				int sc_def = 100 - (status_get_vit(bl) + status_get_luk(bl)/5);
+				tick = tick * sc_def / 100;
+			}
+			val3 = tick/1000;
+			if(val3 < 1) val3 = 1;
+			tick = 1000;
+			break;
+		case SC_SILENCE:			/* 沈?(レックスデビ?ナ) */
+			if(!(flag&2)) {
+				int sc_def = 100 - status_get_vit(bl);
+				tick = tick * sc_def / 100;
+			}
+			break;
+		case SC_CONFUSION:
+			val2 = tick;
+			tick = 100;
+			clif_emotion(bl,1);
+			if (sd) {
+				pc_stop_walking (sd, 0);
+			}
+			break;
+		case SC_BLIND:				/* 暗? */
+			calc_flag = 1;
+			if(!(flag&2)) {
+				int sc_def = status_get_lv(bl)/10 + status_get_int(bl)/15;
+				tick = 30000 - sc_def;
+			}
+			break;
+		case SC_CURSE:
+			calc_flag = 1;
+			if(!(flag&2)) {
+				int sc_def = 100 - status_get_vit(bl);
+				tick = tick * sc_def / 100;
+			}
+			break;
+
+		/* option */
+		case SC_HIDING:		/* ハイディング */
+			calc_flag = 1;
+			if(bl->type == BL_PC) {
+				val2 = tick / 1000;		/* 持?時間 */
+				tick = 1000;
+			}
+			break;
+		case SC_CHASEWALK:
+		case SC_CLOAKING:		/* クロ?キング */
+			if(bl->type == BL_PC) {
+				calc_flag = 1; // [Celest]
+				val2 = tick;
+				val3 = type==SC_CLOAKING ? 130-val1*3 : 135-val1*5;
+			}
+			else
+				tick = 5000*val1;
+			break;
+		case SC_SIGHT:			/* サイト/ルアフ */
+		case SC_RUWACH:
+			val2 = tick/250;
+			tick = 10;
+			break;
+
+		/* セ?フティウォ?ル、ニュ?マ */
+		case SC_SAFETYWALL:	case SC_PNEUMA:
+			tick=((struct skill_unit *)val2)->group->limit;
+			break;
+
+		/* アンクル */
+		case SC_ANKLE:
+			break;
+
+		/* ウォ?タ?ボ?ル */
+		case SC_WATERBALL:
+			tick=150;
+			if(val1>5) //レベルが5以上の場合は25?に制限(1?目はすでに打ってるので-1)
+				val3=5*5-1;
+			else
+				val3= (val1|1)*(val1|1)-1;
+			break;
+
+		/* スキルじゃない/時間に?係しない */
+		case SC_RIDING:
+			calc_flag = 1;
+			tick = 600*1000;
+			break;
+		case SC_FALCON:
+		case SC_WEIGHT50:
+		case SC_WEIGHT90:
+		case SC_BROKNWEAPON:
+		case SC_BROKNARMOR:
+			tick=600*1000;
+			break;
+
+		case SC_AUTOGUARD:
+			{
+				int i,t;
+				for(i=val2=0;i<val1;i++) {
+					t = 5-(i>>1);
+					val2 += (t < 0)? 1:t;
+				}
+			}
+			break;
+
+		case SC_DEFENDER:
+			calc_flag = 1;
+			val2 = 5 + val1*15;
+			break;
+
+		case SC_KEEPING:
+		case SC_BARRIER:
+			calc_flag = 1;
+
+		case SC_HALLUCINATION:
+			break;
+
+		case SC_CONCENTRATION:	/* コンセントレ?ション */
+			*opt3 |= 1;
+			calc_flag = 1;
+			break;
+
+		case SC_TENSIONRELAX:	/* テンションリラックス */
+			calc_flag = 1;
+			if(bl->type == BL_PC) {
+				tick = 10000;
+			}
+			break;
+
+		case SC_AURABLADE:		/* オ?ラブレ?ド */
+		case SC_PARRYING:		/* パリイング */
+//		case SC_ASSUMPTIO:		/*  */
+		case SC_HEADCRUSH:		/* ヘッドクラッシュ */
+		case SC_JOINTBEAT:		/* ジョイントビ?ト */
+//		case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+
+			//とりあえず手?き
+			break;
+
+// -- moonsoul	(for new upper class related skill status effects)
+/*
+		case SC_AURABLADE:
+			val2 = val1*10;
+			break;
+		case SC_PARRYING:
+			val2=val1*3;
+			break;
+		case SC_CONCENTRATION:
+			calc_flag=1;
+			val2=val1*10;
+			val3=val1*5;
+			break;
+		case SC_TENSIONRELAX:
+//			val2 = 10;
+//			val3 = 15;
+			break;
+		case SC_BERSERK:
+			calc_flag=1;
+			break;
+		case SC_ASSUMPTIO:
+			if(sc_data[SC_KYRIE].timer!=-1 )
+				status_change_end(bl,SC_KYRIE,-1);
+				break;*/
+
+		case SC_WINDWALK:		/* ウインドウォ?ク */
+			calc_flag = 1;
+			val2 = (val1 / 2); //Flee上昇率
+			break;
+
+		case SC_BERSERK:		/* バ?サ?ク */
+			if(sd){
+				sd->status.hp = sd->status.max_hp * 3;
+				sd->status.sp = 0;
+				clif_updatestatus(sd,SP_HP);
+				clif_updatestatus(sd,SP_SP);
+				clif_status_change(bl,SC_INCREASEAGI,1);	/* アイコン表示 */
+				sd->canregen_tick = gettick() + 300000;
+			}
+			*opt3 |= 128;
+			tick = 10000;
+			calc_flag = 1;
+			break;
+
+		case SC_ASSUMPTIO:		/* アスムプティオ */
+			if(sc_data[SC_KYRIE].timer!=-1 )
+				status_change_end(bl,SC_KYRIE,-1);
+				break;
+			*opt3 |= 2048;
+			break;
+
+		case SC_BASILICA: // [celest]
+			break;
+
+		case SC_GOSPEL:
+			if (val4 == BCT_SELF) {	// self effect
+				int i;
+				if (sd) {
+					sd->canact_tick += tick;
+					sd->canmove_tick += tick;
+				}
+				val2 = tick;
+				tick = 1000;
+				for (i=0; i<=26; i++) {
+					if(sc_data[i].timer!=-1)
+						status_change_end(bl,i,-1);
+				}
+				for (i=58; i<=62; i++) {
+					if(sc_data[i].timer!=-1)
+						status_change_end(bl,i,-1);
+				}
+				for (i=132; i<=136; i++) {
+					if(sc_data[i].timer!=-1)
+						status_change_end(bl,i,-1);
+				}
+			}
+			break;
+
+		case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+		case SC_MARIONETTE2:
+			val2 = tick;
+			if (!val3)
+				return 0;
+			tick = 1000;
+			calc_flag = 1;
+			*opt3 |= 1024;
+			break;
+
+		case SC_MELTDOWN:		/* メルトダウン */
+		case SC_CARTBOOST:		/* カ?トブ?スト */
+		case SC_TRUESIGHT:		/* トゥル?サイト */
+		case SC_SPIDERWEB:		/* スパイダ?ウェッブ */
+			calc_flag = 1;
+			break;
+
+		case SC_REJECTSWORD:	/* リジェクトソ?ド */
+			val2 = 3; //3回攻?を跳ね返す
+			break;
+
+		case SC_MEMORIZE:		/* メモライズ */
+			val2 = 3; //3回詠唱を1/3にする
+			break;
+
+		case SC_GRAFFITI:		/* グラフィティ */
+			{
+				struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0);
+				if(sg)
+					val4 = (int)sg;
+			}
+			break;
+
+		case SC_SPLASHER:		/* ベナムスプラッシャ? */
+			break;
+
+		case SC_FOGWALL:
+			val2 = 75;
+			// calc_flag = 1;	// not sure of effects yet [celest]
+			break;
+
+		case SC_PRESERVE:
+			break;
+
+		case SC_BLOCKSKILL:
+			if (!tick) tick = 60000;
+			if (!val3) val3 = -1;
+			break;
+
+		case SC_SLOWDOWN:
+		case SC_SPEEDUP0:
+			calc_flag = 1;
+			break;
+
+		case SC_REGENERATION:
+			val1 = 2;
+		case SC_BATTLEORDERS:
+			tick = 60000; // 1 minute
+			calc_flag = 1;
+			break;
+
+		default:
+			if(battle_config.error_log)
+				printf("UnknownStatusChange [%d]\n", type);
+			return 0;
+	}
+
+	if(bl->type==BL_PC &&
+		(type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
+		clif_status_change(bl,type,1);	/* アイコン表示 */
+
+	/* optionの?更 */
+	switch(type){
+		case SC_STONE:
+		case SC_FREEZE:
+		case SC_STAN:
+		case SC_SLEEP:
+			battle_stopattack(bl);	/* 攻?停止 */
+			skill_stop_dancing(bl,0);	/* 演奏/ダンスの中? */
+			{	/* 同時に掛からないステ?タス異常を解除 */
+				int i;
+				for(i = SC_STONE; i <= SC_SLEEP; i++){
+					if(sc_data[i].timer != -1){
+						(*sc_count)--;
+						delete_timer(sc_data[i].timer, status_change_timer);
+						sc_data[i].timer = -1;
+					}
+				}
+			}
+			if(type == SC_STONE)
+				*opt1 = 6;
+			else
+				*opt1 = type - SC_STONE + 1;
+			opt_flag = 1;
+			break;
+		case SC_POISON:
+		case SC_CURSE:
+		case SC_SILENCE:
+		case SC_BLIND:
+			*opt2 |= 1<<(type-SC_POISON);
+			opt_flag = 1;
+			break;
+		case SC_DPOISON:	// 暫定で毒のエフェクトを使用
+			*opt2 |= 1;
+			opt_flag = 1;
+			break;
+		case SC_SIGNUMCRUCIS:
+			*opt2 |= 0x40;
+			opt_flag = 1;
+			break;
+		case SC_HIDING:
+		case SC_CLOAKING:
+			battle_stopattack(bl);	/* 攻?停止 */
+			*option |= ((type==SC_HIDING)?2:4);
+			opt_flag =1 ;
+			break;
+		case SC_CHASEWALK:
+			battle_stopattack(bl);	/* 攻?停止 */
+			*option |= 16388;
+			opt_flag =1 ;
+			break;
+		case SC_SIGHT:
+			*option |= 1;
+			opt_flag = 1;
+			break;
+		case SC_RUWACH:
+			*option |= 8192;
+			opt_flag = 1;
+			break;
+		case SC_WEDDING:
+			*option |= 4096;
+			opt_flag = 1;
+	}
+
+	if(opt_flag)	/* optionの?更 */
+		clif_changeoption(bl);
+
+	(*sc_count)++;	/* ステ?タス異常の? */
+
+	sc_data[type].val1 = val1;
+	sc_data[type].val2 = val2;
+	sc_data[type].val3 = val3;
+	sc_data[type].val4 = val4;
+	/* タイマ?設定 */
+	sc_data[type].timer = add_timer(
+		gettick() + tick, status_change_timer, bl->id, type);
+
+	if(bl->type==BL_PC && calc_flag)
+		status_calc_pc(sd,0);	/* ステ?タス再計算 */
+
+	if(bl->type==BL_PC && save_flag)
+		chrif_save(sd); // save the player status
+
+	if(bl->type==BL_PC && updateflag)
+		clif_updatestatus(sd,updateflag);	/* ステ?タスをクライアントに送る */
+
+	return 0;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+	struct status_change* sc_data;
+	short *sc_count, *option, *opt1, *opt2, *opt3;
+	int i;
+
+	nullpo_retr(0, bl);
+	nullpo_retr(0, sc_data = status_get_sc_data(bl));
+	nullpo_retr(0, sc_count = status_get_sc_count(bl));
+	nullpo_retr(0, option = status_get_option(bl));
+	nullpo_retr(0, opt1 = status_get_opt1(bl));
+	nullpo_retr(0, opt2 = status_get_opt2(bl));
+	nullpo_retr(0, opt3 = status_get_opt3(bl));
+
+	if (*sc_count == 0)
+		return 0;
+	for(i = 0; i < MAX_STATUSCHANGE; i++){
+		if(sc_data[i].timer != -1){	/* 異常があるならタイマ?を削除する */
+			status_change_end(bl, i, -1);
+		}
+	}
+	*sc_count = 0;
+	*opt1 = 0;
+	*opt2 = 0;
+	*opt3 = 0;
+	*option &= OPTION_MASK;
+
+	if (night_flag == 1 && type == BL_PC && !map[bl->m].flag.indoors && // by [Yor]
+		!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) // [celest]
+		*opt2 |= STATE_BLIND;
+
+	if(!type || type&2)
+		clif_changeoption(bl);
+
+	return 0;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+	struct status_change* sc_data;
+	int opt_flag=0, calc_flag = 0;
+	short *sc_count, *option, *opt1, *opt2, *opt3;
+
+	nullpo_retr(0, bl);
+	if(bl->type!=BL_PC && bl->type!=BL_MOB) {
+		if(battle_config.error_log)
+			printf("status_change_end: neither MOB nor PC !\n");
+		return 0;
+	}
+	nullpo_retr(0, sc_data = status_get_sc_data(bl));
+	nullpo_retr(0, sc_count = status_get_sc_count(bl));
+	nullpo_retr(0, option = status_get_option(bl));
+	nullpo_retr(0, opt1 = status_get_opt1(bl));
+	nullpo_retr(0, opt2 = status_get_opt2(bl));
+	nullpo_retr(0, opt3 = status_get_opt3(bl));
+
+	if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) {
+
+		if (tid == -1)	// タイマから呼ばれていないならタイマ削除をする
+			delete_timer(sc_data[type].timer,status_change_timer);
+
+		/* 該?の異常を正常に?す */
+		sc_data[type].timer=-1;
+		(*sc_count)--;
+
+		switch(type){	/* 異常の種類ごとの?理 */
+			case SC_PROVOKE:			/* プロボック */
+			case SC_ENDURE: // celest
+			case SC_CONCENTRATE:		/* 集中力向上 */
+			case SC_BLESSING:			/* ブレッシング */
+			case SC_ANGELUS:			/* アンゼルス */
+			case SC_INCREASEAGI:		/* 速度上昇 */
+			case SC_DECREASEAGI:		/* 速度減少 */
+			case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
+			case SC_HIDING:
+			case SC_TWOHANDQUICKEN:		/* 2HQ */
+			case SC_ADRENALINE:			/* アドレナリンラッシュ */
+			case SC_ENCPOISON:			/* エンチャントポイズン */
+			case SC_IMPOSITIO:			/* インポシティオマヌス */
+			case SC_GLORIA:				/* グロリア */
+			case SC_LOUD:				/* ラウドボイス */
+			case SC_QUAGMIRE:			/* クァグマイア */
+			case SC_PROVIDENCE:			/* プロヴィデンス */
+			case SC_SPEARSQUICKEN:		/* スピアクイッケン */
+			case SC_VOLCANO:
+			case SC_DELUGE:
+			case SC_VIOLENTGALE:
+			case SC_ETERNALCHAOS:		/* エタ?ナルカオス */
+			case SC_DRUMBATTLE:			/* ?太鼓の響き */
+			case SC_NIBELUNGEN:			/* ニ?ベルングの指輪 */
+			case SC_SIEGFRIED:			/* 不死身のジ?クフリ?ド */
+			case SC_WHISTLE:			/* 口笛 */
+			case SC_ASSNCROS:			/* 夕陽のアサシンクロス */
+			case SC_HUMMING:			/* ハミング */
+			case SC_DONTFORGETME:		/* 私を忘れないで */
+			case SC_FORTUNE:			/* 幸運のキス */
+			case SC_SERVICE4U:			/* サ?ビスフォ?ユ? */
+			case SC_EXPLOSIONSPIRITS:	// 爆裂波動
+			case SC_STEELBODY:			// 金剛
+			case SC_DEFENDER:
+			case SC_SPEEDPOTION0:		/* ?速ポ?ション */
+			case SC_SPEEDPOTION1:
+			case SC_SPEEDPOTION2:
+			case SC_SPEEDPOTION3:
+			case SC_APPLEIDUN:			/* イドゥンの林檎 */
+			case SC_RIDING:
+			case SC_BLADESTOP_WAIT:
+			case SC_AURABLADE:			/* オ?ラブレ?ド */
+			case SC_PARRYING:			/* パリイング */
+			case SC_CONCENTRATION:		/* コンセントレ?ション */
+			case SC_TENSIONRELAX:		/* テンションリラックス */
+			case SC_ASSUMPTIO:			/* アシャンプティオ */
+			case SC_WINDWALK:		/* ウインドウォ?ク */
+			case SC_TRUESIGHT:		/* トゥル?サイト */
+			case SC_SPIDERWEB:		/* スパイダ?ウェッブ */
+			case SC_MAGICPOWER:		/* 魔法力?幅 */
+			case SC_CHASEWALK:
+			case SC_ATKPOT:		/* attack potion [Valaris] */
+			case SC_MATKPOT:		/* magic attack potion [Valaris] */
+			case SC_WEDDING:	//結婚用(結婚衣裳になって?くのが?いとか)
+			case SC_MELTDOWN:		/* メルトダウン */
+			// Celest
+			case SC_EDP:
+			case SC_SLOWDOWN:
+			case SC_SPEEDUP0:
+/*			case SC_LEADERSHIP:
+			case SC_GLORYWOUNDS:
+			case SC_SOULCOLD:
+			case SC_HAWKEYES:*/
+			case SC_BATTLEORDERS:
+			case SC_REGENERATION:
+				calc_flag = 1;
+				break;
+			case SC_AUTOBERSERK:
+				if (sc_data[SC_PROVOKE].timer != -1)
+					status_change_end(bl,SC_PROVOKE,-1);
+				break;
+			case SC_BERSERK:			/* バ?サ?ク */
+				calc_flag = 1;
+				clif_status_change(bl,SC_INCREASEAGI,0);	/* アイコン消去 */
+				break;
+			case SC_DEVOTION:		/* ディボ?ション */
+				{
+					struct map_session_data *md = map_id2sd(sc_data[type].val1);
+					sc_data[type].val1=sc_data[type].val2=0;
+					skill_devotion(md,bl->id);
+					calc_flag = 1;
+				}
+				break;
+			case SC_BLADESTOP:
+				{
+					struct status_change *t_sc_data = status_get_sc_data((struct block_list *)sc_data[type].val4);
+					//片方が切れたので相手の白刃?態が切れてないのなら解除
+					if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1)
+						status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1);
+
+					if(sc_data[type].val2==2)
+						clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0);
+				}
+				break;
+			case SC_DANCING:
+				{
+					struct map_session_data *dsd;
+					struct status_change *d_sc_data;
+					if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){
+						d_sc_data = dsd->sc_data;
+						//合奏で相手がいる場合相手のval4を0にする
+						if(d_sc_data && d_sc_data[type].timer!=-1)
+							d_sc_data[type].val4=0;
+					}
+				}
+				calc_flag = 1;
+				break;
+			case SC_GRAFFITI:
+				{
+					struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4;	//val4がグラフィティのgroup_id
+					if(sg)
+						skill_delunitgroup(sg);
+				}
+				break;
+			case SC_NOCHAT:	//チャット禁止?態
+				{
+					struct map_session_data *sd=NULL;
+					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
+						if (sd->status.manner >= 0) // weeee ^^ [celest]
+							sd->status.manner = 0;
+						clif_updatestatus(sd,SP_MANNER);
+					}
+				}
+				break;
+			case SC_SPLASHER:		/* ベナムスプラッシャ? */
+				{
+					struct block_list *src=map_id2bl(sc_data[type].val3);
+					if(src && tid!=-1){
+						//自分にダメ?ジ&周?3*3にダメ?ジ
+						skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+					}
+				}
+				break;
+			case SC_SELFDESTRUCTION:		/* 自爆 */
+				{
+					//自分のダメ?ジは0にして
+					struct mob_data *md=NULL;
+					if(bl->type == BL_MOB && (md=(struct mob_data*)bl))
+						skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 );
+				}
+				break;
+		/* option1 */
+			case SC_FREEZE:
+				sc_data[type].val3 = 0;
+				break;
+
+		/* option2 */
+			case SC_POISON:				/* 毒 */
+			case SC_BLIND:				/* 暗? */
+			case SC_CURSE:
+				calc_flag = 1;
+				break;
+
+			// celest
+			case SC_CONFUSION:
+				{
+					struct map_session_data *sd=NULL;
+					if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){
+						sd->next_walktime = -1;
+					}
+				}
+				break;
+
+			case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+			case SC_MARIONETTE2:	/// Marionette target
+				{
+					// check for partner and end their marionette status as well
+					int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
+					struct block_list *pbl = map_id2bl(sc_data[type].val3);
+					if (pbl) {
+						struct status_change* sc_data;
+						if (*status_get_sc_count(pbl) > 0 &&
+							(sc_data = status_get_sc_data(pbl)) &&
+							sc_data[type2].timer != -1)
+							status_change_end(pbl, type2, -1);
+					}
+					calc_flag = 1;
+				}
+				break;
+			}
+
+		if(bl->type==BL_PC &&
+			(type<SC_SENDMAX || type==SC_PRESERVE || type==SC_BATTLEORDERS))
+			clif_status_change(bl,type,0);	/* アイコン消去 */
+
+		switch(type){	/* 正常に?るときなにか?理が必要 */
+		case SC_STONE:
+		case SC_FREEZE:
+		case SC_STAN:
+		case SC_SLEEP:
+			*opt1 = 0;
+			opt_flag = 1;
+			break;
+
+		case SC_POISON:
+			if (sc_data[SC_DPOISON].timer != -1)	//
+				break;						// DPOISON用のオプション
+			*opt2 &= ~1;					// が?用に用意された場合には
+			opt_flag = 1;					// ここは削除する
+			break;							//
+		case SC_CURSE:
+		case SC_SILENCE:
+		case SC_BLIND:
+			*opt2 &= ~(1<<(type-SC_POISON));
+			opt_flag = 1;
+			break;
+		case SC_DPOISON:
+			if (sc_data[SC_POISON].timer != -1)	// DPOISON用のオプションが
+				break;							// 用意されたら削除
+			*opt2 &= ~1;	// 毒?態解除
+			opt_flag = 1;
+			break;
+		case SC_SIGNUMCRUCIS:
+			*opt2 &= ~0x40;
+			opt_flag = 1;
+			break;
+
+		case SC_HIDING:
+		case SC_CLOAKING:
+			*option &= ~((type == SC_HIDING) ? 2 : 4);
+			calc_flag = 1;	// orn
+			opt_flag = 1 ;
+			break;
+
+		case SC_CHASEWALK:
+			*option &= ~16388;
+			opt_flag = 1 ;
+			break;
+
+		case SC_SIGHT:
+			*option &= ~1;
+			opt_flag = 1;
+			break;
+		case SC_WEDDING:	//結婚用(結婚衣裳になって?くのが?いとか)
+			*option &= ~4096;
+			opt_flag = 1;
+			break;
+		case SC_RUWACH:
+			*option &= ~8192;
+			opt_flag = 1;
+			break;
+
+		//opt3
+		case SC_TWOHANDQUICKEN:		/* 2HQ */
+		case SC_SPEARSQUICKEN:		/* スピアクイッケン */
+		case SC_CONCENTRATION:		/* コンセントレ?ション */
+			*opt3 &= ~1;
+			break;
+		case SC_OVERTHRUST:			/* オ?バ?スラスト */
+			*opt3 &= ~2;
+			break;
+		case SC_ENERGYCOAT:			/* エナジ?コ?ト */
+			*opt3 &= ~4;
+			break;
+		case SC_EXPLOSIONSPIRITS:	// 爆裂波動
+			*opt3 &= ~8;
+			break;
+		case SC_STEELBODY:			// 金剛
+			*opt3 &= ~16;
+			break;
+		case SC_BLADESTOP:		/* 白刃取り */
+			*opt3 &= ~32;
+			break;
+		case SC_BERSERK:		/* バ?サ?ク */
+			*opt3 &= ~128;
+			break;
+		case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+		case SC_MARIONETTE2:
+			*opt3 &= ~1024;
+			break;
+		case SC_ASSUMPTIO:		/* アスムプティオ */
+			*opt3 &= ~2048;
+			break;
+		}
+
+		if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC && // by [Yor]
+			!map[bl->m].flag.indoors && battle_config.night_darkness_level <= 0) { // [celest]
+			*opt2 |= STATE_BLIND;
+			opt_flag = 1;
+		}
+
+		if(opt_flag)	/* optionの?更を?える */
+			clif_changeoption(bl);
+
+		if (bl->type == BL_PC && calc_flag)
+			status_calc_pc((struct map_session_data *)bl,0);	/* ステ?タス再計算 */
+	}
+
+	return 0;
+}
+
+
+/*==========================================
+ * ステータス異常終了タイマー
+ *------------------------------------------
+ */
+int status_change_timer(int tid, unsigned int tick, int id, int data)
+{
+	int type=data;
+	struct block_list *bl;
+	struct map_session_data *sd=NULL;
+	struct status_change *sc_data;
+	//short *sc_count; //使ってない?
+
+	nullpo_retr(0, bl=map_id2bl(id));
+	nullpo_retr(0, sc_data=status_get_sc_data(bl));
+
+	if(bl->type==BL_PC)
+		nullpo_retr(0, sd=(struct map_session_data *)bl);
+
+	//sc_count=status_get_sc_count(bl); //使ってない?
+
+	if(sc_data[type].timer != tid) {
+		if(battle_config.error_log)
+			printf("status_change_timer %d != %d\n",tid,sc_data[type].timer);
+		return 0;
+	}
+
+	switch(type){	/* 特殊な?理になる場合 */
+	case SC_MAXIMIZEPOWER:	/* マキシマイズパワ? */
+	case SC_CLOAKING:
+		if(sd){
+			if( sd->status.sp > 0 ){ /* SP切れるまで持? */
+				sd->status.sp--;
+				clif_updatestatus(sd,SP_SP);
+				sc_data[type].timer=add_timer( /* タイマ?再設定 */
+				sc_data[type].val2+tick, status_change_timer, bl->id, data);
+				return 0;
+			}
+		}
+		break;
+
+	case SC_CHASEWALK:
+		if(sd){
+			int sp = 10+sc_data[SC_CHASEWALK].val1*2;
+			if (map[sd->bl.m].flag.gvg) sp *= 5;
+			if( sd->status.sp > sp){
+				sd->status.sp -= sp; // update sp cost [Celest]
+				clif_updatestatus(sd,SP_SP);
+				sc_data[type].timer=add_timer( /* タイマ?再設定 */
+					sc_data[type].val2+tick, status_change_timer, bl->id, data);
+				sc_data[SC_CHASEWALK].val4++;
+				if (sc_data[SC_CHASEWALK].val4 > 3)
+					sc_data[SC_CHASEWALK].val4 = 0;
+				status_calc_pc (sd, 0);
+				return 0;
+			}
+		}
+	break;
+
+	case SC_HIDING:		/* ハイディング */
+		if(sd){		/* SPがあって、時間制限の間は持? */
+			if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){
+				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+					sd->status.sp--;
+					clif_updatestatus(sd,SP_SP);
+				}
+				sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+					1000+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+		}
+	break;
+
+	case SC_SIGHT:	/* サイト */
+	case SC_RUWACH:	/* ルアフ */
+		{
+			int range = 5;
+			if ( type == SC_SIGHT ) range = 7;
+			map_foreachinarea( status_change_timer_sub,
+				bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0,
+				bl,type,tick);
+
+			if( (--sc_data[type].val2)>0 ){
+				sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+					250+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+		}
+		break;
+
+	case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
+		{
+			int race = status_get_race(bl);
+			if(race == 6 || battle_check_undead(race,status_get_elem_type(bl))) {
+				sc_data[type].timer=add_timer(1000*600+tick,status_change_timer, bl->id, data );
+				return 0;
+			}
+		}
+		break;
+
+	case SC_PROVOKE:	/* プロボック/オ?トバ?サ?ク */
+		if(sc_data[type].val2!=0){	/* オ?トバ?サ?ク(1秒ごとにHPチェック) */
+			if(sd && sd->status.hp>sd->status.max_hp>>2)	/* 停止 */
+				break;
+			sc_data[type].timer=add_timer( 1000+tick,status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_WATERBALL:	/* ウォ?タ?ボ?ル */
+		{
+			struct block_list *target=map_id2bl(sc_data[type].val2);
+			nullpo_retb(target);
+			nullpo_retb(target->prev);
+			skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0);
+			if((--sc_data[type].val3)>0) {
+				sc_data[type].timer=add_timer( 150+tick,status_change_timer, bl->id, data );
+				return 0;
+			}
+		}
+		break;
+
+	case SC_ENDURE:	/* インデュア */
+	case SC_AUTOBERSERK: // Celest
+		if(sd && sd->special_state.infinite_endure) {
+#ifdef TWILIGHT
+			sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+#else
+			sc_data[type].timer=add_timer( 1000*60+tick,status_change_timer, bl->id, data );
+#endif
+			//sc_data[type].val2=1;
+			return 0;
+		}
+		break;
+
+	case SC_DISSONANCE:	/* 不協和音 */
+		if( (--sc_data[type].val2)>0){
+			struct skill_unit *unit=
+				(struct skill_unit *)sc_data[type].val4;
+			struct block_list *src;
+			/*if(!unit || !unit->group)
+				break;
+			src=map_id2bl(unit->group->src_id);
+			if(!src)
+				break;*/
+			nullpo_retb(unit);
+			nullpo_retb(unit->group);
+			nullpo_retr(0, src=map_id2bl(unit->group->src_id));
+			skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0);
+			sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick,
+				status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_LULLABY:	/* 子守唄 */
+		if( (--sc_data[type].val2)>0){
+			struct skill_unit *unit=
+				(struct skill_unit *)sc_data[type].val4;
+			nullpo_retb(unit);
+			nullpo_retb(unit->group);
+			if(unit->group->src_id == bl->id)
+				break;
+			skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick);
+			if (unit->group != 0)
+				sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick,
+					status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_STONE:
+		if(sc_data[type].val2 != 0) {
+			short *opt1 = status_get_opt1(bl);
+			sc_data[type].val2 = 0;
+			sc_data[type].val4 = 0;
+			battle_stopwalking(bl,1);
+			if(opt1) {
+				*opt1 = 1;
+				clif_changeoption(bl);
+			}
+			sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+			return 0;
+		}
+		else if( (--sc_data[type].val3) > 0) {
+			int hp = status_get_max_hp(bl);
+			if((++sc_data[type].val4)%5 == 0 && status_get_hp(bl) > hp>>2) {
+				hp = hp/100;
+				if(hp < 1) hp = 1;
+				if(sd)
+					pc_heal(sd,-hp,0);
+				else if(bl->type == BL_MOB){
+					struct mob_data *md;
+					if((md=((struct mob_data *)bl)) == NULL)
+						break;
+					md->hp -= hp;
+				}
+			}
+			sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+	case SC_POISON:
+		if(sc_data[SC_SLOWPOISON].timer == -1) {
+			if( (--sc_data[type].val3) > 0) {
+				int hp = status_get_max_hp(bl);
+				if(status_get_hp(bl) > hp>>2) {
+					if(bl->type == BL_PC) {
+						hp = 3 + hp*3/200;
+						pc_heal((struct map_session_data *)bl,-hp,0);
+					}
+					else if(bl->type == BL_MOB) {
+						struct mob_data *md;
+						nullpo_retr(0, md=(struct mob_data *)bl);
+						/*if((md=((struct mob_data *)bl)) == NULL)
+							break;*/
+						hp = 3 + hp/200;
+						md->hp -= hp;
+					}
+				}
+				sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+			}
+		}
+		else
+			sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+		break;
+	case SC_DPOISON:
+		if (sc_data[SC_SLOWPOISON].timer == -1 && (--sc_data[type].val3) > 0) {
+			int hp = status_get_max_hp(bl);
+			if (status_get_hp(bl) > hp>>2) {
+				if(sd) {
+					hp = 3 + hp/50;
+					pc_heal(sd, -hp, 0);
+				} else if (bl->type == BL_MOB) {
+					struct mob_data *md;
+					nullpo_retr(0, md=(struct mob_data *)bl);
+					/*if ((md=((struct mob_data *)bl)) == NULL)
+						break;*/
+					hp = 3 + hp/100;
+					md->hp -= hp;
+				}
+			}
+		}
+		if (sc_data[type].val3 > 0)
+			sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+		break;
+
+	case SC_TENSIONRELAX:	/* テンションリラックス */
+		if(sd){		/* SPがあって、HPが?タンでなければ?? */
+			if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){
+/*				if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){
+					sd->status.sp -= 12;
+					clif_updatestatus(sd,SP_SP);
+				}						*/
+				sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+					10000+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+			if(sd->status.max_hp <= sd->status.hp)
+				status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
+		}
+		break;
+	case SC_HEADCRUSH:	// temporary damage [celest]
+//	case SC_BLEEDING:
+		if((--sc_data[type].val3) > 0) {
+			int hp = status_get_max_hp(bl);
+			if(sd) {
+				hp = 3 + hp*3/200;
+				pc_heal(sd,-hp,0);
+			}
+			else if(bl->type == BL_MOB) {
+				struct mob_data *md;
+				nullpo_retr(0, md=(struct mob_data *)bl);
+				/*if((md=((struct mob_data *)bl)) == NULL)
+					break;*/
+				hp = 3 + hp/200;
+				md->hp -= hp;
+			}
+			sc_data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+		}
+		break;
+
+	/* 時間切れ無し?? */
+	case SC_AETERNA:
+	case SC_TRICKDEAD:
+	case SC_RIDING:
+	case SC_FALCON:
+	case SC_WEIGHT50:
+	case SC_WEIGHT90:
+	case SC_MAGICPOWER:		/* 魔法力?幅 */
+	case SC_REJECTSWORD:	/* リジェクトソ?ド */
+	case SC_MEMORIZE:	/* メモライズ */
+	case SC_BROKNWEAPON:
+	case SC_BROKNARMOR:
+	case SC_SACRIFICE:
+//		if(sc_data[type].timer==tid)
+			sc_data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data );
+		return 0;
+
+	case SC_DANCING: //ダンススキルの時間SP消費
+		{
+			int s=0;
+			if(sd){
+				if(sd->status.sp > 0 && (--sc_data[type].val3)>0){
+					switch(sc_data[type].val1){
+					case BD_RICHMANKIM:				/* ニヨルドの宴 3秒にSP1 */
+					case BD_DRUMBATTLEFIELD:		/* ?太鼓の響き 3秒にSP1 */
+					case BD_RINGNIBELUNGEN:			/* ニ?ベルングの指輪 3秒にSP1 */
+					case BD_SIEGFRIED:				/* 不死身のジ?クフリ?ド 3秒にSP1 */
+					case BA_DISSONANCE:				/* 不協和音 3秒でSP1 */
+					case BA_ASSASSINCROSS:			/* 夕陽のアサシンクロス 3秒でSP1 */
+					case DC_UGLYDANCE:				/* 自分勝手なダンス 3秒でSP1 */
+						s=3;
+						break;
+					case BD_LULLABY:				/* 子守歌 4秒にSP1 */
+					case BD_ETERNALCHAOS:			/* 永遠の混沌 4秒にSP1 */
+					case BD_ROKISWEIL:				/* ロキの叫び 4秒にSP1 */
+					case DC_FORTUNEKISS:			/* 幸運のキス 4秒でSP1 */
+						s=4;
+						break;
+					case BD_INTOABYSS:				/* 深淵の中に 5秒にSP1 */
+					case BA_WHISTLE:				/* 口笛 5秒でSP1 */
+					case DC_HUMMING:				/* ハミング 5秒でSP1 */
+					case BA_POEMBRAGI:				/* ブラギの詩 5秒でSP1 */
+					case DC_SERVICEFORYOU:			/* サ?ビスフォ?ユ? 5秒でSP1 */
+						s=5;
+						break;
+					case BA_APPLEIDUN:				/* イドゥンの林檎 6秒でSP1 */
+						s=6;
+						break;
+					case DC_DONTFORGETME:			/* 私を忘れないで… 10秒でSP1 */
+					case CG_MOONLIT:				/* 月明りの泉に落ちる花びら 10秒でSP1? */
+						s=10;
+						break;
+					}
+					if(s && ((sc_data[type].val3 % s) == 0)){
+						sd->status.sp--;
+						clif_updatestatus(sd,SP_SP);
+					}
+					sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+						1000+tick, status_change_timer,
+						bl->id, data);
+					return 0;
+				}
+			}
+		}
+		break;
+	case SC_BERSERK:		/* バ?サ?ク */
+		if(sd){		/* HPが100以上なら?? */
+			if( (sd->status.hp - sd->status.max_hp*5/100) > 100 ){	// 5% every 10 seconds [DracoRPG]
+				sd->status.hp -= sd->status.max_hp*5/100;	// changed to max hp [celest]
+				clif_updatestatus(sd,SP_HP);
+				sc_data[type].timer = add_timer(	/* タイマ?再設定 */
+					10000+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+		}
+		break;
+	case SC_WEDDING:	//結婚用(結婚衣裳になって?くのが?いとか)
+		if(sd){
+			time_t timer;
+			if(time(&timer) < ((sc_data[type].val2) + 3600)){	//1時間たっていないので??
+				sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+					10000+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+		}
+		break;
+	case SC_NOCHAT:	//チャット禁止?態
+		if(sd && battle_config.muting_players){
+			time_t timer;
+			if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){	//開始からstatus.manner分?ってないので??
+				clif_updatestatus(sd,SP_MANNER);
+				sc_data[type].timer=add_timer(	/* タイマ?再設定(60秒) */
+					60000+tick, status_change_timer,
+					bl->id, data);
+				return 0;
+			}
+		}
+		break;
+	case SC_SELFDESTRUCTION:		/* 自爆 */
+		if(--sc_data[type].val3>0){
+			struct mob_data *md;
+			if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){
+				md->speed -= 250;
+				md->next_walktime=tick;
+			}
+			sc_data[type].timer=add_timer(	/* タイマ?再設定 */
+				1000+tick, status_change_timer,
+				bl->id, data);
+				return 0;
+		}
+		break;
+
+	case SC_SPLASHER:
+		if (sc_data[type].val4 % 1000 == 0) {
+			char timer[2];
+			sprintf (timer, "%d", sc_data[type].val4/1000);
+			clif_message(bl, timer);
+		}
+		if((sc_data[type].val4 -= 500) > 0) {
+			sc_data[type].timer = add_timer(
+				500 + tick, status_change_timer,
+				bl->id, data);
+				return 0;
+		}
+		break;
+
+	case SC_MARIONETTE:		/* マリオネットコントロ?ル */
+	case SC_MARIONETTE2:
+		{
+			struct block_list *pbl = map_id2bl(sc_data[type].val3);
+			if (pbl && battle_check_range(bl, pbl, 7) &&
+				(sc_data[type].val2 -= 1000)>0) {
+				sc_data[type].timer = add_timer(
+					1000 + tick, status_change_timer,
+					bl->id, data);
+					return 0;
+			}
+		}
+		break;
+
+/*	case SC_LEADERSHIP:
+	case SC_GLORYWOUNDS:
+	case SC_SOULCOLD:
+	case SC_HAWKEYES:
+		if (sd) {
+			sc_data[type].timer = add_timer(
+				1000+tick, status_change_timer,
+				bl->id, data);
+		}
+		break;*/
+
+	// Celest
+	case SC_CONFUSION:
+		{
+			int i = 3000;
+			//struct mob_data *md;
+			if (sd) {
+				pc_randomwalk (sd, gettick());
+				sd->next_walktime = tick + (i=1000 + rand()%1000);
+			} /*else if (bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->mode&1 && mob_can_move(md)) {
+				md->state.state=MS_WALK;
+				if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
+					(md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) )
+					md->next_walktime = tick + 3000*rand()%2000;
+				mob_randomwalk(md,tick);
+			}*/
+			if ((sc_data[type].val2 -= 1000) > 0) {
+				sc_data[type].timer = add_timer(
+					i + tick, status_change_timer,
+					bl->id, data);
+					return 0;
+			}
+		}
+		break;
+
+	case SC_GOSPEL:
+		{
+			int calc_flag = 0;
+			if (sc_data[type].val3 > 0) {
+				sc_data[type].val3 = 0;
+				calc_flag = 1;
+			}
+			if(sd && sc_data[type].val4 == BCT_SELF){
+				int hp, sp;
+				hp = (sc_data[type].val1 > 5) ? 45 : 30;
+				sp = (sc_data[type].val1 > 5) ? 35 : 20;
+				if(sd->status.hp - hp > 0 &&
+					sd->status.sp - sp > 0){
+					sd->status.hp -= hp;
+					sd->status.sp -= sp;
+					clif_updatestatus(sd,SP_HP);
+					clif_updatestatus(sd,SP_SP);
+					if ((sc_data[type].val2 -= 10000) > 0) {
+						sc_data[type].timer = add_timer(
+							10000+tick, status_change_timer,
+							bl->id, data);
+						return 0;
+					}
+				}
+			} else if (sd && sc_data[type].val4 == BCT_PARTY) {
+				int i;
+				switch ((i = rand() % 12)) {
+				case 1: // heal between 100-1000
+					{
+						struct block_list tbl;
+						int heal = rand() % 900 + 100;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,AL_HEAL,heal,1);
+						battle_heal(NULL,bl,heal,0,0);
+					}
+					break;
+				case 2: // end negative status
+					{
+						int j;
+						for (j=0; j<4; j++)
+							if(sc_data[i + SC_POISON].timer!=-1) {
+								status_change_end(bl,j,-1);
+								break;
+							}
+					}
+					break;
+				case 3:	// +25% resistance to negative status
+				case 4: // +25% max hp
+				case 5: // +25% max sp
+				case 6: // +2 to all stats
+				case 11: // +25% armor and vit def
+				case 12: // +8% atk
+				case 13: // +5% flee
+				case 14: // +5% hit
+					sc_data[type].val3 = i;
+					if (i == 6 ||
+						(i >= 11 && i <= 14))
+						calc_flag = 1;
+					break;
+				case 7: // level 5 bless
+					{
+						struct block_list tbl;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,AL_BLESSING,5,1);
+						status_change_start(bl,SkillStatusChangeTable[AL_BLESSING],5,0,0,0,10000,0 );
+					}
+					break;
+				case 8: // level 5 increase agility
+					{
+						struct block_list tbl;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,AL_INCAGI,5,1);
+						status_change_start(bl,SkillStatusChangeTable[AL_INCAGI],5,0,0,0,10000,0 );
+					}
+					break;
+				case 9: // holy element to weapon
+					{
+						struct block_list tbl;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,PR_ASPERSIO,1,1);
+						status_change_start(bl,SkillStatusChangeTable[PR_ASPERSIO],1,0,0,0,10000,0 );
+					}
+					break;
+				case 10: // holy element to armour
+					{
+						struct block_list tbl;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,PR_BENEDICTIO,1,1);
+						status_change_start(bl,SkillStatusChangeTable[PR_BENEDICTIO],1,0,0,0,10000,0 );
+					}
+					break;
+				default:
+					break;
+				}
+			} else if (sc_data[type].val4 == BCT_ENEMY) {
+				int i;
+				switch ((i = rand() % 8)) {
+				case 1: // damage between 300-800
+				case 2: // damage between 150-550 (ignore def)
+					battle_damage(NULL, bl, rand() % 500,0); // temporary damage
+					break;
+				case 3: // random status effect
+					{
+						int effect[3] = {
+							SC_CURSE,
+							SC_BLIND,
+							SC_POISON };
+						status_change_start(bl,effect[rand()%3],1,0,0,0,10000,0 );
+					}
+					break;
+				case 4: // level 10 provoke
+					{
+						struct block_list tbl;
+						tbl.id = 0;
+						tbl.m = bl->m;
+						tbl.x = bl->x;
+						tbl.y = bl->y;
+						clif_skill_nodamage(&tbl,bl,SM_PROVOKE,1,1);
+						status_change_start(bl,SkillStatusChangeTable[SM_PROVOKE],10,0,0,0,10000,0 );
+					}
+					break;
+				case 5: // 0 def
+				case 6: // 0 atk
+				case 7: // 0 flee
+				case 8: // -75% move speed and aspd
+					sc_data[type].val3 = i;
+					calc_flag = 1;
+					break;
+				default:
+					break;
+				}
+			}
+			if (sd && calc_flag)
+				status_calc_pc (sd, 0);
+		}
+		break;
+	}
+
+	return status_change_end( bl,type,tid );
+}
+
+/*==========================================
+ * ステータス異常タイマー範囲処理
+ *------------------------------------------
+ */
+int status_change_timer_sub(struct block_list *bl, va_list ap )
+{
+	struct block_list *src;
+	int type;
+	unsigned int tick;
+
+	nullpo_retr(0, bl);
+	nullpo_retr(0, ap);
+	nullpo_retr(0, src=va_arg(ap,struct block_list*));
+	type=va_arg(ap,int);
+	tick=va_arg(ap,unsigned int);
+
+	if(bl->type!=BL_PC && bl->type!=BL_MOB)
+		return 0;
+
+	switch( type ){
+	case SC_SIGHT:	/* サイト */
+	case SC_CONCENTRATE:
+		if( (*status_get_option(bl))&6 ){
+			status_change_end( bl, SC_HIDING, -1);
+			status_change_end( bl, SC_CLOAKING, -1);
+		}
+		break;
+	case SC_RUWACH:	/* ルアフ */
+		if( (*status_get_option(bl))&6 ){
+			if(battle_check_target( src,bl, BCT_ENEMY ) > 0) {
+				struct status_change *sc_data = status_get_sc_data(bl);	// check whether the target is hiding/cloaking [celest]
+				if (sc_data && (sc_data[SC_HIDING].timer != -1 ||	// if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+					sc_data[SC_CLOAKING].timer != -1)) {
+					status_change_end( bl, SC_HIDING, -1);
+					status_change_end( bl, SC_CLOAKING, -1);
+					skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0);
+				}
+			}
+		}
+		break;
+	}
+	return 0;
+}
+
+
+static int status_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;
+}
+
+int status_readdb(void) {
+	int i,j,k;
+	FILE *fp;
+	char line[1024],*p;
+
+	// JOB補正?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);
+	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db1.txt");
+	ShowStatus(tmp_output);
+
+	// JOBボ?ナス
+	memset(job_bonus,0,sizeof(job_bonus));
+	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?ナスは分からないので?
+			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);
+	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2.txt");
+	ShowStatus(tmp_output);
+
+	// JOBボ?ナス2 ?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);
+	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/job_db2-2.txt");
+	ShowStatus(tmp_output);
+
+	// サイズ補正テ?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);
+	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/size_fix.txt");
+	ShowStatus(tmp_output);
+
+	// 精?デ?タテ?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?ボ?ナス
+		refinebonus[i][1]=atoi(split[1]);	// 過?精?ボ?ナス
+		refinebonus[i][2]=atoi(split[2]);	// 安全精?限界
+		for(j=0;j<10 && split[j];j++)
+			percentrefinery[i][j]=atoi(split[j+3]);
+		i++;
+	}
+	fclose(fp); //Lupus. close this file!!!
+	sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/refine_db.txt");
+	ShowStatus(tmp_output);
+
+	return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+	add_timer_func_list(status_change_timer,"status_change_timer");
+	status_readdb();
+	status_calc_sigma();
+	return 0;
+}

+ 75 - 0
src/map/status.h

@@ -0,0 +1,75 @@
+#ifndef _STATUS_H_
+#define _STATUS_H_
+
+// パラメータ所得系 battle.c より移動
+int status_get_class(struct block_list *bl);
+int status_get_dir(struct block_list *bl);
+int status_get_lv(struct block_list *bl);
+int status_get_range(struct block_list *bl);
+int status_get_hp(struct block_list *bl);
+int status_get_max_hp(struct block_list *bl);
+int status_get_str(struct block_list *bl);
+int status_get_agi(struct block_list *bl);
+int status_get_vit(struct block_list *bl);
+int status_get_int(struct block_list *bl);
+int status_get_dex(struct block_list *bl);
+int status_get_luk(struct block_list *bl);
+int status_get_hit(struct block_list *bl);
+int status_get_flee(struct block_list *bl);
+int status_get_def(struct block_list *bl);
+int status_get_mdef(struct block_list *bl);
+int status_get_flee2(struct block_list *bl);
+int status_get_def2(struct block_list *bl);
+int status_get_mdef2(struct block_list *bl);
+int status_get_baseatk(struct block_list *bl);
+int status_get_atk(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+int status_get_speed(struct block_list *bl);
+int status_get_adelay(struct block_list *bl);
+int status_get_amotion(struct block_list *bl);
+int status_get_dmotion(struct block_list *bl);
+int status_get_element(struct block_list *bl);
+int status_get_attack_element(struct block_list *bl);
+int status_get_attack_element2(struct block_list *bl);  //左手武器属性取得
+#define status_get_elem_type(bl)	(status_get_element(bl)%10)
+#define status_get_elem_level(bl)	(status_get_element(bl)/10/2)
+int status_get_party_id(struct block_list *bl);
+int status_get_guild_id(struct block_list *bl);
+int status_get_race(struct block_list *bl);
+int status_get_size(struct block_list *bl);
+int status_get_mode(struct block_list *bl);
+int status_get_mexp(struct block_list *bl);
+
+struct status_change *status_get_sc_data(struct block_list *bl);
+short *status_get_sc_count(struct block_list *bl);
+short *status_get_opt1(struct block_list *bl);
+short *status_get_opt2(struct block_list *bl);
+short *status_get_opt3(struct block_list *bl);
+short *status_get_option(struct block_list *bl);
+
+int status_get_matk1(struct block_list *bl);
+int status_get_matk2(struct block_list *bl);
+int status_get_critical(struct block_list *bl);
+int status_get_atk_(struct block_list *bl);
+int status_get_atk_2(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+
+// 状態異常関連 skill.c より移動
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
+int status_change_end( struct block_list* bl , int type,int tid );
+int status_change_timer(int tid, unsigned int tick, int id, int data);
+int status_change_timer_sub(struct block_list *bl, va_list ap );
+int status_change_clear(struct block_list *bl,int type);
+
+// ステータス計算 pc.c から分離
+// pc_calcstatus
+int status_calc_pc(struct map_session_data* sd,int first);
+int status_calc_speed(struct map_session_data*); // [Celest]
+// int status_calc_skilltree(struct map_session_data *sd);
+int status_getrefinebonus(int lv,int type);
+int status_percentrefinery(struct map_session_data *sd,struct item *item);
+extern int percentrefinery[5][10];
+
+int do_init_status(void);
+
+#endif

部分文件因为文件数量过多而无法显示