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// (c) 2008 - 2011 eAmod Project; Andres Garbanzo / Zephyrus
//
//  - gaiaro.staff@yahoo.com
//  - MSN andresjgm.cr@hotmail.com
//  - Skype: Zephyrus_cr
//  - Site: http://dev.terra-gaming.com
//
// This file is NOT public - you are not allowed to distribute it.
// Authorized Server List : http://dev.terra-gaming.com/index.php?/topic/72-authorized-eamod-servers/
// eAmod is a non Free, extended version of eAthena Ragnarok Private Server.
 
#ifndef _STATUS_H_
#define _STATUS_H_
 
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct elemental_data;
struct status_change;
 
//Use this to refer the max refinery level [Skotlex]
#define MAX_REFINE 100
#define MAX_REFINE_BONUS 5
#define NEW_CARTS
#define MAX_CARTS 9
 
 
extern unsigned long StatusChangeFlagTable[];
 
 
// Status changes listing. These code are for use by the server.
typedef enum sc_type {
        SC_NONE = -1,
 
        //First we enumerate common status ailments which are often used around.
        SC_STONE = 0,
        SC_COMMON_MIN = 0, // begin
        SC_FREEZE,
        SC_STUN,
        SC_SLEEP,
        SC_POISON,
        SC_CURSE,
        SC_SILENCE,
        SC_CONFUSION,
        SC_BLIND,
        SC_BLEEDING,
        SC_DPOISON, //10
        SC_COMMON_MAX = 10, // end
       
        //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
        SC_PROVOKE = 20,
        SC_ENDURE,
        SC_TWOHANDQUICKEN,
        SC_CONCENTRATE,
        SC_HIDING,
        SC_CLOAKING,
        SC_ENCPOISON,
        SC_POISONREACT,
        SC_QUAGMIRE,
        SC_ANGELUS,
        SC_BLESSING, //30
        SC_SIGNUMCRUCIS,
        SC_INCREASEAGI,
        SC_DECREASEAGI,
        SC_SLOWPOISON,
        SC_IMPOSITIO  ,
        SC_SUFFRAGIUM,
        SC_ASPERSIO,
        SC_BENEDICTIO,
        SC_KYRIE,
        SC_MAGNIFICAT, //40
        SC_GLORIA,
        SC_AETERNA,
        SC_ADRENALINE,
        SC_WEAPONPERFECTION,
        SC_OVERTHRUST,
        SC_MAXIMIZEPOWER,
        SC_TRICKDEAD,
        SC_LOUD,
        SC_ENERGYCOAT,
        SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
        SC_BROKENWEAPON,
        SC_HALLUCINATION,
        SC_WEIGHT50,
        SC_WEIGHT90,
        SC_ASPDPOTION0,
        SC_ASPDPOTION1,
        SC_ASPDPOTION2,
        SC_ASPDPOTION3,
        SC_SPEEDUP0,
        SC_SPEEDUP1, //60
        SC_ATKPOTION,
        SC_MATKPOTION,
        SC_WEDDING,
        SC_SLOWDOWN,
        SC_ANKLE,
        SC_KEEPING,
        SC_BARRIER,
        SC_STRIPWEAPON,
        SC_STRIPSHIELD,
        SC_STRIPARMOR, //70
        SC_STRIPHELM,
        SC_CP_WEAPON,
        SC_CP_SHIELD,
        SC_CP_ARMOR,
        SC_CP_HELM,
        SC_AUTOGUARD,
        SC_REFLECTSHIELD,
        SC_SPLASHER,
        SC_PROVIDENCE,
        SC_DEFENDER, //80
        SC_MAGICROD,
        SC_SPELLBREAKER,
        SC_AUTOSPELL,
        SC_SIGHTTRASHER,
        SC_AUTOBERSERK,
        SC_SPEARQUICKEN,
        SC_AUTOCOUNTER,
        SC_SIGHT,
        SC_SAFETYWALL,
        SC_RUWACH, //90
        SC_EXTREMITYFIST,
        SC_EXPLOSIONSPIRITS,
        SC_COMBO,
        SC_BLADESTOP_WAIT,
        SC_BLADESTOP,
        SC_FIREWEAPON,
        SC_WATERWEAPON,
        SC_WINDWEAPON,
        SC_EARTHWEAPON,
        SC_VOLCANO, //100,
        SC_DELUGE,
        SC_VIOLENTGALE,
        SC_WATK_ELEMENT,
        SC_ARMOR,
        SC_ARMOR_ELEMENT,
        SC_NOCHAT,
        SC_BABY,
        SC_AURABLADE,
        SC_PARRYING,
        SC_CONCENTRATION, //110
        SC_TENSIONRELAX,
        SC_BERSERK,
        SC_FURY,
        SC_GOSPEL,
        SC_ASSUMPTIO,
        SC_BASILICA,
        SC_GUILDAURA,
        SC_MAGICPOWER,
        SC_EDP,
        SC_TRUESIGHT, //120
        SC_WINDWALK,
        SC_MELTDOWN,
        SC_CARTBOOST,
        SC_CHASEWALK,
        SC_REJECTSWORD,
        SC_MARIONETTE,
        SC_MARIONETTE2,
        SC_CHANGEUNDEAD,
        SC_JOINTBEAT,
        SC_MINDBREAKER, //130
        SC_MEMORIZE,
        SC_FOGWALL,
        SC_SPIDERWEB,
        SC_DEVOTION,
        SC_SACRIFICE,
        SC_STEELBODY,
        SC_ORCISH,
        SC_READYSTORM,
        SC_READYDOWN,
        SC_READYTURN, //140
        SC_READYCOUNTER,
        SC_DODGE,
        SC_RUN,
        SC_SHADOWWEAPON,
        SC_ADRENALINE2,
        SC_GHOSTWEAPON,
        SC_KAIZEL,
        SC_KAAHI,
        SC_KAUPE,
        SC_ONEHAND, //150
        SC_PRESERVE,
        SC_BATTLEORDERS,
        SC_REGENERATION,
        SC_DOUBLECAST,
        SC_GRAVITATION,
        SC_MAXOVERTHRUST,
        SC_LONGING,
        SC_HERMODE,
        SC_SHRINK,
        SC_SIGHTBLASTER, //160
        SC_WINKCHARM,
        SC_CLOSECONFINE,
        SC_CLOSECONFINE2,
        SC_DANCING,
        SC_ELEMENTALCHANGE,
        SC_RICHMANKIM,
        SC_ETERNALCHAOS,
        SC_DRUMBATTLE,
        SC_NIBELUNGEN,
        SC_ROKISWEIL, //170
        SC_INTOABYSS,
        SC_SIEGFRIED,
        SC_WHISTLE,
        SC_ASSNCROS,
        SC_POEMBRAGI,
        SC_APPLEIDUN,
        SC_MODECHANGE,
        SC_HUMMING,
        SC_DONTFORGETME,
        SC_FORTUNE, //180
        SC_SERVICE4U,
        SC_STOP,        //Prevents inflicted chars from walking. [Skotlex]
        SC_SPURT,
        SC_SPIRIT,
        SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
        SC_INTRAVISION,
        SC_INCALLSTATUS,
        SC_INCSTR,
        SC_INCAGI,
        SC_INCVIT, //190
        SC_INCINT,
        SC_INCDEX,
        SC_INCLUK,
        SC_INCHIT,
        SC_INCHITRATE,
        SC_INCFLEE,
        SC_INCFLEERATE,
        SC_INCMHPRATE,
        SC_INCMSPRATE,
        SC_INCATKRATE, //200
        SC_INCMATKRATE,
        SC_INCDEFRATE,
        SC_STRFOOD,
        SC_AGIFOOD,
        SC_VITFOOD,
        SC_INTFOOD,
        SC_DEXFOOD,
        SC_LUKFOOD,
        SC_HITFOOD,
        SC_FLEEFOOD, //210
        SC_BATKFOOD,
        SC_WATKFOOD,
        SC_MATKFOOD,
        SC_SCRESIST, //Increases resistance to status changes.
        SC_XMAS, // Xmas Suit [Valaris]
        SC_WARM, //SG skills [Komurka]
        SC_SUN_COMFORT,
        SC_MOON_COMFORT,
        SC_STAR_COMFORT,
        SC_FUSION, //220
        SC_SKILLRATE_UP,
        SC_SKE,
        SC_KAITE,
        SC_SWOO, // [marquis007]
        SC_SKA, // [marquis007]
        SC_EARTHSCROLL,
        SC_MIRACLE, //SG 'hidden' skill [Komurka]
        SC_MADNESSCANCEL,
        SC_ADJUSTMENT,
        SC_INCREASING,  //230
        SC_GATLINGFEVER,
        SC_TATAMIGAESHI,
        SC_UTSUSEMI,
        SC_BUNSINJYUTSU,
        SC_KAENSIN,
        SC_SUITON,
        SC_NEN,
        SC_KNOWLEDGE,
        SC_SMA,
        SC_FLING,       //240
        SC_AVOID,
        SC_CHANGE,
        SC_BLOODLUST,
        SC_FLEET,
        SC_SPEED,
        SC_DEFENCE,
        //SC_INCASPDRATE,
        SC_INCFLEE2 = 248,
        SC_JAILED,
        SC_ENCHANTARMS, //250
        SC_MAGICALATTACK,
        SC_ARMORCHANGE,
        SC_CRITICALWOUND,
        SC_MAGICMIRROR,
        SC_SLOWCAST,
        SC_SUMMER,
        SC_EXPBOOST,
        SC_ITEMBOOST,
        SC_BOSSMAPINFO,
        SC_LIFEINSURANCE, //260
        SC_INCCRI,
        //SC_INCDEF,
        //SC_INCBASEATK = 263,
        //SC_FASTCAST,
        SC_MDEF_RATE = 265,
        //SC_HPREGEN,
        SC_INCHEALRATE = 267,
        SC_PNEUMA,
        SC_AUTOTRADE,
        SC_KSPROTECTED, //270
        SC_ARMOR_RESIST = 271,
        SC_SPCOST_RATE,
        SC_COMMONSC_RESIST,
        SC_SEVENWIND,
        SC_DEF_RATE,
        //SC_SPREGEN,
        SC_WALKSPEED = 277,
 
        // Mercenary Only Bonus Effects
        SC_MERC_FLEEUP,
        SC_MERC_ATKUP,
        SC_MERC_HPUP, //280
        SC_MERC_SPUP,
        SC_MERC_HITUP,
        SC_MERC_QUICKEN,
 
        SC_REBIRTH,
        //SC_SKILLCASTRATE, //285
        //SC_DEFRATIOATK,
        //SC_HPDRAIN,
        //SC_SKILLATKBONUS,
        SC_ITEMSCRIPT = 289,
        SC_S_LIFEPOTION, //290
        SC_L_LIFEPOTION,
        SC_JEXPBOOST,
        //SC_IGNOREDEF,
        SC_HELLPOWER = 294,
        SC_INVINCIBLE, //295
        SC_INVINCIBLEOFF,
        SC_MANU_ATK,
        SC_MANU_DEF,
        SC_SPL_ATK,
        SC_SPL_DEF, //300
        SC_MANU_MATK,
        SC_SPL_MATK,
        SC_FOOD_STR_CASH,
        SC_FOOD_AGI_CASH,
        SC_FOOD_VIT_CASH,
        SC_FOOD_DEX_CASH,
        SC_FOOD_INT_CASH,
        SC_FOOD_LUK_CASH,
 
        // eAmod Custom Stats
        SC_SPREGEN = 340,
        SC_AUTOREFRESH,
        SC_ALL_RIDING,
        SC_RAID,
        SC_ON_PUSH_CART,
 
        // 3CeAM Start -- New common status arnt placed in the 0 - 20 range for certain reasons.
        // So we start them at 350.
        SC_BURNING = 350,
        SC_FREEZING,
        SC_FEAR,
 
        // 3rd job related status and others start at 360 to leave room for any other new commons that
        // might be added in the future. Below all SC's are listed under each job that normally triggers
        // them and the SC's are in mostly in skill order. A range of 30 SC's are given to each job since
        // were still working to optimize the code which could lead to adding, removing, or enableing/disabling
        // a SC ID.
 
        // Rune Knight
        SC_ENCHANTBLADE = 360,
        SC_DEATHBOUND,
        SC_MILLENNIUMSHIELD,
        SC_CRUSHSTRIKE,
        SC_REFRESH,
        SC_REUSE_REFRESH,// Is this needed? [Rytech]
        SC_GIANTGROWTH,
        SC_STONEHARDSKIN,
        SC_VITALITYACTIVATION,
        SC_STORMBLAST,
        SC_FIGHTINGSPIRIT,// 370
        SC_ABUNDANCE,
 
        // Warlock
        SC_WHITEIMPRISON = 390,
        SC_MARSHOFABYSS,
        SC_RECOGNIZEDSPELL,
        SC_STASIS,
        // SC_REUSE_STASIS,
        // SC_CHAINLIGHTNING,
        SC_SPHERE_1 = 396,
        SC_SPHERE_2,
        SC_SPHERE_3,
        SC_SPHERE_4,
        SC_SPHERE_5,// 400
        SC_READING_SB, // From iROwiki : your SP slowly drains depending on the number of spells frozen
        // SC_READING_SB_2,
        // SC_READING_SB_3,
        // SC_READING_SB_4,
        // SC_READING_SB_5,
        // SC_READING_SB_6,
        // SC_READING_SB_7,
        SC_FREEZINGSPELL = 408,
 
        // Ranger
        SC_FEARBREEZE = 420,
        SC_ELECTRICSHOCKER,
        SC_WUGDASH,
        SC_BITE,
        SC_CAMOUFLAGE,
 
        // Arch Bishop
        SC_ADORAMUS = 450,
        SC_EPICLESIS,
        SC_ORATIO,
        SC_LAUDAAGNUS,
        SC_LAUDARAMUS,
        SC_RENOVATIO,
        SC_EXPIATIO,
        SC_DUPLELIGHT,
        SC_SECRAMENT,
 
        // Mechanic
        SC_ACCELERATION = 480,
        SC_HOVERING,
        SC_SHAPESHIFT,
        SC_INFRAREDSCAN,
        SC_ANALYZE,
        SC_MAGNETICFIELD,
        SC_NEUTRALBARRIER,
        SC_NEUTRALBARRIER_MASTER,
        SC_STEALTHFIELD,
        SC_STEALTHFIELD_MASTER,
        SC_OVERHEAT,// 890
        SC_OVERHEAT_LIMITPOINT,
 
        // Guillotine Cross
        SC_VENOMIMPRESS = 510,
        SC_POISONINGWEAPON,
        SC_WEAPONBLOCKING,
        // SC_WEAPONBLOCKING_POSTDELAY,
        SC_CLOAKINGEXCEED = 514,
        SC_HALLUCINATIONWALK,
        SC_HALLUCINATIONWALK_POSTDELAY,
        // SC_REUSE_HALLUCINATIONWALK,
        SC_ROLLINGCUTTER = 518,
        SC_TOXIN,
        SC_PARALYSE,// 520
        SC_VENOMBLEED,
        SC_MAGICMUSHROOM,
        SC_DEATHHURT,
        SC_PYREXIA,
        SC_OBLIVIONCURSE,
        SC_LEECHESEND,
 
        // Royal Guard
        SC_REFLECTDAMAGE = 540,
        SC_FORCEOFVANGUARD,
        SC_SHIELDSPELL_DEF,
        SC_SHIELDSPELL_MDEF,
        SC_SHIELDSPELL_REF,
        SC_EXEEDBREAK,
        SC_PRESTIGE,
        SC_BANDING,
        SC_BANDING_DEFENCE,
        SC_EARTHDRIVE,
        SC_INSPIRATION,// 550
 
        // Sorcerer
        SC_SPELLFIST = 570,
        SC_CRYSTALIZE,
        SC_STRIKING,
        SC_WARMER,
        SC_VACUUM_EXTREME,
        SC_PROPERTYWALK,
 
        // Minstrel/Wanderer
        SC_SWINGDANCE = 600,
        SC_SYMPHONYOFLOVER,
        SC_MOONLITSERENADE,
        SC_RUSHWINDMILL,
        SC_ECHOSONG,
        SC_HARMONIZE,
        SC_VOICEOFSIREN,
        SC_DEEPSLEEP,
        SC_SIRCLEOFNATURE,
        SC_GLOOMYDAY,
        SC_GLOOMYDAY_SK,// 610
        SC_SONGOFMANA,
        SC_DANCEWITHWUG,
        SC_SATURDAYNIGHTFEVER,
        SC_LERADSDEW,
        SC_MELODYOFSINK,
        SC_BEYONDOFWARCRY,
        SC_UNLIMITEDHUMMINGVOICE,
        SC_SITDOWN_FORCE,
 
        // Sura
        SC_CRESCENTELBOW = 630,
        SC_CURSEDCIRCLE_ATKER,
        SC_CURSEDCIRCLE_TARGET,
        SC_LIGHTNINGWALK,
        SC_RAISINGDRAGON,
        SC_GT_ENERGYGAIN,
        SC_GT_CHANGE,
        SC_GT_REVITALIZE,
 
        // Genetic
        SC_GN_CARTBOOST = 660,
        SC_THORNSTRAP,
        SC_BLOODSUCKER,
        SC_SMOKEPOWDER,
        SC_TEARGAS,
        SC_MANDRAGORA,
        SC_STOMACHACHE,
        SC_MYSTERIOUS_POWDER,
        SC_MELON_BOMB,
        SC_BANANA_BOMB,
        SC_BANANA_BOMB_SITDOWN,// 670
        SC_SAVAGE_STEAK,
        SC_COCKTAIL_WARG_BLOOD,
        SC_MINOR_BBQ,
        SC_SIROMA_ICE_TEA,
        SC_DROCERA_HERB_STEAMED,
        SC_PUTTI_TAILS_NOODLES,
        SC_BOOST500,
        SC_FULL_SWING_K,
        SC_MANA_PLUS,
        SC_MUSTLE_M,// 680
        SC_LIFE_FORCE_F,
        SC_EXTRACT_WHITE_POTION_Z,
        SC_VITATA_500,
        SC_EXTRACT_SALAMINE_JUICE,
 
        // Shadow Chaser
        SC__REPRODUCE = 690,
        SC__AUTOSHADOWSPELL,
        SC__SHADOWFORM,
        SC__BODYPAINT,
        SC__INVISIBILITY,
        SC__DEADLYINFECT,
        SC__ENERVATION,
        SC__GROOMY,
        SC__IGNORANCE,
        SC__LAZINESS,
        SC__UNLUCKY,// 700
        SC__WEAKNESS,
        SC__STRIPACCESSORY,
        SC__MANHOLE,
        SC_CHAOS,
        //SC__MAELSTROM,
        SC__BLOODYLUST = 706,
 
        // Elemental Spirits
        SC_CIRCLE_OF_FIRE = 720,
        SC_CIRCLE_OF_FIRE_OPTION,
        SC_FIRE_CLOAK,
        SC_FIRE_CLOAK_OPTION,
        SC_WATER_SCREEN,
        SC_WATER_SCREEN_OPTION,
        SC_WATER_DROP,
        SC_WATER_DROP_OPTION,
        SC_WATER_BARRIER,
        SC_WIND_STEP,
        SC_WIND_STEP_OPTION,// 730
        SC_WIND_CURTAIN,
        SC_WIND_CURTAIN_OPTION,
        SC_ZEPHYR,
        SC_SOLID_SKIN,
        SC_SOLID_SKIN_OPTION,
        SC_STONE_SHIELD,
        SC_STONE_SHIELD_OPTION,
        SC_POWER_OF_GAIA,
        SC_PYROTECHNIC,
        SC_PYROTECHNIC_OPTION,// 740
        SC_HEATER,
        SC_HEATER_OPTION,
        SC_TROPIC,
        SC_TROPIC_OPTION,
        SC_AQUAPLAY,
        SC_AQUAPLAY_OPTION,
        SC_COOLER,
        SC_COOLER_OPTION,
        SC_CHILLY_AIR,
        SC_CHILLY_AIR_OPTION,// 750
        SC_GUST,
        SC_GUST_OPTION,
        SC_BLAST,
        SC_BLAST_OPTION,
        SC_WILD_STORM,
        SC_WILD_STORM_OPTION,
        SC_PETROLOGY,
        SC_PETROLOGY_OPTION,
        SC_CURSED_SOIL,
        SC_CURSED_SOIL_OPTION,// 760
        SC_UPHEAVAL,
        SC_UPHEAVAL_OPTION,
        SC_TIDAL_WEAPON,
        SC_TIDAL_WEAPON_OPTION,
        SC_ROCK_CRUSHER,
        SC_ROCK_CRUSHER_ATK,
 
        SC_JYUMONJIKIRI = 780,
        /* new pushcart */
        SC_PUSH_CART,
        SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
 
// Official status change ids, used to display status icons on the client.
enum si_type {
        SI_BLANK                = -1,
        SI_PROVOKE              = 0,
        SI_ENDURE               = 1,
        SI_TWOHANDQUICKEN       = 2,
        SI_CONCENTRATE          = 3,
        SI_HIDING               = 4,
        SI_CLOAKING             = 5,
        SI_ENCPOISON            = 6,
        SI_POISONREACT          = 7,
        SI_QUAGMIRE             = 8,
        SI_ANGELUS              = 9,
        SI_BLESSING             = 10,
        SI_SIGNUMCRUCIS         = 11,
        SI_INCREASEAGI          = 12,
        SI_DECREASEAGI          = 13,
        SI_SLOWPOISON           = 14,
        SI_IMPOSITIO            = 15,
        SI_SUFFRAGIUM           = 16,
        SI_ASPERSIO             = 17,
        SI_BENEDICTIO           = 18,
        SI_KYRIE                = 19,
        SI_MAGNIFICAT           = 20,
        SI_GLORIA               = 21,
        SI_AETERNA              = 22,
        SI_ADRENALINE           = 23,
        SI_WEAPONPERFECTION     = 24,
        SI_OVERTHRUST           = 25,
        SI_MAXIMIZEPOWER        = 26,
        SI_RIDING               = 27,
        SI_FALCON               = 28,
        SI_TRICKDEAD            = 29,
        SI_LOUD                 = 30,
        SI_ENERGYCOAT           = 31,
        SI_BROKENARMOR          = 32,
        SI_BROKENWEAPON         = 33,
        SI_HALLUCINATION        = 34,
        SI_WEIGHT50             = 35,
        SI_WEIGHT90             = 36,
        SI_ASPDPOTION0          = 37,
        SI_ASPDPOTION1 = 38,
        SI_ASPDPOTION2 = 39,
        SI_ASPDPOTIONINFINITY = 40,
        SI_SPEEDPOTION1         = 41,
//      SI_MOVHASTE_INFINITY            = 42,
//      SI_AUTOCOUNTER = 43,
//      SI_SPLASHER = 44,
//      SI_ANKLESNARE = 45,
        SI_ACTIONDELAY          = 46,
//      SI_NOACTION = 47,
//      SI_IMPOSSIBLEPICKUP = 48,
//      SI_BARRIER = 49,
        SI_STRIPWEAPON          = 50,
        SI_STRIPSHIELD          = 51,
        SI_STRIPARMOR           = 52,
        SI_STRIPHELM            = 53,
        SI_CP_WEAPON            = 54,
        SI_CP_SHIELD            = 55,
        SI_CP_ARMOR             = 56,
        SI_CP_HELM              = 57,
        SI_AUTOGUARD            = 58,
        SI_REFLECTSHIELD        = 59,
//      SI_DEVOTION = 60,
        SI_PROVIDENCE           = 61,
        SI_DEFENDER             = 62,
//      SI_MAGICROD = 63,
//      SI_WEAPONPROPERTY = 64,
        SI_AUTOSPELL            = 65,
//      SI_SPECIALZONE = 66,
//      SI_MASK = 67,
        SI_SPEARQUICKEN         = 68,
//      SI_BDPLAYING = 69,
//      SI_WHISTLE = 70,
//      SI_ASSASSINCROSS = 71,
//      SI_POEMBRAGI = 72,
//      SI_APPLEIDUN = 73,
//      SI_HUMMING = 74,
//      SI_DONTFORGETME = 75,
//      SI_FORTUNEKISS = 76,
//      SI_SERVICEFORYOU = 77,
//      SI_RICHMANKIM = 78,
//      SI_ETERNALCHAOS = 79,
//      SI_DRUMBATTLEFIELD = 80,
//      SI_RINGNIBELUNGEN = 81,
//      SI_ROKISWEIL = 82,
//      SI_INTOABYSS = 83,
//      SI_SIEGFRIED = 84,
//      SI_BLADESTOP = 85,
        SI_EXPLOSIONSPIRITS     = 86,
        SI_STEELBODY            = 87,
//      SI_EXTREMITYFIST = 88,
        SI_COMBOATTACK = 89,
        SI_FIREWEAPON           = 90,
        SI_WATERWEAPON          = 91,
        SI_WINDWEAPON           = 92,
        SI_EARTHWEAPON          = 93,
//      SI_MAGICATTACK = 94,
        SI_STOP                 = 95,
//      SI_WEAPONBRAKER = 96,
        SI_UNDEAD               = 97,
//      SI_POWERUP = 98,
//      SI_AGIUP = 99,
//      SI_SIEGEMODE = 100,
//      SI_INVISIBLE = 101,
//      SI_STATUSONE = 102,
        SI_AURABLADE            = 103,
        SI_PARRYING             = 104,
        SI_CONCENTRATION        = 105,
        SI_TENSIONRELAX         = 106,
        SI_BERSERK              = 107,
//      SI_SACRIFICE = 108,
//      SI_GOSPEL = 109,
        SI_ASSUMPTIO            = 110,
//      SI_BASILICA = 111,
        SI_LANDENDOW            = 112,
        SI_MAGICPOWER           = 113,
        SI_EDP                  = 114,
        SI_TRUESIGHT            = 115,
        SI_WINDWALK             = 116,
        SI_MELTDOWN             = 117,
        SI_CARTBOOST            = 118,
//      SI_CHASEWALK = 119,
        SI_REJECTSWORD          = 120,
        SI_MARIONETTE           = 121,
        SI_MARIONETTE2          = 122,
        SI_MOONLIT              = 123,
        SI_BLEEDING             = 124,
        SI_JOINTBEAT            = 125,
//      SI_MINDBREAKER = 126,
//      SI_MEMORIZE = 127,
//      SI_FOGWALL = 128,
//      SI_SPIDERWEB = 129,
        SI_BABY                 = 130,
//      SI_SUB_WEAPONPROPERTY = 131,
        SI_AUTOBERSERK          = 132,
        SI_RUN                  = 133,
        SI_BUMP                 = 134,
        SI_READYSTORM           = 135,
//      SI_STORMKICK_READY = 136,
        SI_READYDOWN            = 137,
//      SI_DOWNKICK_READY = 138,
        SI_READYTURN            = 139,
//      SI_TURNKICK_READY = 140,
        SI_READYCOUNTER         = 141,
//      SI_COUNTER_READY = 142,
        SI_DODGE                = 143,
//      SI_DODGE_READY = 144,
        SI_SPURT                = 145,
        SI_SHADOWWEAPON         = 146,
        SI_ADRENALINE2          = 147,
        SI_GHOSTWEAPON          = 148,
        SI_SPIRIT               = 149,
//      SI_PLUSATTACKPOWER = 150,
//      SI_PLUSMAGICPOWER = 151,
        SI_DEVIL                = 152,
        SI_KAITE                = 153,
//      SI_SWOO = 154,
//      SI_STAR2 = 155,
        SI_KAIZEL               = 156,
        SI_KAAHI                = 157,
        SI_KAUPE                = 158,
        SI_SMA                  = 159,
        SI_NIGHT                = 160,
        SI_ONEHAND              = 161,
//      SI_FRIEND = 162,
//      SI_FRIENDUP = 163,
//      SI_SG_WARM = 164,
        SI_WARM                 = 165
//      166 | The three show the exact same display: ultra red character (165, 166, 167)       
//      167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
//      SI_EMOTION = 168,
        SI_SUN_COMFORT          = 169,
        SI_MOON_COMFORT         = 170
        SI_STAR_COMFORT         = 171
//      SI_EXPUP = 172,
//      SI_GDSKILL_BATTLEORDER = 173,
//      SI_GDSKILL_REGENERATION = 174,
//      SI_GDSKILL_POSTDELAY = 175,
//      SI_RESISTHANDICAP = 176,
//      SI_MAXHPPERCENT = 177,
//      SI_MAXSPPERCENT = 178,
//      SI_DEFENCE = 179,
//      SI_SLOWDOWN = 180,
        SI_PRESERVE             = 181,
        SI_INCSTR               = 182,
//      SI_NOT_EXTREMITYFIST = 183,
        SI_INTRAVISION          = 184,
//      SI_MOVESLOW_POTION = 185,
        SI_DOUBLECAST           = 186,
//      SI_GRAVITATION = 187,
        SI_MAXOVERTHRUST        = 188,
//      SI_LONGING = 189,
//      SI_HERMODE = 190,
        SI_TAROT                = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
//      SI_HLIF_AVOID = 192,
//      SI_HFLI_FLEET = 193,
//      SI_HFLI_SPEED = 194,
//      SI_HLIF_CHANGE = 195,
//      SI_HAMI_BLOODLUST = 196,
        SI_SHRINK               = 197,
        SI_SIGHTBLASTER         = 198,
        SI_WINKCHARM            = 199,
        SI_CLOSECONFINE         = 200,
        SI_CLOSECONFINE2        = 201,
//      SI_DISABLEMOVE = 202,
        SI_MADNESSCANCEL        = 203//[blackhole89]
        SI_GATLINGFEVER         = 204,
        SI_EARTHSCROLL = 205,
        SI_UTSUSEMI             = 206,
        SI_BUNSINJYUTSU         = 207,
        SI_NEN                  = 208,
        SI_ADJUSTMENT           = 209,
        SI_ACCURACY             = 210,
//      SI_NJ_SUITON = 211,
//      SI_PET = 212,
//      SI_MENTAL = 213,
//      SI_EXPMEMORY = 214,
//      SI_PERFORMANCE = 215,
//      SI_GAIN = 216,
//      SI_GRIFFON = 217,
//      SI_DRIFT = 218,
//      SI_WALLSHIFT = 219,
//      SI_REINCARNATION = 220,
//      SI_PATTACK = 221,
//      SI_PSPEED = 222,
//      SI_PDEFENSE = 223,
//      SI_PCRITICAL = 224,
//      SI_RANKING = 225,
//      SI_PTRIPLE = 226,
//      SI_DENERGY = 227,
//      SI_WAVE1 = 228,
//      SI_WAVE2 = 229,
//      SI_WAVE3 = 230,
//      SI_WAVE4 = 231,
//      SI_DAURA = 232,
//      SI_DFREEZER = 233,
//      SI_DPUNISH = 234,
//      SI_DBARRIER = 235,
//      SI_DWARNING = 236,
//      SI_MOUSEWHEEL = 237,
//      SI_DGAUGE = 238,
//      SI_DACCEL = 239,
//      SI_DBLOCK = 240,
        SI_FOODSTR              = 241,
        SI_FOODAGI              = 242,
        SI_FOODVIT              = 243,
        SI_FOODDEX              = 244,
        SI_FOODINT              = 245,
        SI_FOODLUK              = 246,
        SI_FOODFLEE             = 247,
        SI_FOODHIT              = 248,
        SI_FOODCRI              = 249,
        SI_EXPBOOST             = 250,
        SI_LIFEINSURANCE        = 251,
        SI_ITEMBOOST            = 252,
        SI_BOSSMAPINFO          = 253,
//      SI_DA_ENERGY = 254,
//      SI_DA_FIRSTSLOT = 255,
//      SI_DA_HEADDEF = 256,
//      SI_DA_SPACE = 257,
//      SI_DA_TRANSFORM = 258,
//      SI_DA_ITEMREBUILD = 259,
//      SI_DA_ILLUSION = 260, //All mobs display as Turtle General
//      SI_DA_DARKPOWER = 261,
//      SI_DA_EARPLUG = 262,
//      SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
//      SI_DA_BLACK = 264, //For short time blurry screen
//      SI_DA_MAGICCART = 265,
//      SI_CRYSTAL = 266,
//      SI_DA_REBUILD = 267,
//      SI_DA_EDARKNESS = 268,
//      SI_DA_EGUARDIAN = 269,
//      SI_DA_TIMEOUT = 270,
        SI_FOOD_STR_CASH = 271,
        SI_FOOD_AGI_CASH = 272,
        SI_FOOD_VIT_CASH = 273,
        SI_FOOD_DEX_CASH = 274,
        SI_FOOD_INT_CASH = 275,
        SI_FOOD_LUK_CASH = 276,
        SI_MERC_FLEEUP  = 277,
        SI_MERC_ATKUP   = 278,
        SI_MERC_HPUP    = 279,
        SI_MERC_SPUP    = 280,
        SI_MERC_HITUP   = 281,
        SI_SLOWCAST             = 282,
//      SI_MAGICMIRROR = 283,
//      SI_STONESKIN = 284,
//      SI_ANTIMAGIC = 285,
        SI_CRITICALWOUND        = 286,
//      SI_NPC_DEFENDER = 287,
//      SI_NOACTION_WAIT = 288,
        SI_MOVHASTE_HORSE = 289,
        SI_DEF_RATE             = 290,
        SI_MDEF_RATE    = 291,
        SI_INCHEALRATE  = 292,
        SI_S_LIFEPOTION = 293,
        SI_L_LIFEPOTION = 294,
        SI_INCCRI               = 295,
        SI_PLUSAVOIDVALUE = 296,
//      SI_ATKER_ASPD = 297,
//      SI_TARGET_ASPD = 298,
//      SI_ATKER_MOVESPEED = 299,
        SI_ATKER_BLOOD = 300,
        SI_TARGET_BLOOD = 301,
        SI_ARMOR_PROPERTY = 302,
//      SI_REUSE_LIMIT_A = 303,
        SI_HELLPOWER = 304,
//      SI_STEAMPACK = 305,
//      SI_REUSE_LIMIT_B = 306,
//      SI_REUSE_LIMIT_C = 307,
//      SI_REUSE_LIMIT_D = 308,
//      SI_REUSE_LIMIT_E = 309,
//      SI_REUSE_LIMIT_F = 310,
        SI_INVINCIBLE = 311,
        SI_CASH_PLUSONLYJOBEXP = 312,
//      SI_PARTYFLEE = 313,
//      SI_ANGEL_PROTECT = 314,
//      SI_ENDURE_MDEF = 315,
        SI_ENCHANTBLADE = 316,
        SI_DEATHBOUND = 317,
        SI_REFRESH = 318,
        SI_GIANTGROWTH = 319,
        SI_STONEHARDSKIN = 320,
        SI_VITALITYACTIVATION = 321,
        SI_FIGHTINGSPIRIT = 322,
        SI_ABUNDANCE = 323,
        SI_MILLENNIUMSHIELD = 324,
        SI_REUSE_CRUSHSTRIKE = 325,
        SI_REUSE_REFRESH = 326,
        SI_REUSE_STORMBLAST = 327,
        SI_VENOMIMPRESS = 328,
        SI_EPICLESIS = 329,
        SI_ORATIO = 330,
        SI_LAUDAAGNUS = 331,
        SI_LAUDARAMUS = 332,
        SI_CLOAKINGEXCEED = 333,
        SI_HALLUCINATIONWALK = 334,
        SI_HALLUCINATIONWALK_POSTDELAY = 335,
        SI_RENOVATIO = 336,
        SI_WEAPONBLOCKING = 337,
        SI_WEAPONBLOCKING_POSTDELAY = 338,
        SI_ROLLINGCUTTER = 339,
        SI_EXPIATIO = 340,
        SI_POISONINGWEAPON = 341,
        SI_TOXIN = 342,
        SI_PARALYSE = 343,
        SI_VENOMBLEED = 344,
        SI_MAGICMUSHROOM = 345,
        SI_DEATHHURT = 346,
        SI_PYREXIA = 347,
        SI_OBLIVIONCURSE = 348,
        SI_LEECHESEND = 349,
        SI_DUPLELIGHT = 350,
        SI_FROSTMISTY = 351,
        SI_FEARBREEZE = 352,
        SI_ELECTRICSHOCKER = 353,
        SI_MARSHOFABYSS = 354,
        SI_RECOGNIZEDSPELL = 355,
        SI_STASIS = 356,
        SI_WUGMOUNT = 357,
        SI_WUGDASH = 358,
        SI_WUGBITE = 359,
        SI_CAMOUFLAGE = 360,
        SI_ACCELERATION = 361,
        SI_HOVERING = 362,
        SI_SPHERE_1 = 363,
        SI_SPHERE_2 = 364,
        SI_SPHERE_3 = 365,
        SI_SPHERE_4 = 366,
        SI_SPHERE_5 = 367,
        SI_MVPCARD_TAOGUNKA = 368,
        SI_MVPCARD_MISTRESS = 369,
        SI_MVPCARD_ORCHERO = 370,
        SI_MVPCARD_ORCLORD = 371,
        SI_OVERHEAT_LIMITPOINT = 372,
        SI_OVERHEAT = 373,
        SI_SHAPESHIFT = 374,
        SI_INFRAREDSCAN = 375,
        SI_MAGNETICFIELD = 376,
        SI_NEUTRALBARRIER = 377,
        SI_NEUTRALBARRIER_MASTER = 378,
        SI_STEALTHFIELD = 379,
        SI_STEALTHFIELD_MASTER = 380,
        SI_MANU_ATK = 381,
        SI_MANU_DEF = 382,
        SI_SPL_ATK = 383,
        SI_SPL_DEF = 384,
        SI_REPRODUCE = 385,
        SI_MANU_MATK = 386,
        SI_SPL_MATK = 387,
        SI_STR_SCROLL = 388,
        SI_INT_SCROLL = 389,
        SI_LG_REFLECTDAMAGE = 390,
        SI_FORCEOFVANGUARD = 391,
        SI_BUCHEDENOEL = 392,
        SI_AUTOSHADOWSPELL = 393,
        SI_SHADOWFORM = 394,
        SI_RAID = 395,
        SI_SHIELDSPELL_DEF = 396,
        SI_SHIELDSPELL_MDEF = 397,
        SI_SHIELDSPELL_REF = 398,
        SI_BODYPAINTING = 399,
        SI_EXEEDBREAK = 400,
        SI_ADORAMUS = 401,
        SI_PRESTIGE = 402,
        SI_INVISIBILITY = 403,
        SI_DEADLYINFECT = 404,
        SI_BANDING = 405,
        SI_EARTHDRIVE = 406,
        SI_INSPIRATION = 407,
        SI_ENERVATION = 408,
        SI_GROOMY = 409,
        SI_RAISINGDRAGON = 410,
        SI_IGNORANCE = 411,
        SI_LAZINESS = 412,
        SI_LIGHTNINGWALK = 413,
        SI_ACARAJE = 414,
        SI_UNLUCKY = 415,
        SI_CURSEDCIRCLE_ATKER = 416,
        SI_CURSEDCIRCLE_TARGET = 417,
        SI_WEAKNESS = 418,
        SI_CRESCENTELBOW = 419,
        SI_NOEQUIPACCESSARY = 420,
        SI_STRIPACCESSORY = 421,
        SI_MANHOLE = 422,
        SI_POPECOOKIE = 423,
        SI_FALLENEMPIRE = 424,
        SI_GENTLETOUCH_ENERGYGAIN = 425,
        SI_GENTLETOUCH_CHANGE = 426,
        SI_GENTLETOUCH_REVITALIZE = 427,
        SI_BLOODYLUST = 428,
        SI_SWINGDANCE = 429,
        SI_SYMPHONYOFLOVERS = 430,
        SI_PROPERTYWALK = 431,
        SI_SPELLFIST = 432,
        SI_NETHERWORLD = 433,
        SI_VOICEOFSIREN = 434,
        SI_DEEPSLEEP = 435,
        SI_SIRCLEOFNATURE = 436,
        SI_COLD = 437,
        SI_GLOOMYDAY = 438,
        SI_SONGOFMANA = 439,
        SI_CLOUDKILL = 440,
        SI_DANCEWITHWUG = 441,
        SI_RUSHWINDMILL = 442,
        SI_ECHOSONG = 443,
        SI_HARMONIZE = 444,
        SI_STRIKING = 445,
        SI_WARMER = 446,
        SI_MOONLITSERENADE = 447,
        SI_SATURDAYNIGHTFEVER = 448,
        SI_SITDOWN_FORCE = 449,
        SI_ANALYZE = 450,
        SI_LERADSDEW = 451,
        SI_MELODYOFSINK = 452,
        SI_WARCRYOFBEYOND = 453,
        SI_UNLIMITEDHUMMINGVOICE = 454,
        SI_SPELLBOOK_1 = 455,
        SI_SPELLBOOK_2 = 456,
        SI_SPELLBOOK_3 = 457,
        SI_FREEZE_SP = 458,
        SI_GN_TRAINING_SWORD = 459,
        SI_GN_REMODELING_CART = 460,
        SI_CARTSBOOST = 461,
        SI_FIXEDCASTINGTM_REDUCE = 462,
        SI_THORNTRAP = 463,
        SI_BLOODSUCKER = 464,
        SI_SPORE_EXPLOSION = 465,
        SI_DEMONIC_FIRE = 466,
        SI_FIRE_EXPANSION_SMOKE_POWDER = 467,
        SI_FIRE_EXPANSION_TEAR_GAS = 468,
        SI_BLOCKING_PLAY = 469,
        SI_MANDRAGORA = 470,
        SI_ACTIVATE = 471,
        SI_SECRAMENT = 472,
        SI_ASSUMPTIO_2 = 473,
        SI_TK_SEVENWIND = 474,
        SI_LIMIT_ODINS_RECALL = 475,
        SI_STOMACHACHE = 476,
        SI_MYSTERIOUS_POWDER = 477,
        SI_MELON_BOMB = 478,
        SI_BANANA_BOMB_SITDOWN_POSTDELAY = 479,
        SI_PROMOTE_HEALTH_RESERCH = 480,
        SI_ENERGY_DRINK_RESERCH = 481,
        SI_EXTRACT_WHITE_POTION_Z = 482,
        SI_VITATA_500 = 483,
        SI_EXTRACT_SALAMINE_JUICE = 484,
        SI_BOOST500 = 485,
        SI_FULL_SWING_K = 486,
        SI_MANA_PLUS = 487,
        SI_MUSTLE_M = 488,
        SI_LIFE_FORCE_F = 489,
        SI_VACUUM_EXTREME = 490,
        SI_SAVAGE_STEAK = 491,
        SI_COCKTAIL_WARG_BLOOD = 492,
        SI_MINOR_BBQ = 493,
        SI_SIROMA_ICE_TEA = 494,
        SI_DROCERA_HERB_STEAMED = 495,
        SI_PUTTI_TAILS_NOODLES = 496,
        SI_BANANA_BOMB = 497,
        SI_SUMMON_AGNI = 498,
        SI_READING_SB_4 = 499,
        SI_READING_SB_5 = 500,
        SI_READING_SB_6 = 501,
        SI_READING_SB_7 = 502,
//      SI_ELEMENTAL_AGGRESSIVE = 503,
//      SI_RETURN_TO_ELDICASTES = 504,
        SI_BANDING_DEFENCE = 505,
//      SI_SKELSCROLL = 506,
//      SI_DISTRUCTIONSCROLL = 507,
//      SI_ROYALSCROLL = 508,
//      SI_IMMUNITYSCROLL = 509,
//      SI_MYSTICSCROLL = 510,
//      SI_BATTLESCROLL = 511,
//      SI_ARMORSCROLL = 512,
//      SI_FREYJASCROLL = 513,
//      SI_SOULSCROLL = 514,
        SI_CIRCLE_OF_FIRE = 515,
        SI_CIRCLE_OF_FIRE_OPTION = 516,
        SI_FIRE_CLOAK = 517,
        SI_FIRE_CLOAK_OPTION = 518,
        SI_WATER_SCREEN = 519,
        SI_WATER_SCREEN_OPTION = 520,
        SI_WATER_DROP = 521,
        SI_WATER_DROP_OPTION = 522,
        SI_WIND_STEP = 523,
        SI_WIND_STEP_OPTION = 524,
        SI_WIND_CURTAIN = 525,
        SI_WIND_CURTAIN_OPTION = 526,
        SI_WATER_BARRIER = 527,
        SI_ZEPHYR = 528,
        SI_SOLID_SKIN = 529,
        SI_SOLID_SKIN_OPTION = 530,
        SI_STONE_SHIELD = 531,
        SI_STONE_SHIELD_OPTION = 532,
        SI_POWER_OF_GAIA = 533,
//      SI_EL_WAIT = 534,
//      SI_EL_PASSIVE = 535,
//      SI_EL_DEFENSIVE = 536,
//      SI_EL_OFFENSIVE = 537,
//      SI_EL_COST = 538,
        SI_PYROTECHNIC = 539,
        SI_PYROTECHNIC_OPTION = 540,
        SI_HEATER = 541,
        SI_HEATER_OPTION = 542,
        SI_TROPIC = 543,
        SI_TROPIC_OPTION = 544,
        SI_AQUAPLAY = 545,
        SI_AQUAPLAY_OPTION = 546,
        SI_COOLER = 547,
        SI_COOLER_OPTION = 548,
        SI_CHILLY_AIR = 549,
        SI_CHILLY_AIR_OPTION = 550,
        SI_GUST = 551,
        SI_GUST_OPTION = 552,
        SI_BLAST = 553,
        SI_BLAST_OPTION = 554,
        SI_WILD_STORM = 555,
        SI_WILD_STORM_OPTION = 556,
        SI_PETROLOGY = 557,
        SI_PETROLOGY_OPTION = 558,
        SI_CURSED_SOIL = 559,
        SI_CURSED_SOIL_OPTION = 560,
        SI_UPHEAVAL = 561,
        SI_UPHEAVAL_OPTION = 562,
        SI_TIDAL_WEAPON = 563,
        SI_TIDAL_WEAPON_OPTION = 564,
        SI_ROCK_CRUSHER = 565,
        SI_ROCK_CRUSHER_ATK = 566,
//      SI_FIRE_INSIGNIA = 567,
//      SI_WATER_INSIGNIA = 568,
//      SI_WIND_INSIGNIA = 569,
//      SI_EARTH_INSIGNIA = 570,
//      SI_EQUIPED_FLOOR = 571,
       
        SI_GUARDIAN_RECALL = 572,
        SI_MORA_BUFF = 573,
        SI_REUSE_LIMIT_G = 574,
        SI_REUSE_LIMIT_H = 575,
        SI_NEEDLE_OF_PARALYZE = 576,
        SI_PAIN_KILLER = 577,
        SI_G_LIFEPOTION = 578,
        SI_VITALIZE_POTION = 579,
        SI_LIGHT_OF_REGENE = 580,
        SI_OVERED_BOOST = 581,
        SI_SILENT_BREEZE = 582,
        SI_ODINS_POWER = 583,
        SI_STYLE_CHANGE = 584,
        SI_SONIC_CLAW_POSTDELAY = 585,
        SI_SILVERVEIN_RUSH_POSTDELAY = 596,
        SI_MIDNIGHT_FRENZY_POSTDELAY = 597,
        SI_GOLDENE_FERSE = 598,
        SI_ANGRIFFS_MODUS = 599,
        SI_TINDER_BREAKER = 600,
        SI_TINDER_BREAKER_POSTDELAY = 601,
        SI_CBC = 602,
        SI_CBC_POSTDELAY = 603,
        SI_EQC = 604,
        SI_MAGMA_FLOW = 605,
        SI_GRANITIC_ARMOR = 606,
        SI_PYROCLASTIC = 607,
        SI_VOLCANIC_ASH = 608,
        SI_SPIRITS_SAVEINFO1 = 609,
        SI_SPIRITS_SAVEINFO2 = 610,
        SI_MAGIC_CANDY = 611,
//      SI_SEARCH_STORE_INFO = 612,
        SI_ALL_RIDING = 613,
//      SI_ALL_RIDING_REUSE_LIMIT = 614,               
        SI_MACRO = 615,
        SI_MACRO_POSTDELAY = 616,
        SI_BEER_BOTTLE_CAP = 617,
        SI_OVERLAPEXPUP = 618,
        SI_PC_IZ_DUN05 = 619,
        SI_CRUSHSTRIKE = 620,
        SI_MONSTER_TRANSFORM = 621,
        SI_SIT = 622,
        SI_ONAIR = 623,
        SI_MTF_ASPD = 624,
        SI_MTF_RANGEATK = 625,
        SI_MTF_MATK = 626,
        SI_MTF_MLEATKED = 627,
        SI_MTF_CRIDAMAGE = 628,
        SI_REUSE_LIMIT_MTF = 629,
        SI_MACRO_PERMIT = 630,
        SI_MACRO_PLAY = 631,
        SI_SKF_CAST = 632,
        SI_SKF_ASPD = 633,
        SI_SKF_ATK = 634,
        SI_SKF_MATK = 635,
        SI_REWARD_PLUSONLYJOBEXP = 636,
        SI_HANDICAPSTATE_NORECOVER = 637,
        SI_SET_NUM_DEF = 638,
        SI_SET_NUM_MDEF = 639,
        SI_SET_PER_DEF = 640,
        SI_SET_PER_MDEF = 641,
        SI_PARTYBOOKING_SEARCH_DEALY = 642,
        SI_PARTYBOOKING_REGISTER_DEALY = 643,
        SI_PERIOD_TIME_CHECK_DETECT_SKILL = 644,
        SI_KO_JYUMONJIKIRI = 645,
        SI_MEIKYOUSISUI = 646,
        SI_ATTHASTE_CASH = 647,
        SI_EQUIPPED_DIVINE_ARMOR = 648,
        SI_EQUIPPED_HOLY_ARMOR = 649,
        SI_2011RWC = 650,
        SI_KYOUGAKU = 651,
        SI_IZAYOI = 652,
        SI_ZENKAI = 653,
        SI_KG_KAGEHUMI = 654,
        SI_KYOMU = 655,
        SI_KAGEMUSYA = 656,
        SI_ZANGETSU = 657,
        SI_PHI_DEMON = 658,
        SI_GENSOU = 659,
        SI_AKAITSUKI = 660,
        SI_TETANY = 661,
        SI_GM_BATTLE = 662,
        SI_GM_BATTLE2 = 663,
        SI_2011RWC_SCROLL = 664,
        SI_ACTIVE_MONSTER_TRANSFORM = 665,
        SI_MYSTICPOWDER = 666,
        SI_ECLAGE_RECALL = 667,
        SI_ENTRY_QUEUE_APPLY_DELAY = 668,
        SI_REUSE_LIMIT_ECL = 669,
        SI_M_LIFEPOTION = 670,
        SI_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT = 671,
        SI_UNKNOWN_NAME = 672,
        SI_ON_PUSH_CART = 673,
        SI_HAT_EFFECT = 674
//      SI_FLOWER_LEAF = 675,
};
 
enum wl_spheres {
        WLS_FIRE = 0x44,//0X54
        WLS_WIND,
        WLS_WATER,
        WLS_STONE,
};
 
// JOINTBEAT stackable ailments
enum e_joint_break
{
        BREAK_ANKLE    = 0x01, // MoveSpeed reduced by 50%
        BREAK_WRIST    = 0x02, // ASPD reduced by 25%
        BREAK_KNEE     = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
        BREAK_SHOULDER = 0x08, // DEF reduced by 50%
        BREAK_WAIST    = 0x10, // DEF reduced by 25%, ATK reduced by 25%
        BREAK_NECK     = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
        BREAK_FLAGS    = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
 
extern int current_equip_item_index;
extern int current_equip_card_id;
 
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
 
//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
{
        MD_CANMOVE            = 0x0001,
        MD_LOOTER             = 0x0002,
        MD_AGGRESSIVE         = 0x0004,
        MD_ASSIST             = 0x0008,
        MD_CASTSENSOR_IDLE    = 0x0010,
        MD_BOSS               = 0x0020,
        MD_PLANT              = 0x0040,
        MD_CANATTACK          = 0x0080,
        MD_DETECTOR           = 0x0100,
        MD_CASTSENSOR_CHASE   = 0x0200,
        MD_CHANGECHASE        = 0x0400,
        MD_ANGRY              = 0x0800,
        MD_CHANGETARGET_MELEE = 0x1000,
        MD_CHANGETARGET_CHASE = 0x2000,
        MD_TARGETWEAK         = 0x4000,
        MD_MASK               = 0xFFFF,
};
 
//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)
 
//opt1: Non stackable status changes.
enum {
        OPT1_STONE = 1, //Petrified
        OPT1_FREEZE,
        OPT1_STUN,
        OPT1_SLEEP,
        //Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
        OPT1_STONEWAIT=6, //Petrifying
        OPT1_BURNING,
        OPT1_IMPRISON,
};
 
//opt2: Stackable status changes.
enum {
        OPT2_POISON       = 0x0001,
        OPT2_CURSE        = 0x0002,
        OPT2_SILENCE      = 0x0004,
        OPT2_SIGNUMCRUCIS = 0x0008,
        OPT2_BLIND        = 0x0010,
        OPT2_ANGELUS      = 0x0020,
        OPT2_BLEEDING     = 0x0040,
        OPT2_DPOISON      = 0x0080,
        OPT2_FEAR         = 0x0100,
};
 
//opt3: (SHOW_EFST_*)
enum {
        OPT3_NORMAL           = 0x00000000,
        OPT3_QUICKEN          = 0x00000001,
        OPT3_OVERTHRUST       = 0x00000002,
        OPT3_ENERGYCOAT       = 0x00000004,
        OPT3_EXPLOSIONSPIRITS = 0x00000008,
        OPT3_STEELBODY        = 0x00000010,
        OPT3_BLADESTOP        = 0x00000020,
        OPT3_AURABLADE        = 0x00000040,
        OPT3_BERSERK          = 0x00000080,
        OPT3_LIGHTBLADE       = 0x00000100,
        OPT3_MOONLIT          = 0x00000200,
        OPT3_MARIONETTE       = 0x00000400,
        OPT3_ASSUMPTIO        = 0x00000800,
        OPT3_WARM             = 0x00001000,
        OPT3_KAITE            = 0x00002000,
        OPT3_BUNSIN           = 0x00004000,
        OPT3_SOULLINK         = 0x00008000,
        OPT3_UNDEAD           = 0x00010000,
        OPT3_CONTRACT         = 0x00020000,
        OPT3_ALL_RIDING       = 0x00040000,
};
 
enum {
        OPTION_NOTHING   = 0x00000000,
        OPTION_SIGHT     = 0x00000001,
        OPTION_HIDE      = 0x00000002,
        OPTION_CLOAK     = 0x00000004,
        OPTION_FALCON    = 0x00000010,
        OPTION_RIDING    = 0x00000020,
        OPTION_INVISIBLE = 0x00000040,
        OPTION_ORCISH    = 0x00000800,
        OPTION_WEDDING   = 0x00001000,
        OPTION_RUWACH    = 0x00002000,
        OPTION_CHASEWALK = 0x00004000,
        OPTION_FLYING    = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
        OPTION_XMAS      = 0x00010000,
        OPTION_TRANSFORM = 0x00020000,
        OPTION_SUMMER    = 0x00040000,
        OPTION_GREEN_DRAGON = 0x00080000,
        OPTION_WUG       = 0x00100000,
        OPTION_RIDING_WUG   = 0x00200000,
        OPTION_MADO      = 0x00400000,
        OPTION_BLACK_DRAGON = 0x00800000,
        OPTION_WHITE_DRAGON = 0x01000000,
        OPTION_BLUE_DRAGON  = 0x02000000,
        OPTION_RED_DRAGON   = 0x04000000,
//      OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
        OPTION_RIDING_DRAGON = OPTION_GREEN_DRAGON|OPTION_BLACK_DRAGON|OPTION_WHITE_DRAGON|OPTION_BLUE_DRAGON|OPTION_RED_DRAGON,
        OPTION_MASK      = ~OPTION_INVISIBLE,
        OPTION_MOUNTING  = 0x08000000,
                 
        #ifndef NEW_CARTS
                OPTION_CART1     = 0x00000008,
                OPTION_CART2     = 0x00000080,
                OPTION_CART3     = 0x00000100,
                OPTION_CART4     = 0x00000200,
                OPTION_CART5     = 0x00000400,
                 
                /*  compound constant for older carts */
                OPTION_CART      = OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5,
        #endif
             
};
 
//Defines for the manner system [Skotlex]
enum manner_flags
{
        MANNER_NOCHAT    = 0x01,
        MANNER_NOSKILL   = 0x02,
        MANNER_NOCOMMAND = 0x04,
        MANNER_NOITEM    = 0x08,
        MANNER_NOROOM    = 0x10,
};
 
//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
        SCB_NONE    = 0x00000000,
        SCB_BASE    = 0x00000001,
        SCB_MAXHP   = 0x00000002,
        SCB_MAXSP   = 0x00000004,
        SCB_STR     = 0x00000008,
        SCB_AGI     = 0x00000010,
        SCB_VIT     = 0x00000020,
        SCB_INT     = 0x00000040,
        SCB_DEX     = 0x00000080,
        SCB_LUK     = 0x00000100,
        SCB_BATK    = 0x00000200,
        SCB_WATK    = 0x00000400,
        SCB_MATK    = 0x00000800,
        SCB_HIT     = 0x00001000,
        SCB_FLEE    = 0x00002000,
        SCB_DEF     = 0x00004000,
        SCB_DEF2    = 0x00008000,
        SCB_MDEF    = 0x00010000,
        SCB_MDEF2   = 0x00020000,
        SCB_SPEED   = 0x00040000,
        SCB_ASPD    = 0x00080000,
        SCB_DSPD    = 0x00100000,
        SCB_CRI     = 0x00200000,
        SCB_FLEE2   = 0x00400000,
        SCB_ATK_ELE = 0x00800000,
        SCB_DEF_ELE = 0x01000000,
        SCB_MODE    = 0x02000000,
        SCB_SIZE    = 0x04000000,
        SCB_RACE    = 0x08000000,
        SCB_RANGE   = 0x10000000,
        SCB_REGEN   = 0x20000000,
        SCB_DYE     = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
 
        SCB_BATTLE  = 0x3FFFFFFE,
        SCB_ALL     = 0x3FFFFFFF
};
 
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
 
 
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
        unsigned short atk, atk2;
        unsigned short range;
        unsigned char ele;
};
 
 
//For holding basic status (which can be modified by status changes)
struct status_data {
        unsigned int
                hp, sp,  // see status_cpy before adding members before hp and sp
                max_hp, max_sp;
        unsigned short
                str, agi, vit, int_, dex, luk,
                batk, matk,
                matk_min, matk_max,
                speed,
                amotion, adelay, dmotion,
                mode;
        short
                hit, flee, cri, flee2,
                def, mdef,
                def2, mdef2,
                aspd_rate;
        unsigned char
                def_ele, ele_lv,
                size, race;
        struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
 
//Additional regen data that only players have.
struct regen_data_sub {
        unsigned short
                hp,sp;
 
        //tick accumulation before healing.
        struct {
                unsigned int hp,sp;
        } tick;
       
        //Regen rates (where every 1 means +100% regen)
        struct {
                unsigned char hp,sp;
        } rate;
};
 
struct regen_data {
 
        unsigned short flag; //Marks what stuff you may heal or not.
        unsigned short
                hp,sp,shp,ssp;
 
        //tick accumulation before healing.
        struct {
                unsigned int hp,sp,shp,ssp;
        } tick;
       
        //Regen rates (where every 1 means +100% regen)
        struct {
                unsigned char
                hp,sp,shp,ssp;
        } rate;
       
        struct {
                unsigned walk:1; //Can you regen even when walking?
                unsigned gc:1//Tags when you should have double regen due to GVG castle
                unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
                unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
        } state;
 
        //skill-regen, sitting-skill-regen (since not all chars with regen need it)
        struct regen_data_sub *sregen, *ssregen;
};
 
struct status_change_entry {
        int timer;
        int val1,val2,val3,val4;
};
 
struct status_change {
        unsigned int option;// effect state (bitfield)
        unsigned int opt3;// skill state (bitfield)
        unsigned short opt1;// body state
        unsigned short opt2;// health state (bitfield)
        unsigned char count;
        //TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
        unsigned char jb_flag; //Joint Beat type flag
        unsigned short mp_bmatk, mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
        int sg_id; //ID of the previous Storm gust that hit you
        unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
        short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
        struct status_change_entry *data[SC_MAX];
};
 
// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
 
int status_damage_(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag,int skill);
//Compatibility with eAmod/eAthena
#define status_damage(src,target,hp,sp,walkdelay,flag) status_damage_(src,target,hp,sp,walkdelay,flag,0)
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay, skill) status_damage_(src, target, hp, 0, walkdelay, 0, skill)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
 
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
signed short status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);
 
struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);
 
int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);
 
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
 
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end(struct block_list* bl, enum sc_type type, int tid);
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);
int status_change_spread( struct block_list *src, struct block_list *bl );
 
#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
 
void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
int status_calc_elemental_(struct elemental_data *ed, bool first);
 
void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
 
unsigned short status_calc_matk_min(struct block_list *bl, struct status_data *status);
unsigned short status_calc_matk_max(struct block_list *bl, struct status_data *status);
 
int status_getrefinebonus(int lv,int type);
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int skill_lv, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
 
int status_readdb(void);
int do_init_status(void);
void do_final_status(void);
 
#endif /* _STATUS_H_ */
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