Bladeren bron

reverted mpeg's work

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8522 54d463be-8e91-2dee-dedb-b68131a5f0ec
Vicious 19 jaren geleden
bovenliggende
commit
5cfee7525e
11 gewijzigde bestanden met toevoegingen van 7271 en 7330 verwijderingen
  1. 0 3
      Changelog-Trunk.txt
  2. 0 3
      db/Changelog.txt
  3. 26 20
      db/skill_cast_db.txt
  4. 18 18
      db/skill_db.txt
  5. 5 5
      db/skill_require_db.txt
  6. 2 2
      db/skill_unit_db.txt
  7. 5 12
      src/map/battle.c
  8. 0 3
      src/map/pc.c
  9. 20 66
      src/map/skill.c
  10. 2 5
      src/map/skill.h
  11. 7193 7193
      src/map/status.c

+ 0 - 3
Changelog-Trunk.txt

@@ -7,11 +7,8 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 	* Fixed exp bonuses applying twice for the job-exp [Skotlex]
 	* @reloadbattleconf  will now also update the ragsrvinfo table on the
 	  char-server. [Skotlex]
-	* Reverted Mpeg's change of NJ_BUNSINJYUTSU SCB [Toms]
 	* Fixed homun hp/sp growth rates stacking with HP/SP passive increasing
 	  skills. [Skotlex]
-	* Applied Mpeg's work on GS [Toms]
-	  ( http://gpegon.free.fr/ea/gunslinger_08-28-06_mpeg.txt )
 2006/08/27
 	* Fixed undefined reference to 'malloc_set' in log.c [Toms]
 	* Updated svn-revision reading, now it can read the new svn file system [Toms]

+ 0 - 3
db/Changelog.txt

@@ -19,9 +19,6 @@
 	-----
 
 =========================
-08/28
- 	* Applied Mpeg's work on GS [Toms]
-	  ( http://gpegon.free.fr/ea/gunslinger_08-28-06_mpeg.txt )
 08/26
 	* Reduced weapon range of all guns by 1 [Playtester]
 08/25

+ 26 - 20
db/skill_cast_db.txt

@@ -843,35 +843,41 @@
 //-- GS_GLITTERING
 500,0,0,0,600000,0
 //-- GS_FLING
-501,0,0,0,30000,0
+501,0,1000,0,30000,0
+//-- GS_TRIPLEACTION
+502,0,1000,0,0,0
+//-- GS_BULLSEYE
+503,0,1000,0,0,0
 //-- GS_MADNESSCANCEL
-504,0,0,0,15000,0
-//-- GS_ADJUSTMENT // Duration1 unknown
-505,0,0,0,30000,0
+504,0,1000,0,15000,0
+//-- GS_ADJUSTMENT
+505,0,1000,0,30000,0
 //-- GS_INCREASING
-506,0,0,0,60000,0
-//-- GS_CRACKER // No clue for duration2 (stun time)
-508,0,0,0,0,5000
-//-- GS_TRACKING // Delay unknown
+506,0,1000,0,60000,0
+//-- GS_MAGICALBULLET
+507,0,1000,0,0,0
+//-- GS_CRACKER
+508,0,1000,0,0,5000
+//-- GS_TRACKING
 512,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,0,0
-//-- GS_DISARM // Cast&Delay unknown (temp values). No clue for Duration1 (Strip time)...
-513,1000,0,0,30000,0
-//-- GS_PIERCINGSHOT // Cast&Delay unknown (temp values). No clue for Duration2 (Bleeding time)
-514,1000,0,0,0,120000
-//-- GS_RAPIDSHOWER // Delay must be checked (maybe 0(ASPD)...)
+//-- GS_DISARM
+513,0,1000,0,30000,0
+//-- GS_PIERCINGSHOT
+514,0,1000,0,0,120000
+//-- GS_RAPIDSHOWER
 515,0,1000,0,0,0
-//-- GS_DESPERADO // Delay must be checked (very likely to be 1s though)
+//-- GS_DESPERADO
 516,0,1000,1000,1000,0
 //-- GS_GATLINGFEVER
 517,0,1000,0,30000:45000:60000:75000:90000:105000:120000:135000:150000:165000,0
-//-- GS_DUST // Delay must be checked (very long with low agi, still long with full agi, so it must be correct...)
-518,1000,0,0,0,0
+//-- GS_DUST
+518,1000,1000,0,0,0
 //-- GS_FULLBUSTER
 519,1000,1200:1400:1600:1800:2000:2200:2400:2600:2800:3000,0,0,10000
-//-- GS_SPREADATTACK // Delay unknown (if there is one, other that aspd)
-520,1000,0,0,0,0
-//-- GS_GROUNDDRIFT // Delay unknown (if there is one, other that aspd)
-521,1000,0,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,10000
+//-- GS_SPREADATTACK
+520,0,1000,0,0,0
+//-- GS_GROUNDDRIFT
+521,0,1000,0,3000:6000:9000:12000:15000:18000:21000:24000:27000:30000,0
 //==========================================
 
 

+ 18 - 18
db/skill_db.txt

@@ -524,28 +524,28 @@
 498,0,6,4,0,1,0,1,0,no,0,8,0,none,0	//AM_TWILIGHT3#Twilight Alchemy 3#
 499,-9,8,4,-1,0,0,1,2,no,0,520,0,weapon,0	//HT_POWER#Beast Strafing#
 //Temp Plugs(using bash as base)
-500,0,6,4,0,0,0,5,1,no,0,0,0,misc,0	//GS_GLITTERING#Flip the Coin#
-501,0,6,1,-1,0,0,1,1,no,0,0,0,misc,0	//GS_FLING#Fling#
-502,0,8,1,-1,0,0,1,3,no,0,0,0,weapon,0	//GS_TRIPLEACTION#Triple Action#
-503,0,6,1,-1,0,0,1,1,no,0,0,0,weapon,0	//GS_BULLSEYE#Bulls Eye#
-504,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0	//GS_MADNESSCANCEL#Madness Canceler#
-505,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0	//GS_ADJUSTMENT#AdJustment#
-506,0,6,4,0,1,0,1,1,no,0,0,0,weapon,0	//GS_INCREASING#Increasing Accuracy#
-507,0,6,1,8,0,0,1,1,no,0,0,0,weapon,0	//GS_MAGICALBULLET#Magical Bullet#
-508,0,6,1,-1,1,0,1,1,no,0,0,0,weapon,0	//GS_CRACKER#Cracker#
-509,0,0,0,0,0,0,10,0,no,0,0,0,none,0	//GS_SINGLEACTION#Single Action#
+500,0,6,4,0,0,0,5,1,no,0,0,0,none,0	//GS_GLITTERING#Flip the Coin#
+501,-3,6,1,-1,0,0,1,1,no,0,0,0,weapon,0	//GS_FLING#Fling#
+502,-3,8,1,-1,0,0,1,3,no,0,0,0,weapon,0	//GS_TRIPLEACTION#Triple Action#
+503,-3,6,1,-1,0,0,1,1,no,0,0,0,weapon,0	//GS_BULLSEYE#Bulls Eye#
+504,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0	//GS_MADNESSCANCEL#Madness Canceler#
+505,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0	//GS_ADJUSTMENT#AdJustment#
+506,0,6,4,0,1,0,5,1,no,0,0,0,weapon,0	//GS_INCREASING#Increasing Accuracy#
+507,-3,6,1,8,0,0,1,1,no,0,0,0,weapon,0	//GS_MAGICALBULLET#Magical Bullet#
+508,-3,6,1,-1,0,0,1,1,no,0,0,0,weapon,0	//GS_CRACKER#Cracker#
+509,-3,0,0,0,0,0,10,0,no,0,0,0,none,0	//GS_SINGLEACTION#Single Action#
 510,0,0,0,0,0,0,10,0,no,0,0,0,none,0	//GS_SNAKEEYE#Snake Eye#
-511,0,8,0,-1,0,0,10,2,no,0,0,0,weapon,0	//GS_CHAINACTION#Chain Action#
-512,0,6,1,-1,0,0,10,1,no,0,0,0,weapon,0	//GS_TRACKING#Tracking#
-513,0,6,1,-1,1,0,5,1,no,0,0,0,weapon,0	//GS_DISARM#Disarm#
-514,0,6,1,-1,0,0,5,1,no,0,0,0,weapon,0	//GS_PIERCINGSHOT#Piercing Shot#
-515,0,8,1,-1,0,0,10,5,no,0,0,0,weapon,0	//GS_RAPIDSHOWER#Rapid Shower#
+511,-3,8,0,0,0,0,10,2,no,0,0,0,weapon,0	//GS_CHAINACTION#Chain Action#
+512,3,6,1,-1,0,0,10,1,no,0,0,0,weapon,0	//GS_TRACKING#Tracking#
+513,7,6,1,-1,1,0,5,1,no,0,0,0,weapon,0	//GS_DISARM#Disarm#
+514,3,6,1,-1,0,0,5,1,no,0,0,0,weapon,0	//GS_PIERCINGSHOT#Piercing Shot#
+515,3,8,1,-1,0,0,10,5,no,0,0,0,weapon,0	//GS_RAPIDSHOWER#Rapid Shower#
 516,0,8,4,-1,2,3,10,1,no,0,0,0,weapon,0	//GS_DESPERADO#Desperado#
 517,0,6,4,-1,1,0,10,1,no,0,0,0,weapon,0	//GS_GATLINGFEVER#Gatling Fever#
 518,3,6,1,-1,0,0,10,1,no,0,0,0,weapon,5	//GS_DUST#Dust#
-519,0,6,1,-1,0,0,10,1,yes,0,0,0,weapon,0	//GS_FULLBUSTER#Full Buster#
-520,0,6,1,-1,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0	//GS_SPREADATTACK#Spread Attack#
-521,0,6,2,-1,0,0,10,1,no,0,0,0,weapon,0	//GS_GROUNDDRIFT#Ground Drift#
+519,3,6,1,-1,0,0,10,1,yes,0,0,0,weapon,0	//GS_FULLBUSTER#Full Buster#
+520,3,6,1,-1,2,1:1:1:2:2:2:3:3:3:4,10,1,no,0,0,0,weapon,0	//GS_SPREADATTACK#Spread Attack#
+521,3,6,2,0,0,0,10,1,no,0,0,0,weapon,0	//GS_GROUNDDRIFT#Ground Drift#
 522,0,0,0,0,0,0,10,1,no,0,0,0,weapon,0	//NJ_TOBIDOUGU#NJ_TOBIDOUGU#
 523,9,6,1,-1,0,0,10,1,no,0,0,0,weapon,0	//NJ_SYURIKEN#NJ_SYURIKEN#
 524,9,8,1,-1,0,0,5,3,no,0,0,0,weapon,0	//NJ_KUNAI#NJ_KUNAI#

+ 5 - 5
db/skill_require_db.txt

@@ -394,14 +394,14 @@
 498,0,0,200,0,0,0,99,0,0,none,0,7134,200,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0//AM_TWILIGHT3##
 499,0,0,8,0,0,0,11,1,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//HT_POWER##
 500,0,0,2,0,0,1,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_GLITTERING
-501,0,0,10,0,0,0,17:18:19:20:21,0,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_FLING
-502,0,0,20,0,0,0,17:18:19:20:21,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_TRIPLEACTION
-503,0,0,30,0,0,0,17:18:19:20:21,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_BULLSEYE
+501,0,0,10,0,0,0,17:18:19:20:21,3:5,0,none,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_FLING
+502,0,0,20,0,0,0,17:18:19:20:21,3:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_TRIPLEACTION
+503,0,0,30,0,0,0,17:18:19:20:21,3:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_BULLSEYE
 504,0,0,30,0,0,0,17:18:19:20:21,0,0,none,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_MADNESSCANCEL
 505,0,0,15,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_ADJUSTMENT
 506,0,0,30,0,0,0,17:18:19:20:21,0,0,none,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_INCREASING
 507,0,0,7,0,0,0,17:18:19:20:21,0,0,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_MAGICALBULLET
-508,0,0,10,0,0,0,17:18,3,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_CRACKER
+508,0,0,10,0,0,0,17:18:19:20:21,3:5,1,none,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_CRACKER
 512,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_TRACKING
 513,0,0,15:20:25:30:35,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DISARM
 514,0,0,11:12:13:14:15,0,0,0,17:18,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_PIERCINGSHOT
@@ -410,7 +410,7 @@
 517,0,0,30:32:34:36:38:40:42:44:46:48,0,0,0,20,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_GATLINGFEVER
 518,0,0,3:6:9:12:15:18:21:24:27:30,0,0,0,19,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_DUST
 519,0,0,20:25:30:35:40:45:50:55:60:65,0,0,0,19,3,2:2:4:4:6:6:8:8:10:10,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_FULLBUSTER
-520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,3,5,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_SPREADATTACK
+520,0,0,15:20:25:30:35:40:45:50:55:60,0,0,0,19,3,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_SPREADATTACK
 521,0,0,4:8:12:16:20:24:28:32:36:40,0,0,0,21,5,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//GS_GROUNDDRIFT
 523,0,0,2,0,0,0,99,6,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_SYURIKEN
 524,0,0,30:25:20:15:10,0,0,0,99,7,1,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0	//NJ_KUNAI

+ 2 - 2
db/skill_unit_db.txt

@@ -88,7 +88,7 @@
 484,0xb8,    ,  2, 0,1000,enemy, 0x808	//HW_GRAVITATION
 488,0xb9,    ,  3, 0,  -1,all,   0x200	//CG_HERMODE
 516,0xba,    ,  0, 3, 100,enemy, 0x000	//GS_DESPERADO
-538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000	//NJ_SUITON
+521,0xc2,    ,  0, 1,1000,enemy, 0x006	//GS_GROUNDDRIFT
 527,0xbc,    , -1, 0,2000,enemy, 0x000	//NJ_TATAMIGAESHI
 535,0xbd,    , -1, 0, 200,enemy, 0x008	//NJ_KAENSIN
-521,0xbe,    ,  0, 1,1000,enemy, 0x006	//GS_GROUNDDRIFT
+538,0xbb,,1:1:1:2:2:2:3:3:3:4,0,-1,all,0x000	//NJ_SUITON

+ 5 - 12
src/map/battle.c

@@ -857,6 +857,7 @@ static struct Damage battle_calc_weapon_attack(
 				}
 				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
 				break;
+			case GS_MAGICALBULLET:
 			case HT_PHANTASMIC:
 				//Since these do not consume ammo, they need to be explicitly set as arrow attacks.
 				flag.arrow = 1;
@@ -880,10 +881,6 @@ static struct Damage battle_calc_weapon_attack(
 			case NPC_GRANDDARKNESS:
 			case NJ_HUUMA:
 			case NJ_TATAMIGAESHI:
-			case GS_FLING:
-			case GS_TRIPLEACTION:
-			case GS_BULLSEYE:
-			case GS_MAGICALBULLET:
 				wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG;
 				break;
 
@@ -1508,17 +1505,13 @@ static struct Damage battle_calc_weapon_attack(
 					break;
 				case GS_BULLSEYE:
 					skillratio += 400;
-					flag.cardfix = 0;
 					break;
 				case GS_TRACKING:
-					// Where does this damage calculation come from ? Reverse the changes if necessary (or else delete me)
-					/*skillratio += 60*skill_lv;
+					skillratio += 60*skill_lv;
 					if (skill_lv == 2) skillratio += 20;
 					if (skill_lv == 3) skillratio += 80;
 					if (skill_lv >= 4) skillratio += 60*(skill_lv-3);
 					if (skill_lv == 10) skillratio += 80;
-					break;*/
-					skillratio += 100 *(skill_lv+1);
 					break;
 				case GS_PIERCINGSHOT:
 					skillratio += 20*skill_lv;
@@ -1527,16 +1520,16 @@ static struct Damage battle_calc_weapon_attack(
 					skillratio += 10*skill_lv;
 					break;
 				case GS_DESPERADO:
-					skillratio += 50*(skill_lv-1);
+					skillratio += 50*skill_lv - 50;
 					break;
 				case GS_DUST:
 					skillratio += 50*skill_lv;
 					break;
 				case GS_FULLBUSTER:
-					skillratio += 100*(skill_lv+2);
+					skillratio += 200 + 100*skill_lv;
 					break;
 				case GS_SPREADATTACK:
-					skillratio += 20*(skill_lv-1);
+					skillratio += 20*skill_lv-20;
 					break;
 				case NJ_HUUMA:
 					skillratio += 50 + 150*skill_lv;

+ 0 - 3
src/map/pc.c

@@ -4822,9 +4822,6 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
 		npc_script_event(sd,NPCE_DIE);
 	}
 	
-	if ( sd && sd->spiritball && (sd->class_&MAPID_BASEMASK)==MAPID_GUNSLINGER ) // maybe also monks' spiritballs ?
-		pc_delspiritball(sd,sd->spiritball,0);
-
 	if (src)
 	switch (src->type) {
 	case BL_MOB:

+ 20 - 66
src/map/skill.c

@@ -758,13 +758,9 @@ int skill_get_range2 (struct block_list *bl, int id, int lv)
 		range *=-1;
 	}
 
-	//Some skills take in count weapon range (without passive skills bonuses)
-	if(!range && !(skill_get_inf(id)&INF_SELF_SKILL)) 
-	{
-		if (bl->type == BL_PC) // Only get the weapon range (if skill is influenced by AC_VULTURE or GS_SNAKEEYE, bonus will be re-added in the part left of the function)
-			range = status_get_range(bl)-pc_checkskill((TBL_PC*)bl, AC_VULTURE)-pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
-		else range = status_get_range(bl);
-	}
+	//Use attack range.
+	if(!range && !(skill_get_inf(id)&INF_SELF_SKILL))
+		return status_get_range(bl);
 
 	//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
 	switch (id) {
@@ -1361,6 +1357,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
 	case GS_BULLSEYE: //0.1% coma rate.
 		status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
 		break;
+	case GS_CRACKER:
+		if (!dstsd)	// according to latest patch, should not work on players [Reddozen]
+			sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate 
+		break;
 	case GS_PIERCINGSHOT:
 		sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
 		break;
@@ -1529,7 +1529,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
 		sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
 		break;
 	case GS_FULLBUSTER:
-		status_change_start(src,SC_BLIND,200*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),10);
+		sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv));
 		break;
 	}
 
@@ -2763,6 +2763,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 	case TK_COUNTER:
 	case GS_TRIPLEACTION:
 	case GS_MAGICALBULLET:
+	case GS_CRACKER:
 	case GS_TRACKING:
 	case GS_PIERCINGSHOT:
 	case GS_RAPIDSHOWER:
@@ -3145,7 +3146,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
 		break;
 
 	case GS_BULLSEYE:
-		if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) && !(tstatus->mode&MD_BOSS))
+		if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
 			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
 		else if (sd)
 			clif_skill_fail(sd,skillid,0,0);
@@ -3727,6 +3728,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 	case GS_MADNESSCANCEL:
 	case GS_ADJUSTMENT:
 	case GS_INCREASING:
+	case GS_CRACKER:
 	case NJ_KASUMIKIRI:
 	case NJ_UTSUSEMI:
 	case NJ_NEN:
@@ -5491,16 +5493,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
 		}
 		break;
 	
-	case GS_CRACKER:
-		if (!dstsd)	// according to latest patch, should not work on players [Reddozen]
-		{
-			int rate=10+(skill_get_range2(src,skillid,skilllv)-distance_bl(src,bl))*20;
-			clif_skill_nodamage(src,bl,skillid,skilllv,1);
-			sc_start(bl,SC_STUN,(rate>100)?100:rate,skilllv,skill_get_time2(skillid,skilllv)); //New temp stun rate (by RockmanEXE)
-		}
-		else
-			clif_skill_fail(sd,skillid,0,0);
-		break;
 	case AM_REST:
 		if (sd)
 		{
@@ -6491,7 +6483,6 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
 	struct status_data *status;
 	struct status_change *sc;
 	int active_flag=1;
-	int subunt=0;
 
 	nullpo_retr(0, src);
 
@@ -6698,36 +6689,17 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid,
 		break;
 
 	case GS_GROUNDDRIFT:
-		{
-		int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
-
-		if (src->type == BL_PC)
-			val1=sd->arrow_ele;
-		else val1=element[rand()%5];
-
-		switch (val1)
-		{
-			case ELE_FIRE:
-				subunt++;
-			case ELE_WATER:
-				subunt++;
-			case ELE_POISON:
-				subunt++;
-			case ELE_DARK:
-				subunt++;
-			case ELE_WIND:
-				break;
-			default:
-				subunt=rand()%5;
-				break;
-		}
-
-		break;
+		{	//Take on the base element, not the elemental one.
+			struct status_data *bstatus = status_get_base_status(src);
+			val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
+			if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
+			else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
+			break;
 		}
 	}
 
 	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
-		skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
+		skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
 	group->val1=val1;
 	group->val2=val2;
 	group->val3=val3;
@@ -7316,26 +7288,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
 				skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
 			break;
 
-		case UNT_GROUNDDRIFT_WIND:
-		case UNT_GROUNDDRIFT_DARK:
-		case UNT_GROUNDDRIFT_POISON:
-		case UNT_GROUNDDRIFT_WATER:
-		case UNT_GROUNDDRIFT_FIRE:
+		case UNT_GROUNDDRIFT:
 			skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
-
-			switch (sg->val1)
-			{
-				case ELE_WATER:
-					sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
-					break;
-				case ELE_POISON:
-					sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
-					break;
-				case ELE_DARK:
-					sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
-					break;
-			}
-
 			sg->unit_id = UNT_USED_TRAPS;
 			clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
 			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
@@ -7844,7 +7798,7 @@ int skill_isammotype (TBL_PC *sd, int skill)
 {
 	return (
 		(sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
-		skill != HT_PHANTASMIC &&
+		skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
 		skill_get_type(skill) == BF_WEAPON &&
 	  	!(skill_get_nk(skill)&NK_NO_DAMAGE) &&
 		!skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.

+ 2 - 5
src/map/skill.h

@@ -947,11 +947,8 @@ enum {
 	UNT_SUITON = 0xbb,
 	UNT_TATAMIGAESHI,
 	UNT_KAENSIN,
-	UNT_GROUNDDRIFT_WIND,
-	UNT_GROUNDDRIFT_DARK,
-	UNT_GROUNDDRIFT_POISON,
-	UNT_GROUNDDRIFT_WATER,
-	UNT_GROUNDDRIFT_FIRE,
+	//0xbe, 0xc0, 0xc1 //Maybe the other elements of Ground Drift?
+	UNT_GROUNDDRIFT = 0xc2,
 };
 
 #endif

+ 7193 - 7193
src/map/status.c

@@ -1,7194 +1,7194 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#include <time.h>
-#include <ctype.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-#include <string.h>
-#include <limits.h>
-
-#include "pc.h"
-#include "map.h"
-#include "pet.h"
-#include "npc.h"
-#include "mob.h"
-#include "clif.h"
-#include "guild.h"
-#include "skill.h"
-#include "itemdb.h"
-#include "battle.h"
-#include "chrif.h"
-#include "status.h"
-#include "script.h"
-#include "unit.h"
-#include "mercenary.h"
-
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/showmsg.h"
-#include "../common/malloc.h"
-
-//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
-#define SC_HM_BASE 800
-#define SC_GD_BASE 900
-//Regen related flags.
-#define RGN_HP	0x01
-#define RGN_SP	0x02
-#define RGN_SHP	0x04
-#define RGN_SSP	0x08
-
-int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
-int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
-int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. 
-unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
-
-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][MAX_WEAPON_TYPE];	//[blackhole89]
-static int refinebonus[MAX_REFINE_BONUS][3];	// 精錬ボーナステーブル(refine_db.txt)
-int percentrefinery[5][MAX_REFINE+1];	// 精錬成功率(refine_db.txt)
-static int atkmods[3][MAX_WEAPON_TYPE];	// 武器ATKサイズ修正(size_fix.txt)
-static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
-
-static struct status_data dummy_status;
-int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
-int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
-//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
-//to avoid cards exploits
-void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag);	//[orn]
-
-static void add_sc(int skill, int sc)
-{
-	int sk = skill;
-	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
-	else
-	if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
-	if (sk < 0 || sk >= MAX_SKILL) {
-		if (battle_config.error_log)
-			ShowError("add_sc: Unsupported skill id %d\n", skill);
-		return;
-	}
-	if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
-	  	SkillStatusChangeTableArray[sk] = sc;
-	if (StatusSkillChangeTable[sc]==0)
-	  	StatusSkillChangeTable[sc] = skill;
-}
-
-static void set_sc(int skill, int sc, int icon, unsigned int flag)
-{
-	if (StatusIconChangeTable[sc]==SI_BLANK)
-	  	StatusIconChangeTable[sc] = icon;
-	StatusChangeFlagTable[sc] |= flag;
-	add_sc(skill, sc);
-}
-
-//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
-//but it is much less prone to errors. [Skotlex]
-void initChangeTables(void) {
-	int i;
-	for (i = 0; i < SC_MAX; i++)
-		StatusIconChangeTable[i] = SI_BLANK;
-	for (i = 0; i < MAX_SKILL; i++)
-		SkillStatusChangeTableArray[i] = -1;
-	malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
-	malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
-
-	//First we define the skill for common ailments. These are used in 
-	//skill_additional_effect through sc cards. [Skotlex]
-	StatusSkillChangeTable[SC_STONE] =     MG_STONECURSE;
-	StatusSkillChangeTable[SC_FREEZE] =    MG_FROSTDIVER;
-	StatusSkillChangeTable[SC_STUN] =      NPC_STUNATTACK;
-	StatusSkillChangeTable[SC_SLEEP] =     NPC_SLEEPATTACK;
-	StatusSkillChangeTable[SC_POISON] =    NPC_POISON;
-	StatusSkillChangeTable[SC_CURSE] =     NPC_CURSEATTACK;
-	StatusSkillChangeTable[SC_SILENCE] =   NPC_SILENCEATTACK;
-	StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
-	StatusSkillChangeTable[SC_BLIND] =     NPC_BLINDATTACK;
-	StatusSkillChangeTable[SC_BLEEDING] =  LK_HEADCRUSH;
-	StatusSkillChangeTable[SC_DPOISON] =   NPC_POISON;
-
-	//These are the status-change flags for the common ailments.
-	StatusChangeFlagTable[SC_STONE] =     SCB_DEF_ELE;
-	StatusChangeFlagTable[SC_FREEZE] =    SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
-//	StatusChangeFlagTable[SC_STUN] =      SCB_NONE;
-//	StatusChangeFlagTable[SC_SLEEP] =     SCB_NONE;
-	StatusChangeFlagTable[SC_POISON] =    SCB_DEF2|SCB_REGEN;
-	StatusChangeFlagTable[SC_CURSE] =     SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
-//	StatusChangeFlagTable[SC_SILENCE] =   SCB_NONE;
-//	StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
-	StatusChangeFlagTable[SC_BLIND] =     SCB_HIT|SCB_FLEE;
-	StatusChangeFlagTable[SC_BLEEDING] =  SCB_REGEN;
-	StatusChangeFlagTable[SC_DPOISON] =   SCB_DEF2|SCB_REGEN;
-
-	//The icons for the common ailments
-//	StatusIconChangeTable[SC_STONE] =     SI_BLANK;
-//	StatusIconChangeTable[SC_FREEZE] =    SI_BLANK;
-//	StatusIconChangeTable[SC_STUN] =      SI_BLANK;
-//	StatusIconChangeTable[SC_SLEEP] =     SI_BLANK;
-//	StatusIconChangeTable[SC_POISON] =    SI_BLANK;
-//	StatusIconChangeTable[SC_CURSE] =     SI_BLANK;
-//	StatusIconChangeTable[SC_SILENCE] =   SI_BLANK;
-//	StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
-//	StatusIconChangeTable[SC_BLIND] =     SI_BLANK;
-	StatusIconChangeTable[SC_BLEEDING] =  SI_BLEEDING;
-//	StatusIconChangeTable[SC_DPOISON] =   SI_BLANK;
-
-	
-	add_sc(SM_BASH, SC_STUN);
-	set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
-	add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
-	set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
-	add_sc(MG_SIGHT, SC_SIGHT);
-	add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
-	add_sc(MG_FROSTDIVER, SC_FREEZE);
-	add_sc(MG_STONECURSE, SC_STONE);
-	add_sc(AL_RUWACH, SC_RUWACH);
-	set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
-	set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
-	set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
-	set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
-	set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
-	set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
-	set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
-	add_sc(TF_POISON, SC_POISON);
-	set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
-	add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
-	set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
-	set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
-	set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
-	set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
-	set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
-	set_sc(PR_KYRIE, SC_KYRIE,	SI_KYRIE, SCB_NONE);
-	set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
-	set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
-	add_sc(PR_LEXDIVINA, SC_SILENCE);
-	set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
-	add_sc(WZ_METEOR, SC_STUN);
-	add_sc(WZ_VERMILION, SC_BLIND);
-	add_sc(WZ_FROSTNOVA, SC_FREEZE);
-	add_sc(WZ_STORMGUST, SC_FREEZE);
-	set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
-	set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
-	set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
-	set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
-	set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
-	add_sc(HT_LANDMINE, SC_STUN);
-	add_sc(HT_ANKLESNARE, SC_ANKLE);
-	add_sc(HT_SANDMAN, SC_SLEEP);
-	add_sc(HT_FLASHER, SC_BLIND);
-	add_sc(HT_FREEZINGTRAP, SC_FREEZE);
-	set_sc(AS_CLOAKING, SC_CLOAKING,	SI_CLOAKING, SCB_CRI|SCB_SPEED);
-	add_sc(AS_SONICBLOW, SC_STUN);
-	set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
-	set_sc(AS_ENCHANTPOISON, SC_ENCPOISON,	SI_ENCPOISON, SCB_ATK_ELE);
-	set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
-	add_sc(AS_VENOMDUST, SC_POISON);
-	add_sc(AS_SPLASHER, SC_SPLASHER);
-	set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
-	set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
-	add_sc(TF_SPRINKLESAND, SC_BLIND);
-	add_sc(TF_THROWSTONE, SC_STUN);
-	set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
-	set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
-	set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
-	add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
-	set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
-	add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
-	add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
-	add_sc(NPC_POISON, SC_POISON);
-	add_sc(NPC_BLINDATTACK, SC_BLIND);
-	add_sc(NPC_SILENCEATTACK, SC_SILENCE);
-	add_sc(NPC_STUNATTACK, SC_STUN);
-	add_sc(NPC_PETRIFYATTACK, SC_STONE);
-	add_sc(NPC_CURSEATTACK, SC_CURSE);
-	add_sc(NPC_SLEEPATTACK, SC_SLEEP);
-	set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
-	add_sc(NPC_DARKBLESSING, SC_COMA);
-	set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
-	add_sc(NPC_LICK, SC_STUN);
-	set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
-	add_sc(NPC_REBIRTH, SC_KAIZEL);
-	add_sc(RG_RAID, SC_STUN);
-	set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
-	set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
-	set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
-	set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
-	add_sc(AM_ACIDTERROR, SC_BLEEDING);
-	set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
-	set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
-	set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
-	set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
-	set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
-	add_sc(CR_SHIELDCHARGE, SC_STUN);
-	set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
-	add_sc(CR_HOLYCROSS, SC_BLIND);
-	add_sc(CR_GRANDCROSS, SC_BLIND);
-	set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
-	set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
-	set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
-	set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
-	set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
-	add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
-	add_sc(MO_BLADESTOP, SC_BLADESTOP);
-	set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
-	set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
-	add_sc(SA_MAGICROD, SC_MAGICROD);
-	set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
-	set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
-	set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
-	set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
-	set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
-	set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
-	set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
-	set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
-	add_sc(SA_REVERSEORCISH, SC_ORCISH);
-	add_sc(SA_COMA, SC_COMA);
-	set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
-	add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
-	set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
-	set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
-	set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
-	add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
-	add_sc(BD_INTOABYSS, SC_INTOABYSS);
-	set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
-	add_sc(BA_FROSTJOKE, SC_FREEZE);
-	set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
-	set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
-	add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
-	set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
-	add_sc(DC_SCREAM, SC_STUN);
-	set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
-	set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
-	set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
-	set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
-	add_sc(NPC_DARKCROSS, SC_BLIND);
-	add_sc(NPC_GRANDDARKNESS, SC_BLIND);
-	add_sc(NPC_STOP, SC_STOP);
-	set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
-	set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
-	add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
-	set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
-	set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
-	add_sc(NPC_INVISIBLE, SC_CLOAKING);
-	set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
-	set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
-	set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
-	set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
-	set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
-//	set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
-	set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
-	add_sc(HP_BASILICA, SC_BASILICA);
-	set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
-	add_sc(PA_SACRIFICE, SC_SACRIFICE);
-	set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
-	add_sc(PA_GOSPEL, SC_SCRESIST);
-	add_sc(CH_TIGERFIST, SC_STOP);
-	set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
-	set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
-	set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
-	set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
-	set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
-	set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
-	set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
-	add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
-	set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
-	set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
-	set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
-	add_sc(LK_SPIRALPIERCE, SC_STOP);
-	add_sc(LK_HEADCRUSH, SC_BLEEDING);
-	set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
-	add_sc(HW_NAPALMVULCAN, SC_CURSE);
-	set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
-	add_sc(PF_MEMORIZE, SC_MEMORIZE);
-	add_sc(PF_FOGWALL, SC_FOGWALL);
-	set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
-	add_sc(WE_BABY, SC_BABY);
-	set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
-	set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
-	set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
-	set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
-	add_sc(TK_DOWNKICK, SC_STUN);
-	set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
-	set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
-	set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
-	set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
-	set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
-	set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
-	set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
-	add_sc(SG_MOON_WARM, SC_WARM);
-	add_sc(SG_STAR_WARM, SC_WARM);
-	set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
-	set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
-	set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
-	add_sc(SG_FRIEND, SC_SKILLRATE_UP);
-	set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
-	set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
-	set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
-	set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
-	set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
-	set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
-	set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
-	add_sc(SL_STUN, SC_STUN);
-	set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
-	set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
-	set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
-	set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
-	set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
-	set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
-	set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
-	add_sc(WS_CARTTERMINATION, SC_STUN);
-	set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
-	set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
-	add_sc(CG_HERMODE, SC_HERMODE);
-	set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
-	set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
-	set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
-	add_sc(GS_CRACKER, SC_STUN);
-	add_sc(GS_DISARM, SC_STRIPWEAPON);
-	add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
-	set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
-	set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
-	set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
-	set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
-	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
-	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
-	add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
-	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
-	set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <time.h>
+#include <ctype.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <limits.h>
+
+#include "pc.h"
+#include "map.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+#include "mercenary.h"
+
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+
+//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
+#define SC_HM_BASE 800
+#define SC_GD_BASE 900
+//Regen related flags.
+#define RGN_HP	0x01
+#define RGN_SP	0x02
+#define RGN_SHP	0x04
+#define RGN_SSP	0x08
+
+int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change. 
+unsigned long StatusChangeFlagTable[SC_MAX]; //Stores the flag specifying what this SC changes.
+
+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][MAX_WEAPON_TYPE];	//[blackhole89]
+static int refinebonus[MAX_REFINE_BONUS][3];	// 精錬ボーナステーブル(refine_db.txt)
+int percentrefinery[5][MAX_REFINE+1];	// 精錬成功率(refine_db.txt)
+static int atkmods[3][MAX_WEAPON_TYPE];	// 武器ATKサイズ修正(size_fix.txt)
+static char job_bonus[MAX_PC_CLASS][MAX_LEVEL];
+
+static struct status_data dummy_status;
+int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
+//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+//to avoid cards exploits
+void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag);	//[orn]
+
+static void add_sc(int skill, int sc)
+{
+	int sk = skill;
+	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+	else
+	if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+	if (sk < 0 || sk >= MAX_SKILL) {
+		if (battle_config.error_log)
+			ShowError("add_sc: Unsupported skill id %d\n", skill);
+		return;
+	}
+	if (SkillStatusChangeTableArray[sk]==-1) // skill -> sk [Lance]
+	  	SkillStatusChangeTableArray[sk] = sc;
+	if (StatusSkillChangeTable[sc]==0)
+	  	StatusSkillChangeTable[sc] = skill;
+}
+
+static void set_sc(int skill, int sc, int icon, unsigned int flag)
+{
+	if (StatusIconChangeTable[sc]==SI_BLANK)
+	  	StatusIconChangeTable[sc] = icon;
+	StatusChangeFlagTable[sc] |= flag;
+	add_sc(skill, sc);
+}
+
+//Initializes the StatusIconChangeTable variable. May seem somewhat slower than directly defining the array,
+//but it is much less prone to errors. [Skotlex]
+void initChangeTables(void) {
+	int i;
+	for (i = 0; i < SC_MAX; i++)
+		StatusIconChangeTable[i] = SI_BLANK;
+	for (i = 0; i < MAX_SKILL; i++)
+		SkillStatusChangeTableArray[i] = -1;
+	malloc_set(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+	malloc_set(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+
+	//First we define the skill for common ailments. These are used in 
+	//skill_additional_effect through sc cards. [Skotlex]
+	StatusSkillChangeTable[SC_STONE] =     MG_STONECURSE;
+	StatusSkillChangeTable[SC_FREEZE] =    MG_FROSTDIVER;
+	StatusSkillChangeTable[SC_STUN] =      NPC_STUNATTACK;
+	StatusSkillChangeTable[SC_SLEEP] =     NPC_SLEEPATTACK;
+	StatusSkillChangeTable[SC_POISON] =    NPC_POISON;
+	StatusSkillChangeTable[SC_CURSE] =     NPC_CURSEATTACK;
+	StatusSkillChangeTable[SC_SILENCE] =   NPC_SILENCEATTACK;
+	StatusSkillChangeTable[SC_CONFUSION] = DC_WINKCHARM;
+	StatusSkillChangeTable[SC_BLIND] =     NPC_BLINDATTACK;
+	StatusSkillChangeTable[SC_BLEEDING] =  LK_HEADCRUSH;
+	StatusSkillChangeTable[SC_DPOISON] =   NPC_POISON;
+
+	//These are the status-change flags for the common ailments.
+	StatusChangeFlagTable[SC_STONE] =     SCB_DEF_ELE;
+	StatusChangeFlagTable[SC_FREEZE] =    SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
+//	StatusChangeFlagTable[SC_STUN] =      SCB_NONE;
+//	StatusChangeFlagTable[SC_SLEEP] =     SCB_NONE;
+	StatusChangeFlagTable[SC_POISON] =    SCB_DEF2|SCB_REGEN;
+	StatusChangeFlagTable[SC_CURSE] =     SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
+//	StatusChangeFlagTable[SC_SILENCE] =   SCB_NONE;
+//	StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
+	StatusChangeFlagTable[SC_BLIND] =     SCB_HIT|SCB_FLEE;
+	StatusChangeFlagTable[SC_BLEEDING] =  SCB_REGEN;
+	StatusChangeFlagTable[SC_DPOISON] =   SCB_DEF2|SCB_REGEN;
+
+	//The icons for the common ailments
+//	StatusIconChangeTable[SC_STONE] =     SI_BLANK;
+//	StatusIconChangeTable[SC_FREEZE] =    SI_BLANK;
+//	StatusIconChangeTable[SC_STUN] =      SI_BLANK;
+//	StatusIconChangeTable[SC_SLEEP] =     SI_BLANK;
+//	StatusIconChangeTable[SC_POISON] =    SI_BLANK;
+//	StatusIconChangeTable[SC_CURSE] =     SI_BLANK;
+//	StatusIconChangeTable[SC_SILENCE] =   SI_BLANK;
+//	StatusIconChangeTable[SC_CONFUSION] = SI_BLANK;
+//	StatusIconChangeTable[SC_BLIND] =     SI_BLANK;
+	StatusIconChangeTable[SC_BLEEDING] =  SI_BLEEDING;
+//	StatusIconChangeTable[SC_DPOISON] =   SI_BLANK;
+
+	
+	add_sc(SM_BASH, SC_STUN);
+	set_sc(SM_PROVOKE, SC_PROVOKE, SI_PROVOKE, SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
+	add_sc(SM_MAGNUM, SC_WATK_ELEMENT);
+	set_sc(SM_ENDURE, SC_ENDURE, SI_ENDURE, SCB_MDEF|SCB_DSPD);
+	add_sc(MG_SIGHT, SC_SIGHT);
+	add_sc(MG_SAFETYWALL, SC_SAFETYWALL);
+	add_sc(MG_FROSTDIVER, SC_FREEZE);
+	add_sc(MG_STONECURSE, SC_STONE);
+	add_sc(AL_RUWACH, SC_RUWACH);
+	set_sc(AL_INCAGI, SC_INCREASEAGI, SI_INCREASEAGI, SCB_AGI|SCB_SPEED);
+	set_sc(AL_DECAGI, SC_DECREASEAGI, SI_DECREASEAGI, SCB_AGI|SCB_SPEED);
+	set_sc(AL_CRUCIS, SC_SIGNUMCRUCIS, SI_SIGNUMCRUCIS, SCB_DEF);
+	set_sc(AL_ANGELUS, SC_ANGELUS, SI_ANGELUS, SCB_DEF2);
+	set_sc(AL_BLESSING, SC_BLESSING, SI_BLESSING, SCB_STR|SCB_INT|SCB_DEX);
+	set_sc(AC_CONCENTRATION, SC_CONCENTRATE, SI_CONCENTRATE, SCB_AGI|SCB_DEX);
+	set_sc(TF_HIDING, SC_HIDING, SI_HIDING, SCB_SPEED);
+	add_sc(TF_POISON, SC_POISON);
+	set_sc(KN_TWOHANDQUICKEN, SC_TWOHANDQUICKEN, SI_TWOHANDQUICKEN, SCB_ASPD);
+	add_sc(KN_AUTOCOUNTER, SC_AUTOCOUNTER);
+	set_sc(PR_IMPOSITIO, SC_IMPOSITIO, SI_IMPOSITIO, SCB_WATK);
+	set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
+	set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
+	set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
+	set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
+	set_sc(PR_KYRIE, SC_KYRIE,	SI_KYRIE, SCB_NONE);
+	set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
+	set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
+	add_sc(PR_LEXDIVINA, SC_SILENCE);
+	set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
+	add_sc(WZ_METEOR, SC_STUN);
+	add_sc(WZ_VERMILION, SC_BLIND);
+	add_sc(WZ_FROSTNOVA, SC_FREEZE);
+	add_sc(WZ_STORMGUST, SC_FREEZE);
+	set_sc(WZ_QUAGMIRE, SC_QUAGMIRE, SI_QUAGMIRE, SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED);
+	set_sc(BS_ADRENALINE, SC_ADRENALINE, SI_ADRENALINE, SCB_ASPD);
+	set_sc(BS_WEAPONPERFECT, SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE);
+	set_sc(BS_OVERTHRUST, SC_OVERTHRUST, SI_OVERTHRUST, SCB_NONE);
+	set_sc(BS_MAXIMIZE, SC_MAXIMIZEPOWER, SI_MAXIMIZEPOWER, SCB_NONE);
+	add_sc(HT_LANDMINE, SC_STUN);
+	add_sc(HT_ANKLESNARE, SC_ANKLE);
+	add_sc(HT_SANDMAN, SC_SLEEP);
+	add_sc(HT_FLASHER, SC_BLIND);
+	add_sc(HT_FREEZINGTRAP, SC_FREEZE);
+	set_sc(AS_CLOAKING, SC_CLOAKING,	SI_CLOAKING, SCB_CRI|SCB_SPEED);
+	add_sc(AS_SONICBLOW, SC_STUN);
+	set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED);
+	set_sc(AS_ENCHANTPOISON, SC_ENCPOISON,	SI_ENCPOISON, SCB_ATK_ELE);
+	set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
+	add_sc(AS_VENOMDUST, SC_POISON);
+	add_sc(AS_SPLASHER, SC_SPLASHER);
+	set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
+	set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
+	add_sc(TF_SPRINKLESAND, SC_BLIND);
+	add_sc(TF_THROWSTONE, SC_STUN);
+	set_sc(MC_LOUD, SC_LOUD, SI_LOUD, SCB_STR);
+	set_sc(MG_ENERGYCOAT, SC_ENERGYCOAT, SI_ENERGYCOAT, SCB_NONE);
+	set_sc(NPC_EMOTION, SC_MODECHANGE, SI_BLANK, SCB_MODE);
+	add_sc(NPC_EMOTION_ON, SC_MODECHANGE);
+	set_sc(NPC_ATTRICHANGE, SC_ELEMENTALCHANGE, SI_BLANK, SCB_DEF_ELE);
+	add_sc(NPC_CHANGEWATER, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEGROUND, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEFIRE, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEWIND, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEPOISON, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEHOLY, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGEDARKNESS, SC_ELEMENTALCHANGE);
+	add_sc(NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE);
+	add_sc(NPC_POISON, SC_POISON);
+	add_sc(NPC_BLINDATTACK, SC_BLIND);
+	add_sc(NPC_SILENCEATTACK, SC_SILENCE);
+	add_sc(NPC_STUNATTACK, SC_STUN);
+	add_sc(NPC_PETRIFYATTACK, SC_STONE);
+	add_sc(NPC_CURSEATTACK, SC_CURSE);
+	add_sc(NPC_SLEEPATTACK, SC_SLEEP);
+	set_sc(NPC_KEEPING, SC_KEEPING, SI_BLANK, SCB_DEF);
+	add_sc(NPC_DARKBLESSING, SC_COMA);
+	set_sc(NPC_BARRIER, SC_BARRIER, SI_BLANK, SCB_MDEF);
+	add_sc(NPC_LICK, SC_STUN);
+	set_sc(NPC_HALLUCINATION, SC_HALLUCINATION, SI_HALLUCINATION, SCB_NONE);
+	add_sc(NPC_REBIRTH, SC_KAIZEL);
+	add_sc(RG_RAID, SC_STUN);
+	set_sc(RG_STRIPWEAPON, SC_STRIPWEAPON, SI_STRIPWEAPON, SCB_WATK);
+	set_sc(RG_STRIPSHIELD, SC_STRIPSHIELD, SI_STRIPSHIELD, SCB_DEF);
+	set_sc(RG_STRIPARMOR, SC_STRIPARMOR, SI_STRIPARMOR, SCB_VIT);
+	set_sc(RG_STRIPHELM, SC_STRIPHELM, SI_STRIPHELM, SCB_INT);
+	add_sc(AM_ACIDTERROR, SC_BLEEDING);
+	set_sc(AM_CP_WEAPON, SC_CP_WEAPON, SI_CP_WEAPON, SCB_NONE);
+	set_sc(AM_CP_SHIELD, SC_CP_SHIELD, SI_CP_SHIELD, SCB_NONE);
+	set_sc(AM_CP_ARMOR, SC_CP_ARMOR, SI_CP_ARMOR, SCB_NONE);
+	set_sc(AM_CP_HELM, SC_CP_HELM, SI_CP_HELM, SCB_NONE);
+	set_sc(CR_AUTOGUARD, SC_AUTOGUARD, SI_AUTOGUARD, SCB_NONE);
+	add_sc(CR_SHIELDCHARGE, SC_STUN);
+	set_sc(CR_REFLECTSHIELD, SC_REFLECTSHIELD, SI_REFLECTSHIELD, SCB_NONE);
+	add_sc(CR_HOLYCROSS, SC_BLIND);
+	add_sc(CR_GRANDCROSS, SC_BLIND);
+	set_sc(CR_DEVOTION, SC_DEVOTION, SI_DEVOTION, SCB_NONE);
+	set_sc(CR_PROVIDENCE, SC_PROVIDENCE, SI_PROVIDENCE, SCB_PC);
+	set_sc(CR_DEFENDER, SC_DEFENDER, SI_DEFENDER, SCB_SPEED|SCB_ASPD);
+	set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
+	set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
+	add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
+	add_sc(MO_BLADESTOP, SC_BLADESTOP);
+	set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
+	set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
+	add_sc(SA_MAGICROD, SC_MAGICROD);
+	set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
+	set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
+	set_sc(SA_FROSTWEAPON, SC_WATERWEAPON, SI_WATERWEAPON, SCB_ATK_ELE);
+	set_sc(SA_LIGHTNINGLOADER, SC_WINDWEAPON, SI_WINDWEAPON, SCB_ATK_ELE);
+	set_sc(SA_SEISMICWEAPON, SC_EARTHWEAPON, SI_EARTHWEAPON, SCB_ATK_ELE);
+	set_sc(SA_VOLCANO, SC_VOLCANO, SI_LANDENDOW, SCB_WATK);
+	set_sc(SA_DELUGE, SC_DELUGE, SI_LANDENDOW, SCB_MAXHP);
+	set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
+	add_sc(SA_REVERSEORCISH, SC_ORCISH);
+	add_sc(SA_COMA, SC_COMA);
+	set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
+	add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
+	set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
+	set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
+	set_sc(BD_RINGNIBELUNGEN, SC_NIBELUNGEN, SI_BLANK, SCB_WATK);
+	add_sc(BD_ROKISWEIL, SC_ROKISWEIL);
+	add_sc(BD_INTOABYSS, SC_INTOABYSS);
+	set_sc(BD_SIEGFRIED, SC_SIEGFRIED, SI_BLANK, SCB_PC);
+	add_sc(BA_FROSTJOKE, SC_FREEZE);
+	set_sc(BA_WHISTLE, SC_WHISTLE, SI_BLANK, SCB_FLEE|SCB_FLEE2);
+	set_sc(BA_ASSASSINCROSS, SC_ASSNCROS, SI_BLANK, SCB_ASPD);
+	add_sc(BA_POEMBRAGI, SC_POEMBRAGI);
+	set_sc(BA_APPLEIDUN, SC_APPLEIDUN, SI_BLANK, SCB_MAXHP);
+	add_sc(DC_SCREAM, SC_STUN);
+	set_sc(DC_HUMMING, SC_HUMMING, SI_BLANK, SCB_HIT);
+	set_sc(DC_DONTFORGETME, SC_DONTFORGETME, SI_BLANK, SCB_SPEED|SCB_ASPD);
+	set_sc(DC_FORTUNEKISS, SC_FORTUNE, SI_BLANK, SCB_CRI);
+	set_sc(DC_SERVICEFORYOU, SC_SERVICE4U, SI_BLANK, SCB_MAXSP|SCB_PC);
+	add_sc(NPC_DARKCROSS, SC_BLIND);
+	add_sc(NPC_GRANDDARKNESS, SC_BLIND);
+	add_sc(NPC_STOP, SC_STOP);
+	set_sc(NPC_BREAKWEAPON, SC_BROKENWEAPON, SI_BROKENWEAPON, SCB_NONE);
+	set_sc(NPC_BREAKARMOR, SC_BROKENARMOR, SI_BROKENARMOR, SCB_NONE);
+	add_sc(NPC_CHANGEUNDEAD, SC_ELEMENTALCHANGE);
+	set_sc(NPC_POWERUP, SC_INCDEXRATE, SI_BLANK, SCB_DEX);
+	set_sc(NPC_AGIUP, SC_INCAGIRATE, SI_BLANK, SCB_AGI);
+	add_sc(NPC_INVISIBLE, SC_CLOAKING);
+	set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
+	set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
+	set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
+	set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
+	set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
+//	set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
+	set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
+	add_sc(HP_BASILICA, SC_BASILICA);
+	set_sc(HW_MAGICPOWER, SC_MAGICPOWER, SI_MAGICPOWER, SCB_MATK);
+	add_sc(PA_SACRIFICE, SC_SACRIFICE);
+	set_sc(PA_GOSPEL, SC_GOSPEL, SI_BLANK, SCB_SPEED|SCB_ASPD);
+	add_sc(PA_GOSPEL, SC_SCRESIST);
+	add_sc(CH_TIGERFIST, SC_STOP);
+	set_sc(ASC_EDP, SC_EDP, SI_EDP, SCB_NONE);
+	set_sc(SN_SIGHT, SC_TRUESIGHT, SI_TRUESIGHT, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT);
+	set_sc(SN_WINDWALK, SC_WINDWALK, SI_WINDWALK, SCB_FLEE|SCB_SPEED);
+	set_sc(WS_MELTDOWN, SC_MELTDOWN, SI_MELTDOWN, SCB_NONE);
+	set_sc(WS_CARTBOOST, SC_CARTBOOST, SI_CARTBOOST, SCB_SPEED);
+	set_sc(ST_CHASEWALK, SC_CHASEWALK, SI_BLANK, SCB_SPEED);
+	set_sc(ST_REJECTSWORD, SC_REJECTSWORD, SI_REJECTSWORD, SCB_NONE);
+	add_sc(ST_REJECTSWORD, SC_AUTOCOUNTER);
+	set_sc(CG_MOONLIT, SC_MOONLIT, SI_MOONLIT, SCB_NONE);
+	set_sc(CG_MARIONETTE, SC_MARIONETTE, SI_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+	set_sc(CG_MARIONETTE, SC_MARIONETTE2, SI_MARIONETTE2, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK);
+	add_sc(LK_SPIRALPIERCE, SC_STOP);
+	add_sc(LK_HEADCRUSH, SC_BLEEDING);
+	set_sc(LK_JOINTBEAT, SC_JOINTBEAT, SI_JOINTBEAT, SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD);
+	add_sc(HW_NAPALMVULCAN, SC_CURSE);
+	set_sc(PF_MINDBREAKER, SC_MINDBREAKER, SI_BLANK, SCB_MATK|SCB_MDEF2);
+	add_sc(PF_MEMORIZE, SC_MEMORIZE);
+	add_sc(PF_FOGWALL, SC_FOGWALL);
+	set_sc(PF_SPIDERWEB, SC_SPIDERWEB, SI_BLANK, SCB_FLEE);
+	add_sc(WE_BABY, SC_BABY);
+	set_sc(TK_RUN, SC_RUN, SI_RUN, SCB_SPEED|SCB_DSPD);
+	set_sc(TK_RUN, SC_SPURT, SI_SPURT, SCB_STR);
+	set_sc(TK_READYSTORM, SC_READYSTORM, SI_READYSTORM, SCB_NONE);
+	set_sc(TK_READYDOWN, SC_READYDOWN, SI_READYDOWN, SCB_NONE);
+	add_sc(TK_DOWNKICK, SC_STUN);
+	set_sc(TK_READYTURN, SC_READYTURN, SI_READYTURN, SCB_NONE);
+	set_sc(TK_READYCOUNTER,SC_READYCOUNTER, SI_READYCOUNTER, SCB_NONE);
+	set_sc(TK_DODGE, SC_DODGE, SI_DODGE, SCB_NONE);
+	set_sc(TK_SPTIME, SC_TKREST, SI_TKREST, SCB_NONE);
+	set_sc(TK_SEVENWIND, SC_GHOSTWEAPON, SI_GHOSTWEAPON, SCB_ATK_ELE);
+	set_sc(TK_SEVENWIND, SC_SHADOWWEAPON, SI_SHADOWWEAPON, SCB_ATK_ELE);
+	set_sc(SG_SUN_WARM, SC_WARM, SI_WARM, SCB_NONE);
+	add_sc(SG_MOON_WARM, SC_WARM);
+	add_sc(SG_STAR_WARM, SC_WARM);
+	set_sc(SG_SUN_COMFORT, SC_SUN_COMFORT, SI_SUN_COMFORT, SCB_DEF2);
+	set_sc(SG_MOON_COMFORT, SC_MOON_COMFORT, SI_MOON_COMFORT, SCB_FLEE);
+	set_sc(SG_STAR_COMFORT, SC_STAR_COMFORT, SI_STAR_COMFORT, SCB_ASPD);
+	add_sc(SG_FRIEND, SC_SKILLRATE_UP);
+	set_sc(SG_KNOWLEDGE, SC_KNOWLEDGE, SI_BLANK, SCB_PC);
+	set_sc(SG_FUSION, SC_FUSION, SI_BLANK, SCB_SPEED);
+	set_sc(BS_ADRENALINE2, SC_ADRENALINE2, SI_ADRENALINE2, SCB_ASPD);
+	set_sc(SL_KAIZEL, SC_KAIZEL, SI_KAIZEL, SCB_NONE);
+	set_sc(SL_KAAHI, SC_KAAHI, SI_KAAHI, SCB_NONE);
+	set_sc(SL_KAUPE, SC_KAUPE, SI_KAUPE, SCB_NONE);
+	set_sc(SL_KAITE, SC_KAITE, SI_KAITE, SCB_NONE);
+	add_sc(SL_STUN, SC_STUN);
+	set_sc(SL_SWOO, SC_SWOO, SI_BLANK, SCB_SPEED);
+	set_sc(SL_SKE, SC_SKE, SI_BLANK, SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2);
+	set_sc(SL_SKA, SC_SKA, SI_BLANK, SCB_DEF|SCB_MDEF|SCB_ASPD);
+	set_sc(SL_SMA, SC_SMA, SI_SMA, SCB_NONE);
+	set_sc(ST_PRESERVE, SC_PRESERVE, SI_PRESERVE, SCB_NONE);
+	set_sc(PF_DOUBLECASTING, SC_DOUBLECAST, SI_DOUBLECAST, SCB_NONE);
+	set_sc(HW_GRAVITATION, SC_GRAVITATION, SI_BLANK, SCB_ASPD);
+	add_sc(WS_CARTTERMINATION, SC_STUN);
+	set_sc(WS_OVERTHRUSTMAX, SC_MAXOVERTHRUST, SI_MAXOVERTHRUST, SCB_NONE);
+	set_sc(CG_LONGINGFREEDOM, SC_LONGING, SI_BLANK, SCB_SPEED|SCB_ASPD);
+	add_sc(CG_HERMODE, SC_HERMODE);
+	set_sc(SL_HIGH, SC_SPIRIT, SI_SPIRIT, SCB_PC);
+	set_sc(KN_ONEHAND, SC_ONEHAND, SI_ONEHAND, SCB_ASPD);
+	set_sc(GS_FLING, SC_FLING, SI_BLANK, SCB_DEF|SCB_DEF2);
+	add_sc(GS_CRACKER, SC_STUN);
+	add_sc(GS_DISARM, SC_STRIPWEAPON);
+	add_sc(GS_PIERCINGSHOT, SC_BLEEDING);
+	set_sc(GS_MADNESSCANCEL, SC_MADNESSCANCEL, SI_MADNESSCANCEL, SCB_BATK|SCB_ASPD);
+	set_sc(GS_ADJUSTMENT, SC_ADJUSTMENT, SI_ADJUSTMENT, SCB_HIT|SCB_FLEE);
+	set_sc(GS_INCREASING, SC_INCREASING, SI_ACCURACY, SCB_AGI|SCB_DEX|SCB_HIT);
+	set_sc(GS_GATLINGFEVER, SC_GATLINGFEVER, SI_GATLINGFEVER, SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD);
+	set_sc(NJ_TATAMIGAESHI, SC_TATAMIGAESHI, SI_BLANK, SCB_NONE);
+	set_sc(NJ_SUITON, SC_SUITON, SI_BLANK, SCB_AGI|SCB_SPEED);
+	add_sc(NJ_HYOUSYOURAKU, SC_FREEZE);
+	set_sc(NJ_NEN, SC_NEN, SI_NEN, SCB_STR|SCB_INT);
+	set_sc(NJ_UTSUSEMI, SC_UTSUSEMI, SI_UTSUSEMI,SCB_NONE);
 	set_sc(NJ_BUNSINJYUTSU, SC_BUNSINJYUTSU, SI_BUNSINJYUTSU, SCB_DYE);
-	set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
-	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
-	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
-	set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
-	set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
-	add_sc(MO_BALKYOUNG, SC_STUN);
-	add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
-	add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
-	add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
-	add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
-
-	set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
-	set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_MAXHP|SCB_MAXSP);
-	set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
-	set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE);	//[orn]
-	set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF);	//[orn]
-	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
-
-	set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
-	set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
-	set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
-
-	// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
-	SkillStatusChangeTableArray[SL_ALCHEMIST] =   MAPID_ALCHEMIST,
-	SkillStatusChangeTableArray[SL_MONK] =        MAPID_MONK,
-	SkillStatusChangeTableArray[SL_STAR] =        MAPID_STAR_GLADIATOR,
-	SkillStatusChangeTableArray[SL_SAGE] =        MAPID_SAGE,
-	SkillStatusChangeTableArray[SL_CRUSADER] =    MAPID_CRUSADER,
-	SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
-	SkillStatusChangeTableArray[SL_KNIGHT] =      MAPID_KNIGHT,
-	SkillStatusChangeTableArray[SL_WIZARD] =      MAPID_WIZARD,
-	SkillStatusChangeTableArray[SL_PRIEST] =      MAPID_PRIEST,
-	SkillStatusChangeTableArray[SL_BARDDANCER] =  MAPID_BARDDANCER,
-	SkillStatusChangeTableArray[SL_ROGUE] =       MAPID_ROGUE,
-	SkillStatusChangeTableArray[SL_ASSASIN] =     MAPID_ASSASSIN,
-	SkillStatusChangeTableArray[SL_BLACKSMITH] =  MAPID_BLACKSMITH,
-	SkillStatusChangeTableArray[SL_HUNTER] =      MAPID_HUNTER,
-	SkillStatusChangeTableArray[SL_SOULLINKER] =  MAPID_SOUL_LINKER,
-
-	//Status that don't have a skill associated.
-	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
-	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
-	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
-	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
-	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
-	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
-	StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
-	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
-	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
-	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
-	
-	//Other SC which are not necessarily associated to skills.
-	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
-	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
-	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
-	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
-	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
-	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
-	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
-	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
-	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
-	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
-	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
-	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
-	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
-	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
-	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
-	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
-	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
-	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
-	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
-	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
-	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
-	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
-	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
-	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
-	StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
-	StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
-	StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
-	StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
-	StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
-	StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
-	StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
-	StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
-	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
-	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
-	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
-
-	if (!battle_config.display_hallucination) //Disable Hallucination.
-		StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
-}
-
-int SkillStatusChangeTable(int skill)
-{
-	int sk = skill;
-	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
-	else
-	if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
-	if (sk < 0 || sk >= MAX_SKILL) {
-		if (battle_config.error_log)
-			ShowError("add_sc: Unsupported skill id %d\n", skill);
-		return -1;
-	}
-	return SkillStatusChangeTableArray[sk];
-}
-int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
-static void initDummyData(void) {
-	malloc_set(&dummy_status, 0, sizeof(dummy_status));
-	dummy_status.hp = 
-	dummy_status.max_hp = 
-	dummy_status.max_sp = 
-	dummy_status.str =
-	dummy_status.agi =
-	dummy_status.vit =
-	dummy_status.int_ =
-	dummy_status.dex =
-	dummy_status.luk =
-	dummy_status.hit = 1;
-	dummy_status.speed = 2000;
-	dummy_status.adelay = 4000;
-	dummy_status.amotion = 2000;
-	dummy_status.dmotion = 2000;
-	dummy_status.ele_lv = 1; //Min elemental level.
-	dummy_status.mode = MD_CANMOVE;
-}
-
-/*==========================================
- * 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;
-}
-
-//Sets HP to given value. Flag is the flag passed to status_heal in case
-//final value is higher than current (use 2 to make a healing effect display 
-//on players) It will always succeed (overrides Berserk block), but it can't kill.
-int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
-{
-	struct status_data *status;
-	if (hp < 1) return 0;
-	status = status_get_status_data(bl);
-	if (status == &dummy_status)
-		return 0;
-
-	if (hp > status->max_hp) hp = status->max_hp;
-	if (hp == status->hp) return 0;
-	if (hp > status->hp)
-		return status_heal(bl, hp - status->hp, 0, 1|flag);
-	return status_zap(bl, status->hp - hp, 0);
-}
-
-//Sets SP to given value. Flag is the flag passed to status_heal in case
-//final value is higher than current (use 2 to make a healing effect display 
-//on players)
-int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
-{
-	struct status_data *status;
-	
-	status = status_get_status_data(bl);
-	if (status == &dummy_status)
-		return 0;
-
-	if (sp > status->max_sp) sp = status->max_sp;
-	if (sp == status->sp) return 0;
-	if (sp > status->sp)
-		return status_heal(bl, 0, sp - status->sp, 1|flag);
-	return status_zap(bl, 0, status->sp - sp);
-}
-
-//Inflicts damage on the target with the according walkdelay.
-//If flag&1, damage is passive and does not triggers cancelling status changes.
-//If flag&2, fail if target does not has enough to substract.
-//If flag&4, if killed, mob must not give exp/loot.
-int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
-{
-	struct status_data *status;
-	struct status_change *sc;
-
-	if(sp && !(target->type&BL_CONSUME))
-		sp = 0; //Not a valid SP target.
-	
-	if (hp < 0) { //Assume absorbed damage.
-		status_heal(target, -hp, 0, 1);
-		hp = 0;
-	}
-
-	if (sp < 0) {
-		status_heal(target, 0, -sp, 1);
-		sp = 0;
-	}
-	
-	if (!hp && !sp)
-		return 0;
-
-	
-	if (target->type == BL_SKILL)
-		return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
-	
-	status = status_get_status_data(target);
-	
-	if (status == &dummy_status || !status->hp)
-		return 0; //Invalid targets: no damage or dead
-
-// Let through. battle.c/skill.c have the whole logic of when it's possible or
-// not to hurt someone (and this check breaks pet catching) [Skotlex]
-//	if (!target->prev && !(flag&2))
-//		return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
-
-	sc = status_get_sc(target);
-
-	if (sc && !sc->count)
-		sc = NULL;
-
-	if (hp && !(flag&1)) {
-		if (sc) {
-			if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
-			{	//Devotion prevents any of the other ailments from ending.
-				struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
-				if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
-				{
-					clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
-					status_fix_damage(NULL, &sd2->bl, hp, 0);
-					return 0;
-				}
-				status_change_end(target, SC_DEVOTION, -1);
-			}
-			if (sc->data[SC_FREEZE].timer != -1)
-				status_change_end(target,SC_FREEZE,-1);
-			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-				status_change_end(target,SC_STONE,-1);
-			if (sc->data[SC_SLEEP].timer != -1)
-				status_change_end(target,SC_SLEEP,-1);
-			if (sc->data[SC_WINKCHARM].timer != -1)
-				status_change_end(target,SC_WINKCHARM,-1);
-			if (sc->data[SC_CONFUSION].timer != -1)
-				status_change_end(target, SC_CONFUSION, -1);
-			if (sc->data[SC_TRICKDEAD].timer != -1)
-				status_change_end(target, SC_TRICKDEAD, -1);
-			if (sc->data[SC_HIDING].timer != -1)
-				status_change_end(target, SC_HIDING, -1);
-			if (sc->data[SC_CLOAKING].timer != -1)
-				status_change_end(target, SC_CLOAKING, -1);
-			if (sc->data[SC_CHASEWALK].timer != -1)
-				status_change_end(target, SC_CHASEWALK, -1);
-			if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
-				//Endure count is only reduced by non-players on non-gvg maps.
-				//val4 signals infinite endure. [Skotlex]
-				if (src && src->type != BL_PC && !map_flag_gvg(target->m)
-					&& --(sc->data[SC_ENDURE].val2) < 0)
-					status_change_end(target, SC_ENDURE, -1);
-			}
-			if (sc->data[SC_GRAVITATION].timer != -1 &&
-				sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
-				struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
-				if (sg) {
-					skill_delunitgroup(target,sg, 0);
-					sc->data[SC_GRAVITATION].val4 = 0;
-					status_change_end(target, SC_GRAVITATION, -1);
-				}
-			}
-			if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
-				skill_stop_dancing(target);
-		}
-		unit_skillcastcancel(target, 2);
-	}
-
-	if ((unsigned int)hp >= status->hp) {
-		if (flag&2) return 0;
-		hp = status->hp;
-	}
-
-	if ((unsigned int)sp > status->sp) {
-		if (flag&2) return 0;
-		sp = status->sp;
-	}
-	
-	status->hp-= hp;
-	status->sp-= sp;
-	
-	if (sc && hp && status->hp) {
-		if (sc->data[SC_AUTOBERSERK].timer != -1 &&
-			(sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
-			status->hp < status->max_hp>>2)
-			sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
-	}
-	
-	switch (target->type)
-	{
-		case BL_MOB:
-			mob_damage((TBL_MOB*)target, src, hp);
-			break;
-		case BL_PC:
-			pc_damage((TBL_PC*)target,src,hp,sp);
-			break;
-		case BL_HOM:
-			merc_damage((TBL_HOM*)target,src,hp,sp);
-	}
-
-	if (status->hp)
-  	{	//Still lives!
-		if (walkdelay)
-			unit_set_walkdelay(target, gettick(), walkdelay, 0);
-		return hp+sp;
-	}
-
-	status->hp = 1; //To let the dead function cast skills and all that.
-	//NOTE: These dead functions should return: [Skotlex]
-	//0: Death cancelled, auto-revived.
-	//Non-zero: Standard death. Clear status, cancel move/attack, etc
-	//&2: Also remove object from map.
-	//&4: Also delete object from memory.
-	switch (target->type)
-	{
-		case BL_MOB:
-			flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
-			break;
-		case BL_PC:
-			flag = pc_dead((TBL_PC*)target,src);
-			break;
-		case BL_HOM:
-			flag = merc_hom_dead((TBL_HOM*)target,src);
-			break;
-		default:	//Unhandled case, do nothing to object.
-			flag = 0;
-			break;
-	}
-
-	if(!flag) //Death cancelled.
-		return hp+sp;
-  
-	//Normal death
-	status->hp = 0;
-	if (battle_config.clear_unit_ondeath &&
-		battle_config.clear_unit_ondeath&target->type)
-		skill_clear_unitgroup(target);
-	status_change_clear(target,0);
-
-	if(target->type&BL_REGEN)
-	{	//Reset regen ticks.
-		struct regen_data *regen = status_get_regen_data(target);
-		if (regen) {
-			malloc_set(&regen->tick, 0, sizeof(regen->tick));
-			if (regen->sregen)
-				malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
-			if (regen->ssregen)
-				malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
-		}
-	}
-	if(flag&4) //Delete from memory. (also invokes map removal code)
-		unit_free(target,1);
-	else
-	if(flag&2) //remove from map
-		unit_remove_map(target,1);
-	else
-	{ //Some death states that would normally be handled by unit_remove_map
-		unit_stop_attack(target);
-		unit_stop_walking(target,0);
-		unit_skillcastcancel(target,0);
-		clif_clearchar_area(target,1);
-		skill_unit_move(target,gettick(),4);
-		skill_cleartimerskill(target);
-	}
-		
-	return hp+sp;
-}
-
-//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
-//If flag&2, when the player is healed, show the HP/SP heal effect.
-int status_heal(struct block_list *bl,int hp,int sp, int flag)
-{
-	struct status_data *status;
-	struct status_change *sc;
-
-	status = status_get_status_data(bl);
-
-	if (status == &dummy_status || !status->hp)
-		return 0;
-	
-	sc = status_get_sc(bl);
-	if (sc && !sc->count)
-		sc = NULL;
-
-	if (hp < 0) {
-		status_damage(NULL, bl, -hp, 0, 0, 1);
-		hp = 0;
-	}
-	
-	if(hp) {
-		if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
-			hp = 0;
-
-		
-		if((unsigned int)hp > status->max_hp - status->hp)
-			hp = status->max_hp - status->hp;
-	}
-
-	if(sp < 0) {
-		status_damage(NULL, bl, 0, -sp, 0, 1);
-		sp = 0;
-	}
-
-	if(sp) {
-		if((unsigned int)sp > status->max_sp - status->sp)
-			sp = status->max_sp - status->sp;
-	}
-
-	if(!sp && !hp) return 0;
-
-	status->hp+= hp;
-	status->sp+= sp;
-
-	if(hp && sc &&
-		sc->data[SC_AUTOBERSERK].timer != -1 &&
-		sc->data[SC_PROVOKE].timer!=-1 &&
-		sc->data[SC_PROVOKE].val2==1 &&
-		status->hp>=status->max_hp>>2
-	)	//End auto berserk.
-		status_change_end(bl,SC_PROVOKE,-1);
-
-	switch(bl->type) {
-	case BL_MOB:
-		mob_heal((TBL_MOB*)bl,hp);
-		break;
-	case BL_PC:
-		pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
-		break;
-	case BL_HOM:
-		merc_hom_heal((TBL_HOM*)bl,hp,sp);
-		break;
-	}
-	return hp+sp;
-}
-
-//Does percentual non-flinching damage/heal. If mob is killed this way,
-//no exp/drops will be awarded if there is no src (or src is target)
-//If rates are > 0, percent is of current HP/SP
-//If rates are < 0, percent is of max HP/SP
-//If flag, this is heal, otherwise it is damage.
-int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
-{
-	struct status_data *status;
-	unsigned int hp  =0, sp = 0;
-
-	status = status_get_status_data(target);
-
-	//Change the equation when the values are high enough to discard the
-	//imprecision in exchange of overflow protection [Skotlex]
-	//Also add 100% checks since those are the most used cases where we don't 
-	//want aproximation errors.
-	if (hp_rate > 99)
-		hp = status->hp;
-	else if (hp_rate > 0)
-		hp = status->hp>10000?
-			hp_rate*(status->hp/100):
-			(hp_rate*status->hp)/100;
-	else if (hp_rate < -99)
-		hp = status->max_hp;
-	else if (hp_rate < 0)
-		hp = status->max_hp>10000?
-			(-hp_rate)*(status->max_hp/100):
-			(-hp_rate*status->max_hp)/100;
-	if (hp_rate && !hp)
-		hp = 1;
-
-	//Should be safe to not do overflow protection here, noone should have
-	//millions upon millions of SP
-	if (sp_rate > 99)
-		sp = status->sp;
-	else if (sp_rate > 0)
-		sp = (sp_rate*status->sp)/100;
-	else if (sp_rate < -99)
-		sp = status->max_sp;
-	else if (sp_rate < 0)
-		sp = (-sp_rate)*status->max_sp/100;
-	if (sp_rate && !sp)
-		sp = 1;
-
-	//Ugly check in case damage dealt is too much for the received args of
-	//status_heal / status_damage. [Skotlex]
-	if (hp > INT_MAX) {
-	  	hp -= INT_MAX;
-		if (flag)
-		  	status_heal(target, INT_MAX, 0, 0);
-		else
-			status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
-	}
-  	if (sp > INT_MAX) {
-		sp -= INT_MAX;
-		if (flag)
-		  	status_heal(target, 0, INT_MAX, 0);
-		else
-			status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
-	}	
-	if (flag) return status_heal(target, hp, sp, 0);
-	return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
-}
-
-int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
-{
-	struct status_data *status;
-	unsigned int hp, sp;
-	if (!status_isdead(bl)) return 0;
-
-	status = status_get_status_data(bl);
-	if (status == &dummy_status)
-		return 0; //Invalid target.
-	
-	hp = status->max_hp * per_hp/100;
-	sp = status->max_sp * per_sp/100;
-
-	if(hp > status->max_hp - status->hp)
-		hp = status->max_hp - status->hp;
-
-	if(sp > status->max_sp - status->sp)
-		sp = status->max_sp - status->sp;
-	
-	status->hp += hp;
-	status->sp += sp;
-
-	if (bl->prev) //Animation only if character is already on a map.
-		clif_resurrection(bl, 1);
-	switch (bl->type) {
-		case BL_MOB:
-			mob_revive((TBL_MOB*)bl, hp);
-			break;
-		case BL_PC:
-			pc_revive((TBL_PC*)bl, hp, sp);
-			break;
-		case BL_HOM:	//[orn]
-			merc_hom_revive((TBL_HOM*)bl, hp, sp);
-			break;
-	}
-	return 1;
-}
-/*==========================================
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target. [Skotlex]
- * flag:
- * 	0 - Trying to use skill on target.
- * 	1 - Cast bar is done.
- * 	2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
- * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
- * target MAY Be null, in which case the checks are only to see 
- * whether the source can cast or not the skill on the ground.
- *------------------------------------------
- */
-int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
-{
-	struct status_data *status;
-	struct status_change *sc=NULL, *tsc;
-	int hide_flag;
-
-	status = src?status_get_status_data(src):&dummy_status;
-
-	if (src && status_isdead(src))
-		return 0;
-	
-	if (!skill_num) { //Normal attack checks.
-		if (!(status->mode&MD_CANATTACK))
-			return 0; //This mode is only needed for melee attacking.
-		//Dead state is not checked for skills as some skills can be used 
-		//on dead characters, said checks are left to skill.c [Skotlex]
-		if (target && status_isdead(target))
-			return 0;
-	}
-
-	if (skill_num == PA_PRESSURE && flag) {
-	//Gloria Avoids pretty much everything....
-		tsc = target?status_get_sc(target):NULL;
-		if(tsc) {
-			if (tsc->option&OPTION_HIDE)
-				return 0;
-			if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
-				return 0;
-		}
-		return 1;
-	}
-
-	if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
-		(target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
-		&& !(status->mode&MD_BOSS))
-	{	//Basilica Check
-		if (!skill_num) return 0;
-		hide_flag = skill_get_inf(skill_num);
-		if (hide_flag&INF_ATTACK_SKILL)
-			return 0;
-		if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
-			return 0;
-	}	
-
-	if (src) sc = status_get_sc(src);
-	
-	if(sc && sc->count)
-	{
-		if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
-			//When sc do not cancel casting, the spell should come out.
-			return 0;
-
-		if (
-			(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
-			|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
-			|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
-			|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
-			|| (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
-		)
-			return 0;
-
-		if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
-		{	//Prevents skill usage
-			clif_emotion(src, 3);
-			return 0;
-		}
-			
-		if (sc->data[SC_BLADESTOP].timer != -1) {
-			switch (sc->data[SC_BLADESTOP].val1)
-			{
-				case 5: if (skill_num == MO_EXTREMITYFIST) break;
-				case 4: if (skill_num == MO_CHAINCOMBO) break;
-				case 3: if (skill_num == MO_INVESTIGATE) break;
-				case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
-				default: return 0;
-			}
-		}
-
-		if (sc->data[SC_DANCING].timer != -1 && flag!=2)
-		{
-			if(sc->data[SC_LONGING].timer != -1)
-			{	//Allow everything except dancing/re-dancing. [Skotlex]
-				if (skill_num == BD_ENCORE ||
-					skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
-				)
-					return 0;
-			} else
-			if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
-				&& skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
-				return 0;
-			if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
-				return 0;	//Can't amp out of Wand of Hermode :/ [Skotlex]
-		}
-
-		if (skill_num && //Do not block item-casted skills.
-			(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
-		) {	//Skills blocked through status changes...
-			if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
-				sc->data[SC_SILENCE].timer != -1 ||
-				(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
-				(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
-				sc->data[SC_STEELBODY].timer != -1 ||
-				sc->data[SC_BERSERK].timer != -1
-			))
-				return 0;
-
-			//Skill blocking.
-			if (
-				(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
-				(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
-				(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
-				(sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
-			)
-				return 0;
-
-		}
-	}
-
-	if (sc && sc->option)
-	{
-		if (sc->option&OPTION_HIDE)
-		switch (skill_num) { //Usable skills while hiding.
-			case TF_HIDING:
-			case AS_GRIMTOOTH:
-			case RG_BACKSTAP:
-			case RG_RAID:
-			case NJ_SHADOWJUMP:
-			case NJ_KIRIKAGE:
-				break;
-			default:
-				return 0;
-		}
-		if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
-			return 0;
-	}
-	if (target == NULL || target == src) //No further checking needed.
-		return 1;
-
-	tsc = status_get_sc(target);
-	
-	if(tsc && tsc->count)
-	{	
-		if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
-			return 0;
-		if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
-			return 0;
-		if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
-			return 0;
-	}
-
-	//If targetting, cloak+hide protect you, otherwise only hiding does.
-	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
-		
- 	//You cannot hide from ground skills.
-	if(skill_get_pl(skill_num) == ELE_EARTH)
-		hide_flag &= ~OPTION_HIDE;
-	
-	switch (target->type)
-	{
-	case BL_PC:
-		{
-			struct map_session_data *sd = (TBL_PC*) target;
-			if (pc_isinvisible(sd))
-				return 0;
-			if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
-				&& (sd->state.perfect_hiding || !(
-					status->race == RC_INSECT ||
-				  	status->race == RC_DEMON ||
-				  	status->mode&MD_DETECTOR
-				)))
-				return 0;
-		}
-		break;
-	case BL_ITEM:	//Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
-		//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
-		if (status->mode&MD_LOOTER)
-			return 1;
-		else
-			return 0;
-	default:
-		//Check for chase-walk/hiding/cloaking opponents.
-		if (tsc && !(status->mode&MD_BOSS))
-		{
-			if (tsc->option&hide_flag && !(
-				status->race == RC_INSECT ||
-			  	status->race == RC_DEMON ||
-			  	status->mode&MD_DETECTOR
-			))
-				return 0;
-		}
-	}
-	return 1;
-}
-
-//Checks whether the source can see and chase target.
-int status_check_visibility(struct block_list *src, struct block_list *target)
-{
-	int view_range;
-	struct status_data* status = status_get_status_data(src);
-	struct status_change* tsc = status_get_sc(target);
-	switch (src->type) {
-	case BL_MOB:
-		view_range = ((TBL_MOB*)src)->min_chase;
-		break;
-	case BL_PET:
-		view_range = ((TBL_PET*)src)->db->range2;
-		break;
-	default:
-		view_range = AREA_SIZE;
-	}
-
-	if (src->m != target->m || !check_distance_bl(src, target, view_range))
-		return 0;
-	
-	switch (target->type)
-	{
-	case BL_PC:
-		{
-			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
-				&& !(status->mode&MD_BOSS) && (
-					((TBL_PC*)target)->state.perfect_hiding || !(
-					status->race == RC_INSECT ||
-				  	status->race == RC_DEMON ||
-				  	status->mode&MD_DETECTOR
-				)))
-				return 0;
-		}
-		break;
-	default:
-		//Check for chase-walk/hiding/cloaking opponents.
-		if (tsc && !(status->mode&MD_BOSS))
-		{
-			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
-				&& !(
-					status->race == RC_INSECT ||
-				  	status->race == RC_DEMON ||
-				  	status->mode&MD_DETECTOR
-				))
-				return 0;
-		}
-	}
-	return 1;
-}
-
-void status_calc_bl(struct block_list *bl, unsigned long flag);
-
-static int status_base_atk(struct block_list *bl, struct status_data *status)
-{
-	int flag = 0, str, dex, dstr;
-
-	if(!(bl->type&battle_config.enable_baseatk))
-		return 0;
-
-	if (bl->type == BL_PC)
-	switch(((TBL_PC*)bl)->status.weapon){
-		case W_BOW:
-		case W_MUSICAL: 
-		case W_WHIP:
-		case W_REVOLVER:
-		case W_RIFLE:
-		case W_SHOTGUN:
-		case W_GATLING:
-		case W_GRENADE:
-			flag = 1;
-	}
-	if (flag) {
-		str = status->dex;
-		dex = status->str;
-	} else {
-		str = status->str;
-		dex = status->dex;
-	}
-	dstr = str/10;
-	return str + dstr*dstr + dex/5 + status->luk/5;
-}
-
-
-//Fills in the misc data that can be calculated from the other status info (except for level)
-void status_calc_misc(struct status_data *status, int type, int level)
-{
-	//Non players get the value set, players need to stack with previous bonuses.
-	if (type != BL_PC)
-		status->matk_min = status->matk_max = status->hit = status->flee =
-		status->def2 = status->mdef2 = status->cri = status->flee2 = 0;
-
-	status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
-	status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
-	status->hit += level + status->dex;
-	status->flee += level + status->agi;
-	status->def2 += status->vit;
-	status->mdef2 += status->int_ + (status->vit>>1);
-
-	if (type&battle_config.enable_critical)
-		status->cri += status->luk*3 + 10;
-	else
-		status->cri = 0;
-
-	if (type&battle_config.enable_perfect_flee)
-		status->flee2 += status->luk + 10;
-	else
-		status->flee2 = 0;
-
-	if (status->cri)
-	switch (type) {
-	case BL_MOB:
-		if(battle_config.mob_critical_rate != 100)
-			status->cri = status->cri*battle_config.mob_critical_rate/100;
-		if(!status->cri && battle_config.mob_critical_rate)
-		  	status->cri = 10;
-		break;
-	case BL_PC:
-		//Players don't have a critical adjustment setting as of yet.
-		break;
-	default:
-		if(battle_config.critical_rate != 100)
-			status->cri = status->cri*battle_config.critical_rate/100;
-		if (!status->cri && battle_config.critical_rate)
-			status->cri = 10;
-	}
-}
-
-//Skotlex: Calculates the initial status for the given mob
-//first will only be false when the mob leveled up or got a GuardUp level.
-//first&2: Class-change invoked.
-int status_calc_mob(struct mob_data* md, int first)
-{
-	struct status_data *status;
-	struct block_list *mbl = NULL;
-	int flag=0;
-
-	if(first)
-	{	//Set basic level on respawn.
-		if (md->spawn && !(first&2))
-		  	md->level = md->spawn->level;
-		else
-			md->level = md->db->lv; // [Valaris]
-	}
-
-	//Check if we need custom base-status
-	if (battle_config.mobs_level_up && md->level > md->db->lv)
-		flag|=1;
-	
-	if (md->special_state.size)
-		flag|=2;
-
-	if (md->guardian_data && md->guardian_data->guardup_lv)
-		flag|=4;
-	
-	if (battle_config.slaves_inherit_speed && md->master_id)
-		flag|=8;
-	
-	if (md->master_id && md->special_state.ai>1)
-		flag|=16;
-		
-	if (!flag)
-	{ //No special status required.
-		if (md->base_status) {
-			aFree(md->base_status);
-			md->base_status = NULL;
-		}
-		if(first)
-			memcpy(&md->status, &md->db->status, sizeof(struct status_data));
-		return 0;
-	}
-	if (!md->base_status)
-		md->base_status = aCalloc(1, sizeof(struct status_data));
-	
-	status = md->base_status;
-	memcpy(status, &md->db->status, sizeof(struct status_data));
-	
-
-	if (flag&(8|16))
-		mbl = map_id2bl(md->master_id);
-
-	if (flag&8 && mbl) {
-		struct status_data *mstatus = status_get_base_status(mbl);
-		if (mstatus)
-			status->speed = mstatus->speed;
-	}
-		
-	if (flag&16 && mbl)
-	{	//Max HP setting from Summon Flora/marine Sphere
-		struct unit_data *ud = unit_bl2ud(mbl);
-		if (ud)
-		{	// different levels of HP according to skill level
-			if (ud->skillid == AM_SPHEREMINE) {
-				status->max_hp = 2000 + 400*ud->skilllv;
-			} else { //AM_CANNIBALIZE
-				status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
-				status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
-			}
-			status->hp = status->max_hp;
-		}
-	}
-
-	if (flag&1)
-	{	// increase from mobs leveling up [Valaris]
-		int diff = md->level - md->db->lv;
-		status->str+= diff;
-		status->agi+= diff;
-		status->vit+= diff;
-		status->int_+= diff;
-		status->dex+= diff;
-		status->luk+= diff;
-		status->max_hp += diff*status->vit;
-		status->max_sp += diff*status->int_;
-		status->hp = status->max_hp;
-		status->sp = status->max_sp;
-		status->speed -= diff;
-	}
-	
-	
-	if (flag&2)
-	{	// change for sized monsters [Valaris]
-		if (md->special_state.size==1) {
-			status->max_hp>>=1;
-			status->max_sp>>=1;
-			if (!status->max_hp) status->max_hp = 1;
-			if (!status->max_sp) status->max_sp = 1;
-			status->hp=status->max_hp;
-			status->sp=status->max_sp;
-			status->str>>=1;
-			status->agi>>=1;
-			status->vit>>=1;
-			status->int_>>=1;
-			status->dex>>=1;
-			status->luk>>=1;
-			if (!status->str) status->str = 1;
-			if (!status->agi) status->agi = 1;
-			if (!status->vit) status->vit = 1;
-			if (!status->int_) status->int_ = 1;
-			if (!status->dex) status->dex = 1;
-			if (!status->luk) status->luk = 1;
-		} else if (md->special_state.size==2) {
-			status->max_hp<<=1;
-			status->max_sp<<=1;
-			status->hp=status->max_hp;
-			status->sp=status->max_sp;
-			status->str<<=1;
-			status->agi<<=1;
-			status->vit<<=1;
-			status->int_<<=1;
-			status->dex<<=1;
-			status->luk<<=1;
-		}
-	}
-
-	status->batk = status_base_atk(&md->bl, status);
-	status_calc_misc(status, BL_MOB, md->level);
-
-	if(flag&4)
-	{	// Strengthen Guardians - custom value +10% / lv
-		struct guild_castle *gc;
-		gc=guild_mapname2gc(map[md->bl.m].name);
-		if (!gc)
-			ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
-		else {
-			status->max_hp += 2000 * gc->defense;
-			status->max_sp += 200 * gc->defense;
-			if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
-				status->hp = gc->guardian[md->guardian_data->number].hp;
-			else //Emperium
-				status->hp = status->max_hp;
-			status->sp = status->max_sp;
-		}
-		status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
-		status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
-		status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
-		status->aspd_rate -= 100*md->guardian_data->guardup_lv;
-	}
-
-	//Initial battle status
-	if (!first)
-		status_calc_bl(&md->bl, SCB_ALL);
-	else
-		memcpy(&md->status, status, sizeof(struct status_data));
-	return 1;
-}
-
-//Skotlex: Calculates the stats of the given pet.
-int status_calc_pet(struct pet_data *pd, int first)
-{
-	
-	nullpo_retr(0, pd);
-
-	if (first) {
-		memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
-		pd->status.speed = pd->petDB->speed;
-	}
-
-	if (battle_config.pet_lv_rate && pd->msd)
-	{
-		struct map_session_data *sd = pd->msd;
-		int lv;
-
-		lv =sd->status.base_level*battle_config.pet_lv_rate/100;
-		if (lv < 0)
-			lv = 1;
-		if (lv != pd->pet.level || first)
-		{
-			struct status_data *bstat = &pd->db->status, *status = &pd->status;
-			pd->pet.level = lv;
-			if (!first) //Lv Up animation
-				clif_misceffect(&pd->bl, 0);
-			status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
-			status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
-			status->str = (bstat->str*lv)/pd->db->lv;
-			status->agi = (bstat->agi*lv)/pd->db->lv;
-			status->vit = (bstat->vit*lv)/pd->db->lv;
-			status->int_ = (bstat->int_*lv)/pd->db->lv;
-			status->dex = (bstat->dex*lv)/pd->db->lv;
-			status->luk = (bstat->luk*lv)/pd->db->lv;
-		
-			status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
-			status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
-			status->str = cap_value(status->str,1,battle_config.pet_max_stats);
-			status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
-			status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
-			status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
-			status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
-			status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
-
-			status->batk = status_base_atk(&pd->bl, &pd->status);
-			status_calc_misc(&pd->status, BL_PET, lv);
-
-			if (!first)	//Not done the first time because the pet is not visible yet
-				clif_send_petstatus(sd);
-		}
-	} else if (first) {
-		pd->status.batk = status_base_atk(&pd->bl, &pd->status);
-		status_calc_misc(&pd->status, BL_PET, pd->db->lv);
-	}
-	
-	//Support rate modifier (1000 = 100%)
-	pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
-	if(battle_config.pet_support_rate != 100)
-		pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
-	return 1;
-}	
-
-static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
-{
-	unsigned int val;
-	val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
-		+ hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
-		* (100 + status->vit)/100 + sd->param_equip[2];
-	if (sd->class_&JOBL_UPPER)
-		val += val * 25/100;
-	else if (sd->class_&JOBL_BABY)
-		val -= val * 30/100;
-	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
-		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
-	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
-		val += 2000;
-
-	return val;
-}
-
-static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
-{
-	unsigned int val;
-	val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
-		* (100 + status->int_)/100 + sd->param_equip[3];
-	if (sd->class_&JOBL_UPPER)
-		val += val * 25/100;
-	else if (sd->class_&JOBL_BABY)
-		val -= val * 30/100;
-	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
-		val *= 3; //Triple max SP for top ranking Taekwons over level 90.
-	
-	return val;
-}
-
-
-//Calculates player data from scratch without counting SC adjustments.
-//Should be invoked whenever players raise stats, learn passive skills or change equipment.
-int status_calc_pc(struct map_session_data* sd,int first)
-{
-	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
-	struct status_data b_status, *status;
-	struct weapon_atk b_lhw;
-	struct skill b_skill[MAX_SKILL];
-
-	int b_weight,b_max_weight;
-	int i,index;
-	int skill,refinedef=0;
-
-	if (++calculating > 10) //Too many recursive calls!
-		return -1;
-
-	memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
-	memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
-	b_status.lhw = &b_lhw;
-	
-	memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
-	b_weight = sd->weight;
-	b_max_weight = sd->max_weight;
-	
-	pc_calc_skilltree(sd);	// スキルツリ?の計算
-	
-	sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
-
-	if(first&1) {
-		//Load Hp/SP from char-received data.
-		sd->battle_status.hp = sd->status.hp;
-		sd->battle_status.sp = sd->status.sp;
-		sd->battle_status.lhw = &sd->battle_lhw;
-		sd->base_status.lhw = &sd->base_lhw;
-		sd->regen.sregen = &sd->sregen;
-		sd->regen.ssregen = &sd->ssregen;
-		sd->weight=0;
-		for(i=0;i<MAX_INVENTORY;i++){
-			if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
-				continue;
-			sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
-		}
-		sd->cart_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++;
-		}
-	}
-
-	status = &sd->base_status;
-	// these are not zeroed. [zzo]
-	sd->hprate=100;
-	sd->sprate=100;
-	sd->castrate=100;
-	sd->delayrate=100;
-	sd->dsprate=100;
-	sd->speed_rate = 100;
-	sd->hprecov_rate = 100;
-	sd->sprecov_rate = 100;
-	sd->atk_rate = sd->matk_rate = 100;
-	sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
-	sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
-	sd->regen.state.block = 0;
-	
-	// zeroed arays, order follows the order in map.h.
-	// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
-	malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
-		+ sizeof(sd->param_equip)
-		+ sizeof(sd->subele)
-		+ sizeof(sd->subrace)
-		+ sizeof(sd->subrace2)
-		+ sizeof(sd->subsize)
-		+ sizeof(sd->reseff)
-		+ sizeof(sd->weapon_coma_ele)
-		+ sizeof(sd->weapon_coma_race)
-		+ sizeof(sd->weapon_atk)
-		+ sizeof(sd->weapon_atk_rate)
-		+ sizeof(sd->arrow_addele) 
-		+ sizeof(sd->arrow_addrace)
-		+ sizeof(sd->arrow_addsize)
-		+ sizeof(sd->magic_addele)
-		+ sizeof(sd->magic_addrace)
-		+ sizeof(sd->magic_addsize)
-		+ sizeof(sd->critaddrace)
-		+ sizeof(sd->expaddrace)
-		+ sizeof(sd->itemgrouphealrate)
-		+ sizeof(sd->sp_gain_race)
-		);
-
-	malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
-	malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
-
-	malloc_set(&sd->special_state,0,sizeof(sd->special_state));
-	malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
-	malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
-
-	//FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
-	status->speed = DEFAULT_WALK_SPEED;
-	status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
-	status->size = (sd->class_&JOBL_BABY)?0:1;
-	if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
-		if (sd->class_&JOBL_BABY) {
-			if (battle_config.character_size&2)
-				status->size++;
-		} else
-		if(battle_config.character_size&1)
-			status->size++;
-	}
-	status->aspd_rate = 1000;
-	status->ele_lv = 1;
-	status->race = RC_DEMIHUMAN;
-
-	//zero up structures...
-	malloc_set(&sd->autospell,0,sizeof(sd->autospell)
-		+ sizeof(sd->autospell2)
-		+ sizeof(sd->addeff)
-		+ sizeof(sd->addeff2)
-		+ sizeof(sd->skillatk)
-		+ sizeof(sd->skillblown)
-		+ sizeof(sd->add_def)
-		+ sizeof(sd->add_mdef)
-		+ sizeof(sd->add_dmg)
-		+ sizeof(sd->add_mdmg)
-		+ sizeof(sd->add_drop)
-		+ sizeof(sd->itemhealrate)
-	);
-	
-	// vars zeroing. ints, shorts, chars. in that order.
-	malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
-		+ sizeof(sd->arrow_ele)
-		+ sizeof(sd->arrow_cri)
-		+ sizeof(sd->arrow_hit)
-		+ sizeof(sd->nsshealhp)
-		+ sizeof(sd->nsshealsp)
-		+ sizeof(sd->critical_def)
-		+ sizeof(sd->double_rate)
-		+ sizeof(sd->long_attack_atk_rate)
-		+ sizeof(sd->near_attack_def_rate)
-		+ sizeof(sd->long_attack_def_rate)
-		+ sizeof(sd->magic_def_rate)
-		+ sizeof(sd->misc_def_rate)
-		+ sizeof(sd->ignore_mdef_ele)
-		+ sizeof(sd->ignore_mdef_race)
-		+ sizeof(sd->perfect_hit)
-		+ sizeof(sd->perfect_hit_add)
-		+ sizeof(sd->get_zeny_rate)
-		+ sizeof(sd->get_zeny_num)
-		+ sizeof(sd->double_add_rate)
-		+ sizeof(sd->short_weapon_damage_return)
-		+ sizeof(sd->long_weapon_damage_return)
-		+ sizeof(sd->magic_damage_return)
-		+ sizeof(sd->random_attack_increase_add)
-		+ sizeof(sd->random_attack_increase_per)
-		+ sizeof(sd->break_weapon_rate)
-		+ sizeof(sd->break_armor_rate)
-		+ sizeof(sd->crit_atk_rate)
-		+ sizeof(sd->hp_loss_rate)
-		+ sizeof(sd->sp_loss_rate)
-		+ sizeof(sd->classchange)
-		+ sizeof(sd->speed_add_rate)
-		+ sizeof(sd->aspd_add_rate)
-		+ sizeof(sd->setitem_hash)
-		+ sizeof(sd->setitem_hash2)
-		// shorts
-		+ sizeof(sd->splash_range)
-		+ sizeof(sd->splash_add_range)
-		+ sizeof(sd->add_steal_rate)
-		+ sizeof(sd->hp_loss_value)
-		+ sizeof(sd->sp_loss_value)
-		+ sizeof(sd->hp_loss_type)
-		+ sizeof(sd->hp_gain_value)
-		+ sizeof(sd->sp_gain_value)
-		+ sizeof(sd->add_drop_count)
-		+ sizeof(sd->unbreakable)
-		+ sizeof(sd->unbreakable_equip)
-		+ sizeof(sd->unstripable_equip)
-		+ sizeof(sd->add_def_count)
-		+ sizeof(sd->add_mdef_count)
-		+ sizeof(sd->add_dmg_count)
-		+ sizeof(sd->add_mdmg_count)
-		);
-
-	// Parse equipment.
-	for(i=0;i<EQI_MAX-1;i++) {
-		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
-		if(index < 0)
-			continue;
-		if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
-			continue;
-		if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
-			continue;
-		if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
-			continue;
-		if(!sd->inventory_data[index])
-			continue;
-		
-		status->def += sd->inventory_data[index]->def;
-
-		if(first&1 && sd->inventory_data[index]->equip_script)
-	  	{	//Execute equip-script on login
-			run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
-			if (!calculating)
-				return 1;
-		}
-
-		if(sd->inventory_data[index]->type == 4) {
-			int r,wlv = sd->inventory_data[index]->wlv;
-			struct weapon_data *wd;
-			struct weapon_atk *wa;
-			
-			if (wlv >= MAX_REFINE_BONUS) 
-				wlv = MAX_REFINE_BONUS - 1;
-			if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
-				wd = &sd->left_weapon; // Left-hand weapon
-				wa = status->lhw;
-			} else {
-				wd = &sd->right_weapon;
-				wa = &status->rhw;
-			}
-			wa->atk += sd->inventory_data[index]->atk;
-			wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
-			if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
-				wd->overrefine = r*refinebonus[wlv][1];
-
-			wa->range += sd->inventory_data[index]->range;
-			if(sd->inventory_data[index]->script) {
-				if (wd == &sd->left_weapon) {
-					sd->state.lr_flag = 1;
-					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
-					sd->state.lr_flag = 0;
-				} else
-					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
-				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
-					return 1;
-			}
-
-			if(sd->status.inventory[index].card[0]==CARD0_FORGE)
-			{	// Forged weapon
-				wd->star += (sd->status.inventory[index].card[1]>>8);
-				if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
-				if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
-					wd->star += 10;
-				
-				if (!wa->ele) //Do not overwrite element from previous bonuses.
-					wa->ele = (sd->status.inventory[index].card[1]&0x0f);
-			}
-		}
-		else if(sd->inventory_data[index]->type == 5) {
-			refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
-			if(sd->inventory_data[index]->script) {
-				run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
-				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
-					return 1;
-			}
-		}
-	}
-
-	if(sd->equip_index[EQI_AMMO] >= 0){
-		index = sd->equip_index[EQI_AMMO];
-		if(sd->inventory_data[index]){		// Arrows
-			sd->arrow_atk += sd->inventory_data[index]->atk;
-			sd->state.lr_flag = 2;
-			run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
-			sd->state.lr_flag = 0;
-			if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
-				return 1;
-		}
-	}
-	
-	//Store equipment script bonuses 
-	memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
-	malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
-	
-	status->def += (refinedef+50)/100;
-
-	//Parse Cards
-	for(i=0;i<EQI_MAX-1;i++) {
-		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
-		if(index < 0)
-			continue;
-		if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
-			continue;
-		if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
-			continue;
-		if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
-			continue;
-
-		if(sd->inventory_data[index]) {
-			int j,c;
-			struct item_data *data;
-	
-			//Card script execution.
-			if(itemdb_isspecial(sd->status.inventory[index].card[0]))
-				continue;
-			for(j=0;j<sd->inventory_data[index]->slot;j++){	
-				current_equip_card_id= c= sd->status.inventory[index].card[j];
-				if(!c)
-					continue;
-				data = itemdb_exists(c);
-				if(!data)
-					continue;
-				if(first&1 && data->equip_script)
-			  	{	//Execute equip-script on login
-					run_script(data->equip_script,0,sd->bl.id,0);
-					if (!calculating)
-						return 1;
-				}
-				if(!data->script)
-					continue;
-				if(data->flag.no_equip) { //Card restriction checks.
-					if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
-						continue;
-					if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
-						continue;
-					if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) 
-						continue;
-				}
-				if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
-				{	//Left hand status.
-					sd->state.lr_flag = 1;
-					run_script(data->script,0,sd->bl.id,0);
-					sd->state.lr_flag = 0;
-				} else
-					run_script(data->script,0,sd->bl.id,0);
-				if (!calculating) //Abort, run_script his function. [Skotlex]
-					return 1;
-			}
-		}
-	}
-	
-	if(sd->pd && battle_config.pet_status_support)
-	{ // Pet
-		struct pet_data *pd=sd->pd;
-		if(pd && pd->pet.intimate > 0 &&
-			(!battle_config.pet_equip_required || pd->pet.equip > 0) &&
-			pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
-			pc_bonus(sd,pd->bonus->type, pd->bonus->val);
-	}
-	//param_bonus now holds card bonuses.
-	
-	if(status->rhw.range < 1) status->rhw.range = 1;
-	if(status->lhw->range < 1) status->lhw->range = 1;
-	if(status->rhw.range < status->lhw->range)
-		status->rhw.range = status->lhw->range;
-
-	sd->double_rate += sd->double_add_rate;
-	sd->perfect_hit += sd->perfect_hit_add;
-	sd->splash_range += sd->splash_add_range;
-	if(sd->aspd_add_rate)	
-		status->aspd_rate += 10*sd->aspd_add_rate;
-	if(sd->speed_add_rate)	
-		sd->speed_rate += sd->speed_add_rate;
-
-	// Damage modifiers from weapon type
-	sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
-	sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
-	sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
-	sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
-	sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
-	sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
-
-	if(pc_isriding(sd) &&
-		(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
-	{	//When Riding with spear, damage modifier to mid-class becomes 
-		//same as versus large size.
-		sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
-		sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
-	}
-
-// ----- STATS CALCULATION -----
-
-	// Job bonuses
-	for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
-		if(!job_bonus[sd->status.class_][i])
-			continue;
-		switch(job_bonus[sd->status.class_][i]) {
-			case 1:
-				status->str++;
-				break;
-			case 2:
-				status->agi++;
-				break;
-			case 3:
-				status->vit++;
-				break;
-			case 4:
-				status->int_++;
-				break;
-			case 5:
-				status->dex++;
-				break;
-			case 6:
-				status->luk++;
-				break;
-		}
-	}
-
-	// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
-	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
-		status->str += 10;
-		status->agi += 10;
-		status->vit += 10;
-		status->int_+= 10;
-		status->dex += 10;
-		status->luk += 10;
-	}
-
-	// Absolute modifiers from passive skills
-	if(pc_checkskill(sd,BS_HILTBINDING)>0)
-		status->str++;
-	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
-		status->int_ += (skill+1)/2; // +1 INT / 2 lv
-	if((skill=pc_checkskill(sd,AC_OWL))>0)
-		status->dex += skill;
-
-	// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
-	i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
-	status->str = cap_value(i,0,USHRT_MAX);
-	i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
-	status->agi = cap_value(i,0,USHRT_MAX);
-	i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
-	status->vit = cap_value(i,0,USHRT_MAX);
-	i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
-	status->int_ = cap_value(i,0,USHRT_MAX);
-	i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
-	status->dex = cap_value(i,0,USHRT_MAX);
-	i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
-	status->luk = cap_value(i,0,USHRT_MAX);
-	
-// ------ BASE ATTACK CALCULATION ------
-
-	// Basic Base ATK value
-	status->batk += status_base_atk(&sd->bl,status);
-	// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
-	if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
-		status->batk += sd->weapon_atk[sd->status.weapon];
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
-		status->batk += 4;
-
-// ----- MISC CALCULATION -----
-	status_calc_misc(status, BL_PC, sd->status.base_level);
-
-// ----- HIT CALCULATION -----
-
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
-		status->hit += skill*2;
-	if((skill=pc_checkskill(sd,AC_VULTURE))>0){
-		status->hit += skill;
-		if(sd->status.weapon == W_BOW)
-			status->rhw.range += skill;
-	}
-	if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
-  	{
-		if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
-			status->hit += 2*skill;
-		if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
-			status->hit += skill;
-			status->rhw.range += skill;
-		}
-	}
-
-// ----- FLEE CALCULATION -----
-
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,TF_MISS))>0)
-		status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
-	if((skill=pc_checkskill(sd,MO_DODGE))>0)
-		status->flee += (skill*3)>>1;
-
-// ----- EQUIPMENT-DEF CALCULATION -----
-
-	// Apply relative modifiers from equipment
-	if(sd->def_rate != 100) {
-		i =  status->def * sd->def_rate/100;
-		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
-	}
-
-	if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
-	{
-		status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
-		status->def = (unsigned char)battle_config.max_def;
-	}
-
-// ----- EQUIPMENT-MDEF CALCULATION -----
-
-	// Apply relative modifiers from equipment
-	if(sd->mdef_rate != 100) {
-		i =  status->mdef * sd->mdef_rate/100;
-		status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
-	}
-
-	if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
-	{
-		status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
-		status->mdef = (signed char)battle_config.max_def;
-	}
-	
-// ----- WALKING SPEED CALCULATION -----
-
-	// Relative modifiers from passive skills
-	if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
-		status->speed -= status->speed * skill/100;
-	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
-		status->speed -= status->speed * 25/100;
-	if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
-		status->speed += status->speed * (100-10*skill)/100;
-
-// ----- ASPD CALCULATION -----
-// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
-
-	// Basic ASPD value
-	if (sd->status.weapon < MAX_WEAPON_TYPE)
-		i = (1000 -4*status->agi -status->dex)
-			*aspd_base[sd->status.class_][sd->status.weapon]/1000;
-	else
-		i = ((
-			(1000 -4*status->agi -status->dex)
-			*aspd_base[sd->status.class_][sd->weapontype1]/1000
-		)+(
-			(1000 -4*status->agi -status->dex)
-			*aspd_base[sd->status.class_][sd->weapontype2]/1000
-		)) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
-
-	status->amotion = cap_value(i,battle_config.max_aspd,2000);
-
-	// Relative modifiers from passive skills
-	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
-		status->aspd_rate -= 5*skill;
-	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
-		status->aspd_rate -= 30*skill;
-	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
-		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
-		status->aspd_rate -= ((skill+1)/2) * 10;
-	if(pc_isriding(sd))
-		status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
-	
-	status->adelay = 2*status->amotion;
-	
-
-// ----- DMOTION -----
-//
-	i =  800-status->agi*4;
-	status->dmotion = cap_value(i, 400, 800);
-
-// ----- HP MAX CALCULATION -----
-
-	// Basic MaxHP value
-	//We hold the standard Max HP here to make it faster to recalculate on vit changes.
-	sd->status.max_hp = status_base_pc_maxhp(sd,status);
-	status->max_hp += sd->status.max_hp;
-
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,CR_TRUST))>0)
-		status->max_hp += skill*200;
-
-// ----- SP MAX CALCULATION -----
-
-	// Basic MaxSP value
-	sd->status.max_sp = status_base_pc_maxsp(sd,status);
-	status->max_sp += sd->status.max_sp;
-
-	// Absolute modifiers from passive skills
-	if((skill=pc_checkskill(sd,SL_KAINA))>0)
-		status->max_sp += 30*skill;
-
-	if(status->sp>status->max_sp)
-		status->sp=status->max_sp;
-
-// ----- RESPAWN HP/SP -----
-// 
-	//Calc respawn hp and store it on base_status
-	if (sd->special_state.restart_full_recover)
-	{
-		status->hp = status->max_hp;
-		status->sp = status->max_sp;
-	} else {
-		if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) 
-			&& battle_config.restart_hp_rate < 50) 
-			status->hp=status->max_hp>>1;
-		else 
-			status->hp=status->max_hp * battle_config.restart_hp_rate/100;
-		if(!status->hp)
-			status->hp = 1;
-
-		status->sp = status->max_sp * battle_config.restart_sp_rate /100;
-	}
-
-// ----- MISC CALCULATIONS -----
-
-	// Weight
-	if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
-		sd->max_weight += 2000*skill;
-	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
-		sd->max_weight += 10000;
-	if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
-		sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
-
-	if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
-		sd->regen.state.walk = 1;
-	else
-		sd->regen.state.walk = 0;
-
-	// Skill SP cost
-	if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
-		sd->dsprate -= 4*skill;
-
-	if(sd->sc.count){
-		if(sd->sc.data[SC_SERVICE4U].timer!=-1)
-			sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
-	}
-
-	if(sd->dsprate < 0) sd->dsprate = 0;
-
-	// Anti-element and anti-race
-	if((skill=pc_checkskill(sd,CR_TRUST))>0)
-		sd->subele[6] += skill*5;
-	if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
-		sd->subele[0] += skill;
-		sd->subele[3] += skill*4;
-	}
-	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
-		skill = skill*4;
-		sd->right_weapon.addrace[RC_DRAGON]+=skill;
-		sd->left_weapon.addrace[RC_DRAGON]+=skill;
-		sd->magic_addrace[RC_DRAGON]+=skill;
-		sd->subrace[RC_DRAGON]+=skill;
-	}
-
-	if(sd->sc.count){
-     	if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
-		{	//Update the card-bonus data
-			sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
-			sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
-		}
-     	if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
-			sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
-			sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
-		}
-		if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
-			sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
-			sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
-		}
-	}
-
-	status_cpy(&sd->battle_status, status);
-	status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
-	status = &sd->battle_status; //Need to compare versus this.
-	
-// ----- CLIENT-SIDE REFRESH -----
-	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
-		clif_skillinfoblock(sd);
-	if(b_status.speed != status->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);
-	}
-	if(b_status.str != status->str)
-		clif_updatestatus(sd,SP_STR);
-	if(b_status.agi != status->agi)
-		clif_updatestatus(sd,SP_AGI);
-	if(b_status.vit != status->vit)
-		clif_updatestatus(sd,SP_VIT);
-	if(b_status.int_ != status->int_)
-		clif_updatestatus(sd,SP_INT);
-	if(b_status.dex != status->dex)
-		clif_updatestatus(sd,SP_DEX);
-	if(b_status.luk != status->luk)
-		clif_updatestatus(sd,SP_LUK);
-	if(b_status.hit != status->hit)
-		clif_updatestatus(sd,SP_HIT);
-	if(b_status.flee != status->flee)
-		clif_updatestatus(sd,SP_FLEE1);
-	if(b_status.amotion != status->amotion)
-		clif_updatestatus(sd,SP_ASPD);
-	if(b_status.rhw.atk != status->rhw.atk ||
-		b_status.lhw->atk != status->lhw->atk ||
-		b_status.batk != status->batk)
-		clif_updatestatus(sd,SP_ATK1);
-	if(b_status.def != status->def)
-		clif_updatestatus(sd,SP_DEF1);
-	if(b_status.rhw.atk2 != status->rhw.atk2 ||
-		b_status.lhw->atk2 != status->lhw->atk2)
-		clif_updatestatus(sd,SP_ATK2);
-	if(b_status.def2 != status->def2)
-		clif_updatestatus(sd,SP_DEF2);
-	if(b_status.flee2 != status->flee2)
-		clif_updatestatus(sd,SP_FLEE2);
-	if(b_status.cri != status->cri)
-		clif_updatestatus(sd,SP_CRITICAL);
-	if(b_status.matk_max != status->matk_max)
-		clif_updatestatus(sd,SP_MATK1);
-	if(b_status.matk_min != status->matk_min)
-		clif_updatestatus(sd,SP_MATK2);
-	if(b_status.mdef != status->mdef)
-		clif_updatestatus(sd,SP_MDEF1);
-	if(b_status.mdef2 != status->mdef2)
-		clif_updatestatus(sd,SP_MDEF2);
-	if(b_status.rhw.range != status->rhw.range)
-		clif_updatestatus(sd,SP_ATTACKRANGE);
-	if(b_status.max_hp != status->max_hp)
-		clif_updatestatus(sd,SP_MAXHP);
-	if(b_status.max_sp != status->max_sp)
-		clif_updatestatus(sd,SP_MAXSP);
-	if(b_status.hp != status->hp)
-		clif_updatestatus(sd,SP_HP);
-	if(b_status.sp != status->sp)
-		clif_updatestatus(sd,SP_SP);
-
-	calculating = 0;
-	return 0;
-}
-
-int status_calc_homunculus(struct homun_data *hd, int first)
-{
-	struct status_data b_status, *status;
-	struct map_session_data *sd;
-	struct s_homunculus *hom;
-	int skill;
-	
-	memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
-	sd = hd->master;
-	hom = &sd->homunculus;
-
-	status = &hd->base_status;
-	
-	status->str = hom->str / 10;
-	status->agi = hom->agi / 10;
-	status->vit = hom->vit / 10;
-	status->dex = hom->dex / 10;
-	status->int_ = hom->int_ / 10;
-	status->luk = hom->luk / 10;
-
-	status->def_ele =  hd->homunculusDB->element ;	//[orn]
-	status->ele_lv = 1;
-	status->race = hd->homunculusDB->race ;	//[orn]
-	status->size = hd->homunculusDB->size ;	//[orn]
-	status->rhw.range = 1 + status->size;	//[orn]
-	status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;	//[orn]
-	status->speed = DEFAULT_WALK_SPEED;
-	skill = hom->level/10 + status->vit/5;
-	status->def = cap_value(skill, 0, 99);
-	skill = hom->level/10 + status->int_/5;
-	status->mdef = cap_value(skill, 0, 99);
-
-	status->hp = 1;
-	status->sp = 1;
-	status->max_hp = hom->max_hp ;
-	status->max_sp = hom->max_sp ;
-
-	merc_hom_calc_skilltree(sd);
-
-	if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
-		status->def +=	skill * 4;
-	
-	if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
-	{
-		status->int_ +=	1 +skill/2 -skill/4 +skill/5;
-		status->str  +=	1 +2*(skill/3) +skill/4;
-	}
-
-	if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
-		status->max_hp += skill * 2 * status->max_hp / 100;
-
-	if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
-		status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
-
-	if (first) {
-		hd->battle_status.hp = hom->hp ;
-		hd->battle_status.sp = hom->sp ;
-	}
-
-	status->batk = status_base_atk(&hd->bl, status);
-	status->rhw.atk = status->dex;
-	status->rhw.atk2 = status->str + hom->level;
-
-	status->aspd_rate = 1000;
-
-	skill = (1000 -4*status->agi -status->dex)
-			*hd->homunculusDB->baseASPD/1000;
-	
-	status->amotion = cap_value(skill,battle_config.max_aspd,2000);
-	status->adelay = 2*status->amotion;
-
-	status_calc_misc(status, BL_HOM, hom->level);
-	status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
-
-	if (memcmp(&b_status, status, sizeof(struct status_data)))
-		clif_hominfo(hd->master,hd,0) ;
-
-	return 1;
-}
-
-static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
-static signed short status_calc_hit(struct block_list *,struct status_change *,int);
-static signed short status_calc_critical(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
-static signed char status_calc_def(struct block_list *,struct status_change *,int);
-static signed short status_calc_def2(struct block_list *,struct status_change *,int);
-static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
-static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
-static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
-static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
-static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
-
-//Calculates base regen values.
-void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
-{
-	struct map_session_data *sd;
-	int val, skill;
-	
-	if (!(bl->type&BL_REGEN) || !regen)
-		return;
-	BL_CAST(BL_PC,bl,sd);
-	
-	val = 1 + (status->vit/5) + (status->max_hp/200);
-
-	if (sd && sd->hprecov_rate != 100)
-		val = val*sd->hprecov_rate/100;
-
-	regen->hp = cap_value(val, 1, SHRT_MAX);
-
-	val = 1 + (status->int_/6) + (status->max_sp/100);
-	if(status->int_ >= 120)
-		val += ((status->int_-120)>>1) + 4;
-
-	if(sd && sd->sprecov_rate != 100)
-		val = val*sd->sprecov_rate/100;
-
-	regen->sp = cap_value(val, 1, SHRT_MAX);
-	
-	if(sd)
-	{
-		struct regen_data_sub *sregen;
-		if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
-		{
-			val = regen->sp*(100+3*skill)/100;
-			regen->sp = cap_value(val, 1, SHRT_MAX);
-		}
-		//Only players have skill/sitting skill regen for now.
-		sregen = regen->sregen;
-
-		val = 0;
-		if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
-			val += skill*5 + (status->max_hp*skill/500);
-		sregen->hp = cap_value(val, 0, SHRT_MAX);
-
-		val = 0;
-		if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
-			val += skill*3 + (status->max_sp*skill/500);
-		if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
-			val += skill*3 + (status->max_sp*skill/500);
-		sregen->sp = cap_value(val, 0, SHRT_MAX);
-			
-		// Skill-related recovery (only when sit)
-		sregen = regen->ssregen;
-		
-		val = 0;
-		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
-			val += skill*4 + (status->max_hp*skill/500);
-
-		if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
-			val += skill*30 + (status->max_hp*skill/500);
-		sregen->hp = cap_value(val, 0, SHRT_MAX);
-
-		val = 0;
-		if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
-		{
-			val += skill*3 + (status->max_sp*skill/500);
-			if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
-				val += (30+10*skill)*val/100;
-		}
-		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
-			val += skill*2 + (status->max_sp*skill/500);
-		sregen->sp = cap_value(val, 0, SHRT_MAX);
-	}
-	
-	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
-	{
-		sd = ((TBL_HOM*)bl)->master;
-		if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
-		{
-			val = regen->hp*(100+5*skill)/100;
-			regen->hp = cap_value(val, 1, SHRT_MAX);
-		}
-		if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
-		{
-			val = regen->sp*(100+3*skill)/100;
-			regen->sp = cap_value(val, 1, SHRT_MAX);
-		}
-	}
-}
-
-//Calculates SC related regen rates.
-void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
-{
-	if (!(bl->type&BL_REGEN) || !regen)
-		return;
-	
-	regen->flag = RGN_HP|RGN_SP;
-	if(regen->sregen)
-	{
-		if (regen->sregen->hp)
-			regen->flag|=RGN_SHP;
-
-		if (regen->sregen->sp)
-			regen->flag|=RGN_SSP;
-		regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
-	}
-	if (regen->ssregen)
-	{
-		if (regen->ssregen->hp)
-			regen->flag|=RGN_SHP;
-
-		if (regen->ssregen->sp)
-			regen->flag|=RGN_SSP;
-		regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
-	}
-	regen->rate.hp = regen->rate.sp = 1;
-	
-	if (!sc || !sc->count)
-		return;
-
-	if (
-		(sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
-		|| (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
-		|| sc->data[SC_BERSERK].timer != -1
-		|| sc->data[SC_TRICKDEAD].timer != -1
-		|| sc->data[SC_BLEEDING].timer != -1
-		|| (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4)
-	)	//No regen
-		regen->flag = 0;
-
-	if (
-		sc->data[SC_EXTREMITYFIST].timer != -1
-		|| sc->data[SC_DANCING].timer != -1
-		|| (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
-			&& (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
-	)	//No SP regen
-		regen->flag &=~(RGN_SP|RGN_SSP);
-
-	if(
-		sc->data[SC_TENSIONRELAX].timer!=-1
-	  ) {
-		regen->rate.hp += 2;
-		if (regen->sregen)
-			regen->sregen->rate.hp += 3;
-	}
-	if (sc->data[SC_MAGNIFICAT].timer != -1)
-	{
-		regen->rate.hp += 1;
-		regen->rate.sp += 1;
-	}
-	if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4)
-	{
-		regen->rate.hp += sc->data[SC_REGENERATION].val2;
-		regen->rate.sp += sc->data[SC_REGENERATION].val3;
-	}
-}
-
-//Calculates some attributes that depends on modified stats from status changes.
-void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
-{
-	struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
-	int skill;
-
-	if(flag&(SCB_MAXHP|SCB_VIT))
-	{
-		flag|=SCB_MAXHP; //Ensures client-side refresh
-		
-		status->max_hp = status_base_pc_maxhp(sd,status);
-		status->max_hp += b_status->max_hp - sd->status.max_hp;
-		
-		status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
-		// Apply relative modifiers from equipment
-		if(sd->hprate!=100)
-			status->max_hp = status->max_hp * sd->hprate/100;
-		if(battle_config.hp_rate != 100)
-			status->max_hp = status->max_hp * battle_config.hp_rate/100;
-		
-		if(status->max_hp > (unsigned int)battle_config.max_hp)
-			status->max_hp = battle_config.max_hp;
-		else if(!status->max_hp)
-			status->max_hp = 1;
-	
-		if(status->hp > status->max_hp) {
-			status->hp = status->max_hp;
-			clif_updatestatus(sd,SP_HP);
-		}
-	}
-
-	if(flag&(SCB_MAXSP|SCB_INT))
-	{	
-		flag|=SCB_MAXSP;
-		
-		status->max_sp = status_base_pc_maxsp(sd,status);
-		status->max_sp += b_status->max_sp - sd->status.max_sp;
-		
-		if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
-			status->max_sp += status->max_sp * skill/100;
-		if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
-			status->max_sp += status->max_sp * 2*skill/100;
-
-		status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
-		
-		// Apply relative modifiers from equipment
-		if(sd->sprate!=100)
-			status->max_sp = status->max_sp * sd->sprate/100;
-		if(battle_config.sp_rate != 100)
-			status->max_sp = status->max_sp * battle_config.sp_rate/100;
-		
-		if(status->max_sp > (unsigned int)battle_config.max_sp)
-			status->max_sp = battle_config.max_sp;
-		else if(!status->max_sp)
-			status->max_sp = 1;
-		
-		if(status->sp > status->max_sp) {
-			status->sp = status->max_sp;
-			clif_updatestatus(sd,SP_SP);
-		}
-	}
-
-	if(flag&SCB_MATK) {
-		//New matk
-		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
-		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
-
-		//Bonuses from previous matk
-		status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
-		status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
-
-		status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
-		status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
-		if(sd->matk_rate != 100){
-			status->matk_max = status->matk_max * sd->matk_rate/100;
-			status->matk_min = status->matk_min * sd->matk_rate/100;
-		}
-
-		if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
-			sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
-			sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
-		}
-	}
-	
-	if(flag&SCB_HIT) {
-		if(sd->hit_rate != 100)
-			status->hit = status->hit * sd->hit_rate/100;
-
-		if(status->hit < 1) status->hit = 1;
-	}
-
-	if(flag&SCB_FLEE) {
-		if(sd->flee_rate != 100)
-			status->flee = status->flee * sd->flee_rate/100;
-
-		if(status->flee < 1) status->flee = 1;
-	}
-
-	if(flag&SCB_DEF2) {
-		if(sd->def2_rate != 100)
-			status->def2 = status->def2 * sd->def2_rate/100;
-
-		if(status->def2 < 1) status->def2 = 1;
-	}
-
-	if(flag&SCB_MDEF2) {
-		if(sd->mdef2_rate != 100)
-			status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
-
-		if(status->mdef2 < 1) status->mdef2 = 1;
-	}
-
-	if(flag&SCB_SPEED) {
-		if(sd->speed_rate != 100)
-			status->speed = status->speed*sd->speed_rate/100;
-
-		if(status->speed < battle_config.max_walk_speed)
-			status->speed = battle_config.max_walk_speed;
-
-		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
-			//Store casting walk speed for quick restoration. [Skotlex]
-			sd->prev_speed = status->speed * (175-5*skill)/100;
-			if(sd->ud.skilltimer != -1) { //Swap speed.
-				skill = status->speed;
-				status->speed = sd->prev_speed;
-				sd->prev_speed = skill;
-			}
-		}
-	}
-	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
-		flag|=SCB_ASPD;
-		if (sd->status.weapon < MAX_WEAPON_TYPE)
-			skill = (1000 -4*status->agi -status->dex)
-				*aspd_base[sd->status.class_][sd->status.weapon]/1000;
-		else
-			skill = ((
-				(1000 -4*status->agi -status->dex)
-				*aspd_base[sd->status.class_][sd->weapontype1]/1000
-			)+(
-				(1000 -4*status->agi -status->dex)
-				*aspd_base[sd->status.class_][sd->weapontype2]/1000
-			)) *2/3;
-
-		status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
-		
-		// Apply all relative modifiers
-		if(status->aspd_rate != 1000)
-			skill = skill *status->aspd_rate/1000;
-
-		status->amotion = cap_value(skill,battle_config.max_aspd,2000);
-
-		status->adelay = 2*status->amotion;
-		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
-			//Store casting adelay for quick restoration. [Skotlex]
-			sd->prev_adelay = status->adelay*(150-5*skill)/100;
-			if(sd->ud.skilltimer != -1) { //Swap adelay.
-				skill = status->adelay;
-				status->adelay = sd->prev_adelay;
-				sd->prev_adelay = skill;
-			}
-		}
-
-	}
-	
-	if(flag&(SCB_AGI|SCB_DSPD)) {
-		//Even though people insist this is too slow, packet data reports this is the actual real equation.
-		skill = 800-status->agi*4;
-		status->dmotion = cap_value(skill, 400, 800);
-
-		if(battle_config.pc_damage_delay_rate != 100)
-			status->dmotion  = status->dmotion*battle_config.pc_damage_delay_rate/100;
-		status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
-	}
-
-
-	if(flag&SCB_CRI)
-	{
-		if(sd->critical_rate != 100)
-			status->cri = status->cri * sd->critical_rate/100;
-
-		if(status->cri < 10) status->cri = 10;
-	}
-
-	if(flag&SCB_FLEE2) {
-		if(sd->flee2_rate != 100)
-			status->flee2 = status->flee2 * sd->flee2_rate/100;
-
-		if(status->flee2 < 10) status->flee2 = 10;
-	}
-
-	if(flag&SCB_SPEED) {
-		clif_updatestatus(sd,SP_SPEED);
-		if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
-			unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
-	}
-
-	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
-		status_calc_regen(&sd->bl, status, &sd->regen);
-	
-	if(flag&SCB_REGEN)
-		status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
-	
-	if (flag == SCB_ALL)
-		return; //Refresh is done on invoking function (status_calc_pc)
-	
-	if(flag&SCB_STR)
-		clif_updatestatus(sd,SP_STR);
-	if(flag&SCB_AGI)
-		clif_updatestatus(sd,SP_AGI);
-	if(flag&SCB_VIT)
-		clif_updatestatus(sd,SP_VIT);
-	if(flag&SCB_INT)
-		clif_updatestatus(sd,SP_INT);
-	if(flag&SCB_DEX)
-		clif_updatestatus(sd,SP_DEX);
-	if(flag&SCB_LUK)
-		clif_updatestatus(sd,SP_LUK);
-	if(flag&SCB_HIT)
-		clif_updatestatus(sd,SP_HIT);
-	if(flag&SCB_FLEE)
-		clif_updatestatus(sd,SP_FLEE1);
-	if(flag&SCB_ASPD)
-		clif_updatestatus(sd,SP_ASPD);
-	if(flag&(SCB_BATK|SCB_WATK))
-		clif_updatestatus(sd,SP_ATK1);
-	if(flag&SCB_DEF)
-		clif_updatestatus(sd,SP_DEF1);
-	if(flag&SCB_WATK)
-		clif_updatestatus(sd,SP_ATK2);
-	if(flag&SCB_DEF2)
-		clif_updatestatus(sd,SP_DEF2);
-	if(flag&SCB_FLEE2)
-		clif_updatestatus(sd,SP_FLEE2);
-	if(flag&SCB_CRI)
-		clif_updatestatus(sd,SP_CRITICAL);
-	if(flag&SCB_MATK) {
-		clif_updatestatus(sd,SP_MATK1);
-		clif_updatestatus(sd,SP_MATK2);
-	}
-	if(flag&SCB_MDEF)
-		clif_updatestatus(sd,SP_MDEF1);
-	if(flag&SCB_MDEF2)
-		clif_updatestatus(sd,SP_MDEF2);
-	if(flag&SCB_RANGE)
-		clif_updatestatus(sd,SP_ATTACKRANGE);
-	if(flag&SCB_MAXHP)
-		clif_updatestatus(sd,SP_MAXHP);
-	if(flag&SCB_MAXSP)
-		clif_updatestatus(sd,SP_MAXSP);
-}
-
-//Calculates some attributes that depends on modified stats from status changes.
-void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag)	//[orn]
-{
-	struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
-	int skill = 0;
-
-
-	if(flag&(SCB_MAXHP|SCB_VIT))
-	{
-		flag|=SCB_MAXHP; //Ensures client-side refresh
-		// Apply relative modifiers from equipment
-		if(status->max_hp > (unsigned int)battle_config.max_hp)
-			status->max_hp = battle_config.max_hp;
-		else if(!status->max_hp)
-			status->max_hp = 1;
-		if(status->hp > status->max_hp)
-			status->hp = status->max_hp;
-	}
-	if(flag&SCB_VIT)
-	{
-		flag|=SCB_DEF;
-		status->def +=	(status->vit/5 - b_status->vit/5);
-	}
-	if(flag&(SCB_MAXSP|SCB_INT))
-	{	
-		flag|=SCB_MAXSP;
-		if(status->max_sp > (unsigned int)battle_config.max_sp)
-			status->max_sp = battle_config.max_sp;
-		else if(!status->max_sp)
-			status->max_sp = 1;
-		if(status->sp > status->max_sp)
-			status->sp = status->max_sp;
-	}
-	if(flag&SCB_INT) {
-		flag|=SCB_MDEF;
-		status->mdef += (status->int_/5 - b_status->int_/5);
-	}
-	if(flag&SCB_DEX) {
-		flag |=SCB_WATK;
-		status->rhw.atk += (status->dex - b_status->dex);
-	}
-	if(flag&SCB_STR) {
-		flag |=SCB_WATK;
-		status->rhw.atk += (status->str - b_status->str);
-	}
-	if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
-		status->rhw.atk2 = status->rhw.atk;
-
-	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
-		flag|=SCB_ASPD;
-
-		skill = (1000 -4*status->agi -status->dex)
-			*hd->homunculusDB->baseASPD/1000;
-		
-		status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
-		if(status->aspd_rate != 1000)
-			skill = skill*status->aspd_rate/1000;
-
-		status->amotion = cap_value(skill,battle_config.max_aspd,2000);
-		status->adelay = 2*status->amotion;
-	}
-	
-	if(flag&(SCB_AGI|SCB_DSPD)) {
-		skill = 800-status->agi*4;
-		status->dmotion = cap_value(skill, 400, 800);
-		status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
-	}
-
-	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
-		status_calc_regen(&hd->bl, status, &hd->regen);
-	
-	if(flag&SCB_REGEN)
-		status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
-
-	if (flag == SCB_ALL)
-		return; //Refresh is done on invoking function (status_calc_hom)
-
-	if (hd->master && flag&(
-		SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
-		SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
-		SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
-		SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
-		SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
-	)
-		clif_hominfo(hd->master,hd,0);
-}
-
-void status_calc_bl(struct block_list *bl, unsigned long flag)
-{
-	struct status_data *b_status, *status;
-	struct status_change *sc;
-	int temp;
-	TBL_PC *sd;
-	b_status = status_get_base_status(bl);
-	status = status_get_status_data(bl);
-	sc = status_get_sc(bl);
-	
-	if (!b_status || !status)
-		return;
-
-	BL_CAST(BL_PC,bl,sd);
-
-	if(sd && flag&SCB_PC)
-	{	//Recalc everything.
-		status_calc_pc(sd,0);
-		return;
-	}
-	
-	if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference.
-		status_cpy(status, b_status);
-		return;
-	}
-	
-	if(flag&SCB_STR) {
-		status->str = status_calc_str(bl, sc, b_status->str);
-		flag|=SCB_BATK;
-	}
-
-	if(flag&SCB_AGI) {
-		status->agi = status_calc_agi(bl, sc, b_status->agi);
-		flag|=SCB_FLEE;
-	}
-
-	if(flag&SCB_VIT) {
-		status->vit = status_calc_vit(bl, sc, b_status->vit);
-		flag|=SCB_DEF2|SCB_MDEF2;
-	}
-
-	if(flag&SCB_INT) {
-		status->int_ = status_calc_int(bl, sc, b_status->int_);
-		flag|=SCB_MATK|SCB_MDEF2;
-	}
-
-	if(flag&SCB_DEX) {
-		status->dex = status_calc_dex(bl, sc, b_status->dex);
-		flag|=SCB_BATK|SCB_HIT;
-	}
-
-	if(flag&SCB_LUK) {
-		status->luk = status_calc_luk(bl, sc, b_status->luk);
-		flag|=SCB_CRI|SCB_FLEE2;
-	}
-
-	if(flag&SCB_BATK && b_status->batk) {
-		status->batk = status_base_atk(bl,status);
-		temp = b_status->batk - status_base_atk(bl,b_status);
-		if (temp)
-			status->batk += temp;
-		status->batk = status_calc_batk(bl, sc, status->batk);
-	}
-
-	if(flag&SCB_WATK) {
-		status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
-		status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
-		if(status->lhw && b_status->lhw && b_status->lhw->atk) {
-			if (sd) sd->state.lr_flag = 1;
-			status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
-			status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
-			if (sd) sd->state.lr_flag = 0;
-		}
-	}
-
-	if(flag&SCB_HIT) {
-		if (status->dex == b_status->dex)
-			status->hit = status_calc_hit(bl, sc, b_status->hit);
-		else
-			status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
-	}
-
-	if(flag&SCB_FLEE) {
-		if (status->agi == b_status->agi)
-			status->flee = status_calc_flee(bl, sc, b_status->flee);
-		else
-			status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
-	}
-
-	if(flag&SCB_DEF)
-		status->def = status_calc_def(bl, sc, b_status->def);
-
-	if(flag&SCB_DEF2) {
-		if (status->vit == b_status->vit)
-			status->def2 = status_calc_def2(bl, sc, b_status->def2);
-		else
-			status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
-	}
-
-	if(flag&SCB_MDEF)
-		status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
-		
-	if(flag&SCB_MDEF2) {
-		if (status->int_ == b_status->int_ && status->vit == b_status->vit)
-			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
-		else
-			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
-	}
-
-	if(flag&SCB_SPEED) {
-		status->speed = status_calc_speed(bl, sc, b_status->speed);
-		if (!sd)
-	  	{	//Player speed is updated on calc_bl_sub_pc
-			struct unit_data *ud = unit_bl2ud(bl);
-		  	if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
-			unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
-		}
-	}
-	if(flag&SCB_CRI && b_status->cri) {
-		if (status->luk == b_status->luk)
-			status->cri = status_calc_critical(bl, sc, b_status->cri);
-		else
-			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
-	}
-
-	if(flag&SCB_FLEE2 && b_status->flee2) {
-		if (status->luk == b_status->luk)
-			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
-		else
-			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
-	}
-
-	if(flag&SCB_ATK_ELE) {
-		status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
-		if(status->lhw && b_status->lhw) {
-			if (sd) sd->state.lr_flag = 1;
-			status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
-			if (sd) sd->state.lr_flag = 0;
-		}
-	}
-
-	if(flag&SCB_DEF_ELE) {
-		status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
-		status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
-	}
-
-	if(flag&SCB_MODE)
-	{
-		status->mode = status_calc_mode(bl, sc, b_status->mode);
-		//Since mode changed, reset their state.
-		if (!(status->mode&MD_CANATTACK))
-			unit_stop_attack(bl);
-		if (!(status->mode&MD_CANMOVE))
-			unit_stop_walking(bl,0);
-	}
-
-// No status changes alter these yet.
-//	if(flag&SCB_SIZE)
-// if(flag&SCB_RACE)
-// if(flag&SCB_RANGE)
-
-	if(sd) {
-		//The remaining are handled quite different by players, so use their own function.
-		status_calc_bl_sub_pc(sd, flag);
-		return;
-	}
-	
-	if(flag&SCB_MAXHP) {
-		status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
-		if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
-			status->hp = status->max_hp;
-	}
-
-	if(flag&SCB_MAXSP) {
-		status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
-		if (status->sp > status->max_sp)
-			status->sp = status->max_sp;
-	}
-
-	if(flag&SCB_MATK) {
-		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
-		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
-		status->matk_min = status_calc_matk(bl, sc, status->matk_min);
-		status->matk_max = status_calc_matk(bl, sc, status->matk_max);
-		if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
-			sc->data[SC_MAGICPOWER].val3 = status->matk_min;
-			sc->data[SC_MAGICPOWER].val4 = status->matk_max;
-		}
-	}
-
-	if(bl->type == BL_HOM) {
-		//The remaining are handled quite different by homunculus, so use their own function.
-		status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
-		return;
-	}
-
-	if(flag&SCB_ASPD) {
-		status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
-		temp = status->aspd_rate*b_status->amotion/1000;
-		status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
-		
-		temp = status->aspd_rate*b_status->adelay/1000;
-		status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
-	}
-
-	if(flag&SCB_DSPD)
-		status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
-
-	if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
-		status_calc_regen(bl, status, status_get_regen_data(bl));
-	
-	if(flag&SCB_REGEN && bl->type&BL_REGEN)
-		status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
-}
-/*==========================================
- * Apply shared stat mods from status changes [DracoRPG]
- *------------------------------------------
- */
-static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
-{
-	if(!sc || !sc->count)
-		return cap_value(str,1,USHRT_MAX);
-	
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		str += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCSTR].timer!=-1)
-		str += sc->data[SC_INCSTR].val1;
-	if(sc->data[SC_STRFOOD].timer!=-1)
-		str += sc->data[SC_STRFOOD].val1;
-	if(sc->data[SC_BATTLEORDERS].timer!=-1)
-		str += 5;
-	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
-		str += sc->data[SC_GUILDAURA].val3>>16;
-	if(sc->data[SC_LOUD].timer!=-1)
-		str += 4;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		str += 5;
-	if(sc->data[SC_SPURT].timer!=-1)
-		str += 10;
-	if(sc->data[SC_NEN].timer!=-1)
-		str += sc->data[SC_NEN].val1;
-	if(sc->data[SC_BLESSING].timer != -1){
-		if(sc->data[SC_BLESSING].val2)
-			str += sc->data[SC_BLESSING].val2;
-		else
-			str >>= 1;
-	}
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
-		str = 50;
-
-	return cap_value(str,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
-{
-	if(!sc || !sc->count)
-		return cap_value(agi,1,USHRT_MAX);
-
-	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
-		agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
-	if(sc->data[SC_INCAGIRATE].timer!=-1)
-		agi += agi*sc->data[SC_INCAGIRATE].val1/100;
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		agi += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCAGI].timer!=-1)
-		agi += sc->data[SC_INCAGI].val1;
-	if(sc->data[SC_AGIFOOD].timer!=-1)
-		agi += sc->data[SC_AGIFOOD].val1;
-	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
-		agi += sc->data[SC_GUILDAURA].val4>>16;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		agi += 5;
-	if(sc->data[SC_INCREASEAGI].timer!=-1)
-		agi += 2 + sc->data[SC_INCREASEAGI].val1;
-	if(sc->data[SC_INCREASING].timer!=-1)
-		agi += 4;	// added based on skill updates [Reddozen]
-	if(sc->data[SC_DECREASEAGI].timer!=-1)
-		agi -= 2 + sc->data[SC_DECREASEAGI].val1;
-	if(sc->data[SC_QUAGMIRE].timer!=-1)
-		agi -= sc->data[SC_QUAGMIRE].val2;
-	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
-		agi -= sc->data[SC_SUITON].val2;
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
-		agi = 50;
-
-	return cap_value(agi,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
-{
-	if(!sc || !sc->count)
-		return cap_value(vit,1,USHRT_MAX);
-
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		vit += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCVIT].timer!=-1)
-		vit += sc->data[SC_INCVIT].val1;
-	if(sc->data[SC_VITFOOD].timer!=-1)
-		vit += sc->data[SC_VITFOOD].val1;
-	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
-		vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		vit += 5;
-	if(sc->data[SC_STRIPARMOR].timer!=-1)
-		vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		vit -= sc->data[SC_MARIONETTE].val3&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		vit += sc->data[SC_MARIONETTE2].val3&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
-		vit = 50;
-
-	return cap_value(vit,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
-{
-	if(!sc || !sc->count)
-		return cap_value(int_,1,USHRT_MAX);
-
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		int_ += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCINT].timer!=-1)
-		int_ += sc->data[SC_INCINT].val1;
-	if(sc->data[SC_INTFOOD].timer!=-1)
-		int_ += sc->data[SC_INTFOOD].val1;
-	if(sc->data[SC_BATTLEORDERS].timer!=-1)
-		int_ += 5;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		int_ += 5;
-	if(sc->data[SC_BLESSING].timer != -1){
-		if (sc->data[SC_BLESSING].val2)
-			int_ += sc->data[SC_BLESSING].val2;
-		else
-			int_ >>= 1;
-	}
-	if(sc->data[SC_STRIPHELM].timer!=-1)
-		int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
-	if(sc->data[SC_NEN].timer!=-1)
-		int_ += sc->data[SC_NEN].val1;
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
-		int_ = 50;
-
-	return cap_value(int_,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
-{
-	if(!sc || !sc->count)
-		return cap_value(dex,1,USHRT_MAX);
-
-	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
-		dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
-
-	if(sc->data[SC_INCDEXRATE].timer!=-1)
-		dex += dex*sc->data[SC_INCDEXRATE].val1/100;
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		dex += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCDEX].timer!=-1)
-		dex += sc->data[SC_INCDEX].val1;
-	if(sc->data[SC_DEXFOOD].timer!=-1)
-		dex += sc->data[SC_DEXFOOD].val1;
-	if(sc->data[SC_BATTLEORDERS].timer!=-1)
-		dex += 5;
-	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
-		dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		dex += 5;
-	if(sc->data[SC_QUAGMIRE].timer!=-1)
-		dex -= sc->data[SC_QUAGMIRE].val2;
-	if(sc->data[SC_BLESSING].timer != -1){
-		if (sc->data[SC_BLESSING].val2)
-			dex += sc->data[SC_BLESSING].val2;
-		else
-			dex >>= 1;
-	}
-	if(sc->data[SC_INCREASING].timer!=-1)
-		dex += 4;	// added based on skill updates [Reddozen]
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
-		dex  = 50;
-
-	return cap_value(dex,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
-{
-	if(!sc || !sc->count)
-		return cap_value(luk,1,USHRT_MAX);
-
-	if(sc->data[SC_CURSE].timer!=-1)
-		return 0;
-	if(sc->data[SC_INCALLSTATUS].timer!=-1)
-		luk += sc->data[SC_INCALLSTATUS].val1;
-	if(sc->data[SC_INCLUK].timer!=-1)
-		luk += sc->data[SC_INCLUK].val1;
-	if(sc->data[SC_LUKFOOD].timer!=-1)
-		luk += sc->data[SC_LUKFOOD].val1;
-	if(sc->data[SC_TRUESIGHT].timer!=-1)
-		luk += 5;
-	if(sc->data[SC_GLORIA].timer!=-1)
-		luk += 30;
-	if(sc->data[SC_MARIONETTE].timer!=-1)
-		luk -= sc->data[SC_MARIONETTE].val4&0xFF;
-	if(sc->data[SC_MARIONETTE2].timer!=-1)
-		luk += sc->data[SC_MARIONETTE2].val4&0xFF;
-	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
-		luk = 50;
-
-	return cap_value(luk,1,USHRT_MAX);
-}
-
-static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
-{
-	if(!sc || !sc->count)
-		return cap_value(batk,0,USHRT_MAX);
-
-	if(sc->data[SC_ATKPOTION].timer!=-1)
-		batk += sc->data[SC_ATKPOTION].val1;
-	if(sc->data[SC_BATKFOOD].timer!=-1)
-		batk += sc->data[SC_BATKFOOD].val1;
-	if(sc->data[SC_INCATKRATE].timer!=-1)
-		batk += batk * sc->data[SC_INCATKRATE].val1/100;
-	if(sc->data[SC_PROVOKE].timer!=-1)
-		batk += batk * sc->data[SC_PROVOKE].val3/100;
-	if(sc->data[SC_CONCENTRATION].timer!=-1)
-		batk += batk * sc->data[SC_CONCENTRATION].val2/100;
-	if(sc->data[SC_SKE].timer!=-1)
-		batk += batk * 3;
-	if(sc->data[SC_BLOODLUST].timer!=-1)
-		batk += batk * sc->data[SC_BLOODLUST].val2/100;
-	if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
-		batk -= batk * 25/100;
-	if(sc->data[SC_CURSE].timer!=-1)
-		batk -= batk * 25/100;
-//Curse shouldn't effect on this?  <- Curse OR Bleeding??
-//	if(sc->data[SC_BLEEDING].timer != -1)
-//		batk -= batk * 25/100;
-	if(sc->data[SC_FLEET].timer!=-1)
-		batk += batk * sc->data[SC_FLEET].val3/100;
-	if(sc->data[SC_GATLINGFEVER].timer!=-1)
-		batk += sc->data[SC_GATLINGFEVER].val3;
-	if(sc->data[SC_MADNESSCANCEL].timer!=-1)
-		batk += 100;
-	return cap_value(batk,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
-{
-	if(!sc || !sc->count)
-		return cap_value(watk,0,USHRT_MAX);
-
-	if(sc->data[SC_IMPOSITIO].timer!=-1)
-		watk += sc->data[SC_IMPOSITIO].val2;
-	if(sc->data[SC_WATKFOOD].timer!=-1)
-		watk += sc->data[SC_WATKFOOD].val1;
-	if(sc->data[SC_DRUMBATTLE].timer!=-1)
-		watk += sc->data[SC_DRUMBATTLE].val2;
-	if(sc->data[SC_VOLCANO].timer!=-1)
-		watk += sc->data[SC_VOLCANO].val2;
-	if(sc->data[SC_INCATKRATE].timer!=-1)
-		watk += watk * sc->data[SC_INCATKRATE].val1/100;
-	if(sc->data[SC_PROVOKE].timer!=-1)
-		watk += watk * sc->data[SC_PROVOKE].val3/100;
-	if(sc->data[SC_CONCENTRATION].timer!=-1)
-		watk += watk * sc->data[SC_CONCENTRATION].val2/100;
-	if(sc->data[SC_SKE].timer!=-1)
-		watk += watk * 3;
-	if(sc->data[SC_NIBELUNGEN].timer!=-1) {
-		if (bl->type != BL_PC)
-			watk += sc->data[SC_NIBELUNGEN].val2;
-		else {
-			TBL_PC *sd = (TBL_PC*)bl;
-			int index = sd->equip_index[sd->state.lr_flag?8:9];
-			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
-				watk += sc->data[SC_NIBELUNGEN].val2;
-		}
-	}
-	if(sc->data[SC_BLOODLUST].timer!=-1)
-		watk += watk * sc->data[SC_BLOODLUST].val2/100;
-	if(sc->data[SC_FLEET].timer!=-1)
-		watk += watk * sc->data[SC_FLEET].val3/100;
-	if(sc->data[SC_CURSE].timer!=-1)
-		watk -= watk * 25/100;
-	if(sc->data[SC_STRIPWEAPON].timer!=-1)
-		watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
-
-	return cap_value(watk,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
-{
-	if(!sc || !sc->count)
-		return cap_value(matk,0,USHRT_MAX);
-
-	if(sc->data[SC_MATKPOTION].timer!=-1)
-		matk += sc->data[SC_MATKPOTION].val1;
-	if(sc->data[SC_MATKFOOD].timer!=-1)
-		matk += sc->data[SC_MATKFOOD].val1;
-	if(sc->data[SC_MAGICPOWER].timer!=-1)
-		matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
-	if(sc->data[SC_MINDBREAKER].timer!=-1)
-		matk += matk * sc->data[SC_MINDBREAKER].val2/100;
-	if(sc->data[SC_INCMATKRATE].timer!=-1)
-		matk += matk * sc->data[SC_INCMATKRATE].val1/100;
-
-	return cap_value(matk,0,USHRT_MAX);
-}
-
-static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
-{
-	if(!sc || !sc->count)
-		return cap_value(critical,10,SHRT_MAX);
-
-	if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
-		critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
-	if (sc->data[SC_FORTUNE].timer!=-1)
-		critical += sc->data[SC_FORTUNE].val2;
-	if (sc->data[SC_TRUESIGHT].timer!=-1)
-		critical += sc->data[SC_TRUESIGHT].val2;
-	if(sc->data[SC_CLOAKING].timer!=-1)
-		critical += critical;
-
-	return cap_value(critical,10,SHRT_MAX);
-}
-
-static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
-{
-	
-	if(!sc || !sc->count)
-		return cap_value(hit,1,SHRT_MAX);
-
-	if(sc->data[SC_INCHIT].timer != -1)
-		hit += sc->data[SC_INCHIT].val1;
-	if(sc->data[SC_HITFOOD].timer!=-1)
-		hit += sc->data[SC_HITFOOD].val1;
-	if(sc->data[SC_TRUESIGHT].timer != -1)
-		hit += sc->data[SC_TRUESIGHT].val3;
-	if(sc->data[SC_HUMMING].timer!=-1)
-		hit += sc->data[SC_HUMMING].val2;
-	if(sc->data[SC_CONCENTRATION].timer != -1)
-		hit += sc->data[SC_CONCENTRATION].val3;
-	if(sc->data[SC_INCHITRATE].timer != -1)
-		hit += hit * sc->data[SC_INCHITRATE].val1/100;
-	if(sc->data[SC_BLIND].timer != -1)
-		hit -= hit * 25/100;
-	if(sc->data[SC_ADJUSTMENT].timer!=-1)
-		hit -= 30;
-	if(sc->data[SC_INCREASING].timer!=-1)
-		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
-	
-	return cap_value(hit,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
-{
-	if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
-		flee -= flee * battle_config.gvg_flee_penalty/100;
-
-	if(!sc || !sc->count)
-		return cap_value(flee,1,SHRT_MAX);
-
-	if(sc->data[SC_INCFLEE].timer!=-1)
-		flee += sc->data[SC_INCFLEE].val1;
-	if(sc->data[SC_FLEEFOOD].timer!=-1)
-		flee += sc->data[SC_FLEEFOOD].val1;
-	if(sc->data[SC_WHISTLE].timer!=-1)
-		flee += sc->data[SC_WHISTLE].val2;
-	if(sc->data[SC_WINDWALK].timer!=-1)
-		flee += sc->data[SC_WINDWALK].val2;
-	if(sc->data[SC_INCFLEERATE].timer!=-1)
-		flee += flee * sc->data[SC_INCFLEERATE].val1/100;
-	if(sc->data[SC_VIOLENTGALE].timer!=-1)
-		flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
-	if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
-		flee += sc->data[SC_MOON_COMFORT].val2;
-	if(sc->data[SC_CLOSECONFINE].timer!=-1)
-		flee += 10;
-	if(sc->data[SC_SPIDERWEB].timer!=-1)
-		flee -= flee * 50/100;
-	if(sc->data[SC_BERSERK].timer!=-1)
-		flee -= flee * 50/100;
-	if(sc->data[SC_BLIND].timer!=-1)
-		flee -= flee * 25/100;
-	if(sc->data[SC_ADJUSTMENT].timer!=-1)
-		flee += 30;
-	if(sc->data[SC_GATLINGFEVER].timer!=-1)
-		flee -= sc->data[SC_GATLINGFEVER].val4;
-	if(sc->data[SC_SPEED].timer!=-1)
-		flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
-
-	return cap_value(flee,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
-{
-	if(!sc || !sc->count)
-		return cap_value(flee2,10,SHRT_MAX);
-
-	if(sc->data[SC_WHISTLE].timer!=-1)
-		flee2 += sc->data[SC_WHISTLE].val3*10;
-
-	return cap_value(flee2,10,SHRT_MAX);
-}
-
-static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
-{
-	if(!sc || !sc->count)
-		return cap_value(def,0,CHAR_MAX);
-
-	if(sc->data[SC_BERSERK].timer!=-1)
-		return 0;
-	if(sc->data[SC_KEEPING].timer!=-1)
-		return 100;
-	if(sc->data[SC_SKA].timer != -1)
-		return sc->data[SC_SKA].val3;
-	if (sc->data[SC_DEFENCE].timer != -1)	//[orn]
-		def += sc->data[SC_DEFENCE].val2 ;
-	if(sc->data[SC_STEELBODY].timer!=-1)
-		return 90;
-	if(sc->data[SC_DRUMBATTLE].timer!=-1)
-		def += sc->data[SC_DRUMBATTLE].val3;
-	if(sc->data[SC_INCDEFRATE].timer!=-1)
-		def += def * sc->data[SC_INCDEFRATE].val1/100;
-	if(sc->data[SC_FREEZE].timer!=-1)
-		def >>=1;
-	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-		def >>=1;
-	if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
-		def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
-	if(sc->data[SC_CONCENTRATION].timer!=-1)
-		def -= def * sc->data[SC_CONCENTRATION].val4/100;
-	if(sc->data[SC_SKE].timer!=-1)
-		def >>=1;
-	if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
-		def -= def * sc->data[SC_PROVOKE].val4/100;
-	if(sc->data[SC_STRIPSHIELD].timer!=-1)
-		def -= def * sc->data[SC_STRIPSHIELD].val2/100;
-	if (sc->data[SC_FLING].timer!=-1)
-		def -= def * (sc->data[SC_FLING].val2)/100;
-
-	return cap_value(def,0,CHAR_MAX);
-}
-
-static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
-{
-	if(!sc || !sc->count)
-		return cap_value(def2,1,SHRT_MAX);
-	
-	if(sc->data[SC_BERSERK].timer!=-1)
-		return 0;
-	if(sc->data[SC_ETERNALCHAOS].timer!=-1)
-		return 0;
-	if(sc->data[SC_SUN_COMFORT].timer!=-1)
-		def2 += sc->data[SC_SUN_COMFORT].val2;
-	if(sc->data[SC_ANGELUS].timer!=-1)
-		def2 += def2 * sc->data[SC_ANGELUS].val2/100;
-	if(sc->data[SC_CONCENTRATION].timer!=-1)
-		def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
-	if(sc->data[SC_POISON].timer!=-1)
-		def2 -= def2 * 25/100;
-	if(sc->data[SC_DPOISON].timer!=-1)
-		def2 -= def2 * 25/100;
-	if(sc->data[SC_SKE].timer!=-1)
-		def2 -= def2 * 50/100;
-	if(sc->data[SC_PROVOKE].timer!=-1)
-		def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
-	if(sc->data[SC_JOINTBEAT].timer!=-1){
-		if(sc->data[SC_JOINTBEAT].val2==3)
-			def2 -= def2 * 50/100;
-		else if(sc->data[SC_JOINTBEAT].val2==4)
-			def2 -= def2 * 25/100;
-	}
-	if(sc->data[SC_FLING].timer!=-1)
-		def2 -= def2 * (sc->data[SC_FLING].val3)/100;
-
-	return cap_value(def2,1,SHRT_MAX);
-}
-
-static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
-{
-	if(!sc || !sc->count)
-		return cap_value(mdef,0,CHAR_MAX);
-
-	if(sc->data[SC_BERSERK].timer!=-1)
-		return 0;
-	if(sc->data[SC_BARRIER].timer!=-1)
-		return 100;
-	if(sc->data[SC_STEELBODY].timer!=-1)
-		return 90;
-	if(sc->data[SC_SKA].timer != -1) // [marquis007]
-		return 90;
-	if(sc->data[SC_FREEZE].timer!=-1)
-		mdef += 25*mdef/100;
-	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-		mdef += 25*mdef/100;
-	if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
-		mdef += sc->data[SC_ENDURE].val1;
-
-	return cap_value(mdef,0,CHAR_MAX);
-}
-
-static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
-{
-	if(!sc || !sc->count)
-		return cap_value(mdef2,0,SHRT_MAX);
-
-	if(sc->data[SC_BERSERK].timer!=-1)
-		return 0;
-	if(sc->data[SC_MINDBREAKER].timer!=-1)
-		mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
-
-	return cap_value(mdef2,0,SHRT_MAX);
-}
-
-static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
-{
-	if(!sc || !sc->count)
-		return cap_value(speed,10,USHRT_MAX);
-
-	// Fixed reductions
-	if(sc->data[SC_CURSE].timer!=-1)
-		speed += 450;
-	if(sc->data[SC_SWOO].timer != -1) // [marquis007]
-		speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
-	if(sc->data[SC_WEDDING].timer!=-1)
-		speed += 300;
-
-	//% increases (they don't stack, with the exception of Speedup1? @.@)
-	if(sc->data[SC_SPEEDUP1].timer!=-1)
-		speed -= speed * 50/100;
-	if(sc->data[SC_RUN].timer!=-1)
-		speed -= speed * 50/100;
-	else if(sc->data[SC_SPEEDUP0].timer!=-1)
-		speed -= speed * 25/100;
-	else if(sc->data[SC_INCREASEAGI].timer!=-1)
-		speed -= speed * 25/100;
-	else if(sc->data[SC_FUSION].timer != -1)
-		speed -= speed * 25/100;
-	else if(sc->data[SC_CARTBOOST].timer!=-1)
-		speed -= speed * 20/100;
-	else if(sc->data[SC_BERSERK].timer!=-1)
-		speed -= speed * 20/100;
-	else if(sc->data[SC_AVOID].timer!=-1)
-		speed -= speed * sc->data[SC_AVOID].val2/100;
-	else if(sc->data[SC_WINDWALK].timer!=-1)
-		speed -= speed * sc->data[SC_WINDWALK].val3/100;
-
-	//% reductions	 (they stack)
-	if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
-		speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
-	if(sc->data[SC_DECREASEAGI].timer!=-1)
-		speed = speed * 100/75;
-	if(sc->data[SC_STEELBODY].timer!=-1)
-		speed = speed * 100/75;
-	if(sc->data[SC_QUAGMIRE].timer!=-1)
-		speed = speed * 100/50;
-	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
-		speed = speed * 100/sc->data[SC_SUITON].val3;
-	if(sc->data[SC_DONTFORGETME].timer!=-1)
-		speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
-	if(sc->data[SC_DEFENDER].timer!=-1)
-		speed = speed * 100/sc->data[SC_DEFENDER].val3;
-	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
-		speed = speed * 100/75;
-	if(sc->data[SC_JOINTBEAT].timer!=-1) {
-		if (sc->data[SC_JOINTBEAT].val2 == 0)
-			speed = speed * 100/50;
-		else
-		if (sc->data[SC_JOINTBEAT].val2 == 2)
-			speed = speed * 100/70;
-	}
-	if(sc->data[SC_CLOAKING].timer!=-1)
-		speed = speed * 100 /(
-			(sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
-			+sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
-	
-	if(sc->data[SC_LONGING].timer!=-1)
-		speed = speed * 100/sc->data[SC_LONGING].val3;
-	if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
-		speed = speed * 100/sc->data[SC_HIDING].val3;
-	if(sc->data[SC_CHASEWALK].timer!=-1)
-		speed = speed * 100/sc->data[SC_CHASEWALK].val3;
-	if(sc->data[SC_GATLINGFEVER].timer!=-1)
-		speed = speed * 100/75;
-	if(sc->data[SC_SLOWDOWN].timer!=-1)
-		speed = speed * 100/75;
-	
-	return cap_value(speed,10,USHRT_MAX);
-}
-
-static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
-{
-	int i;
-	if(!sc || !sc->count)
-		return cap_value(aspd_rate,0,SHRT_MAX);
-
-	if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
-	{
-		int max = 0;
-		if(sc->data[SC_STAR_COMFORT].timer!=-1)
-			max = sc->data[SC_STAR_COMFORT].val2;
-
-		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
-			max < sc->data[SC_TWOHANDQUICKEN].val2)
-			max = sc->data[SC_TWOHANDQUICKEN].val2;
-
-		if(sc->data[SC_ONEHAND].timer!=-1 &&
-			max < sc->data[SC_ONEHAND].val2)
-			max = sc->data[SC_ONEHAND].val2;
-
-		if(sc->data[SC_ADRENALINE2].timer!=-1 &&
-			max < sc->data[SC_ADRENALINE2].val3)
-			max = sc->data[SC_ADRENALINE2].val3;
-		
-		if(sc->data[SC_ADRENALINE].timer!=-1 &&
-			max < sc->data[SC_ADRENALINE].val3)
-			max = sc->data[SC_ADRENALINE].val3;
-		
-		if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
-			max < sc->data[SC_SPEARQUICKEN].val2)
-			max = sc->data[SC_SPEARQUICKEN].val2;
-
-		if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
-			max < sc->data[SC_GATLINGFEVER].val2)
-			max = sc->data[SC_GATLINGFEVER].val2;
-		
-		if(sc->data[SC_FLEET].timer!=-1 &&
-			max < sc->data[SC_FLEET].val2)
-			max = sc->data[SC_FLEET].val2;
-
-		if(sc->data[SC_ASSNCROS].timer!=-1 &&
-			max < sc->data[SC_ASSNCROS].val2)
-		{
-			if (bl->type!=BL_PC)
-				max = sc->data[SC_ASSNCROS].val2;
-			else
-			switch(((TBL_PC*)bl)->status.weapon)
-			{
-				case W_BOW:
-				case W_REVOLVER:
-				case W_RIFLE:
-				case W_SHOTGUN:
-				case W_GATLING:
-				case W_GRENADE:
-					break;
-				default:
-					max = sc->data[SC_ASSNCROS].val2;
-			}
-		}
-		aspd_rate -= max;
-
-	  	//These stack with the rest of bonuses.
-		if(sc->data[SC_BERSERK].timer!=-1)
-			aspd_rate -= 300;
-		else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
-			aspd_rate -= 200;
-	}
-	if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
-		sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
-		sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
-		sc->data[i=SC_ASPDPOTION0].timer!=-1)
-		aspd_rate -= sc->data[i].val2;
-	if(sc->data[SC_DONTFORGETME].timer!=-1)
-		aspd_rate += sc->data[SC_DONTFORGETME].val2;
-	if(sc->data[SC_LONGING].timer!=-1)
-		aspd_rate += sc->data[SC_LONGING].val2;
-	if(sc->data[SC_STEELBODY].timer!=-1)
-		aspd_rate += 250;
-	if(sc->data[SC_SKA].timer!=-1)
-		aspd_rate += 250;
-	if(sc->data[SC_DEFENDER].timer != -1)
-		aspd_rate += sc->data[SC_DEFENDER].val4;
-	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
-		aspd_rate += 250;
-	if(sc->data[SC_GRAVITATION].timer!=-1)
-		aspd_rate += sc->data[SC_GRAVITATION].val2;
-//Curse shouldn't effect on this?
-//		if(sc->data[SC_BLEEDING].timer != -1)
-//			aspd_rate += 250;
-	if(sc->data[SC_JOINTBEAT].timer!=-1) {
-		if (sc->data[SC_JOINTBEAT].val2 == 1)
-			aspd_rate += 250;
-		else if (sc->data[SC_JOINTBEAT].val2 == 2)
-			aspd_rate += 100;
-	}
-
-	return cap_value(aspd_rate,0,SHRT_MAX);
-}
-
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
-{
-	if(!sc || !sc->count || map_flag_gvg(bl->m))
-		return cap_value(dmotion,0,USHRT_MAX);
-		
-	if (sc->data[SC_ENDURE].timer!=-1)
-		return 0;
-	if (sc->data[SC_CONCENTRATION].timer!=-1)
-		return 0;
-	if(sc->data[SC_RUN].timer!=-1)
-		return 0;
-
-	return cap_value(dmotion,0,USHRT_MAX);
-}
-
-static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
-{
-	if(!sc || !sc->count)
-		return cap_value(maxhp,1,UINT_MAX);
-
-	if(sc->data[SC_CHANGE].timer!=-1)
-		maxhp = sc->data[SC_CHANGE].val3;
-	if(sc->data[SC_INCMHPRATE].timer!=-1)
-		maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
-	if(sc->data[SC_APPLEIDUN].timer!=-1)
-		maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
-	if(sc->data[SC_DELUGE].timer!=-1)
-		maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
-	if(sc->data[SC_BERSERK].timer!=-1)
-		maxhp += maxhp * 2;
-
-	return cap_value(maxhp,1,UINT_MAX);
-}
-
-static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
-{
-	if(!sc || !sc->count)
-		return cap_value(maxsp,1,UINT_MAX);
-
-	if(sc->data[SC_CHANGE].timer!=-1)
-		maxsp = sc->data[SC_CHANGE].val2;
-	if(sc->data[SC_INCMSPRATE].timer!=-1)
-		maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
-	if(sc->data[SC_SERVICE4U].timer!=-1)
-		maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
-
-	return cap_value(maxsp,1,UINT_MAX);
-}
-
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
-{
-	if(!sc || !sc->count)
-		return element;
-	if( sc->data[SC_FREEZE].timer!=-1 )	
-		return ELE_WATER;
-	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-		return ELE_EARTH;
-	if( sc->data[SC_BENEDICTIO].timer!=-1 )
-		return ELE_HOLY;
-	if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
-		return sc->data[SC_ELEMENTALCHANGE].val3;
-	return cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
-{
-	if(!sc || !sc->count)
-		return lv;
-	if( sc->data[SC_FREEZE].timer!=-1 )	
-		return 1;
-	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-		return 1;
-	if( sc->data[SC_BENEDICTIO].timer!=-1 )
-		return 1;
-	if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
-		return sc->data[SC_ELEMENTALCHANGE].val4;
-	return cap_value(lv,1,4);
-}
-
-
-unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
-{
-	if(!sc || !sc->count)
-		return element;
-	if( sc->data[SC_WATERWEAPON].timer!=-1)
-		return ELE_WATER;
-	if( sc->data[SC_EARTHWEAPON].timer!=-1)
-		return ELE_EARTH;
-	if( sc->data[SC_FIREWEAPON].timer!=-1)
-		return ELE_FIRE;
-	if( sc->data[SC_WINDWEAPON].timer!=-1)
-		return ELE_WIND;
-	if( sc->data[SC_ENCPOISON].timer!=-1)
-		return ELE_POISON;
-	if( sc->data[SC_ASPERSIO].timer!=-1)
-		return ELE_HOLY;
-	if( sc->data[SC_SHADOWWEAPON].timer!=-1)
-		return ELE_DARK;
-	if( sc->data[SC_GHOSTWEAPON].timer!=-1)
-		return ELE_GHOST;
-	return cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
-{
-	if(!sc || !sc->count)
-		return mode;
-	if(sc->data[SC_MODECHANGE].timer!=-1) {
-		if (sc->data[SC_MODECHANGE].val2)
-			mode = sc->data[SC_MODECHANGE].val2; //Set mode
-		if (sc->data[SC_MODECHANGE].val3)
-			mode|= sc->data[SC_MODECHANGE].val3; //Add mode
-		if (sc->data[SC_MODECHANGE].val4)
-			mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
-	}
-	return cap_value(mode,0,USHRT_MAX);
-}
-
-/*==========================================
- * Quick swap of adelay/speed when starting ending SA_FREECAST
- *------------------------------------------
- */
-void status_freecast_switch(struct map_session_data *sd)
-{
-	struct status_data *status;
-	unsigned short b_speed,tmp;
-
-	status = &sd->battle_status;
-
-	b_speed = status->speed;
-
-	tmp = status->speed;
-	status->speed = sd->prev_speed;
-	sd->prev_speed = tmp;
-
-	tmp = status->adelay;
-	status->adelay = sd->prev_adelay;
-	sd->prev_adelay = tmp;
-
-	if(b_speed != status->speed)
-		clif_updatestatus(sd,SP_SPEED);
-}
-
-/*==========================================
- * 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)	//Class used on all code should be the view class of the mob.
-		return ((struct mob_data *)bl)->vd->class_;
-	if(bl->type==BL_PC)
-		return ((struct map_session_data *)bl)->status.class_;
-	if(bl->type==BL_PET)
-		return ((struct pet_data *)bl)->pet.class_;
-	if(bl->type==BL_HOM)
-		return ((struct homun_data *)bl)->master->homunculus.class_;
-	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)
-		return ((TBL_MOB*)bl)->level;
-	if(bl->type==BL_PC)
-		return ((TBL_PC*)bl)->status.base_level;
-	if(bl->type==BL_PET)
-		return ((TBL_PET*)bl)->pet.level;
-	if(bl->type==BL_HOM)
-		return ((TBL_HOM*)bl)->master->homunculus.level;
-	return 1;
-}
-
-struct regen_data *status_get_regen_data(struct block_list *bl)
-{
-	nullpo_retr(NULL, bl);
-	switch (bl->type) {
-		case BL_PC:
-			return &((TBL_PC*)bl)->regen;
-		case BL_HOM:
-			return &((TBL_HOM*)bl)->regen;
-		default:
-			return NULL;
-	}
-}
-struct status_data *status_get_status_data(struct block_list *bl)
-{
-	nullpo_retr(NULL, bl);
-		
-	switch (bl->type) {
-		case BL_PC:
-			return &((TBL_PC*)bl)->battle_status;
-		case BL_MOB:
-			return &((TBL_MOB*)bl)->status;
-		case BL_PET:
-			return &((TBL_PET*)bl)->status;
-		case BL_HOM:
-			return &((TBL_HOM*)bl)->battle_status;
-		default:
-			return &dummy_status;
-	}
-}
-
-struct status_data *status_get_base_status(struct block_list *bl)
-{
-	nullpo_retr(NULL, bl);
-	switch (bl->type) {
-		case BL_PC:
-			return &((TBL_PC*)bl)->base_status;
-		case BL_MOB:
-			return ((TBL_MOB*)bl)->base_status?
-				((TBL_MOB*)bl)->base_status:
-				&((TBL_MOB*)bl)->db->status;
-		case BL_PET:
-			return &((TBL_PET*)bl)->db->status;
-		case BL_HOM:
-			return &((TBL_HOM*)bl)->base_status;
-		default:
-			return NULL;
-	}
-}
-
-unsigned short status_get_lwatk(struct block_list *bl)
-{
-	struct status_data *status = status_get_status_data(bl);
-	return status->lhw?status->lhw->atk:0;
-}
-
-unsigned short status_get_lwatk2(struct block_list *bl)
-{
-	struct status_data *status = status_get_status_data(bl);
-	return status->lhw?status->lhw->atk2:0;
-}
-
-unsigned char status_get_def(struct block_list *bl)
-{
-	struct unit_data *ud;
-	struct status_data *status = status_get_status_data(bl);
-	int def = status?status->def:0;
-	ud = unit_bl2ud(bl);
-	if (ud && ud->skilltimer != -1)
-		def -= def * skill_get_castdef(ud->skillid)/100;
-	if(def < 0) def = 0;
-	return def;
-}
-
-unsigned short status_get_speed(struct block_list *bl)
-{
-	if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
-		return ((struct npc_data *)bl)->speed;
-	return status_get_status_data(bl)->speed;
-}
-
-unsigned char status_get_attack_lelement(struct block_list *bl)
-{
-	struct status_data *status = status_get_status_data(bl);
-	return status->lhw?status->lhw->ele:0;
-}
-
-int status_get_party_id(struct block_list *bl)
-{
-	nullpo_retr(0, bl);
-	if(bl->type==BL_PC)
-		return ((struct map_session_data *)bl)->status.party_id;
-	if(bl->type==BL_PET)
-		return ((struct pet_data *)bl)->msd->status.party_id;
-	if(bl->type==BL_MOB){
-		struct mob_data *md=(struct mob_data *)bl;
-		if( md->master_id>0 )
-		{
-			struct map_session_data *msd;
-			if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
-				return msd->status.party_id;
-			return -md->master_id;
-		}
-		return 0; //No party.
-	}
-	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
-		return ((TBL_HOM*)bl)->master->status.party_id;
-	if(bl->type==BL_SKILL)
-		return ((struct skill_unit *)bl)->group->party_id;
-	return 0;
-}
-
-int status_get_guild_id(struct block_list *bl)
-{
-	nullpo_retr(0, bl);
-	if(bl->type==BL_PC)
-		return ((struct map_session_data *)bl)->status.guild_id;
-	if(bl->type==BL_PET)
-		return ((struct pet_data *)bl)->msd->status.guild_id;
-	if(bl->type==BL_MOB)
-	{
-		struct map_session_data *msd;
-		struct mob_data *md = (struct mob_data *)bl;
-		if (md->guardian_data)	//Guardian's guild [Skotlex]
-			return md->guardian_data->guild_id;
-		if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
-			return msd->status.guild_id; //Alchemist's mobs [Skotlex]
-		return 0; //No guild.
-	}
-	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
-		return ((TBL_HOM*)bl)->master->status.guild_id;
-	if (bl->type == BL_NPC && bl->subtype == SCRIPT)
-		return ((TBL_NPC*)bl)->u.scr.guild_id;
-	if(bl->type==BL_SKILL)
-		return ((struct skill_unit *)bl)->group->guild_id;
-	return 0;
-}
-
-int status_get_mexp(struct block_list *bl)
-{
-	nullpo_retr(0, bl);
-	if(bl->type==BL_MOB)
-		return ((struct mob_data *)bl)->db->mexp;
-	if(bl->type==BL_PET)
-		return ((struct pet_data *)bl)->db->mexp;
-	return 0;
-}
-int status_get_race2(struct block_list *bl)
-{
-	nullpo_retr(0, bl);
-	if(bl->type == BL_MOB)
-		return ((struct mob_data *)bl)->db->race2;
-	if(bl->type==BL_PET)
-		return ((struct pet_data *)bl)->db->race2;
-	return 0;
-}
-
-int status_isdead(struct block_list *bl)
-{
-	nullpo_retr(0, bl);
-	return status_get_status_data(bl)->hp == 0;
-}
-
-int status_isimmune(struct block_list *bl)
-{
-	struct status_change *sc =status_get_sc(bl);
-	if (bl->type == BL_PC &&
-		((TBL_PC*)bl)->special_state.no_magic_damage)
-		return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
-	if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
-		return 1;
-	return 0;
-}
-
-struct view_data *status_get_viewdata(struct block_list *bl)
-{
-	nullpo_retr(NULL, bl);
-	switch (bl->type)
-	{
-		case BL_PC:
-			return &((TBL_PC*)bl)->vd;
-		case BL_MOB:
-			return ((TBL_MOB*)bl)->vd;
-		case BL_PET:
-			return &((TBL_PET*)bl)->vd;
-		case BL_NPC:
-			return ((TBL_NPC*)bl)->vd;
-		case BL_HOM: //[blackhole89]
-			return ((TBL_HOM*)bl)->vd;
-	}
-	return NULL;
-}
-
-void status_set_viewdata(struct block_list *bl, int class_)
-{
-	struct view_data* vd;
-	nullpo_retv(bl);
-	if (mobdb_checkid(class_) || mob_is_clone(class_))
-		vd =  mob_get_viewdata(class_);
-	else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
-		vd = npc_get_viewdata(class_);
-	else
-		vd = NULL;
-
-	switch (bl->type) {
-	case BL_PC:
-		{
-			TBL_PC* sd = (TBL_PC*)bl;
-			if (pcdb_checkid(class_)) {
-				if (sd->sc.option&OPTION_WEDDING)
-					class_ = JOB_WEDDING;
-				else
-				if (sd->sc.option&OPTION_XMAS)
-					class_ = JOB_XMAS;
-				else
-				if (sd->sc.option&OPTION_RIDING)
-				switch (class_)
-				{	//Adapt class to a Mounted one.
-				case JOB_KNIGHT:
-					class_ = JOB_KNIGHT2;
-					break;
-				case JOB_CRUSADER:
-					class_ = JOB_CRUSADER2;
-					break;
-				case JOB_LORD_KNIGHT:
-					class_ = JOB_LORD_KNIGHT2;
-					break;
-				case JOB_PALADIN:
-					class_ = JOB_PALADIN2;
-					break;
-				case JOB_BABY_KNIGHT:
-					class_ = JOB_BABY_KNIGHT2;
-					break;
-				case JOB_BABY_CRUSADER:
-					class_ = JOB_BABY_CRUSADER2;
-					break;
-				}
-				sd->vd.class_ = class_;
-				clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
-				sd->vd.head_top = sd->status.head_top;
-				sd->vd.head_mid = sd->status.head_mid;
-				sd->vd.head_bottom = sd->status.head_bottom;
-				sd->vd.hair_style = sd->status.hair;
-				sd->vd.hair_color = sd->status.hair_color;
-				sd->vd.cloth_color = sd->status.clothes_color;
-				sd->vd.sex = sd->status.sex;
-			} else if (vd)
-				memcpy(&sd->vd, vd, sizeof(struct view_data));
-			else if (battle_config.error_log)
-				ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
-		}
-	break;
-	case BL_MOB:
-		{
-			TBL_MOB* md = (TBL_MOB*)bl;
-			if (vd)
-				md->vd = vd;
-			else if (battle_config.error_log)
-				ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
-		}
-	break;
-	case BL_PET:
-		{
-			TBL_PET* pd = (TBL_PET*)bl;
-			if (vd) {
-				memcpy(&pd->vd, vd, sizeof(struct view_data));
-				if (!pcdb_checkid(vd->class_)) {
-					pd->vd.hair_style = battle_config.pet_hair_style;
-					if(pd->pet.equip) {
-						pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
-						if (!pd->vd.head_bottom)
-							pd->vd.head_bottom = pd->pet.equip;
-					}
-				}
-			} else if (battle_config.error_log)
-				ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
-		}
-	break;
-	case BL_NPC:
-		{
-			TBL_NPC* nd = (TBL_NPC*)bl;
-			if (vd)
-				nd->vd = vd;
-			else if (battle_config.error_log)
-				ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
-		}
-	break;
-	case BL_HOM:		//[blackhole89]
-		{
-			struct homun_data *hd = (struct homun_data*)bl;
-			if (vd)
-				hd->vd = vd;
-			else if (battle_config.error_log)
-				ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
-		}
-		break;
-	}
-	vd = status_get_viewdata(bl);
-	if (vd && vd->cloth_color && (
-		(vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
-		|| (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
-	))
-		vd->cloth_color = 0;
-}
-
-struct status_change *status_get_sc(struct block_list *bl)
-{
-	nullpo_retr(NULL, bl);
-	switch (bl->type) {
-	case BL_MOB:
-		return &((TBL_MOB*)bl)->sc;
-	case BL_PC:
-		return &((TBL_PC*)bl)->sc;
-	case BL_NPC:
-		return &((TBL_NPC*)bl)->sc;
-	case BL_HOM: //[blackhole89]
-		return &((TBL_HOM*)bl)->sc;
-	}
-	return NULL;
-}
-
-void status_change_init(struct block_list *bl)
-{
-	struct status_change *sc = status_get_sc(bl);
-	int i;
-	nullpo_retv(sc);
-	malloc_set(sc, 0, sizeof (struct status_change));
-	for (i=0; i< SC_MAX; i++)
-		sc->data[i].timer = -1;
-}
-
-//Returns defense against the specified status change.
-//Return range is 0 (no resist) to 10000 (inmunity)
-int status_get_sc_def(struct block_list *bl, int type)
-{
-	int sc_def;
-	struct status_data* status;
-	struct status_change* sc;
-	struct map_session_data *sd;
-
-	nullpo_retr(0, bl);
-
-	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
-	if (status_isimmune(bl))
-	switch (type)
-	{
-	case SC_DECREASEAGI:
-	case SC_SILENCE:
-	case SC_COMA:
-	case SC_INCREASEAGI:
-	case SC_BLESSING:
-	case SC_SLOWPOISON:
-	case SC_IMPOSITIO:
-	case SC_AETERNA:
-	case SC_SUFFRAGIUM:
-	case SC_BENEDICTIO:
-	case SC_PROVIDENCE:
-	case SC_KYRIE:
-	case SC_ASSUMPTIO:
-	case SC_ANGELUS:
-	case SC_MAGNIFICAT:
-	case SC_GLORIA:
-	case SC_WINDWALK:
-	case SC_MAGICROD:
-	case SC_HALLUCINATION:
-	case SC_STONE:
-	case SC_QUAGMIRE:
-	case SC_SUITON:
-		return 10000;
-	}
-	
-	status = status_get_status_data(bl);
-	switch (type)
-	{
-	case SC_STUN:
-	case SC_POISON:
-	case SC_DPOISON:
-	case SC_SILENCE:
-	case SC_BLEEDING:
-		sc_def = 300 +100*status->vit;
-		break;
-	case SC_SLEEP:
-		sc_def = 300 +100*status->int_;
-		break;
-	case SC_STONE:
-	case SC_FREEZE:
-	case SC_DECREASEAGI:
-	case SC_COMA:
-		sc_def = 300 +100*status->mdef;
-		break;
-	case SC_CURSE:
-		if (status->luk > status_get_lv(bl))
-			return 10000; //Special property: inmunity when luk is greater than level
-		else
-			sc_def = 300 +100*status->luk;
-		break;
-	case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
-		sc_def = 300 +50*status->vit +50*status->int_;
-		break;
-	case SC_CONFUSION:
-		sc_def = 300 +50*status->str +50*status->int_;
-		break;
-	default:
-		return 0; //Effect that cannot be reduced? Likely a buff.
-	}
-
-	BL_CAST(BL_PC,bl,sd);
-	
-	if (sd) {
-
-		if (battle_config.pc_sc_def_rate != 100)
-			sc_def = sc_def*battle_config.pc_sc_def_rate/100;
-
-		if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
-			&& sd->reseff[type-SC_COMMON_MIN] > 0)
-			sc_def+= sd->reseff[type-SC_COMMON_MIN];
-
-		if (sc_def < battle_config.pc_max_sc_def)
-			sc_def += (battle_config.pc_max_sc_def - sc_def)*
-				status->luk/battle_config.pc_luk_sc_def;
-		else
-			sc_def = battle_config.pc_max_sc_def;
-
-	} else {
-
-		if (battle_config.mob_sc_def_rate != 100)
-			sc_def = sc_def*battle_config.mob_sc_def_rate/100;
-
-		if (sc_def < battle_config.mob_max_sc_def)
-			sc_def += (battle_config.mob_max_sc_def - sc_def)*
-				status->luk/battle_config.mob_luk_sc_def;
-		else
-			sc_def = battle_config.mob_max_sc_def;
-
-	}
-	
-	sc = status_get_sc(bl);
-	if (sc && sc->count)
-	{
-		if (sc->data[SC_SCRESIST].timer != -1)
-			sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
-		else if (sc->data[SC_SIEGFRIED].timer != -1)
-			sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
-	}
-
-	return sc_def>10000?10000:sc_def;
-}
-
-//Reduces tick delay based on type and character defenses.
-int status_get_sc_tick(struct block_list *bl, int type, int tick)
-{
-	struct map_session_data *sd;
-	struct status_data* status;
-	int rate=0, min=0;
-	//If rate is positive, it is a % reduction (10000 -> 100%)
-	//if it is negative, it is an absolute reduction in ms.
-	BL_CAST(BL_PC,bl,sd);
-	status = status_get_status_data(bl);
-	switch (type) {
-		case SC_DECREASEAGI:		/* 速度減少 */
-			if (sd)	// Celest
-				tick>>=1;
-		break;
-		case SC_ADRENALINE:
-		case SC_ADRENALINE2:
-		case SC_WEAPONPERFECTION:
-		case SC_OVERTHRUST:
-			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
-				tick += tick / 10;
-		break;
-		case SC_DPOISON:
-		case SC_POISON:
-		case SC_STUN:
-		case SC_BLEEDING:
-		case SC_SILENCE:
-		case SC_CURSE:
-			rate = 100*status->vit;
-		break;
-		case SC_SLEEP:
-			rate = 100*status->int_;
-		break;
-		case SC_STONE:
-			rate = -200*status->mdef;
-		break;
-		case SC_FREEZE:
-			rate = 100*status->mdef;
-		break;
-		case SC_BLIND:
-			rate = 50*status->vit +50*status->int_;
-		break;
-		case SC_CONFUSION:
-			rate = 50*status->str +50*status->int_;
-		break;
-		case SC_SWOO:
-			if (status->mode&MD_BOSS)
-				tick /= 5; //TODO: Reduce skill's duration. But for how long?
-		break;
-		case SC_ANKLE:
-			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
-				tick /= 5;
-			rate = -100*status->agi;
-		// Minimum trap time of 3+0.03*skilllv seconds [celest]
-		// Changed to 3 secs and moved from skill.c [Skotlex]
-			min = 3000;
-		break;
-		case SC_SPIDERWEB:
-			if (map[bl->m].flag.pvp)
-				tick /=2;
-		break;
-	}
-	if (rate) {
-		if (bl->type == BL_PC) {
-			if (battle_config.pc_sc_def_rate != 100)
-				rate = rate*battle_config.pc_sc_def_rate/100;
-			if (battle_config.pc_max_sc_def != 10000)
-				min = tick*(10000-battle_config.pc_max_sc_def)/10000;
-		} else {
-			if (battle_config.mob_sc_def_rate != 100)
-				rate = rate*battle_config.mob_sc_def_rate/100;
-			if (battle_config.mob_max_sc_def != 10000)
-				min = tick*(10000-battle_config.mob_max_sc_def)/10000;
-		}
-		
-		if (rate >0)
-			tick -= tick*rate/10000;
-		else
-			tick += rate;
-	}
-	return tick<min?min:tick;
-}
-/*==========================================
- * Starts a status change.
- * type = type, val1~4 depend on the type.
- * rate = base success rate. 10000 = 100%
- * Tick is base duration
- * flag:
- * &1: Cannot be avoided (it has to start)
- * &2: Tick should not be reduced (by vit, luk, lv, etc)
- * &4: sc_data loaded, no value has to be altered.
- * &8: rate should not be reduced
- *------------------------------------------
- */
-int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
-{
-	struct map_session_data *sd = NULL;
-	struct status_change* sc;
-	struct status_data *status;
-	struct view_data *vd;
-	int opt_flag, calc_flag, undead_flag;
-
-	nullpo_retr(0, bl);
-	sc=status_get_sc(bl);
-	status = status_get_status_data(bl);
-
-	if (!sc || status_isdead(bl))
-		return 0;
-	
-	switch (bl->type)
-	{
-		case BL_PC:
-			sd=(struct map_session_data *)bl;
-			break;
-		case BL_MOB:
-			if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
-				return 0; //Emperium can't be afflicted by status changes.
-			break;
-	}
-
-	if(type < 0 || type >= SC_MAX) {
-		if(battle_config.error_log)
-			ShowError("status_change_start: invalid status change (%d)!\n", type);
-		return 0;
-	}
-
-	//Check rate
-	if (!(flag&(4|1))) {
-		int def;
-		def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
-
-		if (def)
-			rate -= rate*def/10000;
-
-		if (!(rand()%10000 < rate))
-			return 0;
-	}
-	
-	//SC duration reduction.
-	if(!(flag&(2|4)) && tick) {
-		tick = status_get_sc_tick(bl, type, tick);
-		if (tick <= 0)
-			return 0;
-	}
-
-	undead_flag=battle_check_undead(status->race,status->def_ele);
-
-	//Check for inmunities / sc fails
-	switch (type) {
-		case SC_FREEZE:
-		case SC_STONE:
-			//Undead are inmune to Freeze/Stone
-			if (undead_flag && !(flag&1))
-				return 0;
-		case SC_SLEEP:
-		case SC_STUN:
-			if (sc->opt1)
-				return 0; //Cannot override other opt1 status changes. [Skotlex]
-		break;
-		case SC_CURSE:
-			//Dark Elementals are inmune to curse.
-			if (status->def_ele == ELE_DARK && !(flag&1))
-				return 0;
-		break;
-		case SC_COMA:
-			//Dark elementals and Demons are inmune to coma.
-			if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
-				return 0;
-		break;
-		case SC_SIGNUMCRUCIS:
-			//Only affects demons and undead.
-			if(status->race != RC_DEMON && !undead_flag)
-				return 0;
-			break;
-		case SC_AETERNA:
-		  if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
-			  return 0;
-		break;
-		case SC_OVERTHRUST:
-			if (sc->data[SC_MAXOVERTHRUST].timer != -1)
-				return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
-		break;
-		case SC_ADRENALINE:
-			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
-				return 0;
-			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
-				sc->data[SC_DONTFORGETME].timer!=-1 ||
-				sc->data[SC_DECREASEAGI].timer!=-1
-			)
-				return 0;
-		break;
-		case SC_ADRENALINE2:
-			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
-				return 0;
-			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
-				sc->data[SC_DONTFORGETME].timer!=-1 ||
-				sc->data[SC_DECREASEAGI].timer!=-1
-			)
-				return 0;
-		break;
-		case SC_ONEHAND:
-		case SC_TWOHANDQUICKEN:
-			if(sc->data[SC_DECREASEAGI].timer!=-1)
-				return 0;
-		case SC_CONCENTRATE:
-		case SC_INCREASEAGI:
-		case SC_SPEARQUICKEN:
-		case SC_TRUESIGHT:
-		case SC_WINDWALK:
-		case SC_CARTBOOST:
-		case SC_ASSNCROS:
-			if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
-				return 0;
-		break;
-		case SC_CLOAKING:
-			//Avoid cloaking with no wall and low skill level. [Skotlex]
-			//Due to the cloaking card, we have to check the wall versus to known
-			//skill level rather than the used one. [Skotlex]
-			//if (sd && val1 < 3 && skill_check_cloaking(bl))
-			if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
-				return 0;
-			break;
-		case SC_MODECHANGE:
-		{
-			int mode;
-			struct status_data *bstatus = status_get_base_status(bl);
-			if (!bstatus) return 0;
-			mode = val2?val2:bstatus->mode; //Base mode
-			if (val3) mode|= val3; //Add mode
-			if (val4) mode&=~val4; //Del mode
-			if (mode == bstatus->mode) { //No change.
-				if (sc->data[type].timer != -1) //Abort previous status
-					return status_change_end(bl, type, -1);
-				return 0;
-			}
-		}
-	}
-
-	//Check for BOSS resistances
-	if(status->mode&MD_BOSS && !(flag&1)) {
-		 if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
-			 return 0;
-		 switch (type) {
-			case SC_BLESSING:
-			  if (!undead_flag && status->race != RC_DEMON)
-				  break;
-			case SC_QUAGMIRE:
-			case SC_DECREASEAGI:
-			case SC_SIGNUMCRUCIS:
-			case SC_PROVOKE:
-			case SC_ROKISWEIL:
-			case SC_COMA:
-			case SC_GRAVITATION:
-			case SC_SUITON:
-				return 0;
-		}
-	}
-	//Before overlapping fail, one must check for status cured.
-	switch (type) {
-	case SC_BLESSING:
-		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
-			if (sc->data[SC_CURSE].timer!=-1)
-				status_change_end(bl,SC_CURSE,-1);
-			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
-				status_change_end(bl,SC_STONE,-1);
-		}
-		break;
-	case SC_INCREASEAGI:
-		if(sc->data[SC_DECREASEAGI].timer!=-1 )
-			status_change_end(bl,SC_DECREASEAGI,-1);
-		break;
-	case SC_DONTFORGETME:
-		//is this correct? Maybe all three should stop the same subset of SCs...
-		if(sc->data[SC_ASSNCROS].timer!=-1 )
-			status_change_end(bl,SC_ASSNCROS,-1);
-	case SC_QUAGMIRE:
-		if(sc->data[SC_CONCENTRATE].timer!=-1 )
-			status_change_end(bl,SC_CONCENTRATE,-1);
-		if(sc->data[SC_TRUESIGHT].timer!=-1 )
-			status_change_end(bl,SC_TRUESIGHT,-1);
-		if(sc->data[SC_WINDWALK].timer!=-1 )
-			status_change_end(bl,SC_WINDWALK,-1);
-		//Also blocks the ones below...
-	case SC_DECREASEAGI:
-		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_ADRENALINE2].timer!=-1 )
-			status_change_end(bl,SC_ADRENALINE2,-1);
-		if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
-			status_change_end(bl,SC_SPEARQUICKEN,-1);
-		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
-			status_change_end(bl,SC_TWOHANDQUICKEN,-1);
-		if(sc->data[SC_CARTBOOST].timer!=-1 )
-			status_change_end(bl,SC_CARTBOOST,-1);
-		if(sc->data[SC_ONEHAND].timer!=-1 )
-			status_change_end(bl,SC_ONEHAND,-1);
-		break;
-	case SC_ONEHAND:
-	  	//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
-		if(sc->data[SC_ASPDPOTION0].timer!=-1)
-			status_change_end(bl,SC_ASPDPOTION0,-1);
-		if(sc->data[SC_ASPDPOTION1].timer!=-1)
-			status_change_end(bl,SC_ASPDPOTION1,-1);
-		if(sc->data[SC_ASPDPOTION2].timer!=-1)
-			status_change_end(bl,SC_ASPDPOTION2,-1);
-		if(sc->data[SC_ASPDPOTION3].timer!=-1)
-			status_change_end(bl,SC_ASPDPOTION3,-1);
-		break;
-	case SC_MAXOVERTHRUST:
-	  	//Cancels Normal Overthrust. [Skotlex]
-		if (sc->data[SC_OVERTHRUST].timer != -1)
-			status_change_end(bl, SC_OVERTHRUST, -1);
-		break;
-	case SC_KYRIE:
-		// -- 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_DELUGE:
-		if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
-			status_change_end(bl,SC_BLIND,-1);
-		break;
-	case SC_SILENCE:
-		if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
-		  	//Clear Gospel [Skotlex]
-			status_change_end(bl,SC_GOSPEL,-1);
-		break;
-	case SC_HIDING:
-		if(sc->data[SC_CLOSECONFINE].timer != -1)
-			status_change_end(bl, SC_CLOSECONFINE, -1);
-		if(sc->data[SC_CLOSECONFINE2].timer != -1)
-			status_change_end(bl, SC_CLOSECONFINE2, -1);
-		break;
-	case SC_BERSERK:
-		if(battle_config.berserk_cancels_buffs)
-		{
-			if (sc->data[SC_ONEHAND].timer != -1)
-				status_change_end(bl,SC_ONEHAND,-1);
-			if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
-				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
-			if (sc->data[SC_CONCENTRATION].timer != -1)
-				status_change_end(bl,SC_CONCENTRATION,-1);
-			if (sc->data[SC_PARRYING].timer != -1)
-				status_change_end(bl,SC_PARRYING,-1);
-			if (sc->data[SC_AURABLADE].timer != -1)
-				status_change_end(bl,SC_AURABLADE,-1);
-		}
-		break;
-	case SC_ASSUMPTIO:
-		if(sc->data[SC_KYRIE].timer!=-1)
-			status_change_end(bl,SC_KYRIE,-1);
-		break;
-	case SC_CARTBOOST:
-		if(sc->data[SC_DECREASEAGI].timer!=-1 )
-		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
-			status_change_end(bl,SC_DECREASEAGI,-1);
-			return 0;
-		}
-		break;
-	case SC_FUSION:
-		if(sc->data[SC_SPIRIT].timer!=-1 )
-			status_change_end(bl,SC_SPIRIT,-1);
-		break;
-	case SC_ADJUSTMENT:
-		if(sc->data[SC_MADNESSCANCEL].timer != -1)
-			status_change_end(bl,SC_MADNESSCANCEL,-1);
-		break;
-	case SC_MADNESSCANCEL:
-		if(sc->data[SC_ADJUSTMENT].timer!=-1)
-			status_change_end(bl,SC_ADJUSTMENT,-1);
-		break;
-	}
-	//Check for overlapping fails
-	if(sc->data[type].timer != -1){
-		switch (type) {
-			case SC_ADRENALINE:
-			case SC_ADRENALINE2:
-			case SC_WEAPONPERFECTION:
-			case SC_OVERTHRUST:
-				if (sc->data[type].val2 > val2)
-					return 0;
-			break;
-			case SC_WARM:
-			{	//Fetch the Group, half the attack interval. [Skotlex]
-				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
-				if (group)
-					group->interval/=2;
-				return 1;
-			}
-			case SC_STUN:
-			case SC_SLEEP:
-			case SC_POISON:
-			case SC_CURSE:
-			case SC_SILENCE:
-			case SC_CONFUSION:
-			case SC_BLIND:
-			case SC_BLEEDING:
-			case SC_DPOISON:
-			case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
-			case SC_CLOSECONFINE2: //Can't be re-closed in.
-			case SC_MARIONETTE:
-			case SC_MARIONETTE2:
-			case SC_NOCHAT:
-				return 0;
-			case SC_DANCING:
-			case SC_DEVOTION:
-			case SC_ASPDPOTION0:
-			case SC_ASPDPOTION1:
-			case SC_ASPDPOTION2:
-			case SC_ASPDPOTION3:
-			case SC_ATKPOTION:
-			case SC_MATKPOTION:
-			case SC_JAILED:
-			case SC_ARMOR_ELEMENT:
-				break;
-			case SC_GOSPEL:
-				 //Must not override a casting gospel char.
-				if(sc->data[type].val4 == BCT_SELF)
-					return 0;
-				if(sc->data[type].val1 > val1)
-					return 1;
-				break;
-			case SC_ENDURE:
-				if(sc->data[type].val4 && !val4)
-					return 1; //Don't let you override infinite endure.
-				if(sc->data[type].val1 > val1)
-					return 1;
-				break;
-			case SC_KAAHI:
-				if(sc->data[type].val1 > val1)
-					return 1;
-				//Delete timer if it exists.
-				if (sc->data[type].val4 != -1) {
-					delete_timer(sc->data[type].val4,kaahi_heal_timer);
-					sc->data[type].val4=-1;
-				}
-				break;
-			default:
-				if(sc->data[type].val1 > val1)
-					return 1; //Return true to not mess up skill animations. [Skotlex
-			}
-		(sc->count)--;
-		delete_timer(sc->data[type].timer, status_change_timer);
-		sc->data[type].timer = -1;
-	}
-
-	vd = status_get_viewdata(bl);
-	calc_flag = StatusChangeFlagTable[type];
-	if(!(flag&4)) //Do not parse val settings when loading SCs
-	switch(type){
-		case SC_ENDURE:				/* インデュア */
-			val2 = 7; // Hit-count [Celest]
-			break;
-		case SC_AUTOBERSERK:
-			if (status->hp < status->max_hp>>2 &&
-				(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
-					sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
-			break;
-		
-		case SC_SIGNUMCRUCIS:
-			val2 = 10 + val1*2; //Def reduction
-			clif_emotion(bl,4);
-			break;
-		case SC_MAXIMIZEPOWER:
-			val2 = tick>0?tick:60000;
-			break;
-		case SC_EDP:	// [Celest]
-			val2 = val1 + 2; //Chance to Poison enemies.
-			break;
-		case SC_POISONREACT:
-			val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
-			val3=50; // + 5*val1; //Chance to counter. [Skotlex]
-			break;
-		case SC_MAGICROD:
-			val2 = val1*20; //SP gained
-			break;
-		case SC_KYRIE:
-			val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
-			val3 = (val1 / 2 + 5); //Hits
-			break;
-		case SC_MAGICPOWER:
-			//val1: Skill lv
-			val2 = 1; //Lasts 1 invocation
-			//val3 will store matk_min (needed in case you use ground-spells)
-			//val4 will store matk_max
-			break;
-		case SC_SACRIFICE:
-			val2 = 5; //Lasts 5 hits
-			break;
-		case SC_ENCPOISON:
-			val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
-		case SC_ASPERSIO:
-		case SC_FIREWEAPON:
-		case SC_WATERWEAPON:
-		case SC_WINDWEAPON:
-		case SC_EARTHWEAPON:
-		case SC_SHADOWWEAPON:
-		case SC_GHOSTWEAPON:
-			skill_enchant_elemental_end(bl,type);
-			break;
-		case SC_ELEMENTALCHANGE:
-			//Val1 is skill level, val2 is skill that invoked this.
-			if (!val3) //Val 3 holds the element, when not given, a random one is picked.
-				val3 = rand()%ELE_MAX;
-			val4 =1+rand()%4; //Elemental Lv is always a random value between  1 and 4.
-			break;
-		case SC_PROVIDENCE:
-			val2=val1*5; //Race/Ele resist
-			break;
-		case SC_REFLECTSHIELD:
-			val2=10+val1*3; //% Dmg reflected
-			break;
-		case SC_STRIPWEAPON:
-			if (bl->type != BL_PC) //Watk reduction
-				val2 = 5*val1;
-			break;
-		case SC_STRIPSHIELD:
-			if (bl->type != BL_PC) //Def reduction
-				val2 = 3*val1;
-			break;
-		case SC_STRIPARMOR:
-			if (bl->type != BL_PC) //Vit reduction
-				val2 = 8*val1;
-			break;
-		case SC_STRIPHELM:
-			if (bl->type != BL_PC) //Int reduction
-				val2 = 8*val1;
-			break;
-		case SC_AUTOSPELL:
-			//Val1 Skill LV of Autospell
-			//Val2 Skill ID to cast
-			//Val3 Max Lv to cast
-			val4 = 5 + val1*2; //Chance of casting
-			break;
-		case SC_VOLCANO:
-			if (status->def_ele == ELE_FIRE)
-				val2 = val1*10; //Watk increase
-			else
-				val2 = 0;
-			break;
-		case SC_VIOLENTGALE:
-			if (status->def_ele == ELE_WIND)
-				val2 = val1*3; //Flee increase
-			else
-				val2 = 0;
-			break;
-		case SC_DELUGE:
-			if(status->def_ele == ELE_WATER)
-				val2 = deluge_eff[val1-1]; //HP increase
-			else
-				val2 = 0;
-			break;
-		case SC_SUITON:
-			val2 = 0;	//Agi penalty
-			val3 = 0; //Walk speed penalty
-			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
-
-			if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
-				break;
-			else {
-				val3 = 50;
-
-				switch ((val1+1)/3) {
-				case 3:
-					val2 = 8;
-				break;
-				case 2:
-					val2 = 5;
-				break;
-				case 1:
-					val2 = 3;
-				break;
-				case 0: 
-					val2 = 0;
-				break;
-				default:
-					val2 = 3*((val1+1)/3);
-				break;
-				}
-			}
-			break;
-		case SC_ONEHAND:
-		case SC_TWOHANDQUICKEN:
-			val2 = 300;
-			if (val1 > 10) //For boss casted skills [Skotlex]
-				val2 += 20*(val1-10);
-			break;
-		case SC_SPEARQUICKEN:
-			val2 = 200+10*val1;
-			break;
-		case SC_MOONLIT:
-			val2 = bl->id;
-			skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
-			break;
-		case SC_DANCING:
-			//val1 : Skill which is being danced.
-			//val2 : Skill Group of the Dance.
-			//val4 : Partner
-			val3 = 0; //Tick duration/Speed penalty.
-			if (sd) { //Store walk speed change in lower part of val3
-				val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
-				if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
-				val3 -= 40; //TODO: Figure out real bonus rate.
-			}
-			val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
-			tick = 1000;
-			break;
-		case SC_LONGING:
-			val2 = 500-100*val1; //Aspd penalty.
-			val3 = 50+10*val1; //Walk speed adjustment.
-			break;
-		case SC_EXPLOSIONSPIRITS:
-			val2 = 75 + 25*val1; //Cri bonus
-			break;
-		case SC_ASPDPOTION0:
-		case SC_ASPDPOTION1:
-		case SC_ASPDPOTION2:
-		case SC_ASPDPOTION3:
-			val2 = 50*(2+type-SC_ASPDPOTION0);
-			break;
-
-		case SC_WEDDING:
-		case SC_XMAS:
-			if (!vd) return 0;
-			//Store previous values as they could be removed.
-			val1 = vd->class_;
-			val2 = vd->weapon;
-			val3 = vd->shield;
-			val4 = vd->cloth_color;
-			unit_stop_attack(bl);
-			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
-			clif_changelook(bl,LOOK_WEAPON,0);
-			clif_changelook(bl,LOOK_SHIELD,0);
-			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
-			break;
-		case SC_NOCHAT:
-			tick = 60000;
-			val1 = battle_config.manner_system; //Mute filters.
-			if (sd) clif_updatestatus(sd,SP_MANNER);
-			break;
-
-		case SC_STONE:
-			val2 = status->max_hp/100; //Petrified damage per second: 1%
-			if (!val2) val2 = 1;
-			val3 = tick/1000; //Petrified HP-damage iterations.
-			if(val3 < 1) val3 = 1; 
-			tick = 5000; //Petrifying time.
-			break;
-
-		case SC_DPOISON:
-		//Lose 10/15% of your life as long as it doesn't brings life below 25%
-		if (status->hp > status->max_hp>>2)
-		{
-			int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
-			if (status->hp - diff < status->max_hp>>2)
-				diff = status->hp - (status->max_hp>>2);
-			status_zap(bl, diff, 0);
-		}
-		// fall through
-		case SC_POISON:				/* 毒 */
-		val3 = tick/1000; //Damage iterations
-		if(val3 < 1) val3 = 1;
-		tick = 1000;
-		//val4: HP damage
-		if (bl->type == BL_PC)
-			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
-		else
-			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
-		
-		break;
-		case SC_CONFUSION:
-			clif_emotion(bl,1);
-			break;
-		case SC_BLEEDING:
-			val4 = tick/10000;
-			if (!val4) val4 = 1;
-			tick = 10000;
-			break;
-
-		case SC_HIDING:
-			val2 = tick/1000;
-			tick = 1000;
- 			//Store speed penalty on val3.
-			if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
-				val3 = 20 + 6*val3;
-			val4 = val1+3; //Seconds before SP substraction happen.
-			break;
-		case SC_CHASEWALK:
-			val2 = tick>0?tick:10000; //Interval at which SP is drained.
-			val3 = 65+val1*5; //Speed adjustment.
-			if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
-				val3 += 10; //TODO: Figure out real bonus. Temp value +10%
-			val4 = 10+val1*2; //SP cost.
-			if (map_flag_gvg(bl->m)) val4 *= 5;
-			break;
-		case SC_CLOAKING:
-			val2 = tick>0?tick:60000; //SP consumption rate.
-			val3 = 0;
-			if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
-				(val3=pc_checkskill(sd,TF_MISS))>0)
-				val3 *= -1; //Substract the Dodge speed bonus.
-			val3+= 70+val1*3; //Speed adjustment without a wall.
-			//With a wall, it is val3 +25.
-			//val4&1 signals the presence of a wall.
-			//val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
-			if (bl->type == BL_PC)	//Standard cloaking.
-				val4 |= battle_config.pc_cloak_check_type&3;
-			else
-				val4 |= battle_config.monster_cloak_check_type&3;
-			break;
-		case SC_SIGHT:			/* サイト/ルアフ */
-		case SC_RUWACH:
-		case SC_SIGHTBLASTER:
-			val2 = tick/250;
-			tick = 10;
-			break;
-
-		//Permanent effects.
-		case SC_MODECHANGE:
-		case SC_WEIGHT50:
-		case SC_WEIGHT90:
-		case SC_BROKENWEAPON:
-		case SC_BROKENARMOR:
-		case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
-		case SC_READYDOWN:
-		case SC_READYCOUNTER:
-		case SC_READYTURN:
-		case SC_DODGE:
-			tick = 600*1000;
-			break;
-
-		case SC_AUTOGUARD:
-			if (!flag)
-			{
-				struct map_session_data *tsd;
-				int i,t;
-				for(i=val2=0;i<val1;i++) {
-					t = 5-(i>>1);
-					val2 += (t < 0)? 1:t;
-				}
-				if (sd)
-				for (i = 0; i < 5; i++)
-				{	//Pass the status to the other affected chars. [Skotlex]
-					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
-						status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
-				}
-			}
-			break;
-
-		case SC_DEFENDER:
-			if (!flag)
-			{	
-				struct map_session_data *tsd;
-				int i;
-				val2 = 5 + 15*val1; //Damage reduction
-				val3 = 65 + 5*val1; //Speed adjustment
-				val4 = 250 - 50*val1; //Aspd adjustment 
-
-				if (sd)
-				for (i = 0; i < 5; i++)
-				{	//See if there are devoted characters, and pass the status to them. [Skotlex]
-					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
-						status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
-				}
-			}
-			break;
-
-		case SC_TENSIONRELAX:
-			if (sd) {
-				pc_setsit(sd);
-				clif_sitting(sd);
-			}
-			val2 = 12; //SP cost
-			val4 = 10000; //Decrease at 10secs intervals.
-			val3 = tick/val4;
-			tick = val4;
-			break;
-		case SC_PARRYING:
-		    val2 = 20 + val1*3; //Block Chance
-			break;
-
-		case SC_WINDWALK:
-			val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
-			val3 = 4*val2;	//movement speed % increase is 4 times that
-			break;
-
-		case SC_JOINTBEAT: // Random break [DracoRPG]
-			val2 = rand()%6; //Type of break
-			if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
-			break;
-
-		case SC_BERSERK:
-			if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
-				sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
-			//HP healing is performing after the calc_status call.
-			//Val2 holds HP penalty
-			if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
-			if (!val4) val4 = 10000; //Val4 holds damage interval
-			val3 = tick/val4; //val3 holds skill duration
-			tick = val4;
-			break;
-
-		case SC_GOSPEL:
-			if(val4 == BCT_SELF) {	// self effect
-				val2 = tick/10000;
-				tick = 10000;
-				status_change_clear_buffs(bl,3); //Remove buffs/debuffs
-			}
-			break;
-
-		case SC_MARIONETTE:
-			if (sd) {
-				val3 = 0;
-				val2 = sd->status.str>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2<<16;
-
-				val2 = sd->status.agi>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2<<8;
-
-				val2 = sd->status.vit>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2;
-
-				val4 = 0;
-				val2 = sd->status.int_>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2<<16;
-
-				val2 = sd->status.dex>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2<<8;
-
-				val2 = sd->status.luk>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2;
-			} else {
-				struct status_data *b_status = status_get_base_status(bl);
-				if (!b_status)
-					return 0;
-
-				val3 = 0;
-				val2 = b_status->str>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2<<16;
-
-				val2 = b_status->agi>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2<<8;
-
-				val2 = b_status->vit>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val3|=val2;
-
-				val4 = 0;
-				val2 = b_status->int_>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2<<16;
-
-				val2 = b_status->dex>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2<<8;
-
-				val2 = b_status->luk>>1;
-				if (val2 > 0xFF) val2 = 0xFF;
-				val4|=val2;
-			}
-			val2 = tick/1000;
-			tick = 1000;
-			break;
-		case SC_MARIONETTE2:
-		{
-			struct block_list *pbl = map_id2bl(val1);
-			struct status_change *psc = pbl?status_get_sc(pbl):NULL;
-			int stat,max;
-			if (!psc || psc->data[SC_MARIONETTE].timer == -1)
-				return 0;
-			val2 = tick /1000;
-			val3 = val4 = 0;
-			if (sd) {
-				max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
-				//Str
-				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
-				if (sd->status.str+stat > max)
-					stat =max-sd->status.str;
-				val3 |= stat<<16;
-				//Agi
-				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
-				if (sd->status.agi+stat > max)
-					stat =max-sd->status.agi;
-				val3 |= stat<<8;
-				//Vit
-				stat = psc->data[SC_MARIONETTE].val3&0xFF;
-				if (sd->status.vit+stat > max)
-					stat =max-sd->status.vit;
-				val3 |= stat;
-				//Int
-				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
-				if (sd->status.int_+stat > max)
-					stat =max-sd->status.int_;
-				val4 |= stat<<16;
-				//Dex
-				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
-				if (sd->status.dex+stat > max)
-					stat =max-sd->status.dex;
-				val4 |= stat<<8;
-				//Luk
-				stat = psc->data[SC_MARIONETTE].val4&0xFF;
-				if (sd->status.luk+stat > max)
-					stat =max-sd->status.luk;
-				val4 |= stat;
-			} else {
-				struct status_data *status = status_get_base_status(bl);
-				if (!status) return 0;
-				max = 0xFF; //Assume a 256 max parameter
-				//Str
-				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
-				if (status->str+stat > max)
-					stat = max - status->str;
-				val3 |= stat<<16;
-				//Agi
-				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
-				if (status->agi+stat > max)
-					stat = max - status->agi;
-				val3 |= stat<<8;
-				//Vit
-				stat = psc->data[SC_MARIONETTE].val3&0xFF;
-				if (status->vit+stat > max)
-					stat = max - status->vit;
-				val3 |= stat;
-				//Int
-				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
-				if (status->int_+stat > max)
-					stat = max - status->int_;
-				val4 |= stat<<16;
-				//Dex
-				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
-				if (status->dex+stat > max)
-					stat = max - status->dex;
-				val4 |= stat<<8;
-				//Luk
-				stat = psc->data[SC_MARIONETTE].val4&0xFF;
-				if (status->luk+stat > max)
-					stat = max - status->luk;
-				val4 |= stat;
-			}
-			tick = 1000;
-			break;
-		}
-		case SC_REJECTSWORD:
-			val2 = 15*val1; //Reflect chance
-			val3 = 3; //Reflections
-			break;
-
-		case SC_MEMORIZE:
-			val2 = 5; //Memorized casts.
-			break;
-
-		case SC_GRAVITATION:
-			val2 = 50*val1; //aspd reduction
-			if (val3 == BCT_SELF) {
-				struct unit_data *ud = unit_bl2ud(bl);
-				if (ud) {
-					ud->canmove_tick += tick;
-					ud->canact_tick += tick;
-				}
-			} 
-			break;
-
-		case SC_HERMODE:
-			status_change_clear_buffs(bl,1);
-			break;
-
-		case SC_REGENERATION:
-			if (val1 == 1)
-				val2 = 2;
-			else
-				val2 = val1; //HP Regerenation rate: 200% 200% 300%
-			val3 = val1; //SP Regeneration Rate: 100% 200% 300%
-			//if val4 comes set, this blocks regen rather than increase it.
-			break;
-
-		case SC_DEVOTION:
-		{
-			struct map_session_data *src;
-			if ((src = map_id2sd(val1)) && src->sc.count)
-			{	//Try to inherit the status from the Crusader [Skotlex]
-			//Ideally, we should calculate the remaining time and use that, but we'll trust that
-			//once the Crusader's status changes, it will reflect on the others. 
-				int type2 = SC_AUTOGUARD;
-				if (src->sc.data[type2].timer != -1)
-					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
-				type2 = SC_DEFENDER;
-				if (src->sc.data[type2].timer != -1)
-					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
-				type2 = SC_REFLECTSHIELD;
-				if (src->sc.data[type2].timer != -1)
-					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
-
-			}
-			break;
-		}
-
-		case SC_COMA: //Coma. Sends a char to 1HP
-			status_zap(bl, status_get_hp(bl)-1, 0);
-			return 1;
-
-		case SC_CLOSECONFINE2:
-		{
-			struct block_list *src = val2?map_id2bl(val2):NULL;
-			struct status_change *sc2 = src?status_get_sc(src):NULL;
-			if (src && sc2) {
-				if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
-					sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
-				else { //Increase count of locked enemies and refresh time.
-					sc2->data[SC_CLOSECONFINE].val2++;
-					delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
-					sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
-				}
-			} else //Status failed.
-				return 0;
-		}
-			break;
-		case SC_KAITE:
-			val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
-			break;
-		case SC_KAUPE:
-			switch (val1) {
-				case 3: //33*3 + 1 -> 100%
-					val2++;
-				case 1:
-				case 2: //33, 66%
-					val2 += 33*val1;
-					val3 = 1; //Dodge 1 attack total.
-					break;
-				default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
-					val2 = 100;
-					val3 = val1-2;
-					break;
-			}
-			break;
-
-		case SC_COMBO:
-		{
-			struct unit_data *ud = unit_bl2ud(bl);
-			switch (val1) { //Val1 contains the skill id
-				case TK_STORMKICK:
-					clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
-					break;
-				case TK_DOWNKICK:
-					clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
-					break;
-				case TK_TURNKICK:
-					clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
-					break;
-				case TK_COUNTER:
-					clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
-					break;
-			}
-			if (ud) {
-				ud->attackabletime = gettick()+tick;
-				unit_set_walkdelay(bl, gettick(), tick, 1);
-			}
-			val4 = tick; //Store combo-time in val4.
-		}
-			break;
-		case SC_TKREST:
-			val2 = 11-val1; //Chance to consume: 11-skilllv%
-			break;
-		case SC_RUN:
-			val4 = gettick(); //Store time at which you started running.
-			break;
-		case SC_KAAHI:
-			if(flag&4) {
-				val4 = -1;
-				break;
-			}
-			val2 = 200*val1; //HP heal
-			val3 = 5*val1; //SP cost 
-			val4 = -1;	//Kaahi Timer.
-			break;
-		case SC_BLESSING:
-			if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
-				val2 = val1;
-			else
-				val2 = 0; //0 -> Half stat.
-			break;
-		case SC_TRICKDEAD:
-			if (vd) vd->dead_sit = 1;
-			break;
-		case SC_CONCENTRATE:
-			val2 = 2 + val1;
-			if (sd) { //Store the card-bonus data that should not count in the %
-				val3 = sd->param_bonus[1]; //Agi
-				val4 = sd->param_bonus[4]; //Dex
-			} else {
-				val3 = val4 = 0;
-			}
-			break;
-		case SC_ADRENALINE2:
-		case SC_ADRENALINE:
-			if (val2 || !battle_config.party_skill_penalty)
-				val3 = 300;
-			else
-				val3 = 200;
-			break;
-		case SC_CONCENTRATION:
-			val2 = 5*val1; //Batk/Watk Increase
-			val3 = 10*val1; //Hit Increase
-			val4 = 5*val1; //Def reduction
-			break;
-		case SC_ANGELUS:
-			val2 = 5*val1; //def increase
-			break;
-		case SC_IMPOSITIO:
-			val2 = 5*val1; //watk increase
-			break;
-		case SC_MELTDOWN:
-			val2 = 100*val1; //Chance to break weapon
-			val3 = 70*val1; //Change to break armor
-			break;
-		case SC_TRUESIGHT:
-			val2 = 10*val1; //Critical increase
-			val3 = 3*val1; //Hit increase
-			break;
-		case SC_SUN_COMFORT:
-			val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
-			break;
-		case SC_MOON_COMFORT:
-			val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
-			break;
-		case SC_STAR_COMFORT:
-			val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
-			break;
-		case SC_QUAGMIRE:
-			val2 = (sd?5:10)*val1; //Agi/Dex decrease.
-			break;
-
-		// gs_something1 [Vicious]
-		case SC_GATLINGFEVER:
-			val2 = 20*val1; //Aspd increase
-			val3 = 20+10*val1; //Batk increase
-			val4 = 5*val1; //Flee decrease
-			break;
-
-		case SC_FLING:
-			val2 = 3*val1; //Def reduction
-			val3 = 3*val1; //Def2 reduction
-			break;
-		case SC_PROVOKE:
-			//val2 signals autoprovoke.
-			val3 = 2+3*val1; //Atk increase
-			val4 = 5+5*val1; //Def reduction.
-			break;
-		case SC_AVOID:
-			val2 = 10*val1; //Speed change rate.
-			break;
-		case SC_DEFENCE:
-			val2 = 2*val1; //Def bonus
-			break;
-		case SC_BLOODLUST:
-			val2 = 20+10*val1; //Atk rate change.
-			val3 = 3*val1; //Leech chance
-			val4 = 20; //Leech percent
-			break;
-		case SC_FLEET:
-			val2 = 30*val1; //Aspd change
-			val3 = 5+5*val1; //bAtk/wAtk rate change
-			break;
-		case SC_MINDBREAKER:
-			val2 = 20*val1; //matk increase.
-			val3 = 12*val1; //mdef2 reduction.
-			break;
-		case SC_SKA:  
-			val2 = tick/1000;  
-			val3 = rand()%100; //Def changes randomly every second...  
-			tick = 1000;  
-			break;  
-		case SC_JAILED:
-			tick = val1>0?1000:250;
-			if (sd && sd->mapindex != val2)
-			{
-				int pos =  (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
-				map =  sd->mapindex; //Current Map
-				//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
-				if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
-					pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
-				//2. Set restore point (val3 -> return map, val4 return coords
-				val3 = map;
-				val4 = pos;
-			}
-			break;
-		case SC_UTSUSEMI:
-			val2=(val1+1)/2; // number of hits blocked
-			val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
-			break;
-		case SC_BUNSINJYUTSU:
-			val2=(val1+1)/2; // number of hits blocked
-			break;
-		case SC_CHANGE:
-			{
-				struct status_data *status = status_get_base_status(bl);
-				if (!status) return 0;
-				val2= status->max_hp; //Base Max HP
-				val3= status->max_sp; //Base Max SP
-			}
-			break;
-		case SC_ARMOR_ELEMENT:
-			break; // It just change the armor element of the player (used by battle_attr_fix)
-				   // So it has no SCB and no skill associated (used by potion scripts)
-		default:
-			if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
-			{	//Status change with no calc, and no skill associated...? unknown?
-				if(battle_config.error_log)
-					ShowError("UnknownStatusChange [%d]\n", type);
-				return 0;
-			}
-	}
-	else //Special considerations when loading SC data.
-	switch (type) {
-		case SC_WEDDING:
-		case SC_XMAS:
-			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
-			clif_changelook(bl,LOOK_WEAPON,0);
-			clif_changelook(bl,LOOK_SHIELD,0);
-			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
-			break;	
-		case SC_KAAHI:
-			val4 = -1;
-			break;
-		//In case the speed reduction comes loaded incorrectly,
-		//prevent division by 0.
-		case SC_DONTFORGETME:
-		case SC_CLOAKING:
-		case SC_LONGING:
-		case SC_HIDING:
-		case SC_CHASEWALK:
-		case SC_DEFENDER:
-			if (!val3)
-				return 0;
-			break;
-	}
-	//Those that make you stop attacking/walking....
-	switch (type) {
-		case SC_FREEZE:
-		case SC_STUN:
-		case SC_SLEEP:
-		case SC_STONE:
-			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
-				pc_setstand(sd);
-		case SC_TRICKDEAD:
-			unit_stop_attack(bl);
-			skill_stop_dancing(bl);
-			// Cancel cast when get status [LuzZza]
-			if (battle_config.sc_castcancel)
-				unit_skillcastcancel(bl, 0);
-		case SC_STOP:
-		case SC_CONFUSION:
-		case SC_CLOSECONFINE:
-		case SC_CLOSECONFINE2:
-		case SC_ANKLE:
-		case SC_SPIDERWEB:
-			unit_stop_walking(bl,1);
-		break;
-		case SC_HIDING:
-		case SC_CLOAKING:
-		case SC_CHASEWALK:
-			unit_stop_attack(bl);
-		break;
-		case SC_SILENCE:
-			if (battle_config.sc_castcancel)
-				unit_skillcastcancel(bl, 0);
-		break;
-	}
-
-	// Set option as needed.
-	opt_flag = 1;
-	switch(type){
-		//OPT1
-		case SC_STONE:
-		case SC_FREEZE:
-		case SC_STUN:
-		case SC_SLEEP:
-			if(type == SC_STONE)
-				sc->opt1 = OPT1_STONEWAIT;
-			else
-				sc->opt1 = OPT1_STONE + (type - SC_STONE);
-			break;
-		//OPT2
-		case SC_POISON:
-		case SC_CURSE:
-		case SC_SILENCE:
-		case SC_BLIND:
-			sc->opt2 |= 1<<(type-SC_POISON);
-			break;
-		case SC_DPOISON:
-			sc->opt2 |= OPT2_DPOISON;
-			break;
-		case SC_SIGNUMCRUCIS:
-			sc->opt2 |= OPT2_SIGNUMCRUCIS;
-			break;
-		//OPT3
-		case SC_TWOHANDQUICKEN:
-		case SC_SPEARQUICKEN:
-		case SC_CONCENTRATION:
-			sc->opt3 |= 1;
-			opt_flag = 0;
-			break;
-		case SC_MAXOVERTHRUST:
-		case SC_OVERTHRUST:
-		case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
-			sc->opt3 |= 2;
-			opt_flag = 0;
-			break;
-		case SC_ENERGYCOAT:
-			sc->opt3 |= 4;
-			opt_flag = 0;
-			break;
-		case SC_INCATKRATE:
-			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
-			if (bl->type != BL_MOB) {
-				opt_flag = 0;
-				break;
-			}
-		case SC_EXPLOSIONSPIRITS:
-			sc->opt3 |= 8;
-			opt_flag = 0;
-			break;
-		case SC_STEELBODY:
-		case SC_SKA:
-			sc->opt3 |= 16;
-			opt_flag = 0;
-			break;
-		case SC_BLADESTOP:
-			sc->opt3 |= 32;
-			opt_flag = 0;
-			break;
-		case SC_BERSERK:
-			sc->opt3 |= 128;
-			opt_flag = 0;
-			break;
-		case SC_MARIONETTE:
-		case SC_MARIONETTE2:
-			sc->opt3 |= 1024;
-			opt_flag = 0;
-			break;
-		case SC_ASSUMPTIO:
-			sc->opt3 |= 2048;
-			opt_flag = 0;
-			break;
-		case SC_WARM: //SG skills [Komurka]
-			sc->opt3 |= 4096;
-			opt_flag = 0;
-			break;
-		case SC_KAITE:
-			sc->opt3 |= 8192;
-			opt_flag = 0;
-			break;
-		//OPTION
-		case SC_HIDING:
-			sc->option |= OPTION_HIDE;
-			break;
-		case SC_CLOAKING:
-			sc->option |= OPTION_CLOAK;
-			break;
-		case SC_CHASEWALK:
-			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
-			break;
-		case SC_SIGHT:
-			sc->option |= OPTION_SIGHT;
-			break;
-		case SC_RUWACH:
-			sc->option |= OPTION_RUWACH;
-			break;
-		case SC_WEDDING:
-			sc->option |= OPTION_WEDDING;
-			break;
-		case SC_XMAS:
-			sc->option |= OPTION_XMAS;
-			break;
-		case SC_ORCISH:
-			sc->option |= OPTION_ORCISH;
-			break;
-		case SC_SIGHTTRASHER:
-			sc->option |= OPTION_SIGHTTRASHER;
-			break;
-		case SC_FUSION:
-			sc->option |= OPTION_FLYING;
-			break;
-		default:
-			opt_flag = 0;
-	}
-
-	//On Aegis, when turning on a status change, first goes the option packet,
-	// then the sc packet.
-	if(opt_flag)
-		clif_changeoption(bl);
-
-	if (calc_flag&SCB_DYE)
-	{	//Reset DYE color
-		if (vd && vd->cloth_color)
-		{
-			val4 = vd->cloth_color;
-			clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
-		}
-		calc_flag&=~SCB_DYE;
-	}
-
-	if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
-		clif_status_change(bl,StatusIconChangeTable[type],1);
-	else if (sd) //Send packet to self otherwise (disguised player?)
-		clif_status_load(bl,StatusIconChangeTable[type],1);
-
-	(sc->count)++;
-
-	sc->data[type].val1 = val1;
-	sc->data[type].val2 = val2;
-	sc->data[type].val3 = val3;
-	sc->data[type].val4 = val4;
-
-	sc->data[type].timer = add_timer(
-		gettick() + tick, status_change_timer, bl->id, type);
-
-	if (calc_flag)
-		status_calc_bl(bl,calc_flag);
-	
-	if(sd && sd->pd)
-		pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
-
-	if (type==SC_BERSERK) {
-		sc->data[type].val2 = 5*status->max_hp/100;
-		status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
-		status_set_sp(bl, 0, 0); //Damage all SP
-	} else if (type==SC_CHANGE) //Heal all HP/SP
-		status_percent_heal(bl, 100, 100);
-
-
-	if (type==SC_RUN) {
-		struct unit_data *ud = unit_bl2ud(bl);
-		if (ud)
-			ud->state.running = unit_run(bl);
-	}
-	return 1;
-}
-/*==========================================
- * ステータス異常全解除
- *------------------------------------------
- */
-int status_change_clear(struct block_list *bl,int type)
-{
-	struct status_change* sc;
-	int i;
-
-	sc = status_get_sc(bl);
-
-	if (!sc || sc->count == 0)
-		return 0;
-
-	if(sc->data[SC_DANCING].timer != -1)
-		skill_stop_dancing(bl);
-	for(i = 0; i < SC_MAX; i++)
-	{
-		if(sc->data[i].timer == -1)
-		  continue;
-		if(type == 0)
-		switch (i)
-		{	//Type 0: PC killed -> Place here stats that do not dispel on death.
-		case SC_EDP:
-		case SC_MELTDOWN:
-		case SC_XMAS:
-		case SC_NOCHAT:
-		case SC_FUSION:
-		case SC_TKREST:
-		case SC_READYSTORM:
-		case SC_READYDOWN:
-		case SC_READYCOUNTER:
-		case SC_READYTURN:
-		case SC_DODGE:
-		case SC_JAILED:
-		case SC_STRFOOD:
-		case SC_AGIFOOD:
-		case SC_VITFOOD:
-		case SC_INTFOOD:
-		case SC_DEXFOOD:
-		case SC_LUKFOOD:
-		case SC_HITFOOD:
-		case SC_FLEEFOOD:
-		case SC_BATKFOOD:
-		case SC_WATKFOOD:
-		case SC_MATKFOOD:
-			continue;
-		}
-		status_change_end(bl, i, -1);
-
-		if (type == 1 && sc->data[i].timer != -1)
-		{	//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
-			(sc->count)--;
-			delete_timer(sc->data[i].timer, status_change_timer);
-			sc->data[i].timer = -1;
-		}
-	}
-	sc->opt1 = 0;
-	sc->opt2 = 0;
-	sc->opt3 = 0;
-	sc->option &= OPTION_MASK;
-
-	if(!type || type&2)
-		clif_changeoption(bl);
-
-	return 1;
-}
-
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int status_change_end( struct block_list* bl , int type,int tid )
-{
-	struct map_session_data *sd;
-	struct status_change *sc;
-	struct status_data *status;
-	struct view_data *vd;
-	int opt_flag=0, calc_flag;
-
-	nullpo_retr(0, bl);
-	
-	sc = status_get_sc(bl);
-	status = status_get_status_data(bl);
-	nullpo_retr(0,sc);
-	nullpo_retr(0,status);
-	
-	if(type < 0 || type >= SC_MAX)
-		return 0;
-
-	BL_CAST(BL_PC,bl,sd);
-
-	if (sc->data[type].timer == -1 ||
-		(sc->data[type].timer != tid && tid != -1))
-		return 0;
-		
-	if (tid == -1)
-		delete_timer(sc->data[type].timer,status_change_timer);
-
-	sc->data[type].timer=-1;
-	(sc->count)--;
-
-	vd = status_get_viewdata(bl);
-	calc_flag = StatusChangeFlagTable[type];
-	switch(type){
-		case SC_WEDDING:
-		case SC_XMAS:
-			if (!vd) return 0;
-			if (sd) //Load data from sd->status.* as the stored values could have changed.
-				status_set_viewdata(bl, sd->status.class_);
-			else {
-				vd->class_ = sc->data[type].val1;
-				vd->weapon = sc->data[type].val2;
-				vd->shield = sc->data[type].val3;
-				vd->cloth_color = sc->data[type].val4;
-			}
-			clif_changelook(bl,LOOK_BASE,vd->class_);
-			clif_changelook(bl,LOOK_WEAPON,vd->weapon);
-			clif_changelook(bl,LOOK_SHIELD,vd->shield);
-			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
-		break;
-		case SC_RUN:
-		{
-			struct unit_data *ud = unit_bl2ud(bl);
-			if (ud) {
-				ud->state.running = 0;
-				if (ud->walktimer != -1)
-					unit_stop_walking(bl,1);
-			}
-			if (sc->data[type].val1 >= 7 &&
-				DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
-				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
-				(sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
-			)
-				sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
-		}
-		break;
-		case SC_AUTOBERSERK:
-			if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
-				status_change_end(bl,SC_PROVOKE,-1);
-			break;
-
-		case SC_DEFENDER:
-		case SC_REFLECTSHIELD:
-		case SC_AUTOGUARD:
-		if (sd) {
-			struct map_session_data *tsd;
-			int i;
-			for (i = 0; i < 5; i++)
-			{	//Clear the status from the others too [Skotlex]
-				if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
-					status_change_end(&tsd->bl,type,-1);
-			}
-		}
-		break;
-		case SC_DEVOTION:	
-		{
-			struct map_session_data *md = map_id2sd(sc->data[type].val1);
-			//The status could have changed because the Crusader left the game. [Skotlex]
-			if (md)
-			{
-				md->devotion[sc->data[type].val2] = 0;
-				clif_devotion(md);
-			}
-			//Remove AutoGuard and Defender [Skotlex]
-			if (sc->data[SC_AUTOGUARD].timer != -1)
-				status_change_end(bl,SC_AUTOGUARD,-1);
-			if (sc->data[SC_DEFENDER].timer != -1)
-				status_change_end(bl,SC_DEFENDER,-1);
-			if (sc->data[SC_REFLECTSHIELD].timer != -1)
-				status_change_end(bl,SC_REFLECTSHIELD,-1);
-			break;
-		}
-		case SC_BLADESTOP:
-			if(sc->data[type].val4)
-			{
-				struct block_list *tbl = (struct block_list *)sc->data[type].val4;
-				struct status_change *tsc = status_get_sc(tbl);
-				sc->data[type].val4 = 0;
-				if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
-				{
-					tsc->data[SC_BLADESTOP].val4 = 0;
-					status_change_end(tbl,SC_BLADESTOP,-1);
-				}
-				clif_bladestop(bl,tbl,0);
-			}
-			break;
-		case SC_DANCING:
-			{
-				struct map_session_data *dsd;
-				struct status_change *dsc;
-				struct skill_unit_group *group;
-				if(sc->data[type].val2)
-				{
-					group = (struct skill_unit_group *)sc->data[type].val2;
-					sc->data[type].val2 = 0;
-					skill_delunitgroup(bl, group, 0);
-				}
-				if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
-					dsc = &dsd->sc;
-					if(dsc && dsc->data[type].timer!=-1)
-					{	//This will prevent recursive loops. 
-						dsc->data[type].val2 = dsc->data[type].val4 = 0;
-						status_change_end(&dsd->bl, type, -1);
-					}
-				}
-			}
-			//Only dance that doesn't has ground tiles... [Skotlex]
-			if(sc->data[type].val1 == CG_MOONLIT)
-				status_change_end(bl, SC_MOONLIT, -1);
-
-			if (sc->data[SC_LONGING].timer!=-1)
-				status_change_end(bl,SC_LONGING,-1);				
-			break;
-		case SC_NOCHAT:
-			if (sd) {
-				if (sd->status.manner < 0) sd->status.manner = 0;
-				clif_updatestatus(sd,SP_MANNER);
-			}
-			break;
-		case SC_SPLASHER:	
-			{
-				struct block_list *src=map_id2bl(sc->data[type].val3);
-				if(src && tid!=-1)
-					skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
-			}
-			break;
-		case SC_CLOSECONFINE2:
-			{
-				struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
-				struct status_change *sc2 = src?status_get_sc(src):NULL;
-				if (src && sc2 && sc2->count) {
-					//If status was already ended, do nothing.
-					if (sc2->data[SC_CLOSECONFINE].timer != -1)
-					{ //Decrease count
-						if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
-							status_change_end(src, SC_CLOSECONFINE, -1);
-					}
-				}
-			}
-		case SC_CLOSECONFINE:
-			if (sc->data[type].val2 > 0) {
-				//Caster has been unlocked... nearby chars need to be unlocked.
-				int range = 1
-					+skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
-					+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
-				map_foreachinarea(status_change_timer_sub, 
-					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
-			}
-			break;
-		case SC_COMBO: //Clear last used skill when it is part of a combo.
-			if (sd && sd->skillid_old == sc->data[type].val1)
-				sd->skillid_old = sd->skilllv_old = 0;
-			break;
-
-		case SC_FREEZE:
-			sc->data[type].val3 = 0; //Clear Storm Gust hit count
-			break;
-
-		case SC_MARIONETTE:
-		case SC_MARIONETTE2:	/// Marionette target
-			if (sc->data[type].val1)
-			{	// 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].val1);
-				struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
-				
-				if (sc2 && sc2->count && sc2->data[type2].timer != -1)
-				{
-					sc2->data[type2].val1 = 0;
-					status_change_end(pbl, type2, -1);
-				}
-			}
-			if (type == SC_MARIONETTE)
-				clif_marionette(bl, 0); //Clear effect.
-			break;
-
-		case SC_BERSERK:
-			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
-			if(status->hp > 100 && sc->data[type].val2)
-				status_set_hp(bl, 100, 0); 
-			if(sc->data[SC_ENDURE].timer != -1)
-				status_change_end(bl, SC_ENDURE, -1);
-			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1,
-				gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1));
-			break;
-		case SC_GRAVITATION:
-			if (sc->data[type].val3 == BCT_SELF) {
-				struct unit_data *ud = unit_bl2ud(bl);
-				if (ud)
-					ud->canmove_tick = ud->canact_tick = gettick();
-			}
-			break;
-		case SC_GOSPEL: //Clear the buffs from other chars.
-			if (sc->data[type].val3) { //Clear the group.
-				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
-				sc->data[type].val3 = 0;
-				skill_delunitgroup(bl, group, 0);
-			}
-			break;
-		case SC_HERMODE: 
-			if(sc->data[type].val3 == BCT_SELF)
-				skill_clear_unitgroup(bl);
-			break;
-		case SC_BASILICA: //Clear the skill area. [Skotlex]
-				skill_clear_unitgroup(bl);
-				break;
-		case SC_MOONLIT: //Clear the unit effect. [Skotlex]
-			skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
-			break;
-		case SC_TRICKDEAD:
-			if (vd) vd->dead_sit = 0;
-			break;
-		case SC_WARM:
-			if (sc->data[type].val4) { //Clear the group.
-				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
-				sc->data[type].val4 = 0;
-				skill_delunitgroup(bl, group, 0);
-			}
-			break;
-		case SC_KAAHI:
-			//Delete timer if it exists.
-			if (sc->data[type].val4 != -1) {
-				delete_timer(sc->data[type].val4,kaahi_heal_timer);
-				sc->data[type].val4=-1;
-			}
-			break;
-		case SC_JAILED:
-			if(tid == -1)
-				break;
-		  	//natural expiration.
-			if(sd && sd->mapindex == sc->data[type].val2)
-			{
-				if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
-					pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
-			}
-			break; //guess hes not in jail :P
-		case SC_CHANGE:
-			// "lose almost all her HP and SP"
-			status_set_hp(bl, 10, 0);
-			status_set_sp(bl, 10, 0);
-			break;
-		}
-
-	opt_flag = 1;
-	switch(type){
-	case SC_STONE:
-	case SC_FREEZE:
-	case SC_STUN:
-	case SC_SLEEP:
-		sc->opt1 = 0;
-		break;
-
-	case SC_POISON:
-	case SC_CURSE:
-	case SC_SILENCE:
-	case SC_BLIND:
-		sc->opt2 &= ~(1<<(type-SC_POISON));
-		break;
-	case SC_DPOISON:
-		sc->opt2 &= ~OPT2_DPOISON;
-		break;
-	case SC_SIGNUMCRUCIS:
-		sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
-		break;
-
-	case SC_HIDING:
-		sc->option &= ~OPTION_HIDE;
-		opt_flag = 2; //Check for warp trigger.
-		break;
-	case SC_CLOAKING:
-		sc->option &= ~OPTION_CLOAK;
-		opt_flag = 2;
-		break;
-	case SC_CHASEWALK:
-		sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
-		opt_flag = 2;
-		break;
-	case SC_SIGHT:
-		sc->option &= ~OPTION_SIGHT;
-		break;
-	case SC_WEDDING:	
-		sc->option &= ~OPTION_WEDDING;
-		break;
-	case SC_XMAS:	
-		sc->option &= ~OPTION_XMAS;
-		break;
-	case SC_ORCISH:
-		sc->option &= ~OPTION_ORCISH;
-		break;
-	case SC_RUWACH:
-		sc->option &= ~OPTION_RUWACH;
-		break;
-	case SC_SIGHTTRASHER:
-		sc->option &= ~OPTION_SIGHTTRASHER;
-		break;
-	case SC_FUSION:
-		sc->option &= ~OPTION_FLYING;
-		break;
-	//opt3
-	case SC_TWOHANDQUICKEN:
-	case SC_ONEHAND:
-	case SC_SPEARQUICKEN:
-	case SC_CONCENTRATION:
-		sc->opt3 &= ~1;
-		opt_flag = 0;
-		break;
-	case SC_OVERTHRUST:
-	case SC_MAXOVERTHRUST:
-	case SC_SWOO:
-		sc->opt3 &= ~2;
-		opt_flag = 0;
-		break;
-	case SC_ENERGYCOAT:
-		sc->opt3 &= ~4;
-		opt_flag = 0;
-		break;
-	case SC_INCATKRATE: //Simulated Explosion spirits effect.
-		if (bl->type != BL_MOB)
-			break;
-	case SC_EXPLOSIONSPIRITS:
-		sc->opt3 &= ~8;
-		opt_flag = 0;
-		break;
-	case SC_STEELBODY:
-	case SC_SKA:
-		sc->opt3 &= ~16;
-		opt_flag = 0;
-		break;
-	case SC_BLADESTOP:
-		sc->opt3 &= ~32;
-		opt_flag = 0;
-		break;
-	case SC_BERSERK:
-		sc->opt3 &= ~128;
-		opt_flag = 0;
-		break;
-	case SC_MARIONETTE:
-	case SC_MARIONETTE2:
-		sc->opt3 &= ~1024;
-		opt_flag = 0;
-		break;
-	case SC_ASSUMPTIO:
-		sc->opt3 &= ~2048;
-		opt_flag = 0;
-		break;
-	case SC_WARM: //SG skills [Komurka]
-		sc->opt3 &= ~4096;
-		opt_flag = 0;
-		break;
-	case SC_KAITE:
-		sc->opt3 &= ~8192;
-		opt_flag = 0;
-		break;
-	default:
-		opt_flag = 0;
-	}
-
-	if (calc_flag&SCB_DYE)
-	{	//Restore DYE color
-		if (vd && !vd->cloth_color && sc->data[type].val4)
-			clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
-		calc_flag&=~SCB_DYE;
-	}
-
-	//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
-	if (vd && pcdb_checkid(vd->class_))
-		clif_status_change(bl,StatusIconChangeTable[type],0);
-	else if (sd)
-		clif_status_load(bl,StatusIconChangeTable[type],0);
-
-	if(opt_flag)
-		clif_changeoption(bl);
-
-	if (calc_flag)
-		status_calc_bl(bl,calc_flag);
-
-	if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
-		npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
-
-	return 1;
-}
-
-int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
-{
-	struct block_list *bl;
-	struct status_change *sc;
-	struct status_data *status;
-	int hp;
-
-	bl=map_id2bl(id);
-	sc=status_get_sc(bl);
-	status=status_get_status_data(bl);
-	
-	if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
-		return 0;
-	if(sc->data[data].val4 != tid) {
-		if (battle_config.error_log)
-			ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
-		sc->data[data].val4=-1;
-		return 0;
-	}
-		
-	if(!status_charge(bl, 0, sc->data[data].val3)) {
-		sc->data[data].val4=-1;
-		return 0;
-	}
-
-	hp = status->max_hp - status->hp;
-	if (hp > sc->data[data].val2)
-		hp = sc->data[data].val2;
-	if (hp)
-		status_heal(bl, hp, 0, 2);
-	sc->data[data].val4=-1;
-	return 1;
-}
-
-/*==========================================
- * 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_data *status;
-	struct status_change *sc;
-
-// security system to prevent forgetting timer removal
-	int temp_timerid;
-
-	bl=map_id2bl(id);
-#ifndef _WIN32
-	nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
-#endif
-	sc=status_get_sc(bl);
-	status = status_get_status_data(bl);
-	
-	if (!sc || !status)
-	{	//Temporal debug until case is resolved. [Skotlex]
-		ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
-		return 0;
-	}
-
-	if(bl->type==BL_PC)
-		sd=(struct map_session_data *)bl;
-
-	if(sc->data[type].timer != tid) {
-		if(battle_config.error_log)
-			ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
-		return 0;
-	}
-
-	// security system to prevent forgetting timer removal
-	// you shouldn't be that careless inside the switch here
-	temp_timerid = sc->data[type].timer;
-	sc->data[type].timer = -1;
-
-	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(!status_charge(bl, 0, 1))
-			break; //Not enough SP to continue.
-		sc->data[type].timer=add_timer(
-			sc->data[type].val2+tick, status_change_timer, bl->id, data);
-		return 0;
-
-	case SC_CHASEWALK:
-		if(!status_charge(bl, 0, sc->data[type].val4))
-			break; //Not enough SP to continue.
-			
-		if (sc->data[SC_INCSTR].timer == -1) {
-			sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
-				(sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
-				*skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
-		}
-		sc->data[type].timer = add_timer(
-			sc->data[type].val2+tick, status_change_timer, bl->id, data);
-		return 0;
-	break;
-
-	case SC_SKA:  
-		if((--sc->data[type].val2)>0){  
-			sc->data[type].val3 = rand()%100; //Random defense.  
-			sc->data[type].timer=add_timer(  
-				1000+tick, status_change_timer,  
-				bl->id, data);  
-			return 0;  
-		}  
-		break;
-
-	case SC_HIDING:
-		if((--sc->data[type].val2)>0){
-			
-			if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
-				break; //Fail if it's time to substract SP and there isn't.
-		
-			sc->data[type].timer=add_timer(
-				1000+tick, status_change_timer,
-				bl->id, data);
-			return 0;
-		}
-	break;
-
-	case SC_SIGHT:
-	case SC_RUWACH:
-	case SC_SIGHTBLASTER:
-		{
-			map_foreachinrange( status_change_timer_sub, bl, 
-				skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
-				BL_CHAR, bl,sc,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_PROVOKE:
-		if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
-			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
-			return 0;
-		}
-		break;
-
-	case SC_ENDURE:
-		if(sc->data[type].val4) { //Infinite Endure.
-			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
-			return 0;
-		}
-		break;
-
-	case SC_STONE:
-		if(sc->opt1 == OPT1_STONEWAIT) {
-			sc->data[type].val4 = 0;
-			unit_stop_walking(bl,1);
-			sc->opt1 = OPT1_STONE;
-			clif_changeoption(bl);
-			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
-			status_calc_bl(bl, SCB_DEF_ELE);
-			return 0;
-		}
-		if((--sc->data[type].val3) > 0) {
-			if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
-				status_zap(bl, sc->data[type].val2, 0);
-			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
-			return 0;
-		}
-		break;
-
-	case SC_POISON:
-		if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
-			break;
-	case SC_DPOISON:
-		if ((--sc->data[type].val3) > 0) {
-			if (sc->data[SC_SLOWPOISON].timer == -1) {
-				status_zap(bl, sc->data[type].val4, 0);
-				if (status_isdead(bl))
-					break;
-			}
-			sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
-			return 0;
-		}
-		break;
-
-	case SC_TENSIONRELAX:
-		if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
-			sc->data[type].timer=add_timer(
-				sc->data[type].val4+tick, status_change_timer,
-				bl->id, data);
-			return 0;
-		}
-		break;
-	case SC_BLEEDING:	// [celest]
-		// i hope i haven't interpreted it wrong.. which i might ^^;
-		// Source:
-		// - 10�ェエェネェヒHPェャハ�エ
-		// - �槢ェホェ゙ェ゙ォオ?ォミ�ヤムェ茘�戓ーェキェニェ�?ヘ�ェマ眈ェィェハェ、
-		// To-do: bleeding effect increases damage taken?
-		if ((--sc->data[type].val4) >= 0) {
-			status_fix_damage(NULL, bl, rand()%600 + 200, 0);
-			if (status_isdead(bl))
-				break;
-			sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); 
-			return 0;
-		}
-		break;
-
-	case SC_KNOWLEDGE:
-	if (sd) {
-		if(bl->m != sd->feel_map[0].m
-			&& bl->m != sd->feel_map[1].m
-			&& bl->m != sd->feel_map[2].m)
-			break; //End it
-	} //Otherwise continue.
-	// Status changes that don't have a time limit
-	case SC_AETERNA:
-	case SC_TRICKDEAD:
-	case SC_MODECHANGE:
-	case SC_WEIGHT50:
-	case SC_WEIGHT90:
-	case SC_MAGICPOWER:
-	case SC_REJECTSWORD:
-	case SC_MEMORIZE:
-	case SC_BROKENWEAPON:
-	case SC_BROKENARMOR:
-	case SC_SACRIFICE:
-	case SC_READYSTORM:
-	case SC_READYDOWN:
-	case SC_READYTURN:
-	case SC_READYCOUNTER:
-	case SC_RUN:
-	case SC_DODGE:
-	case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
-	case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
-		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;
-			int sp = 1;
-			int counter = sc->data[type].val3>>16;
-			if (--counter <= 0)
-				break;
-			sc->data[type].val3&= 0xFFFF; //Remove counter
-			sc->data[type].val3|=(counter<<16);//Reset it.
-			switch(sc->data[type].val1){
-				case BD_RICHMANKIM:
-				case BD_DRUMBATTLEFIELD:
-				case BD_RINGNIBELUNGEN:
-				case BD_SIEGFRIED:
-				case BA_DISSONANCE:
-				case BA_ASSASSINCROSS:
-				case DC_UGLYDANCE:
-					s=3;
-					break;
-				case BD_LULLABY:
-				case BD_ETERNALCHAOS:
-				case BD_ROKISWEIL:
-				case DC_FORTUNEKISS:
-					s=4;
-					break;
-				case CG_HERMODE:
-				case BD_INTOABYSS:
-				case BA_WHISTLE:
-				case DC_HUMMING:
-				case BA_POEMBRAGI:
-				case DC_SERVICEFORYOU:
-					s=5;
-					break;
-				case BA_APPLEIDUN:
-					s=6;
-					break;
-				case CG_MOONLIT:
-					sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
-					//Upkeep is also every 10 secs.
-				case DC_DONTFORGETME:
-					s=10;
-					break;
-			}
-			if (s && ((sc->data[type].val3 % s) == 0)) {
-				if (sc->data[SC_LONGING].timer != -1)
-					sp = s;
-				if (!status_charge(bl, 0, sp))
-					break;
-			}
-			sc->data[type].timer=add_timer(
-				1000+tick, status_change_timer,
-				bl->id, data);
-			return 0;
-		}
-		break;
-
-	case SC_DEVOTION:
-		{	//Check range and timeleft to preserve status [Skotlex]
-			//This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
-			struct map_session_data *md = map_id2sd(sc->data[type].val1);
-			if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
-			{
-				sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
-				return 0;
-			}
-		}
-		break;
-		
-	case SC_BERSERK:
-		// 5% every 10 seconds [DracoRPG]
-		if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
-		{
-			sc->data[type].timer = add_timer(
-				sc->data[type].val4+tick, status_change_timer,
-				bl->id, data);
-			return 0;
-		}
-		break;
-	case SC_NOCHAT:
-		if(sd){
-			sd->status.manner++;
-			clif_updatestatus(sd,SP_MANNER);
-			if (sd->status.manner < 0)
-			{	//Every 60 seconds your manner goes up by 1 until it gets back to 0.
-				sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
-				return 0;
-			}
-		}
-		break;
-
-	case SC_SPLASHER:
-		if (sc->data[type].val4 % 1000 == 0) {
-			char timer[10];
-			snprintf (timer, 10, "%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:
-	case SC_MARIONETTE2:
-		{
-			struct block_list *pbl = map_id2bl(sc->data[type].val1);
-			if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
-			{
-				sc->data[type].timer = add_timer(
-					1000 + tick, status_change_timer,
-					bl->id, data);
-					return 0;
-			}
-		}
-		break;
-
-	case SC_GOSPEL:
-		if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
-		{
-			int hp, sp;
-			hp = (sc->data[type].val1 > 5) ? 45 : 30;
-			sp = (sc->data[type].val1 > 5) ? 35 : 20;
-			if(!status_charge(bl, hp, sp))
-				break;
-			sc->data[type].timer = add_timer(
-				10000+tick, status_change_timer,
-					bl->id, data);
-			return 0;
-		}
-		break;
-		
-	case SC_GUILDAURA:
-		{
-			struct block_list *tbl = map_id2bl(sc->data[type].val2);
-			
-			if (tbl && battle_check_range(bl, tbl, 2)){
-				sc->data[type].timer = add_timer(
-					1000 + tick, status_change_timer,
-					bl->id, data);
-					return 0;
-			}
-		}
-		break;
-	case SC_JAILED:
-		if(--sc->data[type].val1 > 0)
-		{
-			sc->data[type].timer=add_timer(
-				60000+tick, status_change_timer, bl->id,data);
-			return 0;
-		}
-		break;
-	case SC_BLIND:
-		if(sc->data[SC_FOGWALL].timer!= -1) 
-		{	//Blind lasts forever while you are standing on the fog.
-			sc->data[type].timer=add_timer(
-				5000+tick, status_change_timer,
-				bl->id, data);
-			return 0;
-		}
-		break;
-	}
-
-	// default for all non-handled control paths
-	// security system to prevent forgetting timer removal
-
-	// if we reach this point we need the timer for the next call, 
-	// so restore it to have status_change_end handle a valid timer
-	sc->data[type].timer = temp_timerid; 
-
-	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;
-	struct status_change *sc, *tsc;
-	struct map_session_data* sd=NULL;
-	struct map_session_data* tsd=NULL;
-
-	int type;
-	unsigned int tick;
-
-	src=va_arg(ap,struct block_list*);
-	sc=va_arg(ap,struct status_change*);
-	type=va_arg(ap,int);
-	tick=va_arg(ap,unsigned int);
-	tsc=status_get_sc(bl);
-	
-	if (status_isdead(bl))
-		return 0;
-	if (src->type==BL_PC) sd= (struct map_session_data*)src;
-	if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
-
-	switch( type ){
-	case SC_SIGHT:	/* サイト */
-	case SC_CONCENTRATE:
-		if (tsc && tsc->count) {
-			if (tsc->data[SC_HIDING].timer != -1)
-				status_change_end( bl, SC_HIDING, -1);
-			if (tsc->data[SC_CLOAKING].timer != -1)
-				status_change_end( bl, SC_CLOAKING, -1);
-		}
-		break;
-	case SC_RUWACH:	/* ルアフ */
-		if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 ||	// if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
-			tsc->data[SC_CLOAKING].timer != -1)) {
-			status_change_end( bl, SC_HIDING, -1);
-			status_change_end( bl, SC_CLOAKING, -1);
-			if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
-				skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
-		}
-		break;
-	case SC_SIGHTBLASTER:
-		{
-			if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
-				status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
-			{	//sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
-				skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
-				sc->data[type].val2 = 0; //This signals it to end.
-			}
-		}
-		break;
-	case SC_CLOSECONFINE:
-		//Lock char has released the hold on everyone...
-		if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
-			tsc->data[SC_CLOSECONFINE2].val2 = 0;
-			status_change_end(bl, SC_CLOSECONFINE2, -1);
-		}
-		break;
-	}
-	return 0;
-}
-
-/*==========================================
- * Clears buffs/debuffs of a character.
- * type&1 -> buffs, type&2 -> debuffs
- *------------------------------------------
- */
-int status_change_clear_buffs (struct block_list *bl, int type)
-{
-	int i;
-	struct status_change *sc= status_get_sc(bl);
-
-	if (!sc || !sc->count)
-		return 0;
-
-	if (type&2) //Debuffs
-	for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
-		if(sc->data[i].timer != -1)
-			status_change_end(bl,i,-1);
-	}
-
-	for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
-
-		if(sc->data[i].timer == -1)
-			continue;
-		
-		switch (i) {
-			//Stuff that cannot be removed
-			case SC_WEIGHT50:
-			case SC_WEIGHT90:
-			case SC_COMBO:
-			case SC_SMA:
-			case SC_DANCING:
-			case SC_GUILDAURA:
-			case SC_SAFETYWALL:
-			case SC_NOCHAT:
-			case SC_JAILED:
-			case SC_ANKLE:
-			case SC_BLADESTOP:
-			case SC_CP_WEAPON:
-			case SC_CP_SHIELD:
-			case SC_CP_ARMOR:
-			case SC_CP_HELM:
-				continue;
-				
-			//Debuffs that can be removed.
-			case SC_HALLUCINATION:
-			case SC_QUAGMIRE:
-			case SC_SIGNUMCRUCIS:
-			case SC_DECREASEAGI:
-			case SC_SLOWDOWN:
-			case SC_MINDBREAKER:
-			case SC_WINKCHARM:
-			case SC_STOP:
-			case SC_ORCISH:
-			case SC_STRIPWEAPON:
-			case SC_STRIPSHIELD:
-			case SC_STRIPARMOR:
-			case SC_STRIPHELM:
-				if (!(type&2))
-					continue;
-				break;
-			//The rest are buffs that can be removed.
-			case SC_BERSERK:
-				if (!(type&1))
-					continue;
-			  	sc->data[i].val4 = 1;
-				break;
-			default:
-				if (!(type&1))
-					continue;
-				break;
-		}
-		status_change_end(bl,i,-1);
-	}
-	return 0;
-}
-
-//Natural regen related stuff.
-static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
-static int status_natural_heal(DBKey key,void * data,va_list app)
-{
-	struct block_list *bl = (struct block_list*)data;
-	struct regen_data *regen;
-	struct status_data *status;
-	struct status_change *sc;
-	struct unit_data *ud;
-	struct view_data *vd = NULL;
-	struct regen_data_sub *sregen;
-	struct map_session_data *sd;
-	int val,rate,bonus = 0,flag;
-
-	if (!(bl->type&BL_REGEN))
-		return 0;
-
-	regen = status_get_regen_data(bl);
-	if (!regen) return 0;
-	status = status_get_status_data(bl);
-	sc = status_get_sc(bl);
-	if (sc && !sc->count)
-		sc = NULL;
-	BL_CAST(BL_PC,bl,sd);
-
-	flag = regen->flag;
-	if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
-		flag&=~(RGN_HP|RGN_SHP);
-	if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
-		flag&=~(RGN_SP|RGN_SSP);
-
-	if (flag && (
-		status_isdead(bl) ||
-		(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
-	))
-		flag=0;
-
-	if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
-		pc_bleeding(sd, natural_heal_diff_tick);
-
-	if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
-		(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
-	{	//Apply sitting regen bonus.
-		sregen = regen->ssregen;
-		if(flag&(RGN_SHP))
-		{	//Sitting HP regen
-			val = natural_heal_diff_tick * sregen->rate.hp;
-			if (regen->state.overweight)
-				val>>=1; //Half as fast when overweight.
-			sregen->tick.hp += val;
-			while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
-			{
-				sregen->tick.hp -= battle_config.natural_heal_skill_interval;
-				if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
-				{	//Full
-					flag&=~(RGN_HP|RGN_SHP);
-					break;
-				}
-			}
-		}
-		if(flag&(RGN_SSP))
-		{	//Sitting SP regen
-			val = natural_heal_diff_tick * sregen->rate.sp;
-			if (regen->state.overweight)
-				val>>=1; //Half as fast when overweight.
-			sregen->tick.sp += val;
-			while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
-			{
-				sregen->tick.sp -= battle_config.natural_heal_skill_interval;
-				if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
-				{	//Full
-					flag&=~(RGN_SP|RGN_SSP);
-					break;
-				}
-			}
-		}
-	}
-
-	if (flag && regen->state.overweight)
-		flag=0;
-
-	ud = unit_bl2ud(bl);
-
-	if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
-	{
-		flag&=~(RGN_SHP|RGN_SSP);
-		if(!regen->state.walk)
-			flag&=~RGN_HP;
-	}
-
-	if (!flag)
-		return 0;
-
-	if (flag&(RGN_HP|RGN_SP))
-	{
-		if(!vd) vd = status_get_viewdata(bl);
-		if(vd && vd->dead_sit == 2)
-			bonus++;
-		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
-			bonus++;
-		if(regen->state.gc)
-			bonus++;
-	}
-
-	//Natural Hp regen
-	if (flag&RGN_HP)
-	{
-		rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
-		if (ud && ud->walktimer != -1)
-			rate/=2;
-		regen->tick.hp += rate;
-		
-		if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
-		{
-			val = 0;
-			do {
-				val += regen->hp;
-				regen->tick.hp -= battle_config.natural_healhp_interval;
-			} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
-			if (status_heal(bl, val, 0, 1) < val)
-				flag&=~RGN_SHP; //full.
-		}
-	}
-
-	//Natural SP regen
-	if(flag&RGN_SP)
-	{
-		regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
-		
-		if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
-		{
-			val = 0;
-			do {
-				val += regen->sp;
-				regen->tick.sp -= battle_config.natural_healsp_interval;
-			} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
-			if (status_heal(bl, 0, val, 1) < val)
-				flag&=~RGN_SSP; //full.
-		}
-	}
-
-	if (!regen->sregen)
-		return flag;
-
-	//Skill regen
-	sregen = regen->sregen;
-
-	if(flag&RGN_SHP)
-	{	//Skill HP regen
-		sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
-		
-		while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
-		{
-			sregen->tick.hp -= battle_config.natural_heal_skill_interval;
-			if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
-				break; //Full
-		}
-	}
-	if(flag&RGN_SSP)
-	{	//Skill SP regen
-		sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
-		while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
-		{
-			sregen->tick.sp -= battle_config.natural_heal_skill_interval;
-			if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
-				break; //Full
-		}
-	}
-	return flag;
-}
-
-//Natural heal main timer.
-static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
-{
-	natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
-	map_foreachiddb(status_natural_heal);
-	natural_heal_prev_tick = tick;
-	return 0;
-}
-
-static int status_calc_sigma(void)
-{
-	int i,j;
-	unsigned int k;
-
-	for(i=0;i<MAX_PC_CLASS;i++) {
-		malloc_tsetdword(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;
-			if (k >= INT_MAX)
-				break; //Overflow protection. [Skotlex]
-		}
-		for(;j<=MAX_LEVEL;j++)
-			hp_sigma_val[i][j-1] = INT_MAX;
-	}
-	return 0;
-}
-
-int status_readdb(void) {
-	int i,j;
-	FILE *fp;
-	char line[1024], path[1024],*p;
-
-	sprintf(path, "%s/job_db1.txt", db_path);
-	fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
-	if(fp==NULL){
-		ShowError("can't read %s\n", path);
-		return 1;
-	}
-	i = 0;
-	while(fgets(line, sizeof(line)-1, fp)){
-		char *split[MAX_WEAPON_TYPE + 5];
-		i++;
-		if(line[0]=='/' && line[1]=='/')
-			continue;
-		for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){	//not 22 anymore [blackhole89]
-			split[j]=p;
-			p=strchr(p,',');
-			if(p) *p++=0;
-		}
-		if(j < MAX_WEAPON_TYPE + 5)
-		{	//Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
-			ShowDebug("%s: Not enough columns at line %d\n", path, i);
-			continue;
-		}
-		if(atoi(split[0])>=MAX_PC_CLASS)
-			continue;
-		
-		max_weight_base[atoi(split[0])]=atoi(split[1]);
-		hp_coefficient[atoi(split[0])]=atoi(split[2]);
-		hp_coefficient2[atoi(split[0])]=atoi(split[3]);
-		sp_coefficient[atoi(split[0])]=atoi(split[4]);
-		for(j=0;j<MAX_WEAPON_TYPE;j++)
-			aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
-	}
-	fclose(fp);
-	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
-	malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
-	sprintf(path, "%s/job_db2.txt", db_path);
-	fp=fopen(path,"r");
-	if(fp==NULL){
-		ShowError("can't read %s\n", path);
-		return 1;
-	}
-	while(fgets(line, sizeof(line)-1, fp)){
-       	char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
-		if(line[0]=='/' && line[1]=='/')
-			continue;
-		for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
-			split[j]=p;
-			p=strchr(p,',');
-			if(p) *p++=0;
-		}
-		if(atoi(split[0])>=MAX_PC_CLASS)
-		    continue;
-		for(i=1;i<j && split[i];i++)
-			job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
-	}
-	fclose(fp);
-	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
-	// サイズ補正テ?ブル
-	for(i=0;i<3;i++)
-		for(j=0;j<MAX_WEAPON_TYPE;j++)
-			atkmods[i][j]=100;
-	sprintf(path, "%s/size_fix.txt", db_path);
-	fp=fopen(path,"r");
-	if(fp==NULL){
-		ShowError("can't read %s\n", path);
-		return 1;
-	}
-	i=0;
-	while(fgets(line, sizeof(line)-1, fp)){
-		char *split[MAX_WEAPON_TYPE];
-		if(line[0]=='/' && line[1]=='/')
-			continue;
-		if(atoi(line)<=0)
-			continue;
-		malloc_tsetdword(split,0,sizeof(split));
-		for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
-			split[j]=p;
-			p=strchr(p,',');
-			if(p) *p++=0;
-			atkmods[i][j]=atoi(split[j]);
-		}
-		i++;
-	}
-	fclose(fp);
-	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
-	// 精?デ?タテ?ブル
-	for(i=0;i<5;i++){
-		for(j=0;j<MAX_REFINE; j++)
-			percentrefinery[i][j]=100;
-		percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
-		refinebonus[i][0]=0;
-		refinebonus[i][1]=0;
-		refinebonus[i][2]=10;
-	}
-
-	sprintf(path, "%s/refine_db.txt", db_path);
-	fp=fopen(path,"r");
-	if(fp==NULL){
-		ShowError("can't read %s\n", path);
-		return 1;
-	}
-	i=0;
-	while(fgets(line, sizeof(line)-1, fp)){
-		char *split[MAX_REFINE+4];
-		if(line[0]=='/' && line[1]=='/')
-			continue;
-		if(atoi(line)<=0)
-			continue;
-		malloc_tsetdword(split,0,sizeof(split));
-		for(j=0,p=line;j<MAX_REFINE+4 && 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<MAX_REFINE && split[j];j++)
-			percentrefinery[i][j]=atoi(split[j+3]);
-		i++;
-	}
-	fclose(fp); //Lupus. close this file!!!
-	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
-
-	return 0;
-}
-
-/*==========================================
- * スキル関係初期化処理
- *------------------------------------------
- */
-int do_init_status(void)
-{
-	if (SC_MAX > MAX_STATUSCHANGE)
-	{
-		ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
-		exit(1);
-	}
-	add_timer_func_list(status_change_timer,"status_change_timer");
-	add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
-	add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
-	initChangeTables();
-	initDummyData();
-	status_readdb();
-	status_calc_sigma();
-	natural_heal_prev_tick = gettick();
-	add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
-	return 0;
-}
+	set_sc(CR_SHRINK, SC_SHRINK, SI_SHRINK, SCB_NONE);
+	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE2, SI_CLOSECONFINE2, SCB_NONE);
+	set_sc(RG_CLOSECONFINE, SC_CLOSECONFINE, SI_CLOSECONFINE, SCB_FLEE);
+	set_sc(WZ_SIGHTBLASTER, SC_SIGHTBLASTER, SI_SIGHTBLASTER, SCB_NONE);
+	set_sc(DC_WINKCHARM, SC_WINKCHARM, SI_WINKCHARM, SCB_NONE);
+	add_sc(MO_BALKYOUNG, SC_STUN);
+	add_sc(SA_ELEMENTWATER, SC_ELEMENTALCHANGE);
+	add_sc(SA_ELEMENTFIRE, SC_ELEMENTALCHANGE);
+	add_sc(SA_ELEMENTGROUND, SC_ELEMENTALCHANGE);
+	add_sc(SA_ELEMENTWIND, SC_ELEMENTALCHANGE);
+
+	set_sc(HLIF_AVOID, SC_AVOID, SI_BLANK, SCB_SPEED);
+	set_sc(HLIF_CHANGE, SC_CHANGE, SI_BLANK, SCB_MAXHP|SCB_MAXSP);
+	set_sc(HFLI_FLEET, SC_FLEET, SI_BLANK, SCB_ASPD|SCB_BATK|SCB_WATK);
+	set_sc(HFLI_SPEED, SC_SPEED, SI_BLANK, SCB_FLEE);	//[orn]
+	set_sc(HAMI_DEFENCE, SC_DEFENCE, SI_BLANK, SCB_DEF);	//[orn]
+	set_sc(HAMI_BLOODLUST, SC_BLOODLUST, SI_BLANK, SCB_BATK|SCB_WATK);
+
+	set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
+	set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
+	set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
+
+	// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+	SkillStatusChangeTableArray[SL_ALCHEMIST] =   MAPID_ALCHEMIST,
+	SkillStatusChangeTableArray[SL_MONK] =        MAPID_MONK,
+	SkillStatusChangeTableArray[SL_STAR] =        MAPID_STAR_GLADIATOR,
+	SkillStatusChangeTableArray[SL_SAGE] =        MAPID_SAGE,
+	SkillStatusChangeTableArray[SL_CRUSADER] =    MAPID_CRUSADER,
+	SkillStatusChangeTableArray[SL_SUPERNOVICE] = MAPID_SUPER_NOVICE,
+	SkillStatusChangeTableArray[SL_KNIGHT] =      MAPID_KNIGHT,
+	SkillStatusChangeTableArray[SL_WIZARD] =      MAPID_WIZARD,
+	SkillStatusChangeTableArray[SL_PRIEST] =      MAPID_PRIEST,
+	SkillStatusChangeTableArray[SL_BARDDANCER] =  MAPID_BARDDANCER,
+	SkillStatusChangeTableArray[SL_ROGUE] =       MAPID_ROGUE,
+	SkillStatusChangeTableArray[SL_ASSASIN] =     MAPID_ASSASSIN,
+	SkillStatusChangeTableArray[SL_BLACKSMITH] =  MAPID_BLACKSMITH,
+	SkillStatusChangeTableArray[SL_HUNTER] =      MAPID_HUNTER,
+	SkillStatusChangeTableArray[SL_SOULLINKER] =  MAPID_SOUL_LINKER,
+
+	//Status that don't have a skill associated.
+	StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
+	StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
+	StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION;
+	StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION;
+	StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION;
+	StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTION;
+	StatusIconChangeTable[SC_SPEEDUP0] = SI_SPEEDPOTION1;
+	StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION2;
+	StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
+	StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
+	
+	//Other SC which are not necessarily associated to skills.
+	StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
+	StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
+	StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
+	StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
+	StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
+	StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
+	StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
+	StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
+	StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+	StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
+	StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+	StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+	StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+	StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+	StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+	StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+	StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+	StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+	StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+	StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+	StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+	StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+	StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+	StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+	StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
+	StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
+	StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
+	StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
+	StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
+	StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
+	StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
+	StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
+	StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
+	StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+	StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+
+	if (!battle_config.display_hallucination) //Disable Hallucination.
+		StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
+}
+
+int SkillStatusChangeTable(int skill)
+{
+	int sk = skill;
+	if (sk > GD_SKILLBASE) sk = skill - GD_SKILLBASE + SC_GD_BASE;
+	else
+	if (sk >= HM_SKILLBASE) sk = skill - HM_SKILLBASE + SC_HM_BASE;
+	if (sk < 0 || sk >= MAX_SKILL) {
+		if (battle_config.error_log)
+			ShowError("add_sc: Unsupported skill id %d\n", skill);
+		return -1;
+	}
+	return SkillStatusChangeTableArray[sk];
+}
+int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
+static void initDummyData(void) {
+	malloc_set(&dummy_status, 0, sizeof(dummy_status));
+	dummy_status.hp = 
+	dummy_status.max_hp = 
+	dummy_status.max_sp = 
+	dummy_status.str =
+	dummy_status.agi =
+	dummy_status.vit =
+	dummy_status.int_ =
+	dummy_status.dex =
+	dummy_status.luk =
+	dummy_status.hit = 1;
+	dummy_status.speed = 2000;
+	dummy_status.adelay = 4000;
+	dummy_status.amotion = 2000;
+	dummy_status.dmotion = 2000;
+	dummy_status.ele_lv = 1; //Min elemental level.
+	dummy_status.mode = MD_CANMOVE;
+}
+
+/*==========================================
+ * 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;
+}
+
+//Sets HP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display 
+//on players) It will always succeed (overrides Berserk block), but it can't kill.
+int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
+{
+	struct status_data *status;
+	if (hp < 1) return 0;
+	status = status_get_status_data(bl);
+	if (status == &dummy_status)
+		return 0;
+
+	if (hp > status->max_hp) hp = status->max_hp;
+	if (hp == status->hp) return 0;
+	if (hp > status->hp)
+		return status_heal(bl, hp - status->hp, 0, 1|flag);
+	return status_zap(bl, status->hp - hp, 0);
+}
+
+//Sets SP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display 
+//on players)
+int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
+{
+	struct status_data *status;
+	
+	status = status_get_status_data(bl);
+	if (status == &dummy_status)
+		return 0;
+
+	if (sp > status->max_sp) sp = status->max_sp;
+	if (sp == status->sp) return 0;
+	if (sp > status->sp)
+		return status_heal(bl, 0, sp - status->sp, 1|flag);
+	return status_zap(bl, 0, status->sp - sp);
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
+{
+	struct status_data *status;
+	struct status_change *sc;
+
+	if(sp && !(target->type&BL_CONSUME))
+		sp = 0; //Not a valid SP target.
+	
+	if (hp < 0) { //Assume absorbed damage.
+		status_heal(target, -hp, 0, 1);
+		hp = 0;
+	}
+
+	if (sp < 0) {
+		status_heal(target, 0, -sp, 1);
+		sp = 0;
+	}
+	
+	if (!hp && !sp)
+		return 0;
+
+	
+	if (target->type == BL_SKILL)
+		return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
+	
+	status = status_get_status_data(target);
+	
+	if (status == &dummy_status || !status->hp)
+		return 0; //Invalid targets: no damage or dead
+
+// Let through. battle.c/skill.c have the whole logic of when it's possible or
+// not to hurt someone (and this check breaks pet catching) [Skotlex]
+//	if (!target->prev && !(flag&2))
+//		return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+
+	sc = status_get_sc(target);
+
+	if (sc && !sc->count)
+		sc = NULL;
+
+	if (hp && !(flag&1)) {
+		if (sc) {
+			if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE)
+			{	//Devotion prevents any of the other ailments from ending.
+				struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1);
+				if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
+				{
+					clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0);
+					status_fix_damage(NULL, &sd2->bl, hp, 0);
+					return 0;
+				}
+				status_change_end(target, SC_DEVOTION, -1);
+			}
+			if (sc->data[SC_FREEZE].timer != -1)
+				status_change_end(target,SC_FREEZE,-1);
+			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+				status_change_end(target,SC_STONE,-1);
+			if (sc->data[SC_SLEEP].timer != -1)
+				status_change_end(target,SC_SLEEP,-1);
+			if (sc->data[SC_WINKCHARM].timer != -1)
+				status_change_end(target,SC_WINKCHARM,-1);
+			if (sc->data[SC_CONFUSION].timer != -1)
+				status_change_end(target, SC_CONFUSION, -1);
+			if (sc->data[SC_TRICKDEAD].timer != -1)
+				status_change_end(target, SC_TRICKDEAD, -1);
+			if (sc->data[SC_HIDING].timer != -1)
+				status_change_end(target, SC_HIDING, -1);
+			if (sc->data[SC_CLOAKING].timer != -1)
+				status_change_end(target, SC_CLOAKING, -1);
+			if (sc->data[SC_CHASEWALK].timer != -1)
+				status_change_end(target, SC_CHASEWALK, -1);
+			if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) {
+				//Endure count is only reduced by non-players on non-gvg maps.
+				//val4 signals infinite endure. [Skotlex]
+				if (src && src->type != BL_PC && !map_flag_gvg(target->m)
+					&& --(sc->data[SC_ENDURE].val2) < 0)
+					status_change_end(target, SC_ENDURE, -1);
+			}
+			if (sc->data[SC_GRAVITATION].timer != -1 &&
+				sc->data[SC_GRAVITATION].val3 == BCT_SELF) {
+				struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4;
+				if (sg) {
+					skill_delunitgroup(target,sg, 0);
+					sc->data[SC_GRAVITATION].val4 = 0;
+					status_change_end(target, SC_GRAVITATION, -1);
+				}
+			}
+			if(sc->data[SC_DANCING].timer != -1 && hp > (signed int)status->max_hp>>2)
+				skill_stop_dancing(target);
+		}
+		unit_skillcastcancel(target, 2);
+	}
+
+	if ((unsigned int)hp >= status->hp) {
+		if (flag&2) return 0;
+		hp = status->hp;
+	}
+
+	if ((unsigned int)sp > status->sp) {
+		if (flag&2) return 0;
+		sp = status->sp;
+	}
+	
+	status->hp-= hp;
+	status->sp-= sp;
+	
+	if (sc && hp && status->hp) {
+		if (sc->data[SC_AUTOBERSERK].timer != -1 &&
+			(sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) &&
+			status->hp < status->max_hp>>2)
+			sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+	}
+	
+	switch (target->type)
+	{
+		case BL_MOB:
+			mob_damage((TBL_MOB*)target, src, hp);
+			break;
+		case BL_PC:
+			pc_damage((TBL_PC*)target,src,hp,sp);
+			break;
+		case BL_HOM:
+			merc_damage((TBL_HOM*)target,src,hp,sp);
+	}
+
+	if (status->hp)
+  	{	//Still lives!
+		if (walkdelay)
+			unit_set_walkdelay(target, gettick(), walkdelay, 0);
+		return hp+sp;
+	}
+
+	status->hp = 1; //To let the dead function cast skills and all that.
+	//NOTE: These dead functions should return: [Skotlex]
+	//0: Death cancelled, auto-revived.
+	//Non-zero: Standard death. Clear status, cancel move/attack, etc
+	//&2: Also remove object from map.
+	//&4: Also delete object from memory.
+	switch (target->type)
+	{
+		case BL_MOB:
+			flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
+			break;
+		case BL_PC:
+			flag = pc_dead((TBL_PC*)target,src);
+			break;
+		case BL_HOM:
+			flag = merc_hom_dead((TBL_HOM*)target,src);
+			break;
+		default:	//Unhandled case, do nothing to object.
+			flag = 0;
+			break;
+	}
+
+	if(!flag) //Death cancelled.
+		return hp+sp;
+  
+	//Normal death
+	status->hp = 0;
+	if (battle_config.clear_unit_ondeath &&
+		battle_config.clear_unit_ondeath&target->type)
+		skill_clear_unitgroup(target);
+	status_change_clear(target,0);
+
+	if(target->type&BL_REGEN)
+	{	//Reset regen ticks.
+		struct regen_data *regen = status_get_regen_data(target);
+		if (regen) {
+			malloc_set(&regen->tick, 0, sizeof(regen->tick));
+			if (regen->sregen)
+				malloc_set(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
+			if (regen->ssregen)
+				malloc_set(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
+		}
+	}
+	if(flag&4) //Delete from memory. (also invokes map removal code)
+		unit_free(target,1);
+	else
+	if(flag&2) //remove from map
+		unit_remove_map(target,1);
+	else
+	{ //Some death states that would normally be handled by unit_remove_map
+		unit_stop_attack(target);
+		unit_stop_walking(target,0);
+		unit_skillcastcancel(target,0);
+		clif_clearchar_area(target,1);
+		skill_unit_move(target,gettick(),4);
+		skill_cleartimerskill(target);
+	}
+		
+	return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,int hp,int sp, int flag)
+{
+	struct status_data *status;
+	struct status_change *sc;
+
+	status = status_get_status_data(bl);
+
+	if (status == &dummy_status || !status->hp)
+		return 0;
+	
+	sc = status_get_sc(bl);
+	if (sc && !sc->count)
+		sc = NULL;
+
+	if (hp < 0) {
+		status_damage(NULL, bl, -hp, 0, 0, 1);
+		hp = 0;
+	}
+	
+	if(hp) {
+		if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1)
+			hp = 0;
+
+		
+		if((unsigned int)hp > status->max_hp - status->hp)
+			hp = status->max_hp - status->hp;
+	}
+
+	if(sp < 0) {
+		status_damage(NULL, bl, 0, -sp, 0, 1);
+		sp = 0;
+	}
+
+	if(sp) {
+		if((unsigned int)sp > status->max_sp - status->sp)
+			sp = status->max_sp - status->sp;
+	}
+
+	if(!sp && !hp) return 0;
+
+	status->hp+= hp;
+	status->sp+= sp;
+
+	if(hp && sc &&
+		sc->data[SC_AUTOBERSERK].timer != -1 &&
+		sc->data[SC_PROVOKE].timer!=-1 &&
+		sc->data[SC_PROVOKE].val2==1 &&
+		status->hp>=status->max_hp>>2
+	)	//End auto berserk.
+		status_change_end(bl,SC_PROVOKE,-1);
+
+	switch(bl->type) {
+	case BL_MOB:
+		mob_heal((TBL_MOB*)bl,hp);
+		break;
+	case BL_PC:
+		pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0);
+		break;
+	case BL_HOM:
+		merc_hom_heal((TBL_HOM*)bl,hp,sp);
+		break;
+	}
+	return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If flag, this is heal, otherwise it is damage.
+int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
+{
+	struct status_data *status;
+	unsigned int hp  =0, sp = 0;
+
+	status = status_get_status_data(target);
+
+	//Change the equation when the values are high enough to discard the
+	//imprecision in exchange of overflow protection [Skotlex]
+	//Also add 100% checks since those are the most used cases where we don't 
+	//want aproximation errors.
+	if (hp_rate > 99)
+		hp = status->hp;
+	else if (hp_rate > 0)
+		hp = status->hp>10000?
+			hp_rate*(status->hp/100):
+			(hp_rate*status->hp)/100;
+	else if (hp_rate < -99)
+		hp = status->max_hp;
+	else if (hp_rate < 0)
+		hp = status->max_hp>10000?
+			(-hp_rate)*(status->max_hp/100):
+			(-hp_rate*status->max_hp)/100;
+	if (hp_rate && !hp)
+		hp = 1;
+
+	//Should be safe to not do overflow protection here, noone should have
+	//millions upon millions of SP
+	if (sp_rate > 99)
+		sp = status->sp;
+	else if (sp_rate > 0)
+		sp = (sp_rate*status->sp)/100;
+	else if (sp_rate < -99)
+		sp = status->max_sp;
+	else if (sp_rate < 0)
+		sp = (-sp_rate)*status->max_sp/100;
+	if (sp_rate && !sp)
+		sp = 1;
+
+	//Ugly check in case damage dealt is too much for the received args of
+	//status_heal / status_damage. [Skotlex]
+	if (hp > INT_MAX) {
+	  	hp -= INT_MAX;
+		if (flag)
+		  	status_heal(target, INT_MAX, 0, 0);
+		else
+			status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+	}
+  	if (sp > INT_MAX) {
+		sp -= INT_MAX;
+		if (flag)
+		  	status_heal(target, 0, INT_MAX, 0);
+		else
+			status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+	}	
+	if (flag) return status_heal(target, hp, sp, 0);
+	return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+}
+
+int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
+{
+	struct status_data *status;
+	unsigned int hp, sp;
+	if (!status_isdead(bl)) return 0;
+
+	status = status_get_status_data(bl);
+	if (status == &dummy_status)
+		return 0; //Invalid target.
+	
+	hp = status->max_hp * per_hp/100;
+	sp = status->max_sp * per_sp/100;
+
+	if(hp > status->max_hp - status->hp)
+		hp = status->max_hp - status->hp;
+
+	if(sp > status->max_sp - status->sp)
+		sp = status->max_sp - status->sp;
+	
+	status->hp += hp;
+	status->sp += sp;
+
+	if (bl->prev) //Animation only if character is already on a map.
+		clif_resurrection(bl, 1);
+	switch (bl->type) {
+		case BL_MOB:
+			mob_revive((TBL_MOB*)bl, hp);
+			break;
+		case BL_PC:
+			pc_revive((TBL_PC*)bl, hp, sp);
+			break;
+		case BL_HOM:	//[orn]
+			merc_hom_revive((TBL_HOM*)bl, hp, sp);
+			break;
+	}
+	return 1;
+}
+/*==========================================
+ * Checks whether the src can use the skill on the target,
+ * taking into account status/option of both source/target. [Skotlex]
+ * flag:
+ * 	0 - Trying to use skill on target.
+ * 	1 - Cast bar is done.
+ * 	2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+ * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+ * target MAY Be null, in which case the checks are only to see 
+ * whether the source can cast or not the skill on the ground.
+ *------------------------------------------
+ */
+int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
+{
+	struct status_data *status;
+	struct status_change *sc=NULL, *tsc;
+	int hide_flag;
+
+	status = src?status_get_status_data(src):&dummy_status;
+
+	if (src && status_isdead(src))
+		return 0;
+	
+	if (!skill_num) { //Normal attack checks.
+		if (!(status->mode&MD_CANATTACK))
+			return 0; //This mode is only needed for melee attacking.
+		//Dead state is not checked for skills as some skills can be used 
+		//on dead characters, said checks are left to skill.c [Skotlex]
+		if (target && status_isdead(target))
+			return 0;
+	}
+
+	if (skill_num == PA_PRESSURE && flag) {
+	//Gloria Avoids pretty much everything....
+		tsc = target?status_get_sc(target):NULL;
+		if(tsc) {
+			if (tsc->option&OPTION_HIDE)
+				return 0;
+			if (tsc->count && tsc->data[SC_TRICKDEAD].timer != -1)
+				return 0;
+		}
+		return 1;
+	}
+
+	if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
+		(target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
+		&& !(status->mode&MD_BOSS))
+	{	//Basilica Check
+		if (!skill_num) return 0;
+		hide_flag = skill_get_inf(skill_num);
+		if (hide_flag&INF_ATTACK_SKILL)
+			return 0;
+		if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
+			return 0;
+	}	
+
+	if (src) sc = status_get_sc(src);
+	
+	if(sc && sc->count)
+	{
+		if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
+			//When sc do not cancel casting, the spell should come out.
+			return 0;
+
+		if (
+			(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
+			|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
+			|| (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL)
+			|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && skill_num != HW_GRAVITATION)
+			|| (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING)
+		)
+			return 0;
+
+		if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
+		{	//Prevents skill usage
+			clif_emotion(src, 3);
+			return 0;
+		}
+			
+		if (sc->data[SC_BLADESTOP].timer != -1) {
+			switch (sc->data[SC_BLADESTOP].val1)
+			{
+				case 5: if (skill_num == MO_EXTREMITYFIST) break;
+				case 4: if (skill_num == MO_CHAINCOMBO) break;
+				case 3: if (skill_num == MO_INVESTIGATE) break;
+				case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
+				default: return 0;
+			}
+		}
+
+		if (sc->data[SC_DANCING].timer != -1 && flag!=2)
+		{
+			if(sc->data[SC_LONGING].timer != -1)
+			{	//Allow everything except dancing/re-dancing. [Skotlex]
+				if (skill_num == BD_ENCORE ||
+					skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+				)
+					return 0;
+			} else
+			if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM
+				&& skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW)
+				return 0;
+			if (sc->data[SC_DANCING].val1 == CG_HERMODE && skill_num == BD_ADAPTATION)
+				return 0;	//Can't amp out of Wand of Hermode :/ [Skotlex]
+		}
+
+		if (skill_num && //Do not block item-casted skills.
+			(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
+		) {	//Skills blocked through status changes...
+			if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+				sc->data[SC_SILENCE].timer != -1 ||
+				(sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) ||
+				(sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) ||
+				sc->data[SC_STEELBODY].timer != -1 ||
+				sc->data[SC_BERSERK].timer != -1
+			))
+				return 0;
+
+			//Skill blocking.
+			if (
+				(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
+				(sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
+				(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
+				(sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL)
+			)
+				return 0;
+
+		}
+	}
+
+	if (sc && sc->option)
+	{
+		if (sc->option&OPTION_HIDE)
+		switch (skill_num) { //Usable skills while hiding.
+			case TF_HIDING:
+			case AS_GRIMTOOTH:
+			case RG_BACKSTAP:
+			case RG_RAID:
+			case NJ_SHADOWJUMP:
+			case NJ_KIRIKAGE:
+				break;
+			default:
+				return 0;
+		}
+		if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
+			return 0;
+	}
+	if (target == NULL || target == src) //No further checking needed.
+		return 1;
+
+	tsc = status_get_sc(target);
+	
+	if(tsc && tsc->count)
+	{	
+		if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
+			return 0;
+		if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
+			return 0;
+		if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE)))
+			return 0;
+	}
+
+	//If targetting, cloak+hide protect you, otherwise only hiding does.
+	hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+		
+ 	//You cannot hide from ground skills.
+	if(skill_get_pl(skill_num) == ELE_EARTH)
+		hide_flag &= ~OPTION_HIDE;
+	
+	switch (target->type)
+	{
+	case BL_PC:
+		{
+			struct map_session_data *sd = (TBL_PC*) target;
+			if (pc_isinvisible(sd))
+				return 0;
+			if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
+				&& (sd->state.perfect_hiding || !(
+					status->race == RC_INSECT ||
+				  	status->race == RC_DEMON ||
+				  	status->mode&MD_DETECTOR
+				)))
+				return 0;
+		}
+		break;
+	case BL_ITEM:	//Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+		//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+		if (status->mode&MD_LOOTER)
+			return 1;
+		else
+			return 0;
+	default:
+		//Check for chase-walk/hiding/cloaking opponents.
+		if (tsc && !(status->mode&MD_BOSS))
+		{
+			if (tsc->option&hide_flag && !(
+				status->race == RC_INSECT ||
+			  	status->race == RC_DEMON ||
+			  	status->mode&MD_DETECTOR
+			))
+				return 0;
+		}
+	}
+	return 1;
+}
+
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target)
+{
+	int view_range;
+	struct status_data* status = status_get_status_data(src);
+	struct status_change* tsc = status_get_sc(target);
+	switch (src->type) {
+	case BL_MOB:
+		view_range = ((TBL_MOB*)src)->min_chase;
+		break;
+	case BL_PET:
+		view_range = ((TBL_PET*)src)->db->range2;
+		break;
+	default:
+		view_range = AREA_SIZE;
+	}
+
+	if (src->m != target->m || !check_distance_bl(src, target, view_range))
+		return 0;
+	
+	switch (target->type)
+	{
+	case BL_PC:
+		{
+			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
+				&& !(status->mode&MD_BOSS) && (
+					((TBL_PC*)target)->state.perfect_hiding || !(
+					status->race == RC_INSECT ||
+				  	status->race == RC_DEMON ||
+				  	status->mode&MD_DETECTOR
+				)))
+				return 0;
+		}
+		break;
+	default:
+		//Check for chase-walk/hiding/cloaking opponents.
+		if (tsc && !(status->mode&MD_BOSS))
+		{
+			if (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)
+				&& !(
+					status->race == RC_INSECT ||
+				  	status->race == RC_DEMON ||
+				  	status->mode&MD_DETECTOR
+				))
+				return 0;
+		}
+	}
+	return 1;
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag);
+
+static int status_base_atk(struct block_list *bl, struct status_data *status)
+{
+	int flag = 0, str, dex, dstr;
+
+	if(!(bl->type&battle_config.enable_baseatk))
+		return 0;
+
+	if (bl->type == BL_PC)
+	switch(((TBL_PC*)bl)->status.weapon){
+		case W_BOW:
+		case W_MUSICAL: 
+		case W_WHIP:
+		case W_REVOLVER:
+		case W_RIFLE:
+		case W_SHOTGUN:
+		case W_GATLING:
+		case W_GRENADE:
+			flag = 1;
+	}
+	if (flag) {
+		str = status->dex;
+		dex = status->str;
+	} else {
+		str = status->str;
+		dex = status->dex;
+	}
+	dstr = str/10;
+	return str + dstr*dstr + dex/5 + status->luk/5;
+}
+
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct status_data *status, int type, int level)
+{
+	//Non players get the value set, players need to stack with previous bonuses.
+	if (type != BL_PC)
+		status->matk_min = status->matk_max = status->hit = status->flee =
+		status->def2 = status->mdef2 = status->cri = status->flee2 = 0;
+
+	status->matk_min += status->int_+(status->int_/7)*(status->int_/7);
+	status->matk_max += status->int_+(status->int_/5)*(status->int_/5);
+	status->hit += level + status->dex;
+	status->flee += level + status->agi;
+	status->def2 += status->vit;
+	status->mdef2 += status->int_ + (status->vit>>1);
+
+	if (type&battle_config.enable_critical)
+		status->cri += status->luk*3 + 10;
+	else
+		status->cri = 0;
+
+	if (type&battle_config.enable_perfect_flee)
+		status->flee2 += status->luk + 10;
+	else
+		status->flee2 = 0;
+
+	if (status->cri)
+	switch (type) {
+	case BL_MOB:
+		if(battle_config.mob_critical_rate != 100)
+			status->cri = status->cri*battle_config.mob_critical_rate/100;
+		if(!status->cri && battle_config.mob_critical_rate)
+		  	status->cri = 10;
+		break;
+	case BL_PC:
+		//Players don't have a critical adjustment setting as of yet.
+		break;
+	default:
+		if(battle_config.critical_rate != 100)
+			status->cri = status->cri*battle_config.critical_rate/100;
+		if (!status->cri && battle_config.critical_rate)
+			status->cri = 10;
+	}
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+//first&2: Class-change invoked.
+int status_calc_mob(struct mob_data* md, int first)
+{
+	struct status_data *status;
+	struct block_list *mbl = NULL;
+	int flag=0;
+
+	if(first)
+	{	//Set basic level on respawn.
+		if (md->spawn && !(first&2))
+		  	md->level = md->spawn->level;
+		else
+			md->level = md->db->lv; // [Valaris]
+	}
+
+	//Check if we need custom base-status
+	if (battle_config.mobs_level_up && md->level > md->db->lv)
+		flag|=1;
+	
+	if (md->special_state.size)
+		flag|=2;
+
+	if (md->guardian_data && md->guardian_data->guardup_lv)
+		flag|=4;
+	
+	if (battle_config.slaves_inherit_speed && md->master_id)
+		flag|=8;
+	
+	if (md->master_id && md->special_state.ai>1)
+		flag|=16;
+		
+	if (!flag)
+	{ //No special status required.
+		if (md->base_status) {
+			aFree(md->base_status);
+			md->base_status = NULL;
+		}
+		if(first)
+			memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+		return 0;
+	}
+	if (!md->base_status)
+		md->base_status = aCalloc(1, sizeof(struct status_data));
+	
+	status = md->base_status;
+	memcpy(status, &md->db->status, sizeof(struct status_data));
+	
+
+	if (flag&(8|16))
+		mbl = map_id2bl(md->master_id);
+
+	if (flag&8 && mbl) {
+		struct status_data *mstatus = status_get_base_status(mbl);
+		if (mstatus)
+			status->speed = mstatus->speed;
+	}
+		
+	if (flag&16 && mbl)
+	{	//Max HP setting from Summon Flora/marine Sphere
+		struct unit_data *ud = unit_bl2ud(mbl);
+		if (ud)
+		{	// different levels of HP according to skill level
+			if (ud->skillid == AM_SPHEREMINE) {
+				status->max_hp = 2000 + 400*ud->skilllv;
+			} else { //AM_CANNIBALIZE
+				status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
+				status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+			}
+			status->hp = status->max_hp;
+		}
+	}
+
+	if (flag&1)
+	{	// increase from mobs leveling up [Valaris]
+		int diff = md->level - md->db->lv;
+		status->str+= diff;
+		status->agi+= diff;
+		status->vit+= diff;
+		status->int_+= diff;
+		status->dex+= diff;
+		status->luk+= diff;
+		status->max_hp += diff*status->vit;
+		status->max_sp += diff*status->int_;
+		status->hp = status->max_hp;
+		status->sp = status->max_sp;
+		status->speed -= diff;
+	}
+	
+	
+	if (flag&2)
+	{	// change for sized monsters [Valaris]
+		if (md->special_state.size==1) {
+			status->max_hp>>=1;
+			status->max_sp>>=1;
+			if (!status->max_hp) status->max_hp = 1;
+			if (!status->max_sp) status->max_sp = 1;
+			status->hp=status->max_hp;
+			status->sp=status->max_sp;
+			status->str>>=1;
+			status->agi>>=1;
+			status->vit>>=1;
+			status->int_>>=1;
+			status->dex>>=1;
+			status->luk>>=1;
+			if (!status->str) status->str = 1;
+			if (!status->agi) status->agi = 1;
+			if (!status->vit) status->vit = 1;
+			if (!status->int_) status->int_ = 1;
+			if (!status->dex) status->dex = 1;
+			if (!status->luk) status->luk = 1;
+		} else if (md->special_state.size==2) {
+			status->max_hp<<=1;
+			status->max_sp<<=1;
+			status->hp=status->max_hp;
+			status->sp=status->max_sp;
+			status->str<<=1;
+			status->agi<<=1;
+			status->vit<<=1;
+			status->int_<<=1;
+			status->dex<<=1;
+			status->luk<<=1;
+		}
+	}
+
+	status->batk = status_base_atk(&md->bl, status);
+	status_calc_misc(status, BL_MOB, md->level);
+
+	if(flag&4)
+	{	// Strengthen Guardians - custom value +10% / lv
+		struct guild_castle *gc;
+		gc=guild_mapname2gc(map[md->bl.m].name);
+		if (!gc)
+			ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+		else {
+			status->max_hp += 2000 * gc->defense;
+			status->max_sp += 200 * gc->defense;
+			if (md->guardian_data->number < MAX_GUARDIANS) //Spawn with saved HP
+				status->hp = gc->guardian[md->guardian_data->number].hp;
+			else //Emperium
+				status->hp = status->max_hp;
+			status->sp = status->max_sp;
+		}
+		status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+		status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+		status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+		status->aspd_rate -= 100*md->guardian_data->guardup_lv;
+	}
+
+	//Initial battle status
+	if (!first)
+		status_calc_bl(&md->bl, SCB_ALL);
+	else
+		memcpy(&md->status, status, sizeof(struct status_data));
+	return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet(struct pet_data *pd, int first)
+{
+	
+	nullpo_retr(0, pd);
+
+	if (first) {
+		memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+		pd->status.speed = pd->petDB->speed;
+	}
+
+	if (battle_config.pet_lv_rate && pd->msd)
+	{
+		struct map_session_data *sd = pd->msd;
+		int lv;
+
+		lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+		if (lv < 0)
+			lv = 1;
+		if (lv != pd->pet.level || first)
+		{
+			struct status_data *bstat = &pd->db->status, *status = &pd->status;
+			pd->pet.level = lv;
+			if (!first) //Lv Up animation
+				clif_misceffect(&pd->bl, 0);
+			status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+			status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+			status->str = (bstat->str*lv)/pd->db->lv;
+			status->agi = (bstat->agi*lv)/pd->db->lv;
+			status->vit = (bstat->vit*lv)/pd->db->lv;
+			status->int_ = (bstat->int_*lv)/pd->db->lv;
+			status->dex = (bstat->dex*lv)/pd->db->lv;
+			status->luk = (bstat->luk*lv)/pd->db->lv;
+		
+			status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
+			status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
+			status->str = cap_value(status->str,1,battle_config.pet_max_stats);
+			status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
+			status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
+			status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
+			status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
+			status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
+
+			status->batk = status_base_atk(&pd->bl, &pd->status);
+			status_calc_misc(&pd->status, BL_PET, lv);
+
+			if (!first)	//Not done the first time because the pet is not visible yet
+				clif_send_petstatus(sd);
+		}
+	} else if (first) {
+		pd->status.batk = status_base_atk(&pd->bl, &pd->status);
+		status_calc_misc(&pd->status, BL_PET, pd->db->lv);
+	}
+	
+	//Support rate modifier (1000 = 100%)
+	pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+	if(battle_config.pet_support_rate != 100)
+		pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+	return 1;
+}	
+
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data *status)
+{
+	unsigned int val;
+	val = (3500 + sd->status.base_level*hp_coefficient2[sd->status.class_]
+		+ hp_sigma_val[sd->status.class_][sd->status.base_level-1])/100
+		* (100 + status->vit)/100 + sd->param_equip[2];
+	if (sd->class_&JOBL_UPPER)
+		val += val * 25/100;
+	else if (sd->class_&JOBL_BABY)
+		val -= val * 30/100;
+	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+		val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+	if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+		val += 2000;
+
+	return val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+	unsigned int val;
+	val = (1000 + sd->status.base_level*sp_coefficient[sd->status.class_])/100
+		* (100 + status->int_)/100 + sd->param_equip[3];
+	if (sd->class_&JOBL_UPPER)
+		val += val * 25/100;
+	else if (sd->class_&JOBL_BABY)
+		val -= val * 30/100;
+	if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->char_id, MAPID_TAEKWON))
+		val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+	
+	return val;
+}
+
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc(struct map_session_data* sd,int first)
+{
+	static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+	struct status_data b_status, *status;
+	struct weapon_atk b_lhw;
+	struct skill b_skill[MAX_SKILL];
+
+	int b_weight,b_max_weight;
+	int i,index;
+	int skill,refinedef=0;
+
+	if (++calculating > 10) //Too many recursive calls!
+		return -1;
+
+	memcpy(&b_status, &sd->battle_status, sizeof(struct status_data));
+	memcpy(&b_lhw, &sd->battle_lhw, sizeof(struct weapon_atk));
+	b_status.lhw = &b_lhw;
+	
+	memcpy(b_skill,&sd->status.skill,sizeof(b_skill));
+	b_weight = sd->weight;
+	b_max_weight = sd->max_weight;
+	
+	pc_calc_skilltree(sd);	// スキルツリ?の計算
+	
+	sd->max_weight = max_weight_base[sd->status.class_]+sd->status.str*300;
+
+	if(first&1) {
+		//Load Hp/SP from char-received data.
+		sd->battle_status.hp = sd->status.hp;
+		sd->battle_status.sp = sd->status.sp;
+		sd->battle_status.lhw = &sd->battle_lhw;
+		sd->base_status.lhw = &sd->base_lhw;
+		sd->regen.sregen = &sd->sregen;
+		sd->regen.ssregen = &sd->ssregen;
+		sd->weight=0;
+		for(i=0;i<MAX_INVENTORY;i++){
+			if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+				continue;
+			sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+		}
+		sd->cart_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++;
+		}
+	}
+
+	status = &sd->base_status;
+	// these are not zeroed. [zzo]
+	sd->hprate=100;
+	sd->sprate=100;
+	sd->castrate=100;
+	sd->delayrate=100;
+	sd->dsprate=100;
+	sd->speed_rate = 100;
+	sd->hprecov_rate = 100;
+	sd->sprecov_rate = 100;
+	sd->atk_rate = sd->matk_rate = 100;
+	sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+	sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+	sd->regen.state.block = 0;
+	
+	// zeroed arays, order follows the order in map.h.
+	// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
+	malloc_set (sd->param_bonus, 0, sizeof(sd->param_bonus)
+		+ sizeof(sd->param_equip)
+		+ sizeof(sd->subele)
+		+ sizeof(sd->subrace)
+		+ sizeof(sd->subrace2)
+		+ sizeof(sd->subsize)
+		+ sizeof(sd->reseff)
+		+ sizeof(sd->weapon_coma_ele)
+		+ sizeof(sd->weapon_coma_race)
+		+ sizeof(sd->weapon_atk)
+		+ sizeof(sd->weapon_atk_rate)
+		+ sizeof(sd->arrow_addele) 
+		+ sizeof(sd->arrow_addrace)
+		+ sizeof(sd->arrow_addsize)
+		+ sizeof(sd->magic_addele)
+		+ sizeof(sd->magic_addrace)
+		+ sizeof(sd->magic_addsize)
+		+ sizeof(sd->critaddrace)
+		+ sizeof(sd->expaddrace)
+		+ sizeof(sd->itemgrouphealrate)
+		+ sizeof(sd->sp_gain_race)
+		);
+
+	malloc_set (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+	malloc_set (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+	malloc_set(&sd->special_state,0,sizeof(sd->special_state));
+	malloc_set(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)+sizeof(status->lhw)));
+	malloc_set(status->lhw, 0, sizeof(struct weapon_atk));
+
+	//FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex]
+	status->speed = DEFAULT_WALK_SPEED;
+	status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;
+	status->size = (sd->class_&JOBL_BABY)?0:1;
+	if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
+		if (sd->class_&JOBL_BABY) {
+			if (battle_config.character_size&2)
+				status->size++;
+		} else
+		if(battle_config.character_size&1)
+			status->size++;
+	}
+	status->aspd_rate = 1000;
+	status->ele_lv = 1;
+	status->race = RC_DEMIHUMAN;
+
+	//zero up structures...
+	malloc_set(&sd->autospell,0,sizeof(sd->autospell)
+		+ sizeof(sd->autospell2)
+		+ sizeof(sd->addeff)
+		+ sizeof(sd->addeff2)
+		+ sizeof(sd->skillatk)
+		+ sizeof(sd->skillblown)
+		+ sizeof(sd->add_def)
+		+ sizeof(sd->add_mdef)
+		+ sizeof(sd->add_dmg)
+		+ sizeof(sd->add_mdmg)
+		+ sizeof(sd->add_drop)
+		+ sizeof(sd->itemhealrate)
+	);
+	
+	// vars zeroing. ints, shorts, chars. in that order.
+	malloc_set (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
+		+ sizeof(sd->arrow_ele)
+		+ sizeof(sd->arrow_cri)
+		+ sizeof(sd->arrow_hit)
+		+ sizeof(sd->nsshealhp)
+		+ sizeof(sd->nsshealsp)
+		+ sizeof(sd->critical_def)
+		+ sizeof(sd->double_rate)
+		+ sizeof(sd->long_attack_atk_rate)
+		+ sizeof(sd->near_attack_def_rate)
+		+ sizeof(sd->long_attack_def_rate)
+		+ sizeof(sd->magic_def_rate)
+		+ sizeof(sd->misc_def_rate)
+		+ sizeof(sd->ignore_mdef_ele)
+		+ sizeof(sd->ignore_mdef_race)
+		+ sizeof(sd->perfect_hit)
+		+ sizeof(sd->perfect_hit_add)
+		+ sizeof(sd->get_zeny_rate)
+		+ sizeof(sd->get_zeny_num)
+		+ sizeof(sd->double_add_rate)
+		+ sizeof(sd->short_weapon_damage_return)
+		+ sizeof(sd->long_weapon_damage_return)
+		+ sizeof(sd->magic_damage_return)
+		+ sizeof(sd->random_attack_increase_add)
+		+ sizeof(sd->random_attack_increase_per)
+		+ sizeof(sd->break_weapon_rate)
+		+ sizeof(sd->break_armor_rate)
+		+ sizeof(sd->crit_atk_rate)
+		+ sizeof(sd->hp_loss_rate)
+		+ sizeof(sd->sp_loss_rate)
+		+ sizeof(sd->classchange)
+		+ sizeof(sd->speed_add_rate)
+		+ sizeof(sd->aspd_add_rate)
+		+ sizeof(sd->setitem_hash)
+		+ sizeof(sd->setitem_hash2)
+		// shorts
+		+ sizeof(sd->splash_range)
+		+ sizeof(sd->splash_add_range)
+		+ sizeof(sd->add_steal_rate)
+		+ sizeof(sd->hp_loss_value)
+		+ sizeof(sd->sp_loss_value)
+		+ sizeof(sd->hp_loss_type)
+		+ sizeof(sd->hp_gain_value)
+		+ sizeof(sd->sp_gain_value)
+		+ sizeof(sd->add_drop_count)
+		+ sizeof(sd->unbreakable)
+		+ sizeof(sd->unbreakable_equip)
+		+ sizeof(sd->unstripable_equip)
+		+ sizeof(sd->add_def_count)
+		+ sizeof(sd->add_mdef_count)
+		+ sizeof(sd->add_dmg_count)
+		+ sizeof(sd->add_mdmg_count)
+		);
+
+	// Parse equipment.
+	for(i=0;i<EQI_MAX-1;i++) {
+		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+		if(index < 0)
+			continue;
+		if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+			continue;
+		if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+			continue;
+		if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+			continue;
+		if(!sd->inventory_data[index])
+			continue;
+		
+		status->def += sd->inventory_data[index]->def;
+
+		if(first&1 && sd->inventory_data[index]->equip_script)
+	  	{	//Execute equip-script on login
+			run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+			if (!calculating)
+				return 1;
+		}
+
+		if(sd->inventory_data[index]->type == 4) {
+			int r,wlv = sd->inventory_data[index]->wlv;
+			struct weapon_data *wd;
+			struct weapon_atk *wa;
+			
+			if (wlv >= MAX_REFINE_BONUS) 
+				wlv = MAX_REFINE_BONUS - 1;
+			if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
+				wd = &sd->left_weapon; // Left-hand weapon
+				wa = status->lhw;
+			} else {
+				wd = &sd->right_weapon;
+				wa = &status->rhw;
+			}
+			wa->atk += sd->inventory_data[index]->atk;
+			wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
+			if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
+				wd->overrefine = r*refinebonus[wlv][1];
+
+			wa->range += sd->inventory_data[index]->range;
+			if(sd->inventory_data[index]->script) {
+				if (wd == &sd->left_weapon) {
+					sd->state.lr_flag = 1;
+					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+					sd->state.lr_flag = 0;
+				} else
+					run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+					return 1;
+			}
+
+			if(sd->status.inventory[index].card[0]==CARD0_FORGE)
+			{	// Forged weapon
+				wd->star += (sd->status.inventory[index].card[1]>>8);
+				if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+				if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+					wd->star += 10;
+				
+				if (!wa->ele) //Do not overwrite element from previous bonuses.
+					wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+			}
+		}
+		else if(sd->inventory_data[index]->type == 5) {
+			refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
+			if(sd->inventory_data[index]->script) {
+				run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+				if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+					return 1;
+			}
+		}
+	}
+
+	if(sd->equip_index[EQI_AMMO] >= 0){
+		index = sd->equip_index[EQI_AMMO];
+		if(sd->inventory_data[index]){		// Arrows
+			sd->arrow_atk += sd->inventory_data[index]->atk;
+			sd->state.lr_flag = 2;
+			run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+			sd->state.lr_flag = 0;
+			if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+				return 1;
+		}
+	}
+	
+	//Store equipment script bonuses 
+	memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+	malloc_set(sd->param_bonus, 0, sizeof(sd->param_bonus));
+	
+	status->def += (refinedef+50)/100;
+
+	//Parse Cards
+	for(i=0;i<EQI_MAX-1;i++) {
+		current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+		if(index < 0)
+			continue;
+		if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+			continue;
+		if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+			continue;
+		if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+			continue;
+
+		if(sd->inventory_data[index]) {
+			int j,c;
+			struct item_data *data;
+	
+			//Card script execution.
+			if(itemdb_isspecial(sd->status.inventory[index].card[0]))
+				continue;
+			for(j=0;j<sd->inventory_data[index]->slot;j++){	
+				current_equip_card_id= c= sd->status.inventory[index].card[j];
+				if(!c)
+					continue;
+				data = itemdb_exists(c);
+				if(!data)
+					continue;
+				if(first&1 && data->equip_script)
+			  	{	//Execute equip-script on login
+					run_script(data->equip_script,0,sd->bl.id,0);
+					if (!calculating)
+						return 1;
+				}
+				if(!data->script)
+					continue;
+				if(data->flag.no_equip) { //Card restriction checks.
+					if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
+						continue;
+					if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
+						continue;
+					if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2) 
+						continue;
+				}
+				if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
+				{	//Left hand status.
+					sd->state.lr_flag = 1;
+					run_script(data->script,0,sd->bl.id,0);
+					sd->state.lr_flag = 0;
+				} else
+					run_script(data->script,0,sd->bl.id,0);
+				if (!calculating) //Abort, run_script his function. [Skotlex]
+					return 1;
+			}
+		}
+	}
+	
+	if(sd->pd && battle_config.pet_status_support)
+	{ // Pet
+		struct pet_data *pd=sd->pd;
+		if(pd && pd->pet.intimate > 0 &&
+			(!battle_config.pet_equip_required || pd->pet.equip > 0) &&
+			pd->state.skillbonus == 1 && pd->bonus) //Skotlex: Readjusted for pets
+			pc_bonus(sd,pd->bonus->type, pd->bonus->val);
+	}
+	//param_bonus now holds card bonuses.
+	
+	if(status->rhw.range < 1) status->rhw.range = 1;
+	if(status->lhw->range < 1) status->lhw->range = 1;
+	if(status->rhw.range < status->lhw->range)
+		status->rhw.range = status->lhw->range;
+
+	sd->double_rate += sd->double_add_rate;
+	sd->perfect_hit += sd->perfect_hit_add;
+	sd->splash_range += sd->splash_add_range;
+	if(sd->aspd_add_rate)	
+		status->aspd_rate += 10*sd->aspd_add_rate;
+	if(sd->speed_add_rate)	
+		sd->speed_rate += sd->speed_add_rate;
+
+	// Damage modifiers from weapon type
+	sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+	sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+	sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+	sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+	sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+	sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+	if(pc_isriding(sd) &&
+		(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
+	{	//When Riding with spear, damage modifier to mid-class becomes 
+		//same as versus large size.
+		sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
+		sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
+	}
+
+// ----- STATS CALCULATION -----
+
+	// Job bonuses
+	for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+		if(!job_bonus[sd->status.class_][i])
+			continue;
+		switch(job_bonus[sd->status.class_][i]) {
+			case 1:
+				status->str++;
+				break;
+			case 2:
+				status->agi++;
+				break;
+			case 3:
+				status->vit++;
+				break;
+			case 4:
+				status->int_++;
+				break;
+			case 5:
+				status->dex++;
+				break;
+			case 6:
+				status->luk++;
+				break;
+		}
+	}
+
+	// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+	if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+		status->str += 10;
+		status->agi += 10;
+		status->vit += 10;
+		status->int_+= 10;
+		status->dex += 10;
+		status->luk += 10;
+	}
+
+	// Absolute modifiers from passive skills
+	if(pc_checkskill(sd,BS_HILTBINDING)>0)
+		status->str++;
+	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
+		status->int_ += (skill+1)/2; // +1 INT / 2 lv
+	if((skill=pc_checkskill(sd,AC_OWL))>0)
+		status->dex += skill;
+
+	// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+	i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
+	status->str = cap_value(i,0,USHRT_MAX);
+	i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
+	status->agi = cap_value(i,0,USHRT_MAX);
+	i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
+	status->vit = cap_value(i,0,USHRT_MAX);
+	i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
+	status->int_ = cap_value(i,0,USHRT_MAX);
+	i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
+	status->dex = cap_value(i,0,USHRT_MAX);
+	i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
+	status->luk = cap_value(i,0,USHRT_MAX);
+	
+// ------ BASE ATTACK CALCULATION ------
+
+	// Basic Base ATK value
+	status->batk += status_base_atk(&sd->bl,status);
+	// weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+	if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+		status->batk += sd->weapon_atk[sd->status.weapon];
+	// Absolute modifiers from passive skills
+	if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
+		status->batk += 4;
+
+// ----- MISC CALCULATION -----
+	status_calc_misc(status, BL_PC, sd->status.base_level);
+
+// ----- HIT CALCULATION -----
+
+	// Absolute modifiers from passive skills
+	if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
+		status->hit += skill*2;
+	if((skill=pc_checkskill(sd,AC_VULTURE))>0){
+		status->hit += skill;
+		if(sd->status.weapon == W_BOW)
+			status->rhw.range += skill;
+	}
+	if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+  	{
+		if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
+			status->hit += 2*skill;
+		if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
+			status->hit += skill;
+			status->rhw.range += skill;
+		}
+	}
+
+// ----- FLEE CALCULATION -----
+
+	// Absolute modifiers from passive skills
+	if((skill=pc_checkskill(sd,TF_MISS))>0)
+		status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+	if((skill=pc_checkskill(sd,MO_DODGE))>0)
+		status->flee += (skill*3)>>1;
+
+// ----- EQUIPMENT-DEF CALCULATION -----
+
+	// Apply relative modifiers from equipment
+	if(sd->def_rate != 100) {
+		i =  status->def * sd->def_rate/100;
+		status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
+	}
+
+	if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+	{
+		status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+		status->def = (unsigned char)battle_config.max_def;
+	}
+
+// ----- EQUIPMENT-MDEF CALCULATION -----
+
+	// Apply relative modifiers from equipment
+	if(sd->mdef_rate != 100) {
+		i =  status->mdef * sd->mdef_rate/100;
+		status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
+	}
+
+	if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
+	{
+		status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+		status->mdef = (signed char)battle_config.max_def;
+	}
+	
+// ----- WALKING SPEED CALCULATION -----
+
+	// Relative modifiers from passive skills
+	if((sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && (skill=pc_checkskill(sd,TF_MISS))>0)
+		status->speed -= status->speed * skill/100;
+	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+		status->speed -= status->speed * 25/100;
+	if(pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+		status->speed += status->speed * (100-10*skill)/100;
+
+// ----- ASPD CALCULATION -----
+// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+	// Basic ASPD value
+	if (sd->status.weapon < MAX_WEAPON_TYPE)
+		i = (1000 -4*status->agi -status->dex)
+			*aspd_base[sd->status.class_][sd->status.weapon]/1000;
+	else
+		i = ((
+			(1000 -4*status->agi -status->dex)
+			*aspd_base[sd->status.class_][sd->weapontype1]/1000
+		)+(
+			(1000 -4*status->agi -status->dex)
+			*aspd_base[sd->status.class_][sd->weapontype2]/1000
+		)) *2/3; //From what I read in rodatazone, 2/3 should be more accurate than 0.7 -> 140 / 200; [Skotlex]
+
+	status->amotion = cap_value(i,battle_config.max_aspd,2000);
+
+	// Relative modifiers from passive skills
+	if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+		status->aspd_rate -= 5*skill;
+	if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
+		status->aspd_rate -= 30*skill;
+	if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
+		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+		status->aspd_rate -= ((skill+1)/2) * 10;
+	if(pc_isriding(sd))
+		status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
+	
+	status->adelay = 2*status->amotion;
+	
+
+// ----- DMOTION -----
+//
+	i =  800-status->agi*4;
+	status->dmotion = cap_value(i, 400, 800);
+
+// ----- HP MAX CALCULATION -----
+
+	// Basic MaxHP value
+	//We hold the standard Max HP here to make it faster to recalculate on vit changes.
+	sd->status.max_hp = status_base_pc_maxhp(sd,status);
+	status->max_hp += sd->status.max_hp;
+
+	// Absolute modifiers from passive skills
+	if((skill=pc_checkskill(sd,CR_TRUST))>0)
+		status->max_hp += skill*200;
+
+// ----- SP MAX CALCULATION -----
+
+	// Basic MaxSP value
+	sd->status.max_sp = status_base_pc_maxsp(sd,status);
+	status->max_sp += sd->status.max_sp;
+
+	// Absolute modifiers from passive skills
+	if((skill=pc_checkskill(sd,SL_KAINA))>0)
+		status->max_sp += 30*skill;
+
+	if(status->sp>status->max_sp)
+		status->sp=status->max_sp;
+
+// ----- RESPAWN HP/SP -----
+// 
+	//Calc respawn hp and store it on base_status
+	if (sd->special_state.restart_full_recover)
+	{
+		status->hp = status->max_hp;
+		status->sp = status->max_sp;
+	} else {
+		if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) 
+			&& battle_config.restart_hp_rate < 50) 
+			status->hp=status->max_hp>>1;
+		else 
+			status->hp=status->max_hp * battle_config.restart_hp_rate/100;
+		if(!status->hp)
+			status->hp = 1;
+
+		status->sp = status->max_sp * battle_config.restart_sp_rate /100;
+	}
+
+// ----- MISC CALCULATIONS -----
+
+	// Weight
+	if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
+		sd->max_weight += 2000*skill;
+	if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+		sd->max_weight += 10000;
+	if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
+		sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
+
+	if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
+		sd->regen.state.walk = 1;
+	else
+		sd->regen.state.walk = 0;
+
+	// Skill SP cost
+	if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
+		sd->dsprate -= 4*skill;
+
+	if(sd->sc.count){
+		if(sd->sc.data[SC_SERVICE4U].timer!=-1)
+			sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3;
+	}
+
+	if(sd->dsprate < 0) sd->dsprate = 0;
+
+	// Anti-element and anti-race
+	if((skill=pc_checkskill(sd,CR_TRUST))>0)
+		sd->subele[6] += skill*5;
+	if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+		sd->subele[0] += skill;
+		sd->subele[3] += skill*4;
+	}
+	if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
+		skill = skill*4;
+		sd->right_weapon.addrace[RC_DRAGON]+=skill;
+		sd->left_weapon.addrace[RC_DRAGON]+=skill;
+		sd->magic_addrace[RC_DRAGON]+=skill;
+		sd->subrace[RC_DRAGON]+=skill;
+	}
+
+	if(sd->sc.count){
+     	if(sd->sc.data[SC_CONCENTRATE].timer!=-1)
+		{	//Update the card-bonus data
+			sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi
+			sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex
+		}
+     	if(sd->sc.data[SC_SIEGFRIED].timer!=-1){
+			sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2;
+			sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2;
+		}
+		if(sd->sc.data[SC_PROVIDENCE].timer!=-1){
+			sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2;
+			sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2;
+		}
+	}
+
+	status_cpy(&sd->battle_status, status);
+	status_calc_bl(&sd->bl, SCB_ALL); //Status related changes.
+	status = &sd->battle_status; //Need to compare versus this.
+	
+// ----- CLIENT-SIDE REFRESH -----
+	if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+		clif_skillinfoblock(sd);
+	if(b_status.speed != status->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);
+	}
+	if(b_status.str != status->str)
+		clif_updatestatus(sd,SP_STR);
+	if(b_status.agi != status->agi)
+		clif_updatestatus(sd,SP_AGI);
+	if(b_status.vit != status->vit)
+		clif_updatestatus(sd,SP_VIT);
+	if(b_status.int_ != status->int_)
+		clif_updatestatus(sd,SP_INT);
+	if(b_status.dex != status->dex)
+		clif_updatestatus(sd,SP_DEX);
+	if(b_status.luk != status->luk)
+		clif_updatestatus(sd,SP_LUK);
+	if(b_status.hit != status->hit)
+		clif_updatestatus(sd,SP_HIT);
+	if(b_status.flee != status->flee)
+		clif_updatestatus(sd,SP_FLEE1);
+	if(b_status.amotion != status->amotion)
+		clif_updatestatus(sd,SP_ASPD);
+	if(b_status.rhw.atk != status->rhw.atk ||
+		b_status.lhw->atk != status->lhw->atk ||
+		b_status.batk != status->batk)
+		clif_updatestatus(sd,SP_ATK1);
+	if(b_status.def != status->def)
+		clif_updatestatus(sd,SP_DEF1);
+	if(b_status.rhw.atk2 != status->rhw.atk2 ||
+		b_status.lhw->atk2 != status->lhw->atk2)
+		clif_updatestatus(sd,SP_ATK2);
+	if(b_status.def2 != status->def2)
+		clif_updatestatus(sd,SP_DEF2);
+	if(b_status.flee2 != status->flee2)
+		clif_updatestatus(sd,SP_FLEE2);
+	if(b_status.cri != status->cri)
+		clif_updatestatus(sd,SP_CRITICAL);
+	if(b_status.matk_max != status->matk_max)
+		clif_updatestatus(sd,SP_MATK1);
+	if(b_status.matk_min != status->matk_min)
+		clif_updatestatus(sd,SP_MATK2);
+	if(b_status.mdef != status->mdef)
+		clif_updatestatus(sd,SP_MDEF1);
+	if(b_status.mdef2 != status->mdef2)
+		clif_updatestatus(sd,SP_MDEF2);
+	if(b_status.rhw.range != status->rhw.range)
+		clif_updatestatus(sd,SP_ATTACKRANGE);
+	if(b_status.max_hp != status->max_hp)
+		clif_updatestatus(sd,SP_MAXHP);
+	if(b_status.max_sp != status->max_sp)
+		clif_updatestatus(sd,SP_MAXSP);
+	if(b_status.hp != status->hp)
+		clif_updatestatus(sd,SP_HP);
+	if(b_status.sp != status->sp)
+		clif_updatestatus(sd,SP_SP);
+
+	calculating = 0;
+	return 0;
+}
+
+int status_calc_homunculus(struct homun_data *hd, int first)
+{
+	struct status_data b_status, *status;
+	struct map_session_data *sd;
+	struct s_homunculus *hom;
+	int skill;
+	
+	memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
+	sd = hd->master;
+	hom = &sd->homunculus;
+
+	status = &hd->base_status;
+	
+	status->str = hom->str / 10;
+	status->agi = hom->agi / 10;
+	status->vit = hom->vit / 10;
+	status->dex = hom->dex / 10;
+	status->int_ = hom->int_ / 10;
+	status->luk = hom->luk / 10;
+
+	status->def_ele =  hd->homunculusDB->element ;	//[orn]
+	status->ele_lv = 1;
+	status->race = hd->homunculusDB->race ;	//[orn]
+	status->size = hd->homunculusDB->size ;	//[orn]
+	status->rhw.range = 1 + status->size;	//[orn]
+	status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR;	//[orn]
+	status->speed = DEFAULT_WALK_SPEED;
+	skill = hom->level/10 + status->vit/5;
+	status->def = cap_value(skill, 0, 99);
+	skill = hom->level/10 + status->int_/5;
+	status->mdef = cap_value(skill, 0, 99);
+
+	status->hp = 1;
+	status->sp = 1;
+	status->max_hp = hom->max_hp ;
+	status->max_sp = hom->max_sp ;
+
+	merc_hom_calc_skilltree(sd);
+
+	if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+		status->def +=	skill * 4;
+	
+	if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
+	{
+		status->int_ +=	1 +skill/2 -skill/4 +skill/5;
+		status->str  +=	1 +2*(skill/3) +skill/4;
+	}
+
+	if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+		status->max_hp += skill * 2 * status->max_hp / 100;
+
+	if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
+		status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+
+	if (first) {
+		hd->battle_status.hp = hom->hp ;
+		hd->battle_status.sp = hom->sp ;
+	}
+
+	status->batk = status_base_atk(&hd->bl, status);
+	status->rhw.atk = status->dex;
+	status->rhw.atk2 = status->str + hom->level;
+
+	status->aspd_rate = 1000;
+
+	skill = (1000 -4*status->agi -status->dex)
+			*hd->homunculusDB->baseASPD/1000;
+	
+	status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+	status->adelay = 2*status->amotion;
+
+	status_calc_misc(status, BL_HOM, hom->level);
+	status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
+
+	if (memcmp(&b_status, status, sizeof(struct status_data)))
+		clif_hominfo(hd->master,hd,0) ;
+
+	return 1;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
+static signed short status_calc_hit(struct block_list *,struct status_change *,int);
+static signed short status_calc_critical(struct block_list *,struct status_change *,int);
+static signed short status_calc_flee(struct block_list *,struct status_change *,int);
+static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
+static signed char status_calc_def(struct block_list *,struct status_change *,int);
+static signed short status_calc_def2(struct block_list *,struct status_change *,int);
+static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
+static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+
+//Calculates base regen values.
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
+{
+	struct map_session_data *sd;
+	int val, skill;
+	
+	if (!(bl->type&BL_REGEN) || !regen)
+		return;
+	BL_CAST(BL_PC,bl,sd);
+	
+	val = 1 + (status->vit/5) + (status->max_hp/200);
+
+	if (sd && sd->hprecov_rate != 100)
+		val = val*sd->hprecov_rate/100;
+
+	regen->hp = cap_value(val, 1, SHRT_MAX);
+
+	val = 1 + (status->int_/6) + (status->max_sp/100);
+	if(status->int_ >= 120)
+		val += ((status->int_-120)>>1) + 4;
+
+	if(sd && sd->sprecov_rate != 100)
+		val = val*sd->sprecov_rate/100;
+
+	regen->sp = cap_value(val, 1, SHRT_MAX);
+	
+	if(sd)
+	{
+		struct regen_data_sub *sregen;
+		if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
+		{
+			val = regen->sp*(100+3*skill)/100;
+			regen->sp = cap_value(val, 1, SHRT_MAX);
+		}
+		//Only players have skill/sitting skill regen for now.
+		sregen = regen->sregen;
+
+		val = 0;
+		if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
+			val += skill*5 + (status->max_hp*skill/500);
+		sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+		val = 0;
+		if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
+			val += skill*3 + (status->max_sp*skill/500);
+		if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
+			val += skill*3 + (status->max_sp*skill/500);
+		sregen->sp = cap_value(val, 0, SHRT_MAX);
+			
+		// Skill-related recovery (only when sit)
+		sregen = regen->ssregen;
+		
+		val = 0;
+		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+			val += skill*4 + (status->max_hp*skill/500);
+
+		if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
+			val += skill*30 + (status->max_hp*skill/500);
+		sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+		val = 0;
+		if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
+		{
+			val += skill*3 + (status->max_sp*skill/500);
+			if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+				val += (30+10*skill)*val/100;
+		}
+		if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
+			val += skill*2 + (status->max_sp*skill/500);
+		sregen->sp = cap_value(val, 0, SHRT_MAX);
+	}
+	
+	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+	{
+		sd = ((TBL_HOM*)bl)->master;
+		if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
+		{
+			val = regen->hp*(100+5*skill)/100;
+			regen->hp = cap_value(val, 1, SHRT_MAX);
+		}
+		if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
+		{
+			val = regen->sp*(100+3*skill)/100;
+			regen->sp = cap_value(val, 1, SHRT_MAX);
+		}
+	}
+}
+
+//Calculates SC related regen rates.
+void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
+{
+	if (!(bl->type&BL_REGEN) || !regen)
+		return;
+	
+	regen->flag = RGN_HP|RGN_SP;
+	if(regen->sregen)
+	{
+		if (regen->sregen->hp)
+			regen->flag|=RGN_SHP;
+
+		if (regen->sregen->sp)
+			regen->flag|=RGN_SSP;
+		regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
+	}
+	if (regen->ssregen)
+	{
+		if (regen->ssregen->hp)
+			regen->flag|=RGN_SHP;
+
+		if (regen->ssregen->sp)
+			regen->flag|=RGN_SSP;
+		regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
+	}
+	regen->rate.hp = regen->rate.sp = 1;
+	
+	if (!sc || !sc->count)
+		return;
+
+	if (
+		(sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
+		|| (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
+		|| sc->data[SC_BERSERK].timer != -1
+		|| sc->data[SC_TRICKDEAD].timer != -1
+		|| sc->data[SC_BLEEDING].timer != -1
+		|| (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4)
+	)	//No regen
+		regen->flag = 0;
+
+	if (
+		sc->data[SC_EXTREMITYFIST].timer != -1
+		|| sc->data[SC_DANCING].timer != -1
+		|| (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
+			&& (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
+	)	//No SP regen
+		regen->flag &=~(RGN_SP|RGN_SSP);
+
+	if(
+		sc->data[SC_TENSIONRELAX].timer!=-1
+	  ) {
+		regen->rate.hp += 2;
+		if (regen->sregen)
+			regen->sregen->rate.hp += 3;
+	}
+	if (sc->data[SC_MAGNIFICAT].timer != -1)
+	{
+		regen->rate.hp += 1;
+		regen->rate.sp += 1;
+	}
+	if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4)
+	{
+		regen->rate.hp += sc->data[SC_REGENERATION].val2;
+		regen->rate.sp += sc->data[SC_REGENERATION].val3;
+	}
+}
+
+//Calculates some attributes that depends on modified stats from status changes.
+void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
+{
+	struct status_data *status = &sd->battle_status, *b_status = &sd->base_status;
+	int skill;
+
+	if(flag&(SCB_MAXHP|SCB_VIT))
+	{
+		flag|=SCB_MAXHP; //Ensures client-side refresh
+		
+		status->max_hp = status_base_pc_maxhp(sd,status);
+		status->max_hp += b_status->max_hp - sd->status.max_hp;
+		
+		status->max_hp = status_calc_maxhp(&sd->bl, &sd->sc, status->max_hp);
+		// Apply relative modifiers from equipment
+		if(sd->hprate!=100)
+			status->max_hp = status->max_hp * sd->hprate/100;
+		if(battle_config.hp_rate != 100)
+			status->max_hp = status->max_hp * battle_config.hp_rate/100;
+		
+		if(status->max_hp > (unsigned int)battle_config.max_hp)
+			status->max_hp = battle_config.max_hp;
+		else if(!status->max_hp)
+			status->max_hp = 1;
+	
+		if(status->hp > status->max_hp) {
+			status->hp = status->max_hp;
+			clif_updatestatus(sd,SP_HP);
+		}
+	}
+
+	if(flag&(SCB_MAXSP|SCB_INT))
+	{	
+		flag|=SCB_MAXSP;
+		
+		status->max_sp = status_base_pc_maxsp(sd,status);
+		status->max_sp += b_status->max_sp - sd->status.max_sp;
+		
+		if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
+			status->max_sp += status->max_sp * skill/100;
+		if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
+			status->max_sp += status->max_sp * 2*skill/100;
+
+		status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+		
+		// Apply relative modifiers from equipment
+		if(sd->sprate!=100)
+			status->max_sp = status->max_sp * sd->sprate/100;
+		if(battle_config.sp_rate != 100)
+			status->max_sp = status->max_sp * battle_config.sp_rate/100;
+		
+		if(status->max_sp > (unsigned int)battle_config.max_sp)
+			status->max_sp = battle_config.max_sp;
+		else if(!status->max_sp)
+			status->max_sp = 1;
+		
+		if(status->sp > status->max_sp) {
+			status->sp = status->max_sp;
+			clif_updatestatus(sd,SP_SP);
+		}
+	}
+
+	if(flag&SCB_MATK) {
+		//New matk
+		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+
+		//Bonuses from previous matk
+		status->matk_max += b_status->matk_max - (b_status->int_+(b_status->int_/5)*(b_status->int_/5));
+		status->matk_min += b_status->matk_min - (b_status->int_+(b_status->int_/7)*(b_status->int_/7));
+
+		status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min);
+		status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max);
+		if(sd->matk_rate != 100){
+			status->matk_max = status->matk_max * sd->matk_rate/100;
+			status->matk_min = status->matk_min * sd->matk_rate/100;
+		}
+
+		if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+			sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min;
+			sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max;
+		}
+	}
+	
+	if(flag&SCB_HIT) {
+		if(sd->hit_rate != 100)
+			status->hit = status->hit * sd->hit_rate/100;
+
+		if(status->hit < 1) status->hit = 1;
+	}
+
+	if(flag&SCB_FLEE) {
+		if(sd->flee_rate != 100)
+			status->flee = status->flee * sd->flee_rate/100;
+
+		if(status->flee < 1) status->flee = 1;
+	}
+
+	if(flag&SCB_DEF2) {
+		if(sd->def2_rate != 100)
+			status->def2 = status->def2 * sd->def2_rate/100;
+
+		if(status->def2 < 1) status->def2 = 1;
+	}
+
+	if(flag&SCB_MDEF2) {
+		if(sd->mdef2_rate != 100)
+			status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+		if(status->mdef2 < 1) status->mdef2 = 1;
+	}
+
+	if(flag&SCB_SPEED) {
+		if(sd->speed_rate != 100)
+			status->speed = status->speed*sd->speed_rate/100;
+
+		if(status->speed < battle_config.max_walk_speed)
+			status->speed = battle_config.max_walk_speed;
+
+		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+			//Store casting walk speed for quick restoration. [Skotlex]
+			sd->prev_speed = status->speed * (175-5*skill)/100;
+			if(sd->ud.skilltimer != -1) { //Swap speed.
+				skill = status->speed;
+				status->speed = sd->prev_speed;
+				sd->prev_speed = skill;
+			}
+		}
+	}
+	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
+		flag|=SCB_ASPD;
+		if (sd->status.weapon < MAX_WEAPON_TYPE)
+			skill = (1000 -4*status->agi -status->dex)
+				*aspd_base[sd->status.class_][sd->status.weapon]/1000;
+		else
+			skill = ((
+				(1000 -4*status->agi -status->dex)
+				*aspd_base[sd->status.class_][sd->weapontype1]/1000
+			)+(
+				(1000 -4*status->agi -status->dex)
+				*aspd_base[sd->status.class_][sd->weapontype2]/1000
+			)) *2/3;
+
+		status->aspd_rate = status_calc_aspd_rate(&sd->bl, &sd->sc , b_status->aspd_rate);
+		
+		// Apply all relative modifiers
+		if(status->aspd_rate != 1000)
+			skill = skill *status->aspd_rate/1000;
+
+		status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+
+		status->adelay = 2*status->amotion;
+		if ((skill=pc_checkskill(sd,SA_FREECAST))>0) {
+			//Store casting adelay for quick restoration. [Skotlex]
+			sd->prev_adelay = status->adelay*(150-5*skill)/100;
+			if(sd->ud.skilltimer != -1) { //Swap adelay.
+				skill = status->adelay;
+				status->adelay = sd->prev_adelay;
+				sd->prev_adelay = skill;
+			}
+		}
+
+	}
+	
+	if(flag&(SCB_AGI|SCB_DSPD)) {
+		//Even though people insist this is too slow, packet data reports this is the actual real equation.
+		skill = 800-status->agi*4;
+		status->dmotion = cap_value(skill, 400, 800);
+
+		if(battle_config.pc_damage_delay_rate != 100)
+			status->dmotion  = status->dmotion*battle_config.pc_damage_delay_rate/100;
+		status->dmotion = status_calc_dmotion(&sd->bl, &sd->sc, b_status->dmotion);
+	}
+
+
+	if(flag&SCB_CRI)
+	{
+		if(sd->critical_rate != 100)
+			status->cri = status->cri * sd->critical_rate/100;
+
+		if(status->cri < 10) status->cri = 10;
+	}
+
+	if(flag&SCB_FLEE2) {
+		if(sd->flee2_rate != 100)
+			status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+		if(status->flee2 < 10) status->flee2 = 10;
+	}
+
+	if(flag&SCB_SPEED) {
+		clif_updatestatus(sd,SP_SPEED);
+		if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
+			unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
+	}
+
+	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
+		status_calc_regen(&sd->bl, status, &sd->regen);
+	
+	if(flag&SCB_REGEN)
+		status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
+	
+	if (flag == SCB_ALL)
+		return; //Refresh is done on invoking function (status_calc_pc)
+	
+	if(flag&SCB_STR)
+		clif_updatestatus(sd,SP_STR);
+	if(flag&SCB_AGI)
+		clif_updatestatus(sd,SP_AGI);
+	if(flag&SCB_VIT)
+		clif_updatestatus(sd,SP_VIT);
+	if(flag&SCB_INT)
+		clif_updatestatus(sd,SP_INT);
+	if(flag&SCB_DEX)
+		clif_updatestatus(sd,SP_DEX);
+	if(flag&SCB_LUK)
+		clif_updatestatus(sd,SP_LUK);
+	if(flag&SCB_HIT)
+		clif_updatestatus(sd,SP_HIT);
+	if(flag&SCB_FLEE)
+		clif_updatestatus(sd,SP_FLEE1);
+	if(flag&SCB_ASPD)
+		clif_updatestatus(sd,SP_ASPD);
+	if(flag&(SCB_BATK|SCB_WATK))
+		clif_updatestatus(sd,SP_ATK1);
+	if(flag&SCB_DEF)
+		clif_updatestatus(sd,SP_DEF1);
+	if(flag&SCB_WATK)
+		clif_updatestatus(sd,SP_ATK2);
+	if(flag&SCB_DEF2)
+		clif_updatestatus(sd,SP_DEF2);
+	if(flag&SCB_FLEE2)
+		clif_updatestatus(sd,SP_FLEE2);
+	if(flag&SCB_CRI)
+		clif_updatestatus(sd,SP_CRITICAL);
+	if(flag&SCB_MATK) {
+		clif_updatestatus(sd,SP_MATK1);
+		clif_updatestatus(sd,SP_MATK2);
+	}
+	if(flag&SCB_MDEF)
+		clif_updatestatus(sd,SP_MDEF1);
+	if(flag&SCB_MDEF2)
+		clif_updatestatus(sd,SP_MDEF2);
+	if(flag&SCB_RANGE)
+		clif_updatestatus(sd,SP_ATTACKRANGE);
+	if(flag&SCB_MAXHP)
+		clif_updatestatus(sd,SP_MAXHP);
+	if(flag&SCB_MAXSP)
+		clif_updatestatus(sd,SP_MAXSP);
+}
+
+//Calculates some attributes that depends on modified stats from status changes.
+void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag)	//[orn]
+{
+	struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
+	int skill = 0;
+
+
+	if(flag&(SCB_MAXHP|SCB_VIT))
+	{
+		flag|=SCB_MAXHP; //Ensures client-side refresh
+		// Apply relative modifiers from equipment
+		if(status->max_hp > (unsigned int)battle_config.max_hp)
+			status->max_hp = battle_config.max_hp;
+		else if(!status->max_hp)
+			status->max_hp = 1;
+		if(status->hp > status->max_hp)
+			status->hp = status->max_hp;
+	}
+	if(flag&SCB_VIT)
+	{
+		flag|=SCB_DEF;
+		status->def +=	(status->vit/5 - b_status->vit/5);
+	}
+	if(flag&(SCB_MAXSP|SCB_INT))
+	{	
+		flag|=SCB_MAXSP;
+		if(status->max_sp > (unsigned int)battle_config.max_sp)
+			status->max_sp = battle_config.max_sp;
+		else if(!status->max_sp)
+			status->max_sp = 1;
+		if(status->sp > status->max_sp)
+			status->sp = status->max_sp;
+	}
+	if(flag&SCB_INT) {
+		flag|=SCB_MDEF;
+		status->mdef += (status->int_/5 - b_status->int_/5);
+	}
+	if(flag&SCB_DEX) {
+		flag |=SCB_WATK;
+		status->rhw.atk += (status->dex - b_status->dex);
+	}
+	if(flag&SCB_STR) {
+		flag |=SCB_WATK;
+		status->rhw.atk += (status->str - b_status->str);
+	}
+	if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
+		status->rhw.atk2 = status->rhw.atk;
+
+	if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
+		flag|=SCB_ASPD;
+
+		skill = (1000 -4*status->agi -status->dex)
+			*hd->homunculusDB->baseASPD/1000;
+		
+		status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate);
+		if(status->aspd_rate != 1000)
+			skill = skill*status->aspd_rate/1000;
+
+		status->amotion = cap_value(skill,battle_config.max_aspd,2000);
+		status->adelay = 2*status->amotion;
+	}
+	
+	if(flag&(SCB_AGI|SCB_DSPD)) {
+		skill = 800-status->agi*4;
+		status->dmotion = cap_value(skill, 400, 800);
+		status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
+	}
+
+	if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
+		status_calc_regen(&hd->bl, status, &hd->regen);
+	
+	if(flag&SCB_REGEN)
+		status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
+
+	if (flag == SCB_ALL)
+		return; //Refresh is done on invoking function (status_calc_hom)
+
+	if (hd->master && flag&(
+		SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
+		SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
+		SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
+		SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
+		SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
+	)
+		clif_hominfo(hd->master,hd,0);
+}
+
+void status_calc_bl(struct block_list *bl, unsigned long flag)
+{
+	struct status_data *b_status, *status;
+	struct status_change *sc;
+	int temp;
+	TBL_PC *sd;
+	b_status = status_get_base_status(bl);
+	status = status_get_status_data(bl);
+	sc = status_get_sc(bl);
+	
+	if (!b_status || !status)
+		return;
+
+	BL_CAST(BL_PC,bl,sd);
+
+	if(sd && flag&SCB_PC)
+	{	//Recalc everything.
+		status_calc_pc(sd,0);
+		return;
+	}
+	
+	if( (!bl->type&(BL_PC|BL_HOM) ) && (!sc || !sc->count)) { //No difference.
+		status_cpy(status, b_status);
+		return;
+	}
+	
+	if(flag&SCB_STR) {
+		status->str = status_calc_str(bl, sc, b_status->str);
+		flag|=SCB_BATK;
+	}
+
+	if(flag&SCB_AGI) {
+		status->agi = status_calc_agi(bl, sc, b_status->agi);
+		flag|=SCB_FLEE;
+	}
+
+	if(flag&SCB_VIT) {
+		status->vit = status_calc_vit(bl, sc, b_status->vit);
+		flag|=SCB_DEF2|SCB_MDEF2;
+	}
+
+	if(flag&SCB_INT) {
+		status->int_ = status_calc_int(bl, sc, b_status->int_);
+		flag|=SCB_MATK|SCB_MDEF2;
+	}
+
+	if(flag&SCB_DEX) {
+		status->dex = status_calc_dex(bl, sc, b_status->dex);
+		flag|=SCB_BATK|SCB_HIT;
+	}
+
+	if(flag&SCB_LUK) {
+		status->luk = status_calc_luk(bl, sc, b_status->luk);
+		flag|=SCB_CRI|SCB_FLEE2;
+	}
+
+	if(flag&SCB_BATK && b_status->batk) {
+		status->batk = status_base_atk(bl,status);
+		temp = b_status->batk - status_base_atk(bl,b_status);
+		if (temp)
+			status->batk += temp;
+		status->batk = status_calc_batk(bl, sc, status->batk);
+	}
+
+	if(flag&SCB_WATK) {
+		status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
+		status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+		if(status->lhw && b_status->lhw && b_status->lhw->atk) {
+			if (sd) sd->state.lr_flag = 1;
+			status->lhw->atk = status_calc_watk(bl, sc, b_status->lhw->atk);
+			status->lhw->atk2 = status_calc_watk(bl, sc, b_status->lhw->atk2);
+			if (sd) sd->state.lr_flag = 0;
+		}
+	}
+
+	if(flag&SCB_HIT) {
+		if (status->dex == b_status->dex)
+			status->hit = status_calc_hit(bl, sc, b_status->hit);
+		else
+			status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
+	}
+
+	if(flag&SCB_FLEE) {
+		if (status->agi == b_status->agi)
+			status->flee = status_calc_flee(bl, sc, b_status->flee);
+		else
+			status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
+	}
+
+	if(flag&SCB_DEF)
+		status->def = status_calc_def(bl, sc, b_status->def);
+
+	if(flag&SCB_DEF2) {
+		if (status->vit == b_status->vit)
+			status->def2 = status_calc_def2(bl, sc, b_status->def2);
+		else
+			status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
+	}
+
+	if(flag&SCB_MDEF)
+		status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
+		
+	if(flag&SCB_MDEF2) {
+		if (status->int_ == b_status->int_ && status->vit == b_status->vit)
+			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
+		else
+			status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
+	}
+
+	if(flag&SCB_SPEED) {
+		status->speed = status_calc_speed(bl, sc, b_status->speed);
+		if (!sd)
+	  	{	//Player speed is updated on calc_bl_sub_pc
+			struct unit_data *ud = unit_bl2ud(bl);
+		  	if (ud && ud->walktimer != -1) //Re-walk to adjust speed. [Skotlex]
+			unit_walktoxy(bl, ud->to_x, ud->to_y, ud->state.walk_easy);
+		}
+	}
+	if(flag&SCB_CRI && b_status->cri) {
+		if (status->luk == b_status->luk)
+			status->cri = status_calc_critical(bl, sc, b_status->cri);
+		else
+			status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
+	}
+
+	if(flag&SCB_FLEE2 && b_status->flee2) {
+		if (status->luk == b_status->luk)
+			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
+		else
+			status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
+	}
+
+	if(flag&SCB_ATK_ELE) {
+		status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
+		if(status->lhw && b_status->lhw) {
+			if (sd) sd->state.lr_flag = 1;
+			status->lhw->ele = status_calc_attack_element(bl, sc, b_status->lhw->ele);
+			if (sd) sd->state.lr_flag = 0;
+		}
+	}
+
+	if(flag&SCB_DEF_ELE) {
+		status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+		status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+	}
+
+	if(flag&SCB_MODE)
+	{
+		status->mode = status_calc_mode(bl, sc, b_status->mode);
+		//Since mode changed, reset their state.
+		if (!(status->mode&MD_CANATTACK))
+			unit_stop_attack(bl);
+		if (!(status->mode&MD_CANMOVE))
+			unit_stop_walking(bl,0);
+	}
+
+// No status changes alter these yet.
+//	if(flag&SCB_SIZE)
+// if(flag&SCB_RACE)
+// if(flag&SCB_RANGE)
+
+	if(sd) {
+		//The remaining are handled quite different by players, so use their own function.
+		status_calc_bl_sub_pc(sd, flag);
+		return;
+	}
+	
+	if(flag&SCB_MAXHP) {
+		status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+		if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
+			status->hp = status->max_hp;
+	}
+
+	if(flag&SCB_MAXSP) {
+		status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+		if (status->sp > status->max_sp)
+			status->sp = status->max_sp;
+	}
+
+	if(flag&SCB_MATK) {
+		status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
+		status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
+		status->matk_min = status_calc_matk(bl, sc, status->matk_min);
+		status->matk_max = status_calc_matk(bl, sc, status->matk_max);
+		if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values
+			sc->data[SC_MAGICPOWER].val3 = status->matk_min;
+			sc->data[SC_MAGICPOWER].val4 = status->matk_max;
+		}
+	}
+
+	if(bl->type == BL_HOM) {
+		//The remaining are handled quite different by homunculus, so use their own function.
+		status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
+		return;
+	}
+
+	if(flag&SCB_ASPD) {
+		status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
+		temp = status->aspd_rate*b_status->amotion/1000;
+		status->amotion = cap_value(temp, battle_config.monster_max_aspd, 2000);
+		
+		temp = status->aspd_rate*b_status->adelay/1000;
+		status->adelay = cap_value(temp, battle_config.monster_max_aspd<<1, 4000);
+	}
+
+	if(flag&SCB_DSPD)
+		status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+
+	if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
+		status_calc_regen(bl, status, status_get_regen_data(bl));
+	
+	if(flag&SCB_REGEN && bl->type&BL_REGEN)
+		status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
+}
+/*==========================================
+ * Apply shared stat mods from status changes [DracoRPG]
+ *------------------------------------------
+ */
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+	if(!sc || !sc->count)
+		return cap_value(str,1,USHRT_MAX);
+	
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		str += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCSTR].timer!=-1)
+		str += sc->data[SC_INCSTR].val1;
+	if(sc->data[SC_STRFOOD].timer!=-1)
+		str += sc->data[SC_STRFOOD].val1;
+	if(sc->data[SC_BATTLEORDERS].timer!=-1)
+		str += 5;
+	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16)
+		str += sc->data[SC_GUILDAURA].val3>>16;
+	if(sc->data[SC_LOUD].timer!=-1)
+		str += 4;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		str += 5;
+	if(sc->data[SC_SPURT].timer!=-1)
+		str += 10;
+	if(sc->data[SC_NEN].timer!=-1)
+		str += sc->data[SC_NEN].val1;
+	if(sc->data[SC_BLESSING].timer != -1){
+		if(sc->data[SC_BLESSING].val2)
+			str += sc->data[SC_BLESSING].val2;
+		else
+			str >>= 1;
+	}
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50)
+		str = 50;
+
+	return cap_value(str,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+	if(!sc || !sc->count)
+		return cap_value(agi,1,USHRT_MAX);
+
+	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+		agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100;
+	if(sc->data[SC_INCAGIRATE].timer!=-1)
+		agi += agi*sc->data[SC_INCAGIRATE].val1/100;
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		agi += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCAGI].timer!=-1)
+		agi += sc->data[SC_INCAGI].val1;
+	if(sc->data[SC_AGIFOOD].timer!=-1)
+		agi += sc->data[SC_AGIFOOD].val1;
+	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16)
+		agi += sc->data[SC_GUILDAURA].val4>>16;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		agi += 5;
+	if(sc->data[SC_INCREASEAGI].timer!=-1)
+		agi += 2 + sc->data[SC_INCREASEAGI].val1;
+	if(sc->data[SC_INCREASING].timer!=-1)
+		agi += 4;	// added based on skill updates [Reddozen]
+	if(sc->data[SC_DECREASEAGI].timer!=-1)
+		agi -= 2 + sc->data[SC_DECREASEAGI].val1;
+	if(sc->data[SC_QUAGMIRE].timer!=-1)
+		agi -= sc->data[SC_QUAGMIRE].val2;
+	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) // does not affect players when not in PVP nor WoE. Does not affect Ninjas.
+		agi -= sc->data[SC_SUITON].val2;
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50)
+		agi = 50;
+
+	return cap_value(agi,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+	if(!sc || !sc->count)
+		return cap_value(vit,1,USHRT_MAX);
+
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		vit += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCVIT].timer!=-1)
+		vit += sc->data[SC_INCVIT].val1;
+	if(sc->data[SC_VITFOOD].timer!=-1)
+		vit += sc->data[SC_VITFOOD].val1;
+	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF)
+		vit += sc->data[SC_GUILDAURA].val3&0xFFFF;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		vit += 5;
+	if(sc->data[SC_STRIPARMOR].timer!=-1)
+		vit -= vit * sc->data[SC_STRIPARMOR].val2/100;
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		vit -= sc->data[SC_MARIONETTE].val3&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		vit += sc->data[SC_MARIONETTE2].val3&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50)
+		vit = 50;
+
+	return cap_value(vit,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+	if(!sc || !sc->count)
+		return cap_value(int_,1,USHRT_MAX);
+
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		int_ += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCINT].timer!=-1)
+		int_ += sc->data[SC_INCINT].val1;
+	if(sc->data[SC_INTFOOD].timer!=-1)
+		int_ += sc->data[SC_INTFOOD].val1;
+	if(sc->data[SC_BATTLEORDERS].timer!=-1)
+		int_ += 5;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		int_ += 5;
+	if(sc->data[SC_BLESSING].timer != -1){
+		if (sc->data[SC_BLESSING].val2)
+			int_ += sc->data[SC_BLESSING].val2;
+		else
+			int_ >>= 1;
+	}
+	if(sc->data[SC_STRIPHELM].timer!=-1)
+		int_ -= int_ * sc->data[SC_STRIPHELM].val2/100;
+	if(sc->data[SC_NEN].timer!=-1)
+		int_ += sc->data[SC_NEN].val1;
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50)
+		int_ = 50;
+
+	return cap_value(int_,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+	if(!sc || !sc->count)
+		return cap_value(dex,1,USHRT_MAX);
+
+	if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1)
+		dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100;
+
+	if(sc->data[SC_INCDEXRATE].timer!=-1)
+		dex += dex*sc->data[SC_INCDEXRATE].val1/100;
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		dex += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCDEX].timer!=-1)
+		dex += sc->data[SC_INCDEX].val1;
+	if(sc->data[SC_DEXFOOD].timer!=-1)
+		dex += sc->data[SC_DEXFOOD].val1;
+	if(sc->data[SC_BATTLEORDERS].timer!=-1)
+		dex += 5;
+	if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF)
+		dex += sc->data[SC_GUILDAURA].val4&0xFFFF;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		dex += 5;
+	if(sc->data[SC_QUAGMIRE].timer!=-1)
+		dex -= sc->data[SC_QUAGMIRE].val2;
+	if(sc->data[SC_BLESSING].timer != -1){
+		if (sc->data[SC_BLESSING].val2)
+			dex += sc->data[SC_BLESSING].val2;
+		else
+			dex >>= 1;
+	}
+	if(sc->data[SC_INCREASING].timer!=-1)
+		dex += 4;	// added based on skill updates [Reddozen]
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50)
+		dex  = 50;
+
+	return cap_value(dex,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+	if(!sc || !sc->count)
+		return cap_value(luk,1,USHRT_MAX);
+
+	if(sc->data[SC_CURSE].timer!=-1)
+		return 0;
+	if(sc->data[SC_INCALLSTATUS].timer!=-1)
+		luk += sc->data[SC_INCALLSTATUS].val1;
+	if(sc->data[SC_INCLUK].timer!=-1)
+		luk += sc->data[SC_INCLUK].val1;
+	if(sc->data[SC_LUKFOOD].timer!=-1)
+		luk += sc->data[SC_LUKFOOD].val1;
+	if(sc->data[SC_TRUESIGHT].timer!=-1)
+		luk += 5;
+	if(sc->data[SC_GLORIA].timer!=-1)
+		luk += 30;
+	if(sc->data[SC_MARIONETTE].timer!=-1)
+		luk -= sc->data[SC_MARIONETTE].val4&0xFF;
+	if(sc->data[SC_MARIONETTE2].timer!=-1)
+		luk += sc->data[SC_MARIONETTE2].val4&0xFF;
+	if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50)
+		luk = 50;
+
+	return cap_value(luk,1,USHRT_MAX);
+}
+
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
+{
+	if(!sc || !sc->count)
+		return cap_value(batk,0,USHRT_MAX);
+
+	if(sc->data[SC_ATKPOTION].timer!=-1)
+		batk += sc->data[SC_ATKPOTION].val1;
+	if(sc->data[SC_BATKFOOD].timer!=-1)
+		batk += sc->data[SC_BATKFOOD].val1;
+	if(sc->data[SC_INCATKRATE].timer!=-1)
+		batk += batk * sc->data[SC_INCATKRATE].val1/100;
+	if(sc->data[SC_PROVOKE].timer!=-1)
+		batk += batk * sc->data[SC_PROVOKE].val3/100;
+	if(sc->data[SC_CONCENTRATION].timer!=-1)
+		batk += batk * sc->data[SC_CONCENTRATION].val2/100;
+	if(sc->data[SC_SKE].timer!=-1)
+		batk += batk * 3;
+	if(sc->data[SC_BLOODLUST].timer!=-1)
+		batk += batk * sc->data[SC_BLOODLUST].val2/100;
+	if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2==4)
+		batk -= batk * 25/100;
+	if(sc->data[SC_CURSE].timer!=-1)
+		batk -= batk * 25/100;
+//Curse shouldn't effect on this?  <- Curse OR Bleeding??
+//	if(sc->data[SC_BLEEDING].timer != -1)
+//		batk -= batk * 25/100;
+	if(sc->data[SC_FLEET].timer!=-1)
+		batk += batk * sc->data[SC_FLEET].val3/100;
+	if(sc->data[SC_GATLINGFEVER].timer!=-1)
+		batk += sc->data[SC_GATLINGFEVER].val3;
+	if(sc->data[SC_MADNESSCANCEL].timer!=-1)
+		batk += 100;
+	return cap_value(batk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
+{
+	if(!sc || !sc->count)
+		return cap_value(watk,0,USHRT_MAX);
+
+	if(sc->data[SC_IMPOSITIO].timer!=-1)
+		watk += sc->data[SC_IMPOSITIO].val2;
+	if(sc->data[SC_WATKFOOD].timer!=-1)
+		watk += sc->data[SC_WATKFOOD].val1;
+	if(sc->data[SC_DRUMBATTLE].timer!=-1)
+		watk += sc->data[SC_DRUMBATTLE].val2;
+	if(sc->data[SC_VOLCANO].timer!=-1)
+		watk += sc->data[SC_VOLCANO].val2;
+	if(sc->data[SC_INCATKRATE].timer!=-1)
+		watk += watk * sc->data[SC_INCATKRATE].val1/100;
+	if(sc->data[SC_PROVOKE].timer!=-1)
+		watk += watk * sc->data[SC_PROVOKE].val3/100;
+	if(sc->data[SC_CONCENTRATION].timer!=-1)
+		watk += watk * sc->data[SC_CONCENTRATION].val2/100;
+	if(sc->data[SC_SKE].timer!=-1)
+		watk += watk * 3;
+	if(sc->data[SC_NIBELUNGEN].timer!=-1) {
+		if (bl->type != BL_PC)
+			watk += sc->data[SC_NIBELUNGEN].val2;
+		else {
+			TBL_PC *sd = (TBL_PC*)bl;
+			int index = sd->equip_index[sd->state.lr_flag?8:9];
+			if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+				watk += sc->data[SC_NIBELUNGEN].val2;
+		}
+	}
+	if(sc->data[SC_BLOODLUST].timer!=-1)
+		watk += watk * sc->data[SC_BLOODLUST].val2/100;
+	if(sc->data[SC_FLEET].timer!=-1)
+		watk += watk * sc->data[SC_FLEET].val3/100;
+	if(sc->data[SC_CURSE].timer!=-1)
+		watk -= watk * 25/100;
+	if(sc->data[SC_STRIPWEAPON].timer!=-1)
+		watk -= watk * sc->data[SC_STRIPWEAPON].val2/100;
+
+	return cap_value(watk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
+{
+	if(!sc || !sc->count)
+		return cap_value(matk,0,USHRT_MAX);
+
+	if(sc->data[SC_MATKPOTION].timer!=-1)
+		matk += sc->data[SC_MATKPOTION].val1;
+	if(sc->data[SC_MATKFOOD].timer!=-1)
+		matk += sc->data[SC_MATKFOOD].val1;
+	if(sc->data[SC_MAGICPOWER].timer!=-1)
+		matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100;
+	if(sc->data[SC_MINDBREAKER].timer!=-1)
+		matk += matk * sc->data[SC_MINDBREAKER].val2/100;
+	if(sc->data[SC_INCMATKRATE].timer!=-1)
+		matk += matk * sc->data[SC_INCMATKRATE].val1/100;
+
+	return cap_value(matk,0,USHRT_MAX);
+}
+
+static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
+{
+	if(!sc || !sc->count)
+		return cap_value(critical,10,SHRT_MAX);
+
+	if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
+		critical += sc->data[SC_EXPLOSIONSPIRITS].val2;
+	if (sc->data[SC_FORTUNE].timer!=-1)
+		critical += sc->data[SC_FORTUNE].val2;
+	if (sc->data[SC_TRUESIGHT].timer!=-1)
+		critical += sc->data[SC_TRUESIGHT].val2;
+	if(sc->data[SC_CLOAKING].timer!=-1)
+		critical += critical;
+
+	return cap_value(critical,10,SHRT_MAX);
+}
+
+static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
+{
+	
+	if(!sc || !sc->count)
+		return cap_value(hit,1,SHRT_MAX);
+
+	if(sc->data[SC_INCHIT].timer != -1)
+		hit += sc->data[SC_INCHIT].val1;
+	if(sc->data[SC_HITFOOD].timer!=-1)
+		hit += sc->data[SC_HITFOOD].val1;
+	if(sc->data[SC_TRUESIGHT].timer != -1)
+		hit += sc->data[SC_TRUESIGHT].val3;
+	if(sc->data[SC_HUMMING].timer!=-1)
+		hit += sc->data[SC_HUMMING].val2;
+	if(sc->data[SC_CONCENTRATION].timer != -1)
+		hit += sc->data[SC_CONCENTRATION].val3;
+	if(sc->data[SC_INCHITRATE].timer != -1)
+		hit += hit * sc->data[SC_INCHITRATE].val1/100;
+	if(sc->data[SC_BLIND].timer != -1)
+		hit -= hit * 25/100;
+	if(sc->data[SC_ADJUSTMENT].timer!=-1)
+		hit -= 30;
+	if(sc->data[SC_INCREASING].timer!=-1)
+		hit += 20; // RockmanEXE; changed based on updated [Reddozen]
+	
+	return cap_value(hit,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
+{
+	if (bl->type == BL_PC && map_flag_gvg(bl->m)) //GVG grounds flee penalty, placed here because it's "like" a status change. [Skotlex]
+		flee -= flee * battle_config.gvg_flee_penalty/100;
+
+	if(!sc || !sc->count)
+		return cap_value(flee,1,SHRT_MAX);
+
+	if(sc->data[SC_INCFLEE].timer!=-1)
+		flee += sc->data[SC_INCFLEE].val1;
+	if(sc->data[SC_FLEEFOOD].timer!=-1)
+		flee += sc->data[SC_FLEEFOOD].val1;
+	if(sc->data[SC_WHISTLE].timer!=-1)
+		flee += sc->data[SC_WHISTLE].val2;
+	if(sc->data[SC_WINDWALK].timer!=-1)
+		flee += sc->data[SC_WINDWALK].val2;
+	if(sc->data[SC_INCFLEERATE].timer!=-1)
+		flee += flee * sc->data[SC_INCFLEERATE].val1/100;
+	if(sc->data[SC_VIOLENTGALE].timer!=-1)
+		flee += flee * sc->data[SC_VIOLENTGALE].val2/100;
+	if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka]
+		flee += sc->data[SC_MOON_COMFORT].val2;
+	if(sc->data[SC_CLOSECONFINE].timer!=-1)
+		flee += 10;
+	if(sc->data[SC_SPIDERWEB].timer!=-1)
+		flee -= flee * 50/100;
+	if(sc->data[SC_BERSERK].timer!=-1)
+		flee -= flee * 50/100;
+	if(sc->data[SC_BLIND].timer!=-1)
+		flee -= flee * 25/100;
+	if(sc->data[SC_ADJUSTMENT].timer!=-1)
+		flee += 30;
+	if(sc->data[SC_GATLINGFEVER].timer!=-1)
+		flee -= sc->data[SC_GATLINGFEVER].val4;
+	if(sc->data[SC_SPEED].timer!=-1)
+		flee += 10 + sc->data[SC_SPEED].val1 * 10 ;
+
+	return cap_value(flee,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
+{
+	if(!sc || !sc->count)
+		return cap_value(flee2,10,SHRT_MAX);
+
+	if(sc->data[SC_WHISTLE].timer!=-1)
+		flee2 += sc->data[SC_WHISTLE].val3*10;
+
+	return cap_value(flee2,10,SHRT_MAX);
+}
+
+static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
+{
+	if(!sc || !sc->count)
+		return cap_value(def,0,CHAR_MAX);
+
+	if(sc->data[SC_BERSERK].timer!=-1)
+		return 0;
+	if(sc->data[SC_KEEPING].timer!=-1)
+		return 100;
+	if(sc->data[SC_SKA].timer != -1)
+		return sc->data[SC_SKA].val3;
+	if (sc->data[SC_DEFENCE].timer != -1)	//[orn]
+		def += sc->data[SC_DEFENCE].val2 ;
+	if(sc->data[SC_STEELBODY].timer!=-1)
+		return 90;
+	if(sc->data[SC_DRUMBATTLE].timer!=-1)
+		def += sc->data[SC_DRUMBATTLE].val3;
+	if(sc->data[SC_INCDEFRATE].timer!=-1)
+		def += def * sc->data[SC_INCDEFRATE].val1/100;
+	if(sc->data[SC_FREEZE].timer!=-1)
+		def >>=1;
+	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+		def >>=1;
+	if(sc->data[SC_SIGNUMCRUCIS].timer!=-1)
+		def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100;
+	if(sc->data[SC_CONCENTRATION].timer!=-1)
+		def -= def * sc->data[SC_CONCENTRATION].val4/100;
+	if(sc->data[SC_SKE].timer!=-1)
+		def >>=1;
+	if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense.
+		def -= def * sc->data[SC_PROVOKE].val4/100;
+	if(sc->data[SC_STRIPSHIELD].timer!=-1)
+		def -= def * sc->data[SC_STRIPSHIELD].val2/100;
+	if (sc->data[SC_FLING].timer!=-1)
+		def -= def * (sc->data[SC_FLING].val2)/100;
+
+	return cap_value(def,0,CHAR_MAX);
+}
+
+static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
+{
+	if(!sc || !sc->count)
+		return cap_value(def2,1,SHRT_MAX);
+	
+	if(sc->data[SC_BERSERK].timer!=-1)
+		return 0;
+	if(sc->data[SC_ETERNALCHAOS].timer!=-1)
+		return 0;
+	if(sc->data[SC_SUN_COMFORT].timer!=-1)
+		def2 += sc->data[SC_SUN_COMFORT].val2;
+	if(sc->data[SC_ANGELUS].timer!=-1)
+		def2 += def2 * sc->data[SC_ANGELUS].val2/100;
+	if(sc->data[SC_CONCENTRATION].timer!=-1)
+		def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100;
+	if(sc->data[SC_POISON].timer!=-1)
+		def2 -= def2 * 25/100;
+	if(sc->data[SC_DPOISON].timer!=-1)
+		def2 -= def2 * 25/100;
+	if(sc->data[SC_SKE].timer!=-1)
+		def2 -= def2 * 50/100;
+	if(sc->data[SC_PROVOKE].timer!=-1)
+		def2 -= def2 * sc->data[SC_PROVOKE].val4/100;
+	if(sc->data[SC_JOINTBEAT].timer!=-1){
+		if(sc->data[SC_JOINTBEAT].val2==3)
+			def2 -= def2 * 50/100;
+		else if(sc->data[SC_JOINTBEAT].val2==4)
+			def2 -= def2 * 25/100;
+	}
+	if(sc->data[SC_FLING].timer!=-1)
+		def2 -= def2 * (sc->data[SC_FLING].val3)/100;
+
+	return cap_value(def2,1,SHRT_MAX);
+}
+
+static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
+{
+	if(!sc || !sc->count)
+		return cap_value(mdef,0,CHAR_MAX);
+
+	if(sc->data[SC_BERSERK].timer!=-1)
+		return 0;
+	if(sc->data[SC_BARRIER].timer!=-1)
+		return 100;
+	if(sc->data[SC_STEELBODY].timer!=-1)
+		return 90;
+	if(sc->data[SC_SKA].timer != -1) // [marquis007]
+		return 90;
+	if(sc->data[SC_FREEZE].timer!=-1)
+		mdef += 25*mdef/100;
+	if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+		mdef += 25*mdef/100;
+	if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0)
+		mdef += sc->data[SC_ENDURE].val1;
+
+	return cap_value(mdef,0,CHAR_MAX);
+}
+
+static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
+{
+	if(!sc || !sc->count)
+		return cap_value(mdef2,0,SHRT_MAX);
+
+	if(sc->data[SC_BERSERK].timer!=-1)
+		return 0;
+	if(sc->data[SC_MINDBREAKER].timer!=-1)
+		mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100;
+
+	return cap_value(mdef2,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+	if(!sc || !sc->count)
+		return cap_value(speed,10,USHRT_MAX);
+
+	// Fixed reductions
+	if(sc->data[SC_CURSE].timer!=-1)
+		speed += 450;
+	if(sc->data[SC_SWOO].timer != -1) // [marquis007]
+		speed += 450; //Let's use Curse's slow down momentarily (exact value unknown)
+	if(sc->data[SC_WEDDING].timer!=-1)
+		speed += 300;
+
+	//% increases (they don't stack, with the exception of Speedup1? @.@)
+	if(sc->data[SC_SPEEDUP1].timer!=-1)
+		speed -= speed * 50/100;
+	if(sc->data[SC_RUN].timer!=-1)
+		speed -= speed * 50/100;
+	else if(sc->data[SC_SPEEDUP0].timer!=-1)
+		speed -= speed * 25/100;
+	else if(sc->data[SC_INCREASEAGI].timer!=-1)
+		speed -= speed * 25/100;
+	else if(sc->data[SC_FUSION].timer != -1)
+		speed -= speed * 25/100;
+	else if(sc->data[SC_CARTBOOST].timer!=-1)
+		speed -= speed * 20/100;
+	else if(sc->data[SC_BERSERK].timer!=-1)
+		speed -= speed * 20/100;
+	else if(sc->data[SC_AVOID].timer!=-1)
+		speed -= speed * sc->data[SC_AVOID].val2/100;
+	else if(sc->data[SC_WINDWALK].timer!=-1)
+		speed -= speed * sc->data[SC_WINDWALK].val3/100;
+
+	//% reductions	 (they stack)
+	if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF)
+		speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100;
+	if(sc->data[SC_DECREASEAGI].timer!=-1)
+		speed = speed * 100/75;
+	if(sc->data[SC_STEELBODY].timer!=-1)
+		speed = speed * 100/75;
+	if(sc->data[SC_QUAGMIRE].timer!=-1)
+		speed = speed * 100/50;
+	if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3)
+		speed = speed * 100/sc->data[SC_SUITON].val3;
+	if(sc->data[SC_DONTFORGETME].timer!=-1)
+		speed = speed * 100/sc->data[SC_DONTFORGETME].val3;
+	if(sc->data[SC_DEFENDER].timer!=-1)
+		speed = speed * 100/sc->data[SC_DEFENDER].val3;
+	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+		speed = speed * 100/75;
+	if(sc->data[SC_JOINTBEAT].timer!=-1) {
+		if (sc->data[SC_JOINTBEAT].val2 == 0)
+			speed = speed * 100/50;
+		else
+		if (sc->data[SC_JOINTBEAT].val2 == 2)
+			speed = speed * 100/70;
+	}
+	if(sc->data[SC_CLOAKING].timer!=-1)
+		speed = speed * 100 /(
+			(sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus
+			+sc->data[SC_CLOAKING].val3); //Normal adjustment bonus.
+	
+	if(sc->data[SC_LONGING].timer!=-1)
+		speed = speed * 100/sc->data[SC_LONGING].val3;
+	if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3)
+		speed = speed * 100/sc->data[SC_HIDING].val3;
+	if(sc->data[SC_CHASEWALK].timer!=-1)
+		speed = speed * 100/sc->data[SC_CHASEWALK].val3;
+	if(sc->data[SC_GATLINGFEVER].timer!=-1)
+		speed = speed * 100/75;
+	if(sc->data[SC_SLOWDOWN].timer!=-1)
+		speed = speed * 100/75;
+	
+	return cap_value(speed,10,USHRT_MAX);
+}
+
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+	int i;
+	if(!sc || !sc->count)
+		return cap_value(aspd_rate,0,SHRT_MAX);
+
+	if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1)
+	{
+		int max = 0;
+		if(sc->data[SC_STAR_COMFORT].timer!=-1)
+			max = sc->data[SC_STAR_COMFORT].val2;
+
+		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 &&
+			max < sc->data[SC_TWOHANDQUICKEN].val2)
+			max = sc->data[SC_TWOHANDQUICKEN].val2;
+
+		if(sc->data[SC_ONEHAND].timer!=-1 &&
+			max < sc->data[SC_ONEHAND].val2)
+			max = sc->data[SC_ONEHAND].val2;
+
+		if(sc->data[SC_ADRENALINE2].timer!=-1 &&
+			max < sc->data[SC_ADRENALINE2].val3)
+			max = sc->data[SC_ADRENALINE2].val3;
+		
+		if(sc->data[SC_ADRENALINE].timer!=-1 &&
+			max < sc->data[SC_ADRENALINE].val3)
+			max = sc->data[SC_ADRENALINE].val3;
+		
+		if(sc->data[SC_SPEARQUICKEN].timer!=-1 &&
+			max < sc->data[SC_SPEARQUICKEN].val2)
+			max = sc->data[SC_SPEARQUICKEN].val2;
+
+		if(sc->data[SC_GATLINGFEVER].timer!=-1 &&
+			max < sc->data[SC_GATLINGFEVER].val2)
+			max = sc->data[SC_GATLINGFEVER].val2;
+		
+		if(sc->data[SC_FLEET].timer!=-1 &&
+			max < sc->data[SC_FLEET].val2)
+			max = sc->data[SC_FLEET].val2;
+
+		if(sc->data[SC_ASSNCROS].timer!=-1 &&
+			max < sc->data[SC_ASSNCROS].val2)
+		{
+			if (bl->type!=BL_PC)
+				max = sc->data[SC_ASSNCROS].val2;
+			else
+			switch(((TBL_PC*)bl)->status.weapon)
+			{
+				case W_BOW:
+				case W_REVOLVER:
+				case W_RIFLE:
+				case W_SHOTGUN:
+				case W_GATLING:
+				case W_GRENADE:
+					break;
+				default:
+					max = sc->data[SC_ASSNCROS].val2;
+			}
+		}
+		aspd_rate -= max;
+
+	  	//These stack with the rest of bonuses.
+		if(sc->data[SC_BERSERK].timer!=-1)
+			aspd_rate -= 300;
+		else if(sc->data[SC_MADNESSCANCEL].timer!=-1)
+			aspd_rate -= 200;
+	}
+	if(sc->data[i=SC_ASPDPOTION3].timer!=-1 ||
+		sc->data[i=SC_ASPDPOTION2].timer!=-1 ||
+		sc->data[i=SC_ASPDPOTION1].timer!=-1 ||
+		sc->data[i=SC_ASPDPOTION0].timer!=-1)
+		aspd_rate -= sc->data[i].val2;
+	if(sc->data[SC_DONTFORGETME].timer!=-1)
+		aspd_rate += sc->data[SC_DONTFORGETME].val2;
+	if(sc->data[SC_LONGING].timer!=-1)
+		aspd_rate += sc->data[SC_LONGING].val2;
+	if(sc->data[SC_STEELBODY].timer!=-1)
+		aspd_rate += 250;
+	if(sc->data[SC_SKA].timer!=-1)
+		aspd_rate += 250;
+	if(sc->data[SC_DEFENDER].timer != -1)
+		aspd_rate += sc->data[SC_DEFENDER].val4;
+	if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY)
+		aspd_rate += 250;
+	if(sc->data[SC_GRAVITATION].timer!=-1)
+		aspd_rate += sc->data[SC_GRAVITATION].val2;
+//Curse shouldn't effect on this?
+//		if(sc->data[SC_BLEEDING].timer != -1)
+//			aspd_rate += 250;
+	if(sc->data[SC_JOINTBEAT].timer!=-1) {
+		if (sc->data[SC_JOINTBEAT].val2 == 1)
+			aspd_rate += 250;
+		else if (sc->data[SC_JOINTBEAT].val2 == 2)
+			aspd_rate += 100;
+	}
+
+	return cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+	if(!sc || !sc->count || map_flag_gvg(bl->m))
+		return cap_value(dmotion,0,USHRT_MAX);
+		
+	if (sc->data[SC_ENDURE].timer!=-1)
+		return 0;
+	if (sc->data[SC_CONCENTRATION].timer!=-1)
+		return 0;
+	if(sc->data[SC_RUN].timer!=-1)
+		return 0;
+
+	return cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
+{
+	if(!sc || !sc->count)
+		return cap_value(maxhp,1,UINT_MAX);
+
+	if(sc->data[SC_CHANGE].timer!=-1)
+		maxhp = sc->data[SC_CHANGE].val3;
+	if(sc->data[SC_INCMHPRATE].timer!=-1)
+		maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100;
+	if(sc->data[SC_APPLEIDUN].timer!=-1)
+		maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100;
+	if(sc->data[SC_DELUGE].timer!=-1)
+		maxhp += maxhp * sc->data[SC_DELUGE].val2/100;
+	if(sc->data[SC_BERSERK].timer!=-1)
+		maxhp += maxhp * 2;
+
+	return cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+	if(!sc || !sc->count)
+		return cap_value(maxsp,1,UINT_MAX);
+
+	if(sc->data[SC_CHANGE].timer!=-1)
+		maxsp = sc->data[SC_CHANGE].val2;
+	if(sc->data[SC_INCMSPRATE].timer!=-1)
+		maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100;
+	if(sc->data[SC_SERVICE4U].timer!=-1)
+		maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100;
+
+	return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+	if(!sc || !sc->count)
+		return element;
+	if( sc->data[SC_FREEZE].timer!=-1 )	
+		return ELE_WATER;
+	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+		return ELE_EARTH;
+	if( sc->data[SC_BENEDICTIO].timer!=-1 )
+		return ELE_HOLY;
+	if( sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+		return sc->data[SC_ELEMENTALCHANGE].val3;
+	return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+	if(!sc || !sc->count)
+		return lv;
+	if( sc->data[SC_FREEZE].timer!=-1 )	
+		return 1;
+	if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+		return 1;
+	if( sc->data[SC_BENEDICTIO].timer!=-1 )
+		return 1;
+	if(sc->data[SC_ELEMENTALCHANGE].timer!=-1)
+		return sc->data[SC_ELEMENTALCHANGE].val4;
+	return cap_value(lv,1,4);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+	if(!sc || !sc->count)
+		return element;
+	if( sc->data[SC_WATERWEAPON].timer!=-1)
+		return ELE_WATER;
+	if( sc->data[SC_EARTHWEAPON].timer!=-1)
+		return ELE_EARTH;
+	if( sc->data[SC_FIREWEAPON].timer!=-1)
+		return ELE_FIRE;
+	if( sc->data[SC_WINDWEAPON].timer!=-1)
+		return ELE_WIND;
+	if( sc->data[SC_ENCPOISON].timer!=-1)
+		return ELE_POISON;
+	if( sc->data[SC_ASPERSIO].timer!=-1)
+		return ELE_HOLY;
+	if( sc->data[SC_SHADOWWEAPON].timer!=-1)
+		return ELE_DARK;
+	if( sc->data[SC_GHOSTWEAPON].timer!=-1)
+		return ELE_GHOST;
+	return cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+	if(!sc || !sc->count)
+		return mode;
+	if(sc->data[SC_MODECHANGE].timer!=-1) {
+		if (sc->data[SC_MODECHANGE].val2)
+			mode = sc->data[SC_MODECHANGE].val2; //Set mode
+		if (sc->data[SC_MODECHANGE].val3)
+			mode|= sc->data[SC_MODECHANGE].val3; //Add mode
+		if (sc->data[SC_MODECHANGE].val4)
+			mode&=~sc->data[SC_MODECHANGE].val4; //Del mode
+	}
+	return cap_value(mode,0,USHRT_MAX);
+}
+
+/*==========================================
+ * Quick swap of adelay/speed when starting ending SA_FREECAST
+ *------------------------------------------
+ */
+void status_freecast_switch(struct map_session_data *sd)
+{
+	struct status_data *status;
+	unsigned short b_speed,tmp;
+
+	status = &sd->battle_status;
+
+	b_speed = status->speed;
+
+	tmp = status->speed;
+	status->speed = sd->prev_speed;
+	sd->prev_speed = tmp;
+
+	tmp = status->adelay;
+	status->adelay = sd->prev_adelay;
+	sd->prev_adelay = tmp;
+
+	if(b_speed != status->speed)
+		clif_updatestatus(sd,SP_SPEED);
+}
+
+/*==========================================
+ * 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)	//Class used on all code should be the view class of the mob.
+		return ((struct mob_data *)bl)->vd->class_;
+	if(bl->type==BL_PC)
+		return ((struct map_session_data *)bl)->status.class_;
+	if(bl->type==BL_PET)
+		return ((struct pet_data *)bl)->pet.class_;
+	if(bl->type==BL_HOM)
+		return ((struct homun_data *)bl)->master->homunculus.class_;
+	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)
+		return ((TBL_MOB*)bl)->level;
+	if(bl->type==BL_PC)
+		return ((TBL_PC*)bl)->status.base_level;
+	if(bl->type==BL_PET)
+		return ((TBL_PET*)bl)->pet.level;
+	if(bl->type==BL_HOM)
+		return ((TBL_HOM*)bl)->master->homunculus.level;
+	return 1;
+}
+
+struct regen_data *status_get_regen_data(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	switch (bl->type) {
+		case BL_PC:
+			return &((TBL_PC*)bl)->regen;
+		case BL_HOM:
+			return &((TBL_HOM*)bl)->regen;
+		default:
+			return NULL;
+	}
+}
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+		
+	switch (bl->type) {
+		case BL_PC:
+			return &((TBL_PC*)bl)->battle_status;
+		case BL_MOB:
+			return &((TBL_MOB*)bl)->status;
+		case BL_PET:
+			return &((TBL_PET*)bl)->status;
+		case BL_HOM:
+			return &((TBL_HOM*)bl)->battle_status;
+		default:
+			return &dummy_status;
+	}
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	switch (bl->type) {
+		case BL_PC:
+			return &((TBL_PC*)bl)->base_status;
+		case BL_MOB:
+			return ((TBL_MOB*)bl)->base_status?
+				((TBL_MOB*)bl)->base_status:
+				&((TBL_MOB*)bl)->db->status;
+		case BL_PET:
+			return &((TBL_PET*)bl)->db->status;
+		case BL_HOM:
+			return &((TBL_HOM*)bl)->base_status;
+		default:
+			return NULL;
+	}
+}
+
+unsigned short status_get_lwatk(struct block_list *bl)
+{
+	struct status_data *status = status_get_status_data(bl);
+	return status->lhw?status->lhw->atk:0;
+}
+
+unsigned short status_get_lwatk2(struct block_list *bl)
+{
+	struct status_data *status = status_get_status_data(bl);
+	return status->lhw?status->lhw->atk2:0;
+}
+
+unsigned char status_get_def(struct block_list *bl)
+{
+	struct unit_data *ud;
+	struct status_data *status = status_get_status_data(bl);
+	int def = status?status->def:0;
+	ud = unit_bl2ud(bl);
+	if (ud && ud->skilltimer != -1)
+		def -= def * skill_get_castdef(ud->skillid)/100;
+	if(def < 0) def = 0;
+	return def;
+}
+
+unsigned short status_get_speed(struct block_list *bl)
+{
+	if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+		return ((struct npc_data *)bl)->speed;
+	return status_get_status_data(bl)->speed;
+}
+
+unsigned char status_get_attack_lelement(struct block_list *bl)
+{
+	struct status_data *status = status_get_status_data(bl);
+	return status->lhw?status->lhw->ele:0;
+}
+
+int status_get_party_id(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC)
+		return ((struct map_session_data *)bl)->status.party_id;
+	if(bl->type==BL_PET)
+		return ((struct pet_data *)bl)->msd->status.party_id;
+	if(bl->type==BL_MOB){
+		struct mob_data *md=(struct mob_data *)bl;
+		if( md->master_id>0 )
+		{
+			struct map_session_data *msd;
+			if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+				return msd->status.party_id;
+			return -md->master_id;
+		}
+		return 0; //No party.
+	}
+	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+		return ((TBL_HOM*)bl)->master->status.party_id;
+	if(bl->type==BL_SKILL)
+		return ((struct skill_unit *)bl)->group->party_id;
+	return 0;
+}
+
+int status_get_guild_id(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_PC)
+		return ((struct map_session_data *)bl)->status.guild_id;
+	if(bl->type==BL_PET)
+		return ((struct pet_data *)bl)->msd->status.guild_id;
+	if(bl->type==BL_MOB)
+	{
+		struct map_session_data *msd;
+		struct mob_data *md = (struct mob_data *)bl;
+		if (md->guardian_data)	//Guardian's guild [Skotlex]
+			return md->guardian_data->guild_id;
+		if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+			return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+		return 0; //No guild.
+	}
+	if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
+		return ((TBL_HOM*)bl)->master->status.guild_id;
+	if (bl->type == BL_NPC && bl->subtype == SCRIPT)
+		return ((TBL_NPC*)bl)->u.scr.guild_id;
+	if(bl->type==BL_SKILL)
+		return ((struct skill_unit *)bl)->group->guild_id;
+	return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type==BL_MOB)
+		return ((struct mob_data *)bl)->db->mexp;
+	if(bl->type==BL_PET)
+		return ((struct pet_data *)bl)->db->mexp;
+	return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	if(bl->type == BL_MOB)
+		return ((struct mob_data *)bl)->db->race2;
+	if(bl->type==BL_PET)
+		return ((struct pet_data *)bl)->db->race2;
+	return 0;
+}
+
+int status_isdead(struct block_list *bl)
+{
+	nullpo_retr(0, bl);
+	return status_get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+	struct status_change *sc =status_get_sc(bl);
+	if (bl->type == BL_PC &&
+		((TBL_PC*)bl)->special_state.no_magic_damage)
+		return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
+	if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
+		return 1;
+	return 0;
+}
+
+struct view_data *status_get_viewdata(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	switch (bl->type)
+	{
+		case BL_PC:
+			return &((TBL_PC*)bl)->vd;
+		case BL_MOB:
+			return ((TBL_MOB*)bl)->vd;
+		case BL_PET:
+			return &((TBL_PET*)bl)->vd;
+		case BL_NPC:
+			return ((TBL_NPC*)bl)->vd;
+		case BL_HOM: //[blackhole89]
+			return ((TBL_HOM*)bl)->vd;
+	}
+	return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+	struct view_data* vd;
+	nullpo_retv(bl);
+	if (mobdb_checkid(class_) || mob_is_clone(class_))
+		vd =  mob_get_viewdata(class_);
+	else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+		vd = npc_get_viewdata(class_);
+	else
+		vd = NULL;
+
+	switch (bl->type) {
+	case BL_PC:
+		{
+			TBL_PC* sd = (TBL_PC*)bl;
+			if (pcdb_checkid(class_)) {
+				if (sd->sc.option&OPTION_WEDDING)
+					class_ = JOB_WEDDING;
+				else
+				if (sd->sc.option&OPTION_XMAS)
+					class_ = JOB_XMAS;
+				else
+				if (sd->sc.option&OPTION_RIDING)
+				switch (class_)
+				{	//Adapt class to a Mounted one.
+				case JOB_KNIGHT:
+					class_ = JOB_KNIGHT2;
+					break;
+				case JOB_CRUSADER:
+					class_ = JOB_CRUSADER2;
+					break;
+				case JOB_LORD_KNIGHT:
+					class_ = JOB_LORD_KNIGHT2;
+					break;
+				case JOB_PALADIN:
+					class_ = JOB_PALADIN2;
+					break;
+				case JOB_BABY_KNIGHT:
+					class_ = JOB_BABY_KNIGHT2;
+					break;
+				case JOB_BABY_CRUSADER:
+					class_ = JOB_BABY_CRUSADER2;
+					break;
+				}
+				sd->vd.class_ = class_;
+				clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+				sd->vd.head_top = sd->status.head_top;
+				sd->vd.head_mid = sd->status.head_mid;
+				sd->vd.head_bottom = sd->status.head_bottom;
+				sd->vd.hair_style = sd->status.hair;
+				sd->vd.hair_color = sd->status.hair_color;
+				sd->vd.cloth_color = sd->status.clothes_color;
+				sd->vd.sex = sd->status.sex;
+			} else if (vd)
+				memcpy(&sd->vd, vd, sizeof(struct view_data));
+			else if (battle_config.error_log)
+				ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+		}
+	break;
+	case BL_MOB:
+		{
+			TBL_MOB* md = (TBL_MOB*)bl;
+			if (vd)
+				md->vd = vd;
+			else if (battle_config.error_log)
+				ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+		}
+	break;
+	case BL_PET:
+		{
+			TBL_PET* pd = (TBL_PET*)bl;
+			if (vd) {
+				memcpy(&pd->vd, vd, sizeof(struct view_data));
+				if (!pcdb_checkid(vd->class_)) {
+					pd->vd.hair_style = battle_config.pet_hair_style;
+					if(pd->pet.equip) {
+						pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
+						if (!pd->vd.head_bottom)
+							pd->vd.head_bottom = pd->pet.equip;
+					}
+				}
+			} else if (battle_config.error_log)
+				ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+		}
+	break;
+	case BL_NPC:
+		{
+			TBL_NPC* nd = (TBL_NPC*)bl;
+			if (vd)
+				nd->vd = vd;
+			else if (battle_config.error_log)
+				ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+		}
+	break;
+	case BL_HOM:		//[blackhole89]
+		{
+			struct homun_data *hd = (struct homun_data*)bl;
+			if (vd)
+				hd->vd = vd;
+			else if (battle_config.error_log)
+				ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+		}
+		break;
+	}
+	vd = status_get_viewdata(bl);
+	if (vd && vd->cloth_color && (
+		(vd->class_==JOB_WEDDING && !battle_config.wedding_ignorepalette)
+		|| (vd->class_==JOB_XMAS && !battle_config.xmas_ignorepalette)
+	))
+		vd->cloth_color = 0;
+}
+
+struct status_change *status_get_sc(struct block_list *bl)
+{
+	nullpo_retr(NULL, bl);
+	switch (bl->type) {
+	case BL_MOB:
+		return &((TBL_MOB*)bl)->sc;
+	case BL_PC:
+		return &((TBL_PC*)bl)->sc;
+	case BL_NPC:
+		return &((TBL_NPC*)bl)->sc;
+	case BL_HOM: //[blackhole89]
+		return &((TBL_HOM*)bl)->sc;
+	}
+	return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+	struct status_change *sc = status_get_sc(bl);
+	int i;
+	nullpo_retv(sc);
+	malloc_set(sc, 0, sizeof (struct status_change));
+	for (i=0; i< SC_MAX; i++)
+		sc->data[i].timer = -1;
+}
+
+//Returns defense against the specified status change.
+//Return range is 0 (no resist) to 10000 (inmunity)
+int status_get_sc_def(struct block_list *bl, int type)
+{
+	int sc_def;
+	struct status_data* status;
+	struct status_change* sc;
+	struct map_session_data *sd;
+
+	nullpo_retr(0, bl);
+
+	//Status that are blocked by Golden Thief Bug card or Wand of Hermod
+	if (status_isimmune(bl))
+	switch (type)
+	{
+	case SC_DECREASEAGI:
+	case SC_SILENCE:
+	case SC_COMA:
+	case SC_INCREASEAGI:
+	case SC_BLESSING:
+	case SC_SLOWPOISON:
+	case SC_IMPOSITIO:
+	case SC_AETERNA:
+	case SC_SUFFRAGIUM:
+	case SC_BENEDICTIO:
+	case SC_PROVIDENCE:
+	case SC_KYRIE:
+	case SC_ASSUMPTIO:
+	case SC_ANGELUS:
+	case SC_MAGNIFICAT:
+	case SC_GLORIA:
+	case SC_WINDWALK:
+	case SC_MAGICROD:
+	case SC_HALLUCINATION:
+	case SC_STONE:
+	case SC_QUAGMIRE:
+	case SC_SUITON:
+		return 10000;
+	}
+	
+	status = status_get_status_data(bl);
+	switch (type)
+	{
+	case SC_STUN:
+	case SC_POISON:
+	case SC_DPOISON:
+	case SC_SILENCE:
+	case SC_BLEEDING:
+		sc_def = 300 +100*status->vit;
+		break;
+	case SC_SLEEP:
+		sc_def = 300 +100*status->int_;
+		break;
+	case SC_STONE:
+	case SC_FREEZE:
+	case SC_DECREASEAGI:
+	case SC_COMA:
+		sc_def = 300 +100*status->mdef;
+		break;
+	case SC_CURSE:
+		if (status->luk > status_get_lv(bl))
+			return 10000; //Special property: inmunity when luk is greater than level
+		else
+			sc_def = 300 +100*status->luk;
+		break;
+	case SC_BLIND: //TODO: These 50/50 factors are guessed. Need to find actual value.
+		sc_def = 300 +50*status->vit +50*status->int_;
+		break;
+	case SC_CONFUSION:
+		sc_def = 300 +50*status->str +50*status->int_;
+		break;
+	default:
+		return 0; //Effect that cannot be reduced? Likely a buff.
+	}
+
+	BL_CAST(BL_PC,bl,sd);
+	
+	if (sd) {
+
+		if (battle_config.pc_sc_def_rate != 100)
+			sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+
+		if(SC_COMMON_MIN<=type && type<=SC_COMMON_MAX
+			&& sd->reseff[type-SC_COMMON_MIN] > 0)
+			sc_def+= sd->reseff[type-SC_COMMON_MIN];
+
+		if (sc_def < battle_config.pc_max_sc_def)
+			sc_def += (battle_config.pc_max_sc_def - sc_def)*
+				status->luk/battle_config.pc_luk_sc_def;
+		else
+			sc_def = battle_config.pc_max_sc_def;
+
+	} else {
+
+		if (battle_config.mob_sc_def_rate != 100)
+			sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+
+		if (sc_def < battle_config.mob_max_sc_def)
+			sc_def += (battle_config.mob_max_sc_def - sc_def)*
+				status->luk/battle_config.mob_luk_sc_def;
+		else
+			sc_def = battle_config.mob_max_sc_def;
+
+	}
+	
+	sc = status_get_sc(bl);
+	if (sc && sc->count)
+	{
+		if (sc->data[SC_SCRESIST].timer != -1)
+			sc_def += 100*sc->data[SC_SCRESIST].val1; //Status resist
+		else if (sc->data[SC_SIEGFRIED].timer != -1)
+			sc_def += 100*sc->data[SC_SIEGFRIED].val3; //Status resistance.
+	}
+
+	return sc_def>10000?10000:sc_def;
+}
+
+//Reduces tick delay based on type and character defenses.
+int status_get_sc_tick(struct block_list *bl, int type, int tick)
+{
+	struct map_session_data *sd;
+	struct status_data* status;
+	int rate=0, min=0;
+	//If rate is positive, it is a % reduction (10000 -> 100%)
+	//if it is negative, it is an absolute reduction in ms.
+	BL_CAST(BL_PC,bl,sd);
+	status = status_get_status_data(bl);
+	switch (type) {
+		case SC_DECREASEAGI:		/* 速度減少 */
+			if (sd)	// Celest
+				tick>>=1;
+		break;
+		case SC_ADRENALINE:
+		case SC_ADRENALINE2:
+		case SC_WEAPONPERFECTION:
+		case SC_OVERTHRUST:
+			if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+				tick += tick / 10;
+		break;
+		case SC_DPOISON:
+		case SC_POISON:
+		case SC_STUN:
+		case SC_BLEEDING:
+		case SC_SILENCE:
+		case SC_CURSE:
+			rate = 100*status->vit;
+		break;
+		case SC_SLEEP:
+			rate = 100*status->int_;
+		break;
+		case SC_STONE:
+			rate = -200*status->mdef;
+		break;
+		case SC_FREEZE:
+			rate = 100*status->mdef;
+		break;
+		case SC_BLIND:
+			rate = 50*status->vit +50*status->int_;
+		break;
+		case SC_CONFUSION:
+			rate = 50*status->str +50*status->int_;
+		break;
+		case SC_SWOO:
+			if (status->mode&MD_BOSS)
+				tick /= 5; //TODO: Reduce skill's duration. But for how long?
+		break;
+		case SC_ANKLE:
+			if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+				tick /= 5;
+			rate = -100*status->agi;
+		// Minimum trap time of 3+0.03*skilllv seconds [celest]
+		// Changed to 3 secs and moved from skill.c [Skotlex]
+			min = 3000;
+		break;
+		case SC_SPIDERWEB:
+			if (map[bl->m].flag.pvp)
+				tick /=2;
+		break;
+	}
+	if (rate) {
+		if (bl->type == BL_PC) {
+			if (battle_config.pc_sc_def_rate != 100)
+				rate = rate*battle_config.pc_sc_def_rate/100;
+			if (battle_config.pc_max_sc_def != 10000)
+				min = tick*(10000-battle_config.pc_max_sc_def)/10000;
+		} else {
+			if (battle_config.mob_sc_def_rate != 100)
+				rate = rate*battle_config.mob_sc_def_rate/100;
+			if (battle_config.mob_max_sc_def != 10000)
+				min = tick*(10000-battle_config.mob_max_sc_def)/10000;
+		}
+		
+		if (rate >0)
+			tick -= tick*rate/10000;
+		else
+			tick += rate;
+	}
+	return tick<min?min:tick;
+}
+/*==========================================
+ * Starts a status change.
+ * type = type, val1~4 depend on the type.
+ * rate = base success rate. 10000 = 100%
+ * Tick is base duration
+ * flag:
+ * &1: Cannot be avoided (it has to start)
+ * &2: Tick should not be reduced (by vit, luk, lv, etc)
+ * &4: sc_data loaded, no value has to be altered.
+ * &8: rate should not be reduced
+ *------------------------------------------
+ */
+int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+	struct map_session_data *sd = NULL;
+	struct status_change* sc;
+	struct status_data *status;
+	struct view_data *vd;
+	int opt_flag, calc_flag, undead_flag;
+
+	nullpo_retr(0, bl);
+	sc=status_get_sc(bl);
+	status = status_get_status_data(bl);
+
+	if (!sc || status_isdead(bl))
+		return 0;
+	
+	switch (bl->type)
+	{
+		case BL_PC:
+			sd=(struct map_session_data *)bl;
+			break;
+		case BL_MOB:
+			if (((struct mob_data*)bl)->class_ == MOBID_EMPERIUM && type != SC_SAFETYWALL)
+				return 0; //Emperium can't be afflicted by status changes.
+			break;
+	}
+
+	if(type < 0 || type >= SC_MAX) {
+		if(battle_config.error_log)
+			ShowError("status_change_start: invalid status change (%d)!\n", type);
+		return 0;
+	}
+
+	//Check rate
+	if (!(flag&(4|1))) {
+		int def;
+		def = flag&8?0:status_get_sc_def(bl, type); //recycling race to store the sc_def value.
+
+		if (def)
+			rate -= rate*def/10000;
+
+		if (!(rand()%10000 < rate))
+			return 0;
+	}
+	
+	//SC duration reduction.
+	if(!(flag&(2|4)) && tick) {
+		tick = status_get_sc_tick(bl, type, tick);
+		if (tick <= 0)
+			return 0;
+	}
+
+	undead_flag=battle_check_undead(status->race,status->def_ele);
+
+	//Check for inmunities / sc fails
+	switch (type) {
+		case SC_FREEZE:
+		case SC_STONE:
+			//Undead are inmune to Freeze/Stone
+			if (undead_flag && !(flag&1))
+				return 0;
+		case SC_SLEEP:
+		case SC_STUN:
+			if (sc->opt1)
+				return 0; //Cannot override other opt1 status changes. [Skotlex]
+		break;
+		case SC_CURSE:
+			//Dark Elementals are inmune to curse.
+			if (status->def_ele == ELE_DARK && !(flag&1))
+				return 0;
+		break;
+		case SC_COMA:
+			//Dark elementals and Demons are inmune to coma.
+			if((status->def_ele == ELE_DARK || status->race == RC_DEMON) && !(flag&1))
+				return 0;
+		break;
+		case SC_SIGNUMCRUCIS:
+			//Only affects demons and undead.
+			if(status->race != RC_DEMON && !undead_flag)
+				return 0;
+			break;
+		case SC_AETERNA:
+		  if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1)
+			  return 0;
+		break;
+		case SC_OVERTHRUST:
+			if (sc->data[SC_MAXOVERTHRUST].timer != -1)
+				return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+		break;
+		case SC_ADRENALINE:
+			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
+				return 0;
+			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+				sc->data[SC_DONTFORGETME].timer!=-1 ||
+				sc->data[SC_DECREASEAGI].timer!=-1
+			)
+				return 0;
+		break;
+		case SC_ADRENALINE2:
+			if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
+				return 0;
+			if (sc->data[SC_QUAGMIRE].timer!=-1 ||
+				sc->data[SC_DONTFORGETME].timer!=-1 ||
+				sc->data[SC_DECREASEAGI].timer!=-1
+			)
+				return 0;
+		break;
+		case SC_ONEHAND:
+		case SC_TWOHANDQUICKEN:
+			if(sc->data[SC_DECREASEAGI].timer!=-1)
+				return 0;
+		case SC_CONCENTRATE:
+		case SC_INCREASEAGI:
+		case SC_SPEARQUICKEN:
+		case SC_TRUESIGHT:
+		case SC_WINDWALK:
+		case SC_CARTBOOST:
+		case SC_ASSNCROS:
+			if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1)
+				return 0;
+		break;
+		case SC_CLOAKING:
+			//Avoid cloaking with no wall and low skill level. [Skotlex]
+			//Due to the cloaking card, we have to check the wall versus to known
+			//skill level rather than the used one. [Skotlex]
+			//if (sd && val1 < 3 && skill_check_cloaking(bl))
+			if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc))
+				return 0;
+			break;
+		case SC_MODECHANGE:
+		{
+			int mode;
+			struct status_data *bstatus = status_get_base_status(bl);
+			if (!bstatus) return 0;
+			mode = val2?val2:bstatus->mode; //Base mode
+			if (val3) mode|= val3; //Add mode
+			if (val4) mode&=~val4; //Del mode
+			if (mode == bstatus->mode) { //No change.
+				if (sc->data[type].timer != -1) //Abort previous status
+					return status_change_end(bl, type, -1);
+				return 0;
+			}
+		}
+	}
+
+	//Check for BOSS resistances
+	if(status->mode&MD_BOSS && !(flag&1)) {
+		 if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+			 return 0;
+		 switch (type) {
+			case SC_BLESSING:
+			  if (!undead_flag && status->race != RC_DEMON)
+				  break;
+			case SC_QUAGMIRE:
+			case SC_DECREASEAGI:
+			case SC_SIGNUMCRUCIS:
+			case SC_PROVOKE:
+			case SC_ROKISWEIL:
+			case SC_COMA:
+			case SC_GRAVITATION:
+			case SC_SUITON:
+				return 0;
+		}
+	}
+	//Before overlapping fail, one must check for status cured.
+	switch (type) {
+	case SC_BLESSING:
+		if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+			if (sc->data[SC_CURSE].timer!=-1)
+				status_change_end(bl,SC_CURSE,-1);
+			if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE)
+				status_change_end(bl,SC_STONE,-1);
+		}
+		break;
+	case SC_INCREASEAGI:
+		if(sc->data[SC_DECREASEAGI].timer!=-1 )
+			status_change_end(bl,SC_DECREASEAGI,-1);
+		break;
+	case SC_DONTFORGETME:
+		//is this correct? Maybe all three should stop the same subset of SCs...
+		if(sc->data[SC_ASSNCROS].timer!=-1 )
+			status_change_end(bl,SC_ASSNCROS,-1);
+	case SC_QUAGMIRE:
+		if(sc->data[SC_CONCENTRATE].timer!=-1 )
+			status_change_end(bl,SC_CONCENTRATE,-1);
+		if(sc->data[SC_TRUESIGHT].timer!=-1 )
+			status_change_end(bl,SC_TRUESIGHT,-1);
+		if(sc->data[SC_WINDWALK].timer!=-1 )
+			status_change_end(bl,SC_WINDWALK,-1);
+		//Also blocks the ones below...
+	case SC_DECREASEAGI:
+		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_ADRENALINE2].timer!=-1 )
+			status_change_end(bl,SC_ADRENALINE2,-1);
+		if(sc->data[SC_SPEARQUICKEN].timer!=-1 )
+			status_change_end(bl,SC_SPEARQUICKEN,-1);
+		if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 )
+			status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+		if(sc->data[SC_CARTBOOST].timer!=-1 )
+			status_change_end(bl,SC_CARTBOOST,-1);
+		if(sc->data[SC_ONEHAND].timer!=-1 )
+			status_change_end(bl,SC_ONEHAND,-1);
+		break;
+	case SC_ONEHAND:
+	  	//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+		if(sc->data[SC_ASPDPOTION0].timer!=-1)
+			status_change_end(bl,SC_ASPDPOTION0,-1);
+		if(sc->data[SC_ASPDPOTION1].timer!=-1)
+			status_change_end(bl,SC_ASPDPOTION1,-1);
+		if(sc->data[SC_ASPDPOTION2].timer!=-1)
+			status_change_end(bl,SC_ASPDPOTION2,-1);
+		if(sc->data[SC_ASPDPOTION3].timer!=-1)
+			status_change_end(bl,SC_ASPDPOTION3,-1);
+		break;
+	case SC_MAXOVERTHRUST:
+	  	//Cancels Normal Overthrust. [Skotlex]
+		if (sc->data[SC_OVERTHRUST].timer != -1)
+			status_change_end(bl, SC_OVERTHRUST, -1);
+		break;
+	case SC_KYRIE:
+		// -- 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_DELUGE:
+		if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1)
+			status_change_end(bl,SC_BLIND,-1);
+		break;
+	case SC_SILENCE:
+		if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
+		  	//Clear Gospel [Skotlex]
+			status_change_end(bl,SC_GOSPEL,-1);
+		break;
+	case SC_HIDING:
+		if(sc->data[SC_CLOSECONFINE].timer != -1)
+			status_change_end(bl, SC_CLOSECONFINE, -1);
+		if(sc->data[SC_CLOSECONFINE2].timer != -1)
+			status_change_end(bl, SC_CLOSECONFINE2, -1);
+		break;
+	case SC_BERSERK:
+		if(battle_config.berserk_cancels_buffs)
+		{
+			if (sc->data[SC_ONEHAND].timer != -1)
+				status_change_end(bl,SC_ONEHAND,-1);
+			if (sc->data[SC_TWOHANDQUICKEN].timer != -1)
+				status_change_end(bl,SC_TWOHANDQUICKEN,-1);
+			if (sc->data[SC_CONCENTRATION].timer != -1)
+				status_change_end(bl,SC_CONCENTRATION,-1);
+			if (sc->data[SC_PARRYING].timer != -1)
+				status_change_end(bl,SC_PARRYING,-1);
+			if (sc->data[SC_AURABLADE].timer != -1)
+				status_change_end(bl,SC_AURABLADE,-1);
+		}
+		break;
+	case SC_ASSUMPTIO:
+		if(sc->data[SC_KYRIE].timer!=-1)
+			status_change_end(bl,SC_KYRIE,-1);
+		break;
+	case SC_CARTBOOST:
+		if(sc->data[SC_DECREASEAGI].timer!=-1 )
+		{	//Cancel Decrease Agi, but take no further effect [Skotlex]
+			status_change_end(bl,SC_DECREASEAGI,-1);
+			return 0;
+		}
+		break;
+	case SC_FUSION:
+		if(sc->data[SC_SPIRIT].timer!=-1 )
+			status_change_end(bl,SC_SPIRIT,-1);
+		break;
+	case SC_ADJUSTMENT:
+		if(sc->data[SC_MADNESSCANCEL].timer != -1)
+			status_change_end(bl,SC_MADNESSCANCEL,-1);
+		break;
+	case SC_MADNESSCANCEL:
+		if(sc->data[SC_ADJUSTMENT].timer!=-1)
+			status_change_end(bl,SC_ADJUSTMENT,-1);
+		break;
+	}
+	//Check for overlapping fails
+	if(sc->data[type].timer != -1){
+		switch (type) {
+			case SC_ADRENALINE:
+			case SC_ADRENALINE2:
+			case SC_WEAPONPERFECTION:
+			case SC_OVERTHRUST:
+				if (sc->data[type].val2 > val2)
+					return 0;
+			break;
+			case SC_WARM:
+			{	//Fetch the Group, half the attack interval. [Skotlex]
+				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+				if (group)
+					group->interval/=2;
+				return 1;
+			}
+			case SC_STUN:
+			case SC_SLEEP:
+			case SC_POISON:
+			case SC_CURSE:
+			case SC_SILENCE:
+			case SC_CONFUSION:
+			case SC_BLIND:
+			case SC_BLEEDING:
+			case SC_DPOISON:
+			case SC_COMBO: //You aren't supposed to change the combo (and it gets turned off when you trigger it)
+			case SC_CLOSECONFINE2: //Can't be re-closed in.
+			case SC_MARIONETTE:
+			case SC_MARIONETTE2:
+			case SC_NOCHAT:
+				return 0;
+			case SC_DANCING:
+			case SC_DEVOTION:
+			case SC_ASPDPOTION0:
+			case SC_ASPDPOTION1:
+			case SC_ASPDPOTION2:
+			case SC_ASPDPOTION3:
+			case SC_ATKPOTION:
+			case SC_MATKPOTION:
+			case SC_JAILED:
+			case SC_ARMOR_ELEMENT:
+				break;
+			case SC_GOSPEL:
+				 //Must not override a casting gospel char.
+				if(sc->data[type].val4 == BCT_SELF)
+					return 0;
+				if(sc->data[type].val1 > val1)
+					return 1;
+				break;
+			case SC_ENDURE:
+				if(sc->data[type].val4 && !val4)
+					return 1; //Don't let you override infinite endure.
+				if(sc->data[type].val1 > val1)
+					return 1;
+				break;
+			case SC_KAAHI:
+				if(sc->data[type].val1 > val1)
+					return 1;
+				//Delete timer if it exists.
+				if (sc->data[type].val4 != -1) {
+					delete_timer(sc->data[type].val4,kaahi_heal_timer);
+					sc->data[type].val4=-1;
+				}
+				break;
+			default:
+				if(sc->data[type].val1 > val1)
+					return 1; //Return true to not mess up skill animations. [Skotlex
+			}
+		(sc->count)--;
+		delete_timer(sc->data[type].timer, status_change_timer);
+		sc->data[type].timer = -1;
+	}
+
+	vd = status_get_viewdata(bl);
+	calc_flag = StatusChangeFlagTable[type];
+	if(!(flag&4)) //Do not parse val settings when loading SCs
+	switch(type){
+		case SC_ENDURE:				/* インデュア */
+			val2 = 7; // Hit-count [Celest]
+			break;
+		case SC_AUTOBERSERK:
+			if (status->hp < status->max_hp>>2 &&
+				(sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0))
+					sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+			break;
+		
+		case SC_SIGNUMCRUCIS:
+			val2 = 10 + val1*2; //Def reduction
+			clif_emotion(bl,4);
+			break;
+		case SC_MAXIMIZEPOWER:
+			val2 = tick>0?tick:60000;
+			break;
+		case SC_EDP:	// [Celest]
+			val2 = val1 + 2; //Chance to Poison enemies.
+			break;
+		case SC_POISONREACT:
+			val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+			val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+			break;
+		case SC_MAGICROD:
+			val2 = val1*20; //SP gained
+			break;
+		case SC_KYRIE:
+			val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+			val3 = (val1 / 2 + 5); //Hits
+			break;
+		case SC_MAGICPOWER:
+			//val1: Skill lv
+			val2 = 1; //Lasts 1 invocation
+			//val3 will store matk_min (needed in case you use ground-spells)
+			//val4 will store matk_max
+			break;
+		case SC_SACRIFICE:
+			val2 = 5; //Lasts 5 hits
+			break;
+		case SC_ENCPOISON:
+			val2= 250+50*val1;	//Poisoning Chance (2.5+0.5%) in 1/10000 rate
+		case SC_ASPERSIO:
+		case SC_FIREWEAPON:
+		case SC_WATERWEAPON:
+		case SC_WINDWEAPON:
+		case SC_EARTHWEAPON:
+		case SC_SHADOWWEAPON:
+		case SC_GHOSTWEAPON:
+			skill_enchant_elemental_end(bl,type);
+			break;
+		case SC_ELEMENTALCHANGE:
+			//Val1 is skill level, val2 is skill that invoked this.
+			if (!val3) //Val 3 holds the element, when not given, a random one is picked.
+				val3 = rand()%ELE_MAX;
+			val4 =1+rand()%4; //Elemental Lv is always a random value between  1 and 4.
+			break;
+		case SC_PROVIDENCE:
+			val2=val1*5; //Race/Ele resist
+			break;
+		case SC_REFLECTSHIELD:
+			val2=10+val1*3; //% Dmg reflected
+			break;
+		case SC_STRIPWEAPON:
+			if (bl->type != BL_PC) //Watk reduction
+				val2 = 5*val1;
+			break;
+		case SC_STRIPSHIELD:
+			if (bl->type != BL_PC) //Def reduction
+				val2 = 3*val1;
+			break;
+		case SC_STRIPARMOR:
+			if (bl->type != BL_PC) //Vit reduction
+				val2 = 8*val1;
+			break;
+		case SC_STRIPHELM:
+			if (bl->type != BL_PC) //Int reduction
+				val2 = 8*val1;
+			break;
+		case SC_AUTOSPELL:
+			//Val1 Skill LV of Autospell
+			//Val2 Skill ID to cast
+			//Val3 Max Lv to cast
+			val4 = 5 + val1*2; //Chance of casting
+			break;
+		case SC_VOLCANO:
+			if (status->def_ele == ELE_FIRE)
+				val2 = val1*10; //Watk increase
+			else
+				val2 = 0;
+			break;
+		case SC_VIOLENTGALE:
+			if (status->def_ele == ELE_WIND)
+				val2 = val1*3; //Flee increase
+			else
+				val2 = 0;
+			break;
+		case SC_DELUGE:
+			if(status->def_ele == ELE_WATER)
+				val2 = deluge_eff[val1-1]; //HP increase
+			else
+				val2 = 0;
+			break;
+		case SC_SUITON:
+			val2 = 0;	//Agi penalty
+			val3 = 0; //Walk speed penalty
+			val4 = 2*val1; //NJ_HYOUSENSOU damage bonus.
+
+			if (status_get_class(bl) == JOB_NINJA || ( bl->type == BL_PC && !map_flag_vs(bl->m)) )
+				break;
+			else {
+				val3 = 50;
+
+				switch ((val1+1)/3) {
+				case 3:
+					val2 = 8;
+				break;
+				case 2:
+					val2 = 5;
+				break;
+				case 1:
+					val2 = 3;
+				break;
+				case 0: 
+					val2 = 0;
+				break;
+				default:
+					val2 = 3*((val1+1)/3);
+				break;
+				}
+			}
+			break;
+		case SC_ONEHAND:
+		case SC_TWOHANDQUICKEN:
+			val2 = 300;
+			if (val1 > 10) //For boss casted skills [Skotlex]
+				val2 += 20*(val1-10);
+			break;
+		case SC_SPEARQUICKEN:
+			val2 = 200+10*val1;
+			break;
+		case SC_MOONLIT:
+			val2 = bl->id;
+			skill_setmapcell(bl,CG_MOONLIT, val1, CELL_SETMOONLIT);
+			break;
+		case SC_DANCING:
+			//val1 : Skill which is being danced.
+			//val2 : Skill Group of the Dance.
+			//val4 : Partner
+			val3 = 0; //Tick duration/Speed penalty.
+			if (sd) { //Store walk speed change in lower part of val3
+				val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON));
+				if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER)
+				val3 -= 40; //TODO: Figure out real bonus rate.
+			}
+			val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3
+			tick = 1000;
+			break;
+		case SC_LONGING:
+			val2 = 500-100*val1; //Aspd penalty.
+			val3 = 50+10*val1; //Walk speed adjustment.
+			break;
+		case SC_EXPLOSIONSPIRITS:
+			val2 = 75 + 25*val1; //Cri bonus
+			break;
+		case SC_ASPDPOTION0:
+		case SC_ASPDPOTION1:
+		case SC_ASPDPOTION2:
+		case SC_ASPDPOTION3:
+			val2 = 50*(2+type-SC_ASPDPOTION0);
+			break;
+
+		case SC_WEDDING:
+		case SC_XMAS:
+			if (!vd) return 0;
+			//Store previous values as they could be removed.
+			val1 = vd->class_;
+			val2 = vd->weapon;
+			val3 = vd->shield;
+			val4 = vd->cloth_color;
+			unit_stop_attack(bl);
+			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+			clif_changelook(bl,LOOK_WEAPON,0);
+			clif_changelook(bl,LOOK_SHIELD,0);
+			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+			break;
+		case SC_NOCHAT:
+			tick = 60000;
+			val1 = battle_config.manner_system; //Mute filters.
+			if (sd) clif_updatestatus(sd,SP_MANNER);
+			break;
+
+		case SC_STONE:
+			val2 = status->max_hp/100; //Petrified damage per second: 1%
+			if (!val2) val2 = 1;
+			val3 = tick/1000; //Petrified HP-damage iterations.
+			if(val3 < 1) val3 = 1; 
+			tick = 5000; //Petrifying time.
+			break;
+
+		case SC_DPOISON:
+		//Lose 10/15% of your life as long as it doesn't brings life below 25%
+		if (status->hp > status->max_hp>>2)
+		{
+			int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+			if (status->hp - diff < status->max_hp>>2)
+				diff = status->hp - (status->max_hp>>2);
+			status_zap(bl, diff, 0);
+		}
+		// fall through
+		case SC_POISON:				/* 毒 */
+		val3 = tick/1000; //Damage iterations
+		if(val3 < 1) val3 = 1;
+		tick = 1000;
+		//val4: HP damage
+		if (bl->type == BL_PC)
+			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
+		else
+			val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+		
+		break;
+		case SC_CONFUSION:
+			clif_emotion(bl,1);
+			break;
+		case SC_BLEEDING:
+			val4 = tick/10000;
+			if (!val4) val4 = 1;
+			tick = 10000;
+			break;
+
+		case SC_HIDING:
+			val2 = tick/1000;
+			tick = 1000;
+ 			//Store speed penalty on val3.
+			if(sd && (val3 = pc_checkskill(sd,RG_TUNNELDRIVE))>0)
+				val3 = 20 + 6*val3;
+			val4 = val1+3; //Seconds before SP substraction happen.
+			break;
+		case SC_CHASEWALK:
+			val2 = tick>0?tick:10000; //Interval at which SP is drained.
+			val3 = 65+val1*5; //Speed adjustment.
+			if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE)
+				val3 += 10; //TODO: Figure out real bonus. Temp value +10%
+			val4 = 10+val1*2; //SP cost.
+			if (map_flag_gvg(bl->m)) val4 *= 5;
+			break;
+		case SC_CLOAKING:
+			val2 = tick>0?tick:60000; //SP consumption rate.
+			val3 = 0;
+			if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN &&
+				(val3=pc_checkskill(sd,TF_MISS))>0)
+				val3 *= -1; //Substract the Dodge speed bonus.
+			val3+= 70+val1*3; //Speed adjustment without a wall.
+			//With a wall, it is val3 +25.
+			//val4&1 signals the presence of a wall.
+			//val4&2 signals eternal cloaking (not cancelled on attack) [Skotlex]
+			if (bl->type == BL_PC)	//Standard cloaking.
+				val4 |= battle_config.pc_cloak_check_type&3;
+			else
+				val4 |= battle_config.monster_cloak_check_type&3;
+			break;
+		case SC_SIGHT:			/* サイト/ルアフ */
+		case SC_RUWACH:
+		case SC_SIGHTBLASTER:
+			val2 = tick/250;
+			tick = 10;
+			break;
+
+		//Permanent effects.
+		case SC_MODECHANGE:
+		case SC_WEIGHT50:
+		case SC_WEIGHT90:
+		case SC_BROKENWEAPON:
+		case SC_BROKENARMOR:
+		case SC_READYSTORM: // Taekwon stances SCs [Dralnu]
+		case SC_READYDOWN:
+		case SC_READYCOUNTER:
+		case SC_READYTURN:
+		case SC_DODGE:
+			tick = 600*1000;
+			break;
+
+		case SC_AUTOGUARD:
+			if (!flag)
+			{
+				struct map_session_data *tsd;
+				int i,t;
+				for(i=val2=0;i<val1;i++) {
+					t = 5-(i>>1);
+					val2 += (t < 0)? 1:t;
+				}
+				if (sd)
+				for (i = 0; i < 5; i++)
+				{	//Pass the status to the other affected chars. [Skotlex]
+					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+						status_change_start(&tsd->bl,SC_AUTOGUARD,10000,val1,val2,0,0,tick,1);
+				}
+			}
+			break;
+
+		case SC_DEFENDER:
+			if (!flag)
+			{	
+				struct map_session_data *tsd;
+				int i;
+				val2 = 5 + 15*val1; //Damage reduction
+				val3 = 65 + 5*val1; //Speed adjustment
+				val4 = 250 - 50*val1; //Aspd adjustment 
+
+				if (sd)
+				for (i = 0; i < 5; i++)
+				{	//See if there are devoted characters, and pass the status to them. [Skotlex]
+					if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+						status_change_start(&tsd->bl,SC_DEFENDER,10000,val1,5+val1*5,val3,val4,tick,1);
+				}
+			}
+			break;
+
+		case SC_TENSIONRELAX:
+			if (sd) {
+				pc_setsit(sd);
+				clif_sitting(sd);
+			}
+			val2 = 12; //SP cost
+			val4 = 10000; //Decrease at 10secs intervals.
+			val3 = tick/val4;
+			tick = val4;
+			break;
+		case SC_PARRYING:
+		    val2 = 20 + val1*3; //Block Chance
+			break;
+
+		case SC_WINDWALK:
+			val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+			val3 = 4*val2;	//movement speed % increase is 4 times that
+			break;
+
+		case SC_JOINTBEAT: // Random break [DracoRPG]
+			val2 = rand()%6; //Type of break
+			if (val2 == 5) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1));
+			break;
+
+		case SC_BERSERK:
+			if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
+				sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
+			//HP healing is performing after the calc_status call.
+			//Val2 holds HP penalty
+			if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
+			if (!val4) val4 = 10000; //Val4 holds damage interval
+			val3 = tick/val4; //val3 holds skill duration
+			tick = val4;
+			break;
+
+		case SC_GOSPEL:
+			if(val4 == BCT_SELF) {	// self effect
+				val2 = tick/10000;
+				tick = 10000;
+				status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+			}
+			break;
+
+		case SC_MARIONETTE:
+			if (sd) {
+				val3 = 0;
+				val2 = sd->status.str>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2<<16;
+
+				val2 = sd->status.agi>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2<<8;
+
+				val2 = sd->status.vit>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2;
+
+				val4 = 0;
+				val2 = sd->status.int_>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2<<16;
+
+				val2 = sd->status.dex>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2<<8;
+
+				val2 = sd->status.luk>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2;
+			} else {
+				struct status_data *b_status = status_get_base_status(bl);
+				if (!b_status)
+					return 0;
+
+				val3 = 0;
+				val2 = b_status->str>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2<<16;
+
+				val2 = b_status->agi>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2<<8;
+
+				val2 = b_status->vit>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val3|=val2;
+
+				val4 = 0;
+				val2 = b_status->int_>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2<<16;
+
+				val2 = b_status->dex>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2<<8;
+
+				val2 = b_status->luk>>1;
+				if (val2 > 0xFF) val2 = 0xFF;
+				val4|=val2;
+			}
+			val2 = tick/1000;
+			tick = 1000;
+			break;
+		case SC_MARIONETTE2:
+		{
+			struct block_list *pbl = map_id2bl(val1);
+			struct status_change *psc = pbl?status_get_sc(pbl):NULL;
+			int stat,max;
+			if (!psc || psc->data[SC_MARIONETTE].timer == -1)
+				return 0;
+			val2 = tick /1000;
+			val3 = val4 = 0;
+			if (sd) {
+				max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex]
+				//Str
+				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+				if (sd->status.str+stat > max)
+					stat =max-sd->status.str;
+				val3 |= stat<<16;
+				//Agi
+				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+				if (sd->status.agi+stat > max)
+					stat =max-sd->status.agi;
+				val3 |= stat<<8;
+				//Vit
+				stat = psc->data[SC_MARIONETTE].val3&0xFF;
+				if (sd->status.vit+stat > max)
+					stat =max-sd->status.vit;
+				val3 |= stat;
+				//Int
+				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+				if (sd->status.int_+stat > max)
+					stat =max-sd->status.int_;
+				val4 |= stat<<16;
+				//Dex
+				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+				if (sd->status.dex+stat > max)
+					stat =max-sd->status.dex;
+				val4 |= stat<<8;
+				//Luk
+				stat = psc->data[SC_MARIONETTE].val4&0xFF;
+				if (sd->status.luk+stat > max)
+					stat =max-sd->status.luk;
+				val4 |= stat;
+			} else {
+				struct status_data *status = status_get_base_status(bl);
+				if (!status) return 0;
+				max = 0xFF; //Assume a 256 max parameter
+				//Str
+				stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF;
+				if (status->str+stat > max)
+					stat = max - status->str;
+				val3 |= stat<<16;
+				//Agi
+				stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF;
+				if (status->agi+stat > max)
+					stat = max - status->agi;
+				val3 |= stat<<8;
+				//Vit
+				stat = psc->data[SC_MARIONETTE].val3&0xFF;
+				if (status->vit+stat > max)
+					stat = max - status->vit;
+				val3 |= stat;
+				//Int
+				stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF;
+				if (status->int_+stat > max)
+					stat = max - status->int_;
+				val4 |= stat<<16;
+				//Dex
+				stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF;
+				if (status->dex+stat > max)
+					stat = max - status->dex;
+				val4 |= stat<<8;
+				//Luk
+				stat = psc->data[SC_MARIONETTE].val4&0xFF;
+				if (status->luk+stat > max)
+					stat = max - status->luk;
+				val4 |= stat;
+			}
+			tick = 1000;
+			break;
+		}
+		case SC_REJECTSWORD:
+			val2 = 15*val1; //Reflect chance
+			val3 = 3; //Reflections
+			break;
+
+		case SC_MEMORIZE:
+			val2 = 5; //Memorized casts.
+			break;
+
+		case SC_GRAVITATION:
+			val2 = 50*val1; //aspd reduction
+			if (val3 == BCT_SELF) {
+				struct unit_data *ud = unit_bl2ud(bl);
+				if (ud) {
+					ud->canmove_tick += tick;
+					ud->canact_tick += tick;
+				}
+			} 
+			break;
+
+		case SC_HERMODE:
+			status_change_clear_buffs(bl,1);
+			break;
+
+		case SC_REGENERATION:
+			if (val1 == 1)
+				val2 = 2;
+			else
+				val2 = val1; //HP Regerenation rate: 200% 200% 300%
+			val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+			//if val4 comes set, this blocks regen rather than increase it.
+			break;
+
+		case SC_DEVOTION:
+		{
+			struct map_session_data *src;
+			if ((src = map_id2sd(val1)) && src->sc.count)
+			{	//Try to inherit the status from the Crusader [Skotlex]
+			//Ideally, we should calculate the remaining time and use that, but we'll trust that
+			//once the Crusader's status changes, it will reflect on the others. 
+				int type2 = SC_AUTOGUARD;
+				if (src->sc.data[type2].timer != -1)
+					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+				type2 = SC_DEFENDER;
+				if (src->sc.data[type2].timer != -1)
+					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+				type2 = SC_REFLECTSHIELD;
+				if (src->sc.data[type2].timer != -1)
+					sc_start(bl,type2,100,src->sc.data[type2].val1,skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1));
+
+			}
+			break;
+		}
+
+		case SC_COMA: //Coma. Sends a char to 1HP
+			status_zap(bl, status_get_hp(bl)-1, 0);
+			return 1;
+
+		case SC_CLOSECONFINE2:
+		{
+			struct block_list *src = val2?map_id2bl(val2):NULL;
+			struct status_change *sc2 = src?status_get_sc(src):NULL;
+			if (src && sc2) {
+				if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster.
+					sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000);
+				else { //Increase count of locked enemies and refresh time.
+					sc2->data[SC_CLOSECONFINE].val2++;
+					delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer);
+					sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+				}
+			} else //Status failed.
+				return 0;
+		}
+			break;
+		case SC_KAITE:
+			val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
+			break;
+		case SC_KAUPE:
+			switch (val1) {
+				case 3: //33*3 + 1 -> 100%
+					val2++;
+				case 1:
+				case 2: //33, 66%
+					val2 += 33*val1;
+					val3 = 1; //Dodge 1 attack total.
+					break;
+				default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+					val2 = 100;
+					val3 = val1-2;
+					break;
+			}
+			break;
+
+		case SC_COMBO:
+		{
+			struct unit_data *ud = unit_bl2ud(bl);
+			switch (val1) { //Val1 contains the skill id
+				case TK_STORMKICK:
+					clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+					break;
+				case TK_DOWNKICK:
+					clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+					break;
+				case TK_TURNKICK:
+					clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
+					break;
+				case TK_COUNTER:
+					clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+					break;
+			}
+			if (ud) {
+				ud->attackabletime = gettick()+tick;
+				unit_set_walkdelay(bl, gettick(), tick, 1);
+			}
+			val4 = tick; //Store combo-time in val4.
+		}
+			break;
+		case SC_TKREST:
+			val2 = 11-val1; //Chance to consume: 11-skilllv%
+			break;
+		case SC_RUN:
+			val4 = gettick(); //Store time at which you started running.
+			break;
+		case SC_KAAHI:
+			if(flag&4) {
+				val4 = -1;
+				break;
+			}
+			val2 = 200*val1; //HP heal
+			val3 = 5*val1; //SP cost 
+			val4 = -1;	//Kaahi Timer.
+			break;
+		case SC_BLESSING:
+			if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+				val2 = val1;
+			else
+				val2 = 0; //0 -> Half stat.
+			break;
+		case SC_TRICKDEAD:
+			if (vd) vd->dead_sit = 1;
+			break;
+		case SC_CONCENTRATE:
+			val2 = 2 + val1;
+			if (sd) { //Store the card-bonus data that should not count in the %
+				val3 = sd->param_bonus[1]; //Agi
+				val4 = sd->param_bonus[4]; //Dex
+			} else {
+				val3 = val4 = 0;
+			}
+			break;
+		case SC_ADRENALINE2:
+		case SC_ADRENALINE:
+			if (val2 || !battle_config.party_skill_penalty)
+				val3 = 300;
+			else
+				val3 = 200;
+			break;
+		case SC_CONCENTRATION:
+			val2 = 5*val1; //Batk/Watk Increase
+			val3 = 10*val1; //Hit Increase
+			val4 = 5*val1; //Def reduction
+			break;
+		case SC_ANGELUS:
+			val2 = 5*val1; //def increase
+			break;
+		case SC_IMPOSITIO:
+			val2 = 5*val1; //watk increase
+			break;
+		case SC_MELTDOWN:
+			val2 = 100*val1; //Chance to break weapon
+			val3 = 70*val1; //Change to break armor
+			break;
+		case SC_TRUESIGHT:
+			val2 = 10*val1; //Critical increase
+			val3 = 3*val1; //Hit increase
+			break;
+		case SC_SUN_COMFORT:
+			val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
+			break;
+		case SC_MOON_COMFORT:
+			val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //luk increase
+			break;
+		case SC_STAR_COMFORT:
+			val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
+			break;
+		case SC_QUAGMIRE:
+			val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+			break;
+
+		// gs_something1 [Vicious]
+		case SC_GATLINGFEVER:
+			val2 = 20*val1; //Aspd increase
+			val3 = 20+10*val1; //Batk increase
+			val4 = 5*val1; //Flee decrease
+			break;
+
+		case SC_FLING:
+			val2 = 3*val1; //Def reduction
+			val3 = 3*val1; //Def2 reduction
+			break;
+		case SC_PROVOKE:
+			//val2 signals autoprovoke.
+			val3 = 2+3*val1; //Atk increase
+			val4 = 5+5*val1; //Def reduction.
+			break;
+		case SC_AVOID:
+			val2 = 10*val1; //Speed change rate.
+			break;
+		case SC_DEFENCE:
+			val2 = 2*val1; //Def bonus
+			break;
+		case SC_BLOODLUST:
+			val2 = 20+10*val1; //Atk rate change.
+			val3 = 3*val1; //Leech chance
+			val4 = 20; //Leech percent
+			break;
+		case SC_FLEET:
+			val2 = 30*val1; //Aspd change
+			val3 = 5+5*val1; //bAtk/wAtk rate change
+			break;
+		case SC_MINDBREAKER:
+			val2 = 20*val1; //matk increase.
+			val3 = 12*val1; //mdef2 reduction.
+			break;
+		case SC_SKA:  
+			val2 = tick/1000;  
+			val3 = rand()%100; //Def changes randomly every second...  
+			tick = 1000;  
+			break;  
+		case SC_JAILED:
+			tick = val1>0?1000:250;
+			if (sd && sd->mapindex != val2)
+			{
+				int pos =  (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
+				map =  sd->mapindex; //Current Map
+				//1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+				if (pc_setpos(sd,(unsigned short)val2,val3,val4, 3) == 0)
+					pc_setsavepoint(sd, (unsigned short)val2,val3,val4);
+				//2. Set restore point (val3 -> return map, val4 return coords
+				val3 = map;
+				val4 = pos;
+			}
+			break;
+		case SC_UTSUSEMI:
+			val2=(val1+1)/2; // number of hits blocked
+			val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+			break;
+		case SC_BUNSINJYUTSU:
+			val2=(val1+1)/2; // number of hits blocked
+			break;
+		case SC_CHANGE:
+			{
+				struct status_data *status = status_get_base_status(bl);
+				if (!status) return 0;
+				val2= status->max_hp; //Base Max HP
+				val3= status->max_sp; //Base Max SP
+			}
+			break;
+		case SC_ARMOR_ELEMENT:
+			break; // It just change the armor element of the player (used by battle_attr_fix)
+				   // So it has no SCB and no skill associated (used by potion scripts)
+		default:
+			if (calc_flag == SCB_NONE && StatusSkillChangeTable[type]==0)
+			{	//Status change with no calc, and no skill associated...? unknown?
+				if(battle_config.error_log)
+					ShowError("UnknownStatusChange [%d]\n", type);
+				return 0;
+			}
+	}
+	else //Special considerations when loading SC data.
+	switch (type) {
+		case SC_WEDDING:
+		case SC_XMAS:
+			clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:JOB_XMAS);
+			clif_changelook(bl,LOOK_WEAPON,0);
+			clif_changelook(bl,LOOK_SHIELD,0);
+			clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
+			break;	
+		case SC_KAAHI:
+			val4 = -1;
+			break;
+		//In case the speed reduction comes loaded incorrectly,
+		//prevent division by 0.
+		case SC_DONTFORGETME:
+		case SC_CLOAKING:
+		case SC_LONGING:
+		case SC_HIDING:
+		case SC_CHASEWALK:
+		case SC_DEFENDER:
+			if (!val3)
+				return 0;
+			break;
+	}
+	//Those that make you stop attacking/walking....
+	switch (type) {
+		case SC_FREEZE:
+		case SC_STUN:
+		case SC_SLEEP:
+		case SC_STONE:
+			if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+				pc_setstand(sd);
+		case SC_TRICKDEAD:
+			unit_stop_attack(bl);
+			skill_stop_dancing(bl);
+			// Cancel cast when get status [LuzZza]
+			if (battle_config.sc_castcancel)
+				unit_skillcastcancel(bl, 0);
+		case SC_STOP:
+		case SC_CONFUSION:
+		case SC_CLOSECONFINE:
+		case SC_CLOSECONFINE2:
+		case SC_ANKLE:
+		case SC_SPIDERWEB:
+			unit_stop_walking(bl,1);
+		break;
+		case SC_HIDING:
+		case SC_CLOAKING:
+		case SC_CHASEWALK:
+			unit_stop_attack(bl);
+		break;
+		case SC_SILENCE:
+			if (battle_config.sc_castcancel)
+				unit_skillcastcancel(bl, 0);
+		break;
+	}
+
+	// Set option as needed.
+	opt_flag = 1;
+	switch(type){
+		//OPT1
+		case SC_STONE:
+		case SC_FREEZE:
+		case SC_STUN:
+		case SC_SLEEP:
+			if(type == SC_STONE)
+				sc->opt1 = OPT1_STONEWAIT;
+			else
+				sc->opt1 = OPT1_STONE + (type - SC_STONE);
+			break;
+		//OPT2
+		case SC_POISON:
+		case SC_CURSE:
+		case SC_SILENCE:
+		case SC_BLIND:
+			sc->opt2 |= 1<<(type-SC_POISON);
+			break;
+		case SC_DPOISON:
+			sc->opt2 |= OPT2_DPOISON;
+			break;
+		case SC_SIGNUMCRUCIS:
+			sc->opt2 |= OPT2_SIGNUMCRUCIS;
+			break;
+		//OPT3
+		case SC_TWOHANDQUICKEN:
+		case SC_SPEARQUICKEN:
+		case SC_CONCENTRATION:
+			sc->opt3 |= 1;
+			opt_flag = 0;
+			break;
+		case SC_MAXOVERTHRUST:
+		case SC_OVERTHRUST:
+		case SC_SWOO:	//Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+			sc->opt3 |= 2;
+			opt_flag = 0;
+			break;
+		case SC_ENERGYCOAT:
+			sc->opt3 |= 4;
+			opt_flag = 0;
+			break;
+		case SC_INCATKRATE:
+			//Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+			if (bl->type != BL_MOB) {
+				opt_flag = 0;
+				break;
+			}
+		case SC_EXPLOSIONSPIRITS:
+			sc->opt3 |= 8;
+			opt_flag = 0;
+			break;
+		case SC_STEELBODY:
+		case SC_SKA:
+			sc->opt3 |= 16;
+			opt_flag = 0;
+			break;
+		case SC_BLADESTOP:
+			sc->opt3 |= 32;
+			opt_flag = 0;
+			break;
+		case SC_BERSERK:
+			sc->opt3 |= 128;
+			opt_flag = 0;
+			break;
+		case SC_MARIONETTE:
+		case SC_MARIONETTE2:
+			sc->opt3 |= 1024;
+			opt_flag = 0;
+			break;
+		case SC_ASSUMPTIO:
+			sc->opt3 |= 2048;
+			opt_flag = 0;
+			break;
+		case SC_WARM: //SG skills [Komurka]
+			sc->opt3 |= 4096;
+			opt_flag = 0;
+			break;
+		case SC_KAITE:
+			sc->opt3 |= 8192;
+			opt_flag = 0;
+			break;
+		//OPTION
+		case SC_HIDING:
+			sc->option |= OPTION_HIDE;
+			break;
+		case SC_CLOAKING:
+			sc->option |= OPTION_CLOAK;
+			break;
+		case SC_CHASEWALK:
+			sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+			break;
+		case SC_SIGHT:
+			sc->option |= OPTION_SIGHT;
+			break;
+		case SC_RUWACH:
+			sc->option |= OPTION_RUWACH;
+			break;
+		case SC_WEDDING:
+			sc->option |= OPTION_WEDDING;
+			break;
+		case SC_XMAS:
+			sc->option |= OPTION_XMAS;
+			break;
+		case SC_ORCISH:
+			sc->option |= OPTION_ORCISH;
+			break;
+		case SC_SIGHTTRASHER:
+			sc->option |= OPTION_SIGHTTRASHER;
+			break;
+		case SC_FUSION:
+			sc->option |= OPTION_FLYING;
+			break;
+		default:
+			opt_flag = 0;
+	}
+
+	//On Aegis, when turning on a status change, first goes the option packet,
+	// then the sc packet.
+	if(opt_flag)
+		clif_changeoption(bl);
+
+	if (calc_flag&SCB_DYE)
+	{	//Reset DYE color
+		if (vd && vd->cloth_color)
+		{
+			val4 = vd->cloth_color;
+			clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
+		}
+		calc_flag&=~SCB_DYE;
+	}
+
+	if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
+		clif_status_change(bl,StatusIconChangeTable[type],1);
+	else if (sd) //Send packet to self otherwise (disguised player?)
+		clif_status_load(bl,StatusIconChangeTable[type],1);
+
+	(sc->count)++;
+
+	sc->data[type].val1 = val1;
+	sc->data[type].val2 = val2;
+	sc->data[type].val3 = val3;
+	sc->data[type].val4 = val4;
+
+	sc->data[type].timer = add_timer(
+		gettick() + tick, status_change_timer, bl->id, type);
+
+	if (calc_flag)
+		status_calc_bl(bl,calc_flag);
+	
+	if(sd && sd->pd)
+		pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+	if (type==SC_BERSERK) {
+		sc->data[type].val2 = 5*status->max_hp/100;
+		status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+		status_set_sp(bl, 0, 0); //Damage all SP
+	} else if (type==SC_CHANGE) //Heal all HP/SP
+		status_percent_heal(bl, 100, 100);
+
+
+	if (type==SC_RUN) {
+		struct unit_data *ud = unit_bl2ud(bl);
+		if (ud)
+			ud->state.running = unit_run(bl);
+	}
+	return 1;
+}
+/*==========================================
+ * ステータス異常全解除
+ *------------------------------------------
+ */
+int status_change_clear(struct block_list *bl,int type)
+{
+	struct status_change* sc;
+	int i;
+
+	sc = status_get_sc(bl);
+
+	if (!sc || sc->count == 0)
+		return 0;
+
+	if(sc->data[SC_DANCING].timer != -1)
+		skill_stop_dancing(bl);
+	for(i = 0; i < SC_MAX; i++)
+	{
+		if(sc->data[i].timer == -1)
+		  continue;
+		if(type == 0)
+		switch (i)
+		{	//Type 0: PC killed -> Place here stats that do not dispel on death.
+		case SC_EDP:
+		case SC_MELTDOWN:
+		case SC_XMAS:
+		case SC_NOCHAT:
+		case SC_FUSION:
+		case SC_TKREST:
+		case SC_READYSTORM:
+		case SC_READYDOWN:
+		case SC_READYCOUNTER:
+		case SC_READYTURN:
+		case SC_DODGE:
+		case SC_JAILED:
+		case SC_STRFOOD:
+		case SC_AGIFOOD:
+		case SC_VITFOOD:
+		case SC_INTFOOD:
+		case SC_DEXFOOD:
+		case SC_LUKFOOD:
+		case SC_HITFOOD:
+		case SC_FLEEFOOD:
+		case SC_BATKFOOD:
+		case SC_WATKFOOD:
+		case SC_MATKFOOD:
+			continue;
+		}
+		status_change_end(bl, i, -1);
+
+		if (type == 1 && sc->data[i].timer != -1)
+		{	//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+			(sc->count)--;
+			delete_timer(sc->data[i].timer, status_change_timer);
+			sc->data[i].timer = -1;
+		}
+	}
+	sc->opt1 = 0;
+	sc->opt2 = 0;
+	sc->opt3 = 0;
+	sc->option &= OPTION_MASK;
+
+	if(!type || type&2)
+		clif_changeoption(bl);
+
+	return 1;
+}
+
+/*==========================================
+ * ステータス異常終了
+ *------------------------------------------
+ */
+int status_change_end( struct block_list* bl , int type,int tid )
+{
+	struct map_session_data *sd;
+	struct status_change *sc;
+	struct status_data *status;
+	struct view_data *vd;
+	int opt_flag=0, calc_flag;
+
+	nullpo_retr(0, bl);
+	
+	sc = status_get_sc(bl);
+	status = status_get_status_data(bl);
+	nullpo_retr(0,sc);
+	nullpo_retr(0,status);
+	
+	if(type < 0 || type >= SC_MAX)
+		return 0;
+
+	BL_CAST(BL_PC,bl,sd);
+
+	if (sc->data[type].timer == -1 ||
+		(sc->data[type].timer != tid && tid != -1))
+		return 0;
+		
+	if (tid == -1)
+		delete_timer(sc->data[type].timer,status_change_timer);
+
+	sc->data[type].timer=-1;
+	(sc->count)--;
+
+	vd = status_get_viewdata(bl);
+	calc_flag = StatusChangeFlagTable[type];
+	switch(type){
+		case SC_WEDDING:
+		case SC_XMAS:
+			if (!vd) return 0;
+			if (sd) //Load data from sd->status.* as the stored values could have changed.
+				status_set_viewdata(bl, sd->status.class_);
+			else {
+				vd->class_ = sc->data[type].val1;
+				vd->weapon = sc->data[type].val2;
+				vd->shield = sc->data[type].val3;
+				vd->cloth_color = sc->data[type].val4;
+			}
+			clif_changelook(bl,LOOK_BASE,vd->class_);
+			clif_changelook(bl,LOOK_WEAPON,vd->weapon);
+			clif_changelook(bl,LOOK_SHIELD,vd->shield);
+			clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+		break;
+		case SC_RUN:
+		{
+			struct unit_data *ud = unit_bl2ud(bl);
+			if (ud) {
+				ud->state.running = 0;
+				if (ud->walktimer != -1)
+					unit_stop_walking(bl,1);
+			}
+			if (sc->data[type].val1 >= 7 &&
+				DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
+				(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0 &&
+				(sd->class_&MAPID_UPPERMASK) != MAPID_SOUL_LINKER))
+			)
+				sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
+		}
+		break;
+		case SC_AUTOBERSERK:
+			if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)
+				status_change_end(bl,SC_PROVOKE,-1);
+			break;
+
+		case SC_DEFENDER:
+		case SC_REFLECTSHIELD:
+		case SC_AUTOGUARD:
+		if (sd) {
+			struct map_session_data *tsd;
+			int i;
+			for (i = 0; i < 5; i++)
+			{	//Clear the status from the others too [Skotlex]
+				if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1)
+					status_change_end(&tsd->bl,type,-1);
+			}
+		}
+		break;
+		case SC_DEVOTION:	
+		{
+			struct map_session_data *md = map_id2sd(sc->data[type].val1);
+			//The status could have changed because the Crusader left the game. [Skotlex]
+			if (md)
+			{
+				md->devotion[sc->data[type].val2] = 0;
+				clif_devotion(md);
+			}
+			//Remove AutoGuard and Defender [Skotlex]
+			if (sc->data[SC_AUTOGUARD].timer != -1)
+				status_change_end(bl,SC_AUTOGUARD,-1);
+			if (sc->data[SC_DEFENDER].timer != -1)
+				status_change_end(bl,SC_DEFENDER,-1);
+			if (sc->data[SC_REFLECTSHIELD].timer != -1)
+				status_change_end(bl,SC_REFLECTSHIELD,-1);
+			break;
+		}
+		case SC_BLADESTOP:
+			if(sc->data[type].val4)
+			{
+				struct block_list *tbl = (struct block_list *)sc->data[type].val4;
+				struct status_change *tsc = status_get_sc(tbl);
+				sc->data[type].val4 = 0;
+				if(tsc && tsc->data[SC_BLADESTOP].timer!=-1)
+				{
+					tsc->data[SC_BLADESTOP].val4 = 0;
+					status_change_end(tbl,SC_BLADESTOP,-1);
+				}
+				clif_bladestop(bl,tbl,0);
+			}
+			break;
+		case SC_DANCING:
+			{
+				struct map_session_data *dsd;
+				struct status_change *dsc;
+				struct skill_unit_group *group;
+				if(sc->data[type].val2)
+				{
+					group = (struct skill_unit_group *)sc->data[type].val2;
+					sc->data[type].val2 = 0;
+					skill_delunitgroup(bl, group, 0);
+				}
+				if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){
+					dsc = &dsd->sc;
+					if(dsc && dsc->data[type].timer!=-1)
+					{	//This will prevent recursive loops. 
+						dsc->data[type].val2 = dsc->data[type].val4 = 0;
+						status_change_end(&dsd->bl, type, -1);
+					}
+				}
+			}
+			//Only dance that doesn't has ground tiles... [Skotlex]
+			if(sc->data[type].val1 == CG_MOONLIT)
+				status_change_end(bl, SC_MOONLIT, -1);
+
+			if (sc->data[SC_LONGING].timer!=-1)
+				status_change_end(bl,SC_LONGING,-1);				
+			break;
+		case SC_NOCHAT:
+			if (sd) {
+				if (sd->status.manner < 0) sd->status.manner = 0;
+				clif_updatestatus(sd,SP_MANNER);
+			}
+			break;
+		case SC_SPLASHER:	
+			{
+				struct block_list *src=map_id2bl(sc->data[type].val3);
+				if(src && tid!=-1)
+					skill_castend_damage_id(src, bl,sc->data[type].val2,sc->data[type].val1,gettick(),0 );
+			}
+			break;
+		case SC_CLOSECONFINE2:
+			{
+				struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL;
+				struct status_change *sc2 = src?status_get_sc(src):NULL;
+				if (src && sc2 && sc2->count) {
+					//If status was already ended, do nothing.
+					if (sc2->data[SC_CLOSECONFINE].timer != -1)
+					{ //Decrease count
+						if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up.
+							status_change_end(src, SC_CLOSECONFINE, -1);
+					}
+				}
+			}
+		case SC_CLOSECONFINE:
+			if (sc->data[type].val2 > 0) {
+				//Caster has been unlocked... nearby chars need to be unlocked.
+				int range = 1
+					+skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1)
+					+skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+				map_foreachinarea(status_change_timer_sub, 
+					bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick());
+			}
+			break;
+		case SC_COMBO: //Clear last used skill when it is part of a combo.
+			if (sd && sd->skillid_old == sc->data[type].val1)
+				sd->skillid_old = sd->skilllv_old = 0;
+			break;
+
+		case SC_FREEZE:
+			sc->data[type].val3 = 0; //Clear Storm Gust hit count
+			break;
+
+		case SC_MARIONETTE:
+		case SC_MARIONETTE2:	/// Marionette target
+			if (sc->data[type].val1)
+			{	// 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].val1);
+				struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
+				
+				if (sc2 && sc2->count && sc2->data[type2].timer != -1)
+				{
+					sc2->data[type2].val1 = 0;
+					status_change_end(pbl, type2, -1);
+				}
+			}
+			if (type == SC_MARIONETTE)
+				clif_marionette(bl, 0); //Clear effect.
+			break;
+
+		case SC_BERSERK:
+			//If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+			if(status->hp > 100 && sc->data[type].val2)
+				status_set_hp(bl, 100, 0); 
+			if(sc->data[SC_ENDURE].timer != -1)
+				status_change_end(bl, SC_ENDURE, -1);
+			sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1,
+				gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1));
+			break;
+		case SC_GRAVITATION:
+			if (sc->data[type].val3 == BCT_SELF) {
+				struct unit_data *ud = unit_bl2ud(bl);
+				if (ud)
+					ud->canmove_tick = ud->canact_tick = gettick();
+			}
+			break;
+		case SC_GOSPEL: //Clear the buffs from other chars.
+			if (sc->data[type].val3) { //Clear the group.
+				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3;
+				sc->data[type].val3 = 0;
+				skill_delunitgroup(bl, group, 0);
+			}
+			break;
+		case SC_HERMODE: 
+			if(sc->data[type].val3 == BCT_SELF)
+				skill_clear_unitgroup(bl);
+			break;
+		case SC_BASILICA: //Clear the skill area. [Skotlex]
+				skill_clear_unitgroup(bl);
+				break;
+		case SC_MOONLIT: //Clear the unit effect. [Skotlex]
+			skill_setmapcell(bl,CG_MOONLIT, sc->data[SC_MOONLIT].val1, CELL_CLRMOONLIT);
+			break;
+		case SC_TRICKDEAD:
+			if (vd) vd->dead_sit = 0;
+			break;
+		case SC_WARM:
+			if (sc->data[type].val4) { //Clear the group.
+				struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4;
+				sc->data[type].val4 = 0;
+				skill_delunitgroup(bl, group, 0);
+			}
+			break;
+		case SC_KAAHI:
+			//Delete timer if it exists.
+			if (sc->data[type].val4 != -1) {
+				delete_timer(sc->data[type].val4,kaahi_heal_timer);
+				sc->data[type].val4=-1;
+			}
+			break;
+		case SC_JAILED:
+			if(tid == -1)
+				break;
+		  	//natural expiration.
+			if(sd && sd->mapindex == sc->data[type].val2)
+			{
+				if (pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3) == 0)
+					pc_setsavepoint(sd, sd->mapindex, bl->x, bl->y);
+			}
+			break; //guess hes not in jail :P
+		case SC_CHANGE:
+			// "lose almost all her HP and SP"
+			status_set_hp(bl, 10, 0);
+			status_set_sp(bl, 10, 0);
+			break;
+		}
+
+	opt_flag = 1;
+	switch(type){
+	case SC_STONE:
+	case SC_FREEZE:
+	case SC_STUN:
+	case SC_SLEEP:
+		sc->opt1 = 0;
+		break;
+
+	case SC_POISON:
+	case SC_CURSE:
+	case SC_SILENCE:
+	case SC_BLIND:
+		sc->opt2 &= ~(1<<(type-SC_POISON));
+		break;
+	case SC_DPOISON:
+		sc->opt2 &= ~OPT2_DPOISON;
+		break;
+	case SC_SIGNUMCRUCIS:
+		sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+		break;
+
+	case SC_HIDING:
+		sc->option &= ~OPTION_HIDE;
+		opt_flag = 2; //Check for warp trigger.
+		break;
+	case SC_CLOAKING:
+		sc->option &= ~OPTION_CLOAK;
+		opt_flag = 2;
+		break;
+	case SC_CHASEWALK:
+		sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+		opt_flag = 2;
+		break;
+	case SC_SIGHT:
+		sc->option &= ~OPTION_SIGHT;
+		break;
+	case SC_WEDDING:	
+		sc->option &= ~OPTION_WEDDING;
+		break;
+	case SC_XMAS:	
+		sc->option &= ~OPTION_XMAS;
+		break;
+	case SC_ORCISH:
+		sc->option &= ~OPTION_ORCISH;
+		break;
+	case SC_RUWACH:
+		sc->option &= ~OPTION_RUWACH;
+		break;
+	case SC_SIGHTTRASHER:
+		sc->option &= ~OPTION_SIGHTTRASHER;
+		break;
+	case SC_FUSION:
+		sc->option &= ~OPTION_FLYING;
+		break;
+	//opt3
+	case SC_TWOHANDQUICKEN:
+	case SC_ONEHAND:
+	case SC_SPEARQUICKEN:
+	case SC_CONCENTRATION:
+		sc->opt3 &= ~1;
+		opt_flag = 0;
+		break;
+	case SC_OVERTHRUST:
+	case SC_MAXOVERTHRUST:
+	case SC_SWOO:
+		sc->opt3 &= ~2;
+		opt_flag = 0;
+		break;
+	case SC_ENERGYCOAT:
+		sc->opt3 &= ~4;
+		opt_flag = 0;
+		break;
+	case SC_INCATKRATE: //Simulated Explosion spirits effect.
+		if (bl->type != BL_MOB)
+			break;
+	case SC_EXPLOSIONSPIRITS:
+		sc->opt3 &= ~8;
+		opt_flag = 0;
+		break;
+	case SC_STEELBODY:
+	case SC_SKA:
+		sc->opt3 &= ~16;
+		opt_flag = 0;
+		break;
+	case SC_BLADESTOP:
+		sc->opt3 &= ~32;
+		opt_flag = 0;
+		break;
+	case SC_BERSERK:
+		sc->opt3 &= ~128;
+		opt_flag = 0;
+		break;
+	case SC_MARIONETTE:
+	case SC_MARIONETTE2:
+		sc->opt3 &= ~1024;
+		opt_flag = 0;
+		break;
+	case SC_ASSUMPTIO:
+		sc->opt3 &= ~2048;
+		opt_flag = 0;
+		break;
+	case SC_WARM: //SG skills [Komurka]
+		sc->opt3 &= ~4096;
+		opt_flag = 0;
+		break;
+	case SC_KAITE:
+		sc->opt3 &= ~8192;
+		opt_flag = 0;
+		break;
+	default:
+		opt_flag = 0;
+	}
+
+	if (calc_flag&SCB_DYE)
+	{	//Restore DYE color
+		if (vd && !vd->cloth_color && sc->data[type].val4)
+			clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4);
+		calc_flag&=~SCB_DYE;
+	}
+
+	//On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
+	if (vd && pcdb_checkid(vd->class_))
+		clif_status_change(bl,StatusIconChangeTable[type],0);
+	else if (sd)
+		clif_status_load(bl,StatusIconChangeTable[type],0);
+
+	if(opt_flag)
+		clif_changeoption(bl);
+
+	if (calc_flag)
+		status_calc_bl(bl,calc_flag);
+
+	if(opt_flag == 2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+		npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+
+	return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, int data)
+{
+	struct block_list *bl;
+	struct status_change *sc;
+	struct status_data *status;
+	int hp;
+
+	bl=map_id2bl(id);
+	sc=status_get_sc(bl);
+	status=status_get_status_data(bl);
+	
+	if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1)
+		return 0;
+	if(sc->data[data].val4 != tid) {
+		if (battle_config.error_log)
+			ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4);
+		sc->data[data].val4=-1;
+		return 0;
+	}
+		
+	if(!status_charge(bl, 0, sc->data[data].val3)) {
+		sc->data[data].val4=-1;
+		return 0;
+	}
+
+	hp = status->max_hp - status->hp;
+	if (hp > sc->data[data].val2)
+		hp = sc->data[data].val2;
+	if (hp)
+		status_heal(bl, hp, 0, 2);
+	sc->data[data].val4=-1;
+	return 1;
+}
+
+/*==========================================
+ * 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_data *status;
+	struct status_change *sc;
+
+// security system to prevent forgetting timer removal
+	int temp_timerid;
+
+	bl=map_id2bl(id);
+#ifndef _WIN32
+	nullpo_retr_f(0, bl, "id=%d data=%d",id,data);
+#endif
+	sc=status_get_sc(bl);
+	status = status_get_status_data(bl);
+	
+	if (!sc || !status)
+	{	//Temporal debug until case is resolved. [Skotlex]
+		ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1);
+		return 0;
+	}
+
+	if(bl->type==BL_PC)
+		sd=(struct map_session_data *)bl;
+
+	if(sc->data[type].timer != tid) {
+		if(battle_config.error_log)
+			ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id);
+		return 0;
+	}
+
+	// security system to prevent forgetting timer removal
+	// you shouldn't be that careless inside the switch here
+	temp_timerid = sc->data[type].timer;
+	sc->data[type].timer = -1;
+
+	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(!status_charge(bl, 0, 1))
+			break; //Not enough SP to continue.
+		sc->data[type].timer=add_timer(
+			sc->data[type].val2+tick, status_change_timer, bl->id, data);
+		return 0;
+
+	case SC_CHASEWALK:
+		if(!status_charge(bl, 0, sc->data[type].val4))
+			break; //Not enough SP to continue.
+			
+		if (sc->data[SC_INCSTR].timer == -1) {
+			sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1),
+				(sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+				*skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1));
+		}
+		sc->data[type].timer = add_timer(
+			sc->data[type].val2+tick, status_change_timer, bl->id, data);
+		return 0;
+	break;
+
+	case SC_SKA:  
+		if((--sc->data[type].val2)>0){  
+			sc->data[type].val3 = rand()%100; //Random defense.  
+			sc->data[type].timer=add_timer(  
+				1000+tick, status_change_timer,  
+				bl->id, data);  
+			return 0;  
+		}  
+		break;
+
+	case SC_HIDING:
+		if((--sc->data[type].val2)>0){
+			
+			if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1))
+				break; //Fail if it's time to substract SP and there isn't.
+		
+			sc->data[type].timer=add_timer(
+				1000+tick, status_change_timer,
+				bl->id, data);
+			return 0;
+		}
+	break;
+
+	case SC_SIGHT:
+	case SC_RUWACH:
+	case SC_SIGHTBLASTER:
+		{
+			map_foreachinrange( status_change_timer_sub, bl, 
+				skill_get_splash(StatusSkillChangeTable[type], sc->data[type].val1),
+				BL_CHAR, bl,sc,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_PROVOKE:
+		if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal)
+			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_ENDURE:
+		if(sc->data[type].val4) { //Infinite Endure.
+			sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data);
+			return 0;
+		}
+		break;
+
+	case SC_STONE:
+		if(sc->opt1 == OPT1_STONEWAIT) {
+			sc->data[type].val4 = 0;
+			unit_stop_walking(bl,1);
+			sc->opt1 = OPT1_STONE;
+			clif_changeoption(bl);
+			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+			status_calc_bl(bl, SCB_DEF_ELE);
+			return 0;
+		}
+		if((--sc->data[type].val3) > 0) {
+			if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2)
+				status_zap(bl, sc->data[type].val2, 0);
+			sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_POISON:
+		if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left.
+			break;
+	case SC_DPOISON:
+		if ((--sc->data[type].val3) > 0) {
+			if (sc->data[SC_SLOWPOISON].timer == -1) {
+				status_zap(bl, sc->data[type].val4, 0);
+				if (status_isdead(bl))
+					break;
+			}
+			sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data );
+			return 0;
+		}
+		break;
+
+	case SC_TENSIONRELAX:
+		if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){
+			sc->data[type].timer=add_timer(
+				sc->data[type].val4+tick, status_change_timer,
+				bl->id, data);
+			return 0;
+		}
+		break;
+	case SC_BLEEDING:	// [celest]
+		// i hope i haven't interpreted it wrong.. which i might ^^;
+		// Source:
+		// - 10�ェエェネェヒHPェャハ�エ
+		// - �槢ェホェ゙ェ゙ォオ?ォミ�ヤムェ茘�戓ーェキェニェ�?ヘ�ェマ眈ェィェハェ、
+		// To-do: bleeding effect increases damage taken?
+		if ((--sc->data[type].val4) >= 0) {
+			status_fix_damage(NULL, bl, rand()%600 + 200, 0);
+			if (status_isdead(bl))
+				break;
+			sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); 
+			return 0;
+		}
+		break;
+
+	case SC_KNOWLEDGE:
+	if (sd) {
+		if(bl->m != sd->feel_map[0].m
+			&& bl->m != sd->feel_map[1].m
+			&& bl->m != sd->feel_map[2].m)
+			break; //End it
+	} //Otherwise continue.
+	// Status changes that don't have a time limit
+	case SC_AETERNA:
+	case SC_TRICKDEAD:
+	case SC_MODECHANGE:
+	case SC_WEIGHT50:
+	case SC_WEIGHT90:
+	case SC_MAGICPOWER:
+	case SC_REJECTSWORD:
+	case SC_MEMORIZE:
+	case SC_BROKENWEAPON:
+	case SC_BROKENARMOR:
+	case SC_SACRIFICE:
+	case SC_READYSTORM:
+	case SC_READYDOWN:
+	case SC_READYTURN:
+	case SC_READYCOUNTER:
+	case SC_RUN:
+	case SC_DODGE:
+	case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex]
+	case SC_SIGNUMCRUCIS:		/* シグナムクルシス */
+		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;
+			int sp = 1;
+			int counter = sc->data[type].val3>>16;
+			if (--counter <= 0)
+				break;
+			sc->data[type].val3&= 0xFFFF; //Remove counter
+			sc->data[type].val3|=(counter<<16);//Reset it.
+			switch(sc->data[type].val1){
+				case BD_RICHMANKIM:
+				case BD_DRUMBATTLEFIELD:
+				case BD_RINGNIBELUNGEN:
+				case BD_SIEGFRIED:
+				case BA_DISSONANCE:
+				case BA_ASSASSINCROSS:
+				case DC_UGLYDANCE:
+					s=3;
+					break;
+				case BD_LULLABY:
+				case BD_ETERNALCHAOS:
+				case BD_ROKISWEIL:
+				case DC_FORTUNEKISS:
+					s=4;
+					break;
+				case CG_HERMODE:
+				case BD_INTOABYSS:
+				case BA_WHISTLE:
+				case DC_HUMMING:
+				case BA_POEMBRAGI:
+				case DC_SERVICEFORYOU:
+					s=5;
+					break;
+				case BA_APPLEIDUN:
+					s=6;
+					break;
+				case CG_MOONLIT:
+					sp= 4*sc->data[SC_MOONLIT].val1; //Moonlit's cost is 4sp*skill_lv [Skotlex]
+					//Upkeep is also every 10 secs.
+				case DC_DONTFORGETME:
+					s=10;
+					break;
+			}
+			if (s && ((sc->data[type].val3 % s) == 0)) {
+				if (sc->data[SC_LONGING].timer != -1)
+					sp = s;
+				if (!status_charge(bl, 0, sp))
+					break;
+			}
+			sc->data[type].timer=add_timer(
+				1000+tick, status_change_timer,
+				bl->id, data);
+			return 0;
+		}
+		break;
+
+	case SC_DEVOTION:
+		{	//Check range and timeleft to preserve status [Skotlex]
+			//This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl
+			struct map_session_data *md = map_id2sd(sc->data[type].val1);
+			if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0)
+			{
+				sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data);
+				return 0;
+			}
+		}
+		break;
+		
+	case SC_BERSERK:
+		// 5% every 10 seconds [DracoRPG]
+		if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0))
+		{
+			sc->data[type].timer = add_timer(
+				sc->data[type].val4+tick, status_change_timer,
+				bl->id, data);
+			return 0;
+		}
+		break;
+	case SC_NOCHAT:
+		if(sd){
+			sd->status.manner++;
+			clif_updatestatus(sd,SP_MANNER);
+			if (sd->status.manner < 0)
+			{	//Every 60 seconds your manner goes up by 1 until it gets back to 0.
+				sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data);
+				return 0;
+			}
+		}
+		break;
+
+	case SC_SPLASHER:
+		if (sc->data[type].val4 % 1000 == 0) {
+			char timer[10];
+			snprintf (timer, 10, "%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:
+	case SC_MARIONETTE2:
+		{
+			struct block_list *pbl = map_id2bl(sc->data[type].val1);
+			if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0)
+			{
+				sc->data[type].timer = add_timer(
+					1000 + tick, status_change_timer,
+					bl->id, data);
+					return 0;
+			}
+		}
+		break;
+
+	case SC_GOSPEL:
+		if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0)
+		{
+			int hp, sp;
+			hp = (sc->data[type].val1 > 5) ? 45 : 30;
+			sp = (sc->data[type].val1 > 5) ? 35 : 20;
+			if(!status_charge(bl, hp, sp))
+				break;
+			sc->data[type].timer = add_timer(
+				10000+tick, status_change_timer,
+					bl->id, data);
+			return 0;
+		}
+		break;
+		
+	case SC_GUILDAURA:
+		{
+			struct block_list *tbl = map_id2bl(sc->data[type].val2);
+			
+			if (tbl && battle_check_range(bl, tbl, 2)){
+				sc->data[type].timer = add_timer(
+					1000 + tick, status_change_timer,
+					bl->id, data);
+					return 0;
+			}
+		}
+		break;
+	case SC_JAILED:
+		if(--sc->data[type].val1 > 0)
+		{
+			sc->data[type].timer=add_timer(
+				60000+tick, status_change_timer, bl->id,data);
+			return 0;
+		}
+		break;
+	case SC_BLIND:
+		if(sc->data[SC_FOGWALL].timer!= -1) 
+		{	//Blind lasts forever while you are standing on the fog.
+			sc->data[type].timer=add_timer(
+				5000+tick, status_change_timer,
+				bl->id, data);
+			return 0;
+		}
+		break;
+	}
+
+	// default for all non-handled control paths
+	// security system to prevent forgetting timer removal
+
+	// if we reach this point we need the timer for the next call, 
+	// so restore it to have status_change_end handle a valid timer
+	sc->data[type].timer = temp_timerid; 
+
+	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;
+	struct status_change *sc, *tsc;
+	struct map_session_data* sd=NULL;
+	struct map_session_data* tsd=NULL;
+
+	int type;
+	unsigned int tick;
+
+	src=va_arg(ap,struct block_list*);
+	sc=va_arg(ap,struct status_change*);
+	type=va_arg(ap,int);
+	tick=va_arg(ap,unsigned int);
+	tsc=status_get_sc(bl);
+	
+	if (status_isdead(bl))
+		return 0;
+	if (src->type==BL_PC) sd= (struct map_session_data*)src;
+	if (bl->type==BL_PC) tsd= (struct map_session_data*)bl;
+
+	switch( type ){
+	case SC_SIGHT:	/* サイト */
+	case SC_CONCENTRATE:
+		if (tsc && tsc->count) {
+			if (tsc->data[SC_HIDING].timer != -1)
+				status_change_end( bl, SC_HIDING, -1);
+			if (tsc->data[SC_CLOAKING].timer != -1)
+				status_change_end( bl, SC_CLOAKING, -1);
+		}
+		break;
+	case SC_RUWACH:	/* ルアフ */
+		if (tsc && tsc->count && (tsc->data[SC_HIDING].timer != -1 ||	// if the target is using a special hiding, i.e not using normal hiding/cloaking, don't bother
+			tsc->data[SC_CLOAKING].timer != -1)) {
+			status_change_end( bl, SC_HIDING, -1);
+			status_change_end( bl, SC_CLOAKING, -1);
+			if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
+				skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+		}
+		break;
+	case SC_SIGHTBLASTER:
+		{
+			if (sc && sc->count && sc->data[type].val2 > 0 && battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
+				status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
+			{	//sc_ check prevents a single round of Sight Blaster hitting multiple opponents. [Skotlex]
+				skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
+				sc->data[type].val2 = 0; //This signals it to end.
+			}
+		}
+		break;
+	case SC_CLOSECONFINE:
+		//Lock char has released the hold on everyone...
+		if (tsc && tsc->count && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) {
+			tsc->data[SC_CLOSECONFINE2].val2 = 0;
+			status_change_end(bl, SC_CLOSECONFINE2, -1);
+		}
+		break;
+	}
+	return 0;
+}
+
+/*==========================================
+ * Clears buffs/debuffs of a character.
+ * type&1 -> buffs, type&2 -> debuffs
+ *------------------------------------------
+ */
+int status_change_clear_buffs (struct block_list *bl, int type)
+{
+	int i;
+	struct status_change *sc= status_get_sc(bl);
+
+	if (!sc || !sc->count)
+		return 0;
+
+	if (type&2) //Debuffs
+	for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
+		if(sc->data[i].timer != -1)
+			status_change_end(bl,i,-1);
+	}
+
+	for (i = SC_COMMON_MAX+1; i < SC_MAX; i++) {
+
+		if(sc->data[i].timer == -1)
+			continue;
+		
+		switch (i) {
+			//Stuff that cannot be removed
+			case SC_WEIGHT50:
+			case SC_WEIGHT90:
+			case SC_COMBO:
+			case SC_SMA:
+			case SC_DANCING:
+			case SC_GUILDAURA:
+			case SC_SAFETYWALL:
+			case SC_NOCHAT:
+			case SC_JAILED:
+			case SC_ANKLE:
+			case SC_BLADESTOP:
+			case SC_CP_WEAPON:
+			case SC_CP_SHIELD:
+			case SC_CP_ARMOR:
+			case SC_CP_HELM:
+				continue;
+				
+			//Debuffs that can be removed.
+			case SC_HALLUCINATION:
+			case SC_QUAGMIRE:
+			case SC_SIGNUMCRUCIS:
+			case SC_DECREASEAGI:
+			case SC_SLOWDOWN:
+			case SC_MINDBREAKER:
+			case SC_WINKCHARM:
+			case SC_STOP:
+			case SC_ORCISH:
+			case SC_STRIPWEAPON:
+			case SC_STRIPSHIELD:
+			case SC_STRIPARMOR:
+			case SC_STRIPHELM:
+				if (!(type&2))
+					continue;
+				break;
+			//The rest are buffs that can be removed.
+			case SC_BERSERK:
+				if (!(type&1))
+					continue;
+			  	sc->data[i].val4 = 1;
+				break;
+			default:
+				if (!(type&1))
+					continue;
+				break;
+		}
+		status_change_end(bl,i,-1);
+	}
+	return 0;
+}
+
+//Natural regen related stuff.
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int status_natural_heal(DBKey key,void * data,va_list app)
+{
+	struct block_list *bl = (struct block_list*)data;
+	struct regen_data *regen;
+	struct status_data *status;
+	struct status_change *sc;
+	struct unit_data *ud;
+	struct view_data *vd = NULL;
+	struct regen_data_sub *sregen;
+	struct map_session_data *sd;
+	int val,rate,bonus = 0,flag;
+
+	if (!(bl->type&BL_REGEN))
+		return 0;
+
+	regen = status_get_regen_data(bl);
+	if (!regen) return 0;
+	status = status_get_status_data(bl);
+	sc = status_get_sc(bl);
+	if (sc && !sc->count)
+		sc = NULL;
+	BL_CAST(BL_PC,bl,sd);
+
+	flag = regen->flag;
+	if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
+		flag&=~(RGN_HP|RGN_SHP);
+	if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
+		flag&=~(RGN_SP|RGN_SSP);
+
+	if (flag && (
+		status_isdead(bl) ||
+		(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
+	))
+		flag=0;
+
+	if (sd && (sd->hp_loss_value > 0 || sd->sp_loss_value > 0))
+		pc_bleeding(sd, natural_heal_diff_tick);
+
+	if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
+		(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
+	{	//Apply sitting regen bonus.
+		sregen = regen->ssregen;
+		if(flag&(RGN_SHP))
+		{	//Sitting HP regen
+			val = natural_heal_diff_tick * sregen->rate.hp;
+			if (regen->state.overweight)
+				val>>=1; //Half as fast when overweight.
+			sregen->tick.hp += val;
+			while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+			{
+				sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+				if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+				{	//Full
+					flag&=~(RGN_HP|RGN_SHP);
+					break;
+				}
+			}
+		}
+		if(flag&(RGN_SSP))
+		{	//Sitting SP regen
+			val = natural_heal_diff_tick * sregen->rate.sp;
+			if (regen->state.overweight)
+				val>>=1; //Half as fast when overweight.
+			sregen->tick.sp += val;
+			while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+			{
+				sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+				if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
+				{	//Full
+					flag&=~(RGN_SP|RGN_SSP);
+					break;
+				}
+			}
+		}
+	}
+
+	if (flag && regen->state.overweight)
+		flag=0;
+
+	ud = unit_bl2ud(bl);
+
+	if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
+	{
+		flag&=~(RGN_SHP|RGN_SSP);
+		if(!regen->state.walk)
+			flag&=~RGN_HP;
+	}
+
+	if (!flag)
+		return 0;
+
+	if (flag&(RGN_HP|RGN_SP))
+	{
+		if(!vd) vd = status_get_viewdata(bl);
+		if(vd && vd->dead_sit == 2)
+			bonus++;
+		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
+			bonus++;
+		if(regen->state.gc)
+			bonus++;
+	}
+
+	//Natural Hp regen
+	if (flag&RGN_HP)
+	{
+		rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
+		if (ud && ud->walktimer != -1)
+			rate/=2;
+		regen->tick.hp += rate;
+		
+		if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
+		{
+			val = 0;
+			do {
+				val += regen->hp;
+				regen->tick.hp -= battle_config.natural_healhp_interval;
+			} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
+			if (status_heal(bl, val, 0, 1) < val)
+				flag&=~RGN_SHP; //full.
+		}
+	}
+
+	//Natural SP regen
+	if(flag&RGN_SP)
+	{
+		regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
+		
+		if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
+		{
+			val = 0;
+			do {
+				val += regen->sp;
+				regen->tick.sp -= battle_config.natural_healsp_interval;
+			} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
+			if (status_heal(bl, 0, val, 1) < val)
+				flag&=~RGN_SSP; //full.
+		}
+	}
+
+	if (!regen->sregen)
+		return flag;
+
+	//Skill regen
+	sregen = regen->sregen;
+
+	if(flag&RGN_SHP)
+	{	//Skill HP regen
+		sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
+		
+		while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+		{
+			sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+			if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+				break; //Full
+		}
+	}
+	if(flag&RGN_SSP)
+	{	//Skill SP regen
+		sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
+		while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+		{
+			sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+			if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
+				break; //Full
+		}
+	}
+	return flag;
+}
+
+//Natural heal main timer.
+static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
+{
+	natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+	map_foreachiddb(status_natural_heal);
+	natural_heal_prev_tick = tick;
+	return 0;
+}
+
+static int status_calc_sigma(void)
+{
+	int i,j;
+	unsigned int k;
+
+	for(i=0;i<MAX_PC_CLASS;i++) {
+		malloc_tsetdword(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;
+			if (k >= INT_MAX)
+				break; //Overflow protection. [Skotlex]
+		}
+		for(;j<=MAX_LEVEL;j++)
+			hp_sigma_val[i][j-1] = INT_MAX;
+	}
+	return 0;
+}
+
+int status_readdb(void) {
+	int i,j;
+	FILE *fp;
+	char line[1024], path[1024],*p;
+
+	sprintf(path, "%s/job_db1.txt", db_path);
+	fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
+	if(fp==NULL){
+		ShowError("can't read %s\n", path);
+		return 1;
+	}
+	i = 0;
+	while(fgets(line, sizeof(line)-1, fp)){
+		char *split[MAX_WEAPON_TYPE + 5];
+		i++;
+		if(line[0]=='/' && line[1]=='/')
+			continue;
+		for(j=0,p=line;j<(MAX_WEAPON_TYPE + 5) && p;j++){	//not 22 anymore [blackhole89]
+			split[j]=p;
+			p=strchr(p,',');
+			if(p) *p++=0;
+		}
+		if(j < MAX_WEAPON_TYPE + 5)
+		{	//Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
+			ShowDebug("%s: Not enough columns at line %d\n", path, i);
+			continue;
+		}
+		if(atoi(split[0])>=MAX_PC_CLASS)
+			continue;
+		
+		max_weight_base[atoi(split[0])]=atoi(split[1]);
+		hp_coefficient[atoi(split[0])]=atoi(split[2]);
+		hp_coefficient2[atoi(split[0])]=atoi(split[3]);
+		sp_coefficient[atoi(split[0])]=atoi(split[4]);
+		for(j=0;j<MAX_WEAPON_TYPE;j++)
+			aspd_base[atoi(split[0])][j]=atoi(split[j+5]);
+	}
+	fclose(fp);
+	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+	malloc_tsetdword(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+	sprintf(path, "%s/job_db2.txt", db_path);
+	fp=fopen(path,"r");
+	if(fp==NULL){
+		ShowError("can't read %s\n", path);
+		return 1;
+	}
+	while(fgets(line, sizeof(line)-1, fp)){
+       	char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
+		if(line[0]=='/' && line[1]=='/')
+			continue;
+		for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
+			split[j]=p;
+			p=strchr(p,',');
+			if(p) *p++=0;
+		}
+		if(atoi(split[0])>=MAX_PC_CLASS)
+		    continue;
+		for(i=1;i<j && split[i];i++)
+			job_bonus[atoi(split[0])][i-1]=atoi(split[i]);
+	}
+	fclose(fp);
+	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+	// サイズ補正テ?ブル
+	for(i=0;i<3;i++)
+		for(j=0;j<MAX_WEAPON_TYPE;j++)
+			atkmods[i][j]=100;
+	sprintf(path, "%s/size_fix.txt", db_path);
+	fp=fopen(path,"r");
+	if(fp==NULL){
+		ShowError("can't read %s\n", path);
+		return 1;
+	}
+	i=0;
+	while(fgets(line, sizeof(line)-1, fp)){
+		char *split[MAX_WEAPON_TYPE];
+		if(line[0]=='/' && line[1]=='/')
+			continue;
+		if(atoi(line)<=0)
+			continue;
+		malloc_tsetdword(split,0,sizeof(split));
+		for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
+			split[j]=p;
+			p=strchr(p,',');
+			if(p) *p++=0;
+			atkmods[i][j]=atoi(split[j]);
+		}
+		i++;
+	}
+	fclose(fp);
+	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+	// 精?デ?タテ?ブル
+	for(i=0;i<5;i++){
+		for(j=0;j<MAX_REFINE; j++)
+			percentrefinery[i][j]=100;
+		percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
+		refinebonus[i][0]=0;
+		refinebonus[i][1]=0;
+		refinebonus[i][2]=10;
+	}
+
+	sprintf(path, "%s/refine_db.txt", db_path);
+	fp=fopen(path,"r");
+	if(fp==NULL){
+		ShowError("can't read %s\n", path);
+		return 1;
+	}
+	i=0;
+	while(fgets(line, sizeof(line)-1, fp)){
+		char *split[MAX_REFINE+4];
+		if(line[0]=='/' && line[1]=='/')
+			continue;
+		if(atoi(line)<=0)
+			continue;
+		malloc_tsetdword(split,0,sizeof(split));
+		for(j=0,p=line;j<MAX_REFINE+4 && 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<MAX_REFINE && split[j];j++)
+			percentrefinery[i][j]=atoi(split[j+3]);
+		i++;
+	}
+	fclose(fp); //Lupus. close this file!!!
+	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
+
+	return 0;
+}
+
+/*==========================================
+ * スキル関係初期化処理
+ *------------------------------------------
+ */
+int do_init_status(void)
+{
+	if (SC_MAX > MAX_STATUSCHANGE)
+	{
+		ShowDebug("status.h defines %d status changes, but the MAX_STATUSCHANGE is %d! Fix it.\n", SC_MAX, MAX_STATUSCHANGE);
+		exit(1);
+	}
+	add_timer_func_list(status_change_timer,"status_change_timer");
+	add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+	add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
+	initChangeTables();
+	initDummyData();
+	status_readdb();
+	status_calc_sigma();
+	natural_heal_prev_tick = gettick();
+	add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
+	return 0;
+}