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path: root/src/map/skill.c
blob: 3e8ec29f97cd6085fe11fcd100f5fa3b905d46fe (plain) (tree)
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/ers.h"

#include "map.h"
#include "path.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "skill.h"
#include "pet.h"
#include "homunculus.h"
#include "mercenary.h"
#include "elemental.h"
#include "mob.h"
#include "npc.h"
#include "battle.h"
#include "battleground.h"
#include "party.h"
#include "itemdb.h"
#include "script.h"
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#include "date.h"
#include "unit.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <math.h>


#define SKILLUNITTIMER_INTERVAL 100

// ranges reserved for mapping skill ids to skilldb offsets
#define HM_SKILLRANGEMIN 700
#define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
#define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
#define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
#define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
#define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
#define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL

#if GD_SKILLRANGEMAX > 999
#error GD_SKILLRANGEMAX is greater than 999
#endif
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]

DBMap *skillunit_db = NULL; // int id -> struct skill_unit*

DBMap *skilldb_name2id = NULL;

/**
 * Skill Cool Down Delay Saving
 * Struct skill_cd is not a member of struct map_session_data
 * to keep cooldowns in memory between player log-ins.
 * All cooldowns are reset when server is restarted.
 **/
DBMap *skillcd_db = NULL; // char_id -> struct skill_cd
struct skill_cd {
    int duration[MAX_SKILL_TREE];//milliseconds
    short skidx[MAX_SKILL_TREE];//the skill index entries belong to
    short nameid[MAX_SKILL_TREE];//skill id
    unsigned char cursor;
};

/**
 * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
 **/
DBMap *skillusave_db = NULL; // char_id -> struct skill_usave
struct skill_usave {
    int skill_num, skill_lv;
};

struct s_skill_db skill_db[MAX_SKILL_DB];
struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
struct s_skill_improvise_db {
    int skillid;
    short per;//1-10000
};
struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
bool skill_reproduce_db[MAX_SKILL_DB];
struct s_skill_changematerial_db {
    int itemid;
    short rate;
    int qty[5];
    short qty_rate[5];
};
struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];

//Warlock
struct s_skill_spellbook_db {
    int nameid;
    int skillid;
    int point;
};

struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
//Guillotine Cross
struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];

struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
int earthstrain_unit_pos;
//early declaration
int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
static int skill_check_unit_range(struct block_list *bl, int x, int y, int skillid, int skilllv);
static int skill_check_unit_range2(struct block_list *bl, int x, int y, int skillid, int skilllv);
static int skill_destroy_trap(struct block_list *bl, va_list ap);
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list *bl)
{
#ifndef RENEWAL
    return (bl->type == BL_MOB) ? BL_SKILL|BL_CHAR : BL_CHAR;
#else // Some skills can now hit ground skills(traps, ice wall & etc.)
    return BL_SKILL|BL_CHAR;
#endif
}

/// Returns the id of the skill, or 0 if not found.
int skill_name2id(const char *name)
{
    if (name == NULL)
        return 0;

    return strdb_iget(skilldb_name2id, name);
}

/// Maps skill ids to skill db offsets.
/// Returns the skill's array index, or 0 (Unknown Skill).
int skill_get_index(int id)
{
    // avoid ranges reserved for mapping guild/homun/mercenary skills
    if ((id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
        || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
        || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
        || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX))
        return 0;

    // map skill id to skill db index
    if (id >= GD_SKILLBASE)
        id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
    else if (id >= EL_SKILLBASE)
        id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
    else if (id >= MC_SKILLBASE)
        id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
    else if (id >= HM_SKILLBASE)
        id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;

    // validate result
    if (id <= 0 || id >= MAX_SKILL_DB)
        return 0;

    return id;
}

const char *skill_get_name(int id)
{
    return skill_db[skill_get_index(id)].name;
}

const char *skill_get_desc(int id)
{
    return skill_db[skill_get_index(id)].desc;
}

// out of bounds error checking [celest]
static void skill_chk(int *id, int  lv)
{
    *id = skill_get_index(*id); // checks/adjusts id
    if (lv <= 0 || lv > MAX_SKILL_LEVEL) *id = 0;
}

#define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }

// Skill DB
int skill_get_hit(int id)
{
    skill_get(skill_db[id].hit, id, 1);
}
int skill_get_inf(int id)
{
    skill_get(skill_db[id].inf, id, 1);
}
int skill_get_ele(int id , int lv)
{
    skill_get(skill_db[id].element[lv-1], id, lv);
}
int skill_get_nk(int id)
{
    skill_get(skill_db[id].nk, id, 1);
}
int skill_get_max(int id)
{
    skill_get(skill_db[id].max, id, 1);
}
int skill_get_range(int id , int lv)
{
    skill_get(skill_db[id].range[lv-1], id, lv);
}
int skill_get_splash(int id , int lv)
{
    skill_chk(&id, lv);
    return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE);
}
int skill_get_hp(int id ,int lv)
{
    skill_get(skill_db[id].hp[lv-1], id, lv);
}
int skill_get_sp(int id ,int lv)
{
    skill_get(skill_db[id].sp[lv-1], id, lv);
}
int skill_get_hp_rate(int id, int lv)
{
    skill_get(skill_db[id].hp_rate[lv-1], id, lv);
}
int skill_get_sp_rate(int id, int lv)
{
    skill_get(skill_db[id].sp_rate[lv-1], id, lv);
}
int skill_get_state(int id)
{
    skill_get(skill_db[id].state, id, 1);
}
int skill_get_spiritball(int id, int lv)
{
    skill_get(skill_db[id].spiritball[lv-1], id, lv);
}
int skill_get_itemid(int id, int idx)
{
    skill_get(skill_db[id].itemid[idx], id, 1);
}
int skill_get_itemqty(int id, int idx)
{
    skill_get(skill_db[id].amount[idx], id, 1);
}
int skill_get_zeny(int id ,int lv)
{
    skill_get(skill_db[id].zeny[lv-1], id, lv);
}
int skill_get_num(int id ,int lv)
{
    skill_get(skill_db[id].num[lv-1], id, lv);
}
int skill_get_cast(int id ,int lv)
{
    skill_get(skill_db[id].cast[lv-1], id, lv);
}
int skill_get_delay(int id ,int lv)
{
    skill_get(skill_db[id].delay[lv-1], id, lv);
}
int skill_get_walkdelay(int id ,int lv)
{
    skill_get(skill_db[id].walkdelay[lv-1], id, lv);
}
int skill_get_time(int id ,int lv)
{
    skill_get(skill_db[id].upkeep_time[lv-1], id, lv);
}
int skill_get_time2(int id ,int lv)
{
    skill_get(skill_db[id].upkeep_time2[lv-1], id, lv);
}
int skill_get_castdef(int id)
{
    skill_get(skill_db[id].cast_def_rate, id, 1);
}
int skill_get_weapontype(int id)
{
    skill_get(skill_db[id].weapon, id, 1);
}
int skill_get_ammotype(int id)
{
    skill_get(skill_db[id].ammo, id, 1);
}
int skill_get_ammo_qty(int id, int lv)
{
    skill_get(skill_db[id].ammo_qty[lv-1], id, lv);
}
int skill_get_inf2(int id)
{
    skill_get(skill_db[id].inf2, id, 1);
}
int skill_get_castcancel(int id)
{
    skill_get(skill_db[id].castcancel, id, 1);
}
int skill_get_maxcount(int id ,int lv)
{
    skill_get(skill_db[id].maxcount[lv-1], id, lv);
}
int skill_get_blewcount(int id ,int lv)
{
    skill_get(skill_db[id].blewcount[lv-1], id, lv);
}
int skill_get_mhp(int id ,int lv)
{
    skill_get(skill_db[id].mhp[lv-1], id, lv);
}
int skill_get_castnodex(int id ,int lv)
{
    skill_get(skill_db[id].castnodex[lv-1], id, lv);
}
int skill_get_delaynodex(int id ,int lv)
{
    skill_get(skill_db[id].delaynodex[lv-1], id, lv);
}
int skill_get_nocast(int id)
{
    skill_get(skill_db[id].nocast, id, 1);
}
int skill_get_type(int id)
{
    skill_get(skill_db[id].skill_type, id, 1);
}
int skill_get_unit_id(int id, int flag)
{
    skill_get(skill_db[id].unit_id[flag], id, 1);
}
int skill_get_unit_interval(int id)
{
    skill_get(skill_db[id].unit_interval, id, 1);
}
int skill_get_unit_range(int id, int lv)
{
    skill_get(skill_db[id].unit_range[lv-1], id, lv);
}
int skill_get_unit_target(int id)
{
    skill_get(skill_db[id].unit_target&BCT_ALL, id, 1);
}
int skill_get_unit_bl_target(int id)
{
    skill_get(skill_db[id].unit_target&BL_ALL, id, 1);
}
int skill_get_unit_flag(int id)
{
    skill_get(skill_db[id].unit_flag, id, 1);
}
int skill_get_unit_layout_type(int id ,int lv)
{
    skill_get(skill_db[id].unit_layout_type[lv-1], id, lv);
}
int skill_get_cooldown(int id ,int lv)
{
    skill_get(skill_db[id].cooldown[lv-1], id, lv);
}
#ifdef RENEWAL_CAST
int skill_get_fixed_cast(int id ,int lv)
{
    skill_get(skill_db[id].fixed_cast[lv-1], id, lv);
}
#endif
int skill_tree_get_max(int id, int b_class)
{
    int i;
    b_class = pc_class2idx(b_class);

    ARR_FIND(0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id);
    if (i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id)
        return skill_tree[b_class][i].max;
    else
        return skill_get_max(id);
}

int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
static void skill_toggle_magicpower(struct block_list *bl, short skillid);
static int skill_cell_overlap(struct block_list *bl, va_list ap);
static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
static int skill_unit_effect(struct block_list *bl,va_list ap);

int enchant_eff[5] = { 10, 14, 17, 19, 20 };
int deluge_eff[5] = { 5, 9, 12, 14, 15 };

int skill_get_casttype(int id)
{
    int inf = skill_get_inf(id);
    if (inf&(INF_GROUND_SKILL))
        return CAST_GROUND;
    if (inf&INF_SUPPORT_SKILL)
        return CAST_NODAMAGE;
    if (inf&INF_SELF_SKILL) {
        if (skill_get_inf2(id)&INF2_NO_TARGET_SELF)
            return CAST_DAMAGE; //Combo skill.
        return CAST_NODAMAGE;
    }
    if (skill_get_nk(id)&NK_NO_DAMAGE)
        return CAST_NODAMAGE;
    return CAST_DAMAGE;
}

//Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
int skill_get_range2(struct block_list *bl, int id, int lv)
{
    int range;
    if (bl->type == BL_MOB && battle_config.mob_ai&0x400)
        return 9; //Mobs have a range of 9 regardless of skill used.

    range = skill_get_range(id, lv);

    if (range < 0) {
        if (battle_config.use_weapon_skill_range&bl->type)
            return status_get_range(bl);
        range *=-1;
    }

    //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
    switch (id) {
        case AC_SHOWER:
        case MA_SHOWER:
        case AC_DOUBLE:
        case MA_DOUBLE:
        case HT_BLITZBEAT:
        case AC_CHARGEARROW:
        case MA_CHARGEARROW:
        case SN_FALCONASSAULT:
        case HT_POWER:
            /**
             * Ranger
             **/
        case RA_ARROWSTORM:
        case RA_AIMEDBOLT:
        case RA_WUGBITE:
            if (bl->type == BL_PC)
                range += pc_checkskill((TBL_PC *)bl, AC_VULTURE);
            else
                range += 10; //Assume level 10?
            break;
            // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
        case GS_RAPIDSHOWER:
        case GS_PIERCINGSHOT:
        case GS_FULLBUSTER:
        case GS_SPREADATTACK:
        case GS_GROUNDDRIFT:
            if (bl->type == BL_PC)
                range += pc_checkskill((TBL_PC *)bl, GS_SNAKEEYE);
            else
                range += 10; //Assume level 10?
            break;
        case NJ_KIRIKAGE:
            if (bl->type == BL_PC)
                range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC *)bl,NJ_SHADOWJUMP));
            break;
            /**
             * Warlock
             **/
        case WL_WHITEIMPRISON:
        case WL_SOULEXPANSION:
        case WL_FROSTMISTY:
        case WL_MARSHOFABYSS:
        case WL_SIENNAEXECRATE:
        case WL_DRAINLIFE:
        case WL_CRIMSONROCK:
        case WL_HELLINFERNO:
        case WL_COMET:
        case WL_CHAINLIGHTNING:
        case WL_TETRAVORTEX:
        case WL_RELEASE:
            if (bl->type == BL_PC)
                range += pc_checkskill((TBL_PC *)bl, WL_RADIUS);
            break;
            /**
             * Ranger Bonus
             **/
        case HT_LANDMINE:
        case HT_FREEZINGTRAP:
        case HT_BLASTMINE:
        case HT_CLAYMORETRAP:
        case RA_CLUSTERBOMB:
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP:
            if (bl->type == BL_PC)
                range += (1 + pc_checkskill((TBL_PC *)bl, RA_RESEARCHTRAP))/2;
    }

    if (!range && bl->type != BL_PC)
        return 9; // Enable non players to use self skills on others. [Skotlex]
    return range;
}

int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
{
    int skill, hp;
    struct map_session_data *sd = BL_CAST(BL_PC, src);
    struct map_session_data *tsd = BL_CAST(BL_PC, target);
    struct status_change *sc;

    switch (skill_id) {
        case BA_APPLEIDUN:
#ifdef RENEWAL
            hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#else
            hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
#endif
            if (sd)
                hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
            break;
        case PR_SANCTUARY:
            hp = (skill_lv>6)?777:skill_lv*100;
            break;
        case NPC_EVILLAND:
            hp = (skill_lv>6)?666:skill_lv*100;
            break;
        default:
            if (skill_lv >= battle_config.max_heal_lv)
                return battle_config.max_heal;
#ifdef RENEWAL
            /**
             * Renewal Heal Formula (from Doddler)
             * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
             * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
             * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
             **/
            hp = ((((status_get_lv(src) + status_get_int(src)) / 5) * 3) * skill_lv  + status_get_matk_min(src) + status_get_matk_max(src) - ((status_get_matk_max(src) * status_get_wlv(src)) / 10)) + rnd()%((((status_get_lv(src) + status_get_int(src)) / 5) * 3) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ((status_get_matk_max(src) * status_get_wlv(src)) / 10));
#else
            hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_id == AB_HIGHNESSHEAL ? (sd ? pc_checkskill(sd,AL_HEAL) : 10) : skill_lv) * 8);
#endif
            if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
                hp += hp * skill * 2 / 100;
            else if (src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM *)src), HLIF_BRAIN)) > 0)
                hp += hp * skill * 2 / 100;
            break;
    }

    if (((target && target->type == BL_MER) || !heal) && skill_id != NPC_EVILLAND)
        hp >>= 1;

    if (sd && (skill = pc_skillheal_bonus(sd, skill_id)))
        hp += hp*skill/100;

    if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
        hp += hp*skill/100;

    sc = status_get_sc(target);
    if (sc && sc->count) {
        if (sc->data[SC_CRITICALWOUND] && heal)  // Critical Wound has no effect on offensive heal. [Inkfish]
            hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
        if (sc->data[SC_DEATHHURT] && heal)
            hp -= hp * 20/100;
        if (sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
            hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
        if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
            hp += hp / 10;
    }

    return hp;
}

// Making plagiarize check its own function [Aru]
int can_copy(struct map_session_data *sd, int skillid, struct block_list *bl)
{
    // Never copy NPC/Wedding Skills
    if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
        return 0;

    // High-class skills
    if ((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION)) {
        if (battle_config.copyskill_restrict == 2)
            return 0;
        else if (battle_config.copyskill_restrict)
            return (sd->status.class_ == JOB_STALKER);
    }

    //Added so plagarize can't copy agi/bless if you're undead since it damages you
    if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
         skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
         skillid == MER_INCAGI || skillid == MER_BLESSING))
        return 0;

    // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
    if (!(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING))
        return 0;
    // Reproduce will only copy skills according on the list. [Jobbie]
    else if (sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid])
        return 0;

    return 1;
}

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd)
{
    int i,m;
    nullpo_retr(1, sd);
    m = sd->bl.m;
    i = skill_get_index(skillid);

    if (i == 0)
        return 1; // invalid skill id

    if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
        return 0; // can do any damn thing they want

    if (skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2)
        return 0; // Teleport lv 3 bypasses this check.[Inkfish]

    // Epoque:
    // This code will compare the player's attack motion value which is influenced by ASPD before
    // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
    // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
    if (!sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
        DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100)) {
        // attempted to cast a skill before the attack motion has finished
        return 1;
    }

    if (sd->blockskill[i] > 0) {
        clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
        return 1;
    }
    /**
     * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
     * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
     **/
    if (sd->skillitem == skillid)
        return 0;
    // Check skill restrictions [Celest]
    if ((!map_flag_vs(m) && skill_get_nocast(skillid) & 1) ||
        (map[m].flag.pvp && skill_get_nocast(skillid) & 2) ||
        (map_flag_gvg(m) && skill_get_nocast(skillid) & 4) ||
        (map[m].flag.battleground && skill_get_nocast(skillid) & 8) ||
        (map[m].flag.restricted && map[m].zone && skill_get_nocast(skillid) & (8*map[m].zone))) {
        clif_msg(sd, 0x536); // This skill cannot be used within this area
        return 1;
    }

    if (sd->sc.option&OPTION_MOUNTING)
        return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)

    switch (skillid) {
        case AL_WARP:
        case RETURN_TO_ELDICASTES:
        case ALL_GUARDIAN_RECALL:
            if (map[m].flag.nowarp) {
                clif_skill_teleportmessage(sd,0);
                return 1;
            }
            return 0;
        case AL_TELEPORT:
        case SC_FATALMENACE:
        case SC_DIMENSIONDOOR:
            if (map[m].flag.noteleport) {
                clif_skill_teleportmessage(sd,0);
                return 1;
            }
            return 0; // gonna be checked in 'skill_castend_nodamage_id'
        case WE_CALLPARTNER:
        case WE_CALLPARENT:
        case WE_CALLBABY:
            if (map[m].flag.nomemo) {
                clif_skill_teleportmessage(sd,1);
                return 1;
            }
            break;
        case MC_VENDING:
        case MC_IDENTIFY:
        case ALL_BUYING_STORE:
            return 0; // always allowed
        case WZ_ICEWALL:
            // noicewall flag [Valaris]
            if (map[m].flag.noicewall) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                return 1;
            }
            break;
        case GC_DARKILLUSION:
            if (map_flag_gvg(m)) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                return 1;
            }
            break;
        case GD_EMERGENCYCALL:
            if (
                !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
                !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
                (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
            )   {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                return 1;
            }
            break;
        case BS_GREED:
        case WS_CARTBOOST:
        case BS_HAMMERFALL:
        case BS_ADRENALINE:
        case MC_CARTREVOLUTION:
        case MC_MAMMONITE:
        case WS_MELTDOWN:
        case MG_SIGHT:
        case TF_HIDING:
            /**
             * These skills cannot be used while in mado gear (credits to Xantara)
             **/
            if (pc_ismadogear(sd)) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                return 1;
            }
            break;

        case WM_SIRCLEOFNATURE:
        case WM_SOUND_OF_DESTRUCTION:
        case SC_MANHOLE:
        case WM_LULLABY_DEEPSLEEP:
        case WM_SATURDAY_NIGHT_FEVER:
            if (!map_flag_vs(m)) {
                clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
                return 1;
            }
            break;

    }
    return (map[m].flag.noskill);
}

int skillnotok_hom(int skillid, struct homun_data *hd)
{
    int i = skill_get_index(skillid);
    nullpo_retr(1,hd);

    if (i == 0)
        return 1; // invalid skill id

    if (hd->blockskill[i] > 0)
        return 1;
    switch (skillid) {
        case MH_LIGHT_OF_REGENE:
            if (hd->homunculus.intimacy <= 750) //if not cordial
                return 1;
            break;
        case MH_OVERED_BOOST:
            if (hd->homunculus.hunger <= 1) //if we starving
                return 1;
        case MH_GOLDENE_FERSE: //can be used with angriff
            if (hd->sc.data[SC_ANGRIFFS_MODUS])
                return 1;
        case MH_ANGRIFFS_MODUS:
            if (hd->sc.data[SC_GOLDENE_FERSE])
                return 1;
            break;
    }

    //Use master's criteria.
    return skillnotok(skillid, hd->master);
}

int skillnotok_mercenary(int skillid, struct mercenary_data *md)
{
    int i = skill_get_index(skillid);
    nullpo_retr(1,md);

    if (i == 0)
        return 1; // Invalid Skill ID
    if (md->blockskill[i] > 0)
        return 1;

    return skillnotok(skillid, md->master);
}

struct s_skill_unit_layout *skill_get_unit_layout(int skillid, int skilllv, struct block_list *src, int x, int y) {
    int pos = skill_get_unit_layout_type(skillid,skilllv);
    int dir;

    if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
        ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
        pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
    }

    if (pos != -1) // simple single-definition layout
        return &skill_unit_layout[pos];

    dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction

    if (skillid == MG_FIREWALL)
        return &skill_unit_layout [firewall_unit_pos + dir];
    else if (skillid == WZ_ICEWALL)
        return &skill_unit_layout [icewall_unit_pos + dir];
    else if (skillid == WL_EARTHSTRAIN)  //Warlock
        return &skill_unit_layout [earthstrain_unit_pos + dir];

    ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
    return &skill_unit_layout[0]; // default 1x1 layout
}

/*==========================================
 *
 *------------------------------------------*/
int skill_additional_effect(struct block_list *src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
{
    struct map_session_data *sd, *dstsd;
    struct mob_data *md, *dstmd;
    struct status_data *sstatus, *tstatus;
    struct status_change *sc, *tsc;

    enum sc_type status;
    int skill;
    int rate;

    nullpo_ret(src);
    nullpo_ret(bl);

    if (skillid < 0) return 0;
    if (skillid > 0 && skilllv <= 0) return 0;  // don't forget auto attacks! - celest

    if (dmg_lv < ATK_BLOCK)  // Don't apply effect if miss.
        return 0;

    sd = BL_CAST(BL_PC, src);
    md = BL_CAST(BL_MOB, src);
    dstsd = BL_CAST(BL_PC, bl);
    dstmd = BL_CAST(BL_MOB, bl);

    sc = status_get_sc(src);
    tsc = status_get_sc(bl);
    sstatus = status_get_status_data(src);
    tstatus = status_get_status_data(bl);
    if (!tsc) //skill additional effect is about adding effects to the target...
        //So if the target can't be inflicted with statuses, this is pointless.
        return 0;

    if (sd) {
        // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
        if (skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER) {
            // Trigger status effects
            enum sc_type type;
            int i;
            for (i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++) {
                rate = sd->addeff[i].rate;
                if (attack_type&BF_LONG)  // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
                    rate += sd->addeff[i].arrow_rate;
                if (!rate) continue;

                if ((sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
                    // Trigger has attack type consideration.
                    if ((sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
                        (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
                        (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC)) ;
                    else
                        continue;
                }

                if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
                    // Trigger has range consideration.
                    if ((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
                        (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
                        continue; //Range Failed.
                }

                type =  sd->addeff[i].id;
                skill = skill_get_time2(status_sc2skill(type),7);

                if (sd->addeff[i].flag&ATF_TARGET)
                    status_change_start(bl,type,rate,7,0,0,0,skill,0);

                if (sd->addeff[i].flag&ATF_SELF)
                    status_change_start(src,type,rate,7,0,0,0,skill,0);
            }
        }

        if (skillid) {
            // Trigger status effects on skills
            enum sc_type type;
            int i;
            for (i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++) {
                if (skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate)
                    continue;
                type = sd->addeff3[i].id;
                skill = skill_get_time2(status_sc2skill(type),7);

                if (sd->addeff3[i].target&ATF_TARGET)
                    status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
                if (sd->addeff3[i].target&ATF_SELF)
                    status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
            }
        }
    }

    if (dmg_lv < ATK_DEF)  // no damage, return;
        return 0;

    switch (skillid) {
        case 0: { // Normal attacks (no skill used)
                if (attack_type&BF_SKILL)
                    break; // If a normal attack is a skill, it's splash damage. [Inkfish]
                if (sd) {
                    // Automatic trigger of Blitz Beat
                    if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
                        rnd()%1000 <= sstatus->luk*10/3+1) {
                        rate=(sd->status.job_level+9)/10;
                        skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
                    }
                    // Automatic trigger of Warg Strike [Jobbie]
                    if (pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1)
                        skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
                    // Gank
                    if (dstmd && sd->status.weapon != W_BOW &&
                        (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
                        (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
                        if (pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
                            clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
                        else
                            clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
                    }
                    // Chance to trigger Taekwon kicks [Dralnu]
                    if (sc && !sc->data[SC_COMBO]) {
                        if (sc->data[SC_READYSTORM] &&
                            sc_start(src,SC_COMBO, 15, TK_STORMKICK,
                                     (2000 - 4*sstatus->agi - 2*sstatus->dex)))
                            ; //Stance triggered
                        else if (sc->data[SC_READYDOWN] &&
                                 sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
                                          (2000 - 4*sstatus->agi - 2*sstatus->dex)))
                            ; //Stance triggered
                        else if (sc->data[SC_READYTURN] &&
                                 sc_start(src,SC_COMBO, 15, TK_TURNKICK,
                                          (2000 - 4*sstatus->agi - 2*sstatus->dex)))
                            ; //Stance triggered
                        else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
                            rate = 20;
                            if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
                                rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
                                status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
                            }
                            sc_start2(src, SC_COMBO, rate, TK_COUNTER, bl->id,
                                      (2000 - 4*sstatus->agi - 2*sstatus->dex));
                        }
                    }
                    if (sc && sc->data[SC_PYROCLASTIC] && (rnd() % 1000 <= sstatus->luk * 10 / 3 + 1))
                        skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
                }

                if (sc) {
                    struct status_change_entry *sce;
                    // Enchant Poison gives a chance to poison attacked enemies
                    if ((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
                        status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
                                            skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
                    // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
                    if ((sce=sc->data[SC_EDP]))
                        sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
                                  skill_get_time2(ASC_EDP,sce->val1));
                }
            }
            break;

        case SM_BASH:
            if (sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0) {
                //TODO: How much % per base level it actually is?
                sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
                         skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
            }
            break;

        case MER_CRASH:
            sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case AS_VENOMKNIFE:
            if (sd) //Poison chance must be that of Envenom. [Skotlex]
                skilllv = pc_checkskill(sd, TF_POISON);
        case TF_POISON:
        case AS_SPLASHER:
            if (!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
                &&  sd && skillid==TF_POISON
               )
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            break;

        case AS_SONICBLOW:
            sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case WZ_FIREPILLAR:
            unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
            break;

        case MG_FROSTDIVER:
#ifndef RENEWAL
        case WZ_FROSTNOVA:
#endif
            sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
            break;

#ifdef RENEWAL
        case WZ_FROSTNOVA:
            sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
            break;
#endif

        case WZ_STORMGUST:
            /**
             * Storm Gust counter was dropped in renewal
             **/
#ifdef RENEWAL
            sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
#else
            //Tharis pointed out that this is normal freeze chance with a base of 300%
            if (tsc->sg_counter >= 3 &&
                sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
                tsc->sg_counter = 0;
            /**
             * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
             **/
            else if (tsc->sg_counter > 250)
                tsc->sg_counter = 0;
#endif
            break;

        case WZ_METEOR:
            sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case WZ_VERMILION:
            sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case HT_FREEZINGTRAP:
        case MA_FREEZINGTRAP:
            sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case HT_FLASHER:
            sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case HT_LANDMINE:
        case MA_LANDMINE:
            sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case HT_SHOCKWAVE:
            status_percent_damage(src, bl, 0, 15*skilllv+5, false);
            break;

        case HT_SANDMAN:
        case MA_SANDMAN:
            sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case TF_SPRINKLESAND:
            sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case TF_THROWSTONE:
            sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
            sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case NPC_DARKCROSS:
        case CR_HOLYCROSS:
            sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case CR_GRANDCROSS:
        case NPC_GRANDDARKNESS:
            //Chance to cause blind status vs demon and undead element, but not against players
            if (!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
                sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
            attack_type |= BF_WEAPON;
            break;

        case AM_ACIDTERROR:
            sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
            if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
                clif_emotion(bl,E_OMG);
            break;

        case AM_DEMONSTRATION:
            skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
            break;

        case CR_SHIELDCHARGE:
            sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case PA_PRESSURE:
            status_percent_damage(src, bl, 0, 15+5*skilllv, false);
            break;

        case RG_RAID:
            sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
            sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));

#ifdef RENEWAL
            sc_start(bl,SC_RAID,100,7,5000);
            break;

        case RG_BACKSTAP:
            sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
#endif
            break;

        case BA_FROSTJOKER:
            sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case DC_SCREAM:
            sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
            break;

        case BD_LULLABY:
            sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case DC_UGLYDANCE:
            rate = 5+5*skilllv;
            if (sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
                rate += 5+skill;
            status_zap(bl, 0, rate);
            break;
        case SL_STUN:
            if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
                sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
            break;

        case NPC_PETRIFYATTACK:
            sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
                      skilllv,0,0,skill_get_time(skillid,skilllv),
                      skill_get_time2(skillid,skilllv));
            break;
        case NPC_CURSEATTACK:
        case NPC_SLEEPATTACK:
        case NPC_BLINDATTACK:
        case NPC_POISON:
        case NPC_SILENCEATTACK:
        case NPC_STUNATTACK:
        case NPC_HELLPOWER:
            sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NPC_ACIDBREATH:
        case NPC_ICEBREATH:
            sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NPC_BLEEDING:
            sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NPC_MENTALBREAKER: {
                //Based on observations by Tharis, Mental Breaker should do SP damage
                //equal to Matk*skLevel.
                rate = sstatus->matk_min;
                if (rate < sstatus->matk_max)
                    rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
                rate*=skilllv;
                status_zap(bl, 0, rate);
                break;
            }
            // Equipment breaking monster skills [Celest]
        case NPC_WEAPONBRAKER:
            skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
            break;
        case NPC_ARMORBRAKE:
            skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
            break;
        case NPC_HELMBRAKE:
            skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
            break;
        case NPC_SHIELDBRAKE:
            skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
            break;

        case CH_TIGERFIST:
            sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
            break;

        case LK_SPIRALPIERCE:
        case ML_SPIRALPIERCE:
            sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
            break;

        case ST_REJECTSWORD:
            sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
            break;

        case PF_FOGWALL:
            if (src != bl && !tsc->data[SC_DELUGE])
                status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
            break;

        case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
            if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
                sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
            break;

        case LK_JOINTBEAT:
            status = status_skill2sc(skillid);
            if (tsc->jb_flag) {
                sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
                tsc->jb_flag = 0;
            }
            break;
        case ASC_METEORASSAULT:
            //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
            switch (rnd()%3) {
                case 0:
                    sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
                    break;
                case 1:
                    sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
                    break;
                default:
                    sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
            }
            break;

        case HW_NAPALMVULCAN:
            sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case WS_CARTTERMINATION:    // Cart termination
            sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case CR_ACIDDEMONSTRATION:
            skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
            break;

        case TK_DOWNKICK:
            sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case TK_JUMPKICK:
            if (dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE]) {
                // debuff the following statuses
                status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
                status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
                status_change_end(bl, SC_KAITE, INVALID_TIMER);
                status_change_end(bl, SC_KAAHI, INVALID_TIMER);
                status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
                status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
            }
            break;
        case TK_TURNKICK:
        case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
            if (attack_type&BF_MISC) //70% base stun chance...
                sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case GS_BULLSEYE: //0.1% coma rate.
            if (tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
                status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
            break;
        case GS_PIERCINGSHOT:
            sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NJ_HYOUSYOURAKU:
            sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
            break;
        case GS_FLING:
            sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
            break;
        case GS_DISARM:
            rate = 3*skilllv;
            if (sstatus->dex > tstatus->dex)
                rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
            skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case NPC_EVILLAND:
            sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NPC_HELLJUDGEMENT:
            sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case NPC_CRITICALWOUND:
            sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case RK_HUNDREDSPEAR:
            if (!sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0)
                break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
            rate = 10 + 3 * skilllv;
            if (rnd()%100 < rate)
                skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
            break;
        case RK_WINDCUTTER:
            sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
            break;
        case RK_DRAGONBREATH:
            sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
            break;
        case AB_ADORAMUS:
            if (tsc && !tsc->data[SC_DECREASEAGI])  //Prevent duplicate agi-down effect.
                sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
            break;
        case WL_CRIMSONROCK:
            sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
            break;
        case WL_COMET:
            sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
            break;
        case WL_EARTHSTRAIN: {
                int rate = 0, i;
                const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
                rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
                //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.

                for (i = 0; i < skilllv; i++)
                    skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
            }
            break;
        case WL_JACKFROST:
            sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
            break;
        case RA_WUGBITE:
            sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)));
            break;
        case RA_SENSITIVEKEEN:
            if (rnd()%100 < 8 * skilllv)
                skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
            break;
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP:
            sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
            break;
        case NC_PILEBUNKER:
            if (rnd()%100 < 5 + 15*skilllv) {
                //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
                status_change_end(bl, SC_KYRIE, INVALID_TIMER);
                status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
                status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
                status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
                status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
            }
            break;
        case NC_FLAMELAUNCHER:
            sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
            break;
        case NC_COLDSLOWER:
            sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
            sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
            break;
        case NC_POWERSWING:
            sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
            if (rnd()%100 < 5*skilllv)
                skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
            break;
        case GC_WEAPONCRUSH:
            skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
            break;
        case LG_SHIELDPRESS:
            sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
            break;
        case LG_PINPOINTATTACK:
            rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
            switch (skilllv) {
                case 1:
                    sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
                    break;
                case 2:
                    if (dstsd && dstsd->spiritball && rnd()%100 < rate)
                        pc_delspiritball(dstsd, dstsd->spiritball, 0);
                    break;
                default:
                    skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
                    break;
            }
            break;
        case LG_MOONSLASHER:
            rate = 32 + 8 * skilllv;
            if (rnd()%100 < rate && dstsd)  // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
                skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
            else if (dstmd && !is_boss(bl))
                sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
            break;
        case LG_RAYOFGENESIS:   // 50% chance to cause Blind on Undead and Demon monsters.
            if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
                sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
            break;
        case LG_EARTHDRIVE:
            skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
            sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
            break;
        case SR_DRAGONCOMBO:
            sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
            break;
        case SR_FALLENEMPIRE:
            sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
            break;
        case SR_WINDMILL:
            if (dstsd)
                skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
            else if (dstmd && !is_boss(bl))
                sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
            break;
        case SR_GENTLETOUCH_QUIET:  //  [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
            sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
            break;
        case SR_EARTHSHAKER:
            sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
            break;
        case SR_HOWLINGOFLION:
            sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
            break;
        case WM_SOUND_OF_DESTRUCTION:
            if (rnd()%100 < 5 + 5 * skilllv) {  // Temporarly Check Until We Get the Official Formula
                status_change_end(bl, SC_DANCING, INVALID_TIMER);
                status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
                status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
                status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
                status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
                status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
                status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
                status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
                status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
                status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
                status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
                status_change_end(bl, SC_HUMMING, INVALID_TIMER);
                status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
                status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
                status_change_end(bl, SC_LONGING, INVALID_TIMER);
                status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
                status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
                status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
                status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
                status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
                status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
                status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
                status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
                status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
                status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
                status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
                status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
                status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
            }
            break;
        case SO_EARTHGRAVE:
            sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
            break;
        case SO_DIAMONDDUST:
            rate = 5 + 5 * skilllv;
            if (sc && sc->data[SC_COOLER_OPTION])
                rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
            sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
            break;
        case SO_VARETYR_SPEAR:
            sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
            break;
        case GN_SLINGITEM_RANGEMELEEATK:
            if (sd) {
                switch (sd->itemid) {    // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
                    case 13261:
                        sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
                        sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
                        break;
                    case 13262:
                        sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv));   // Reduces ASPD and moviment speed
                        break;
                    case 13264:
                        sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv));  // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
                        sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
                        break;
                }
                sd->itemid = -1;
            }
            break;
        case GN_HELLS_PLANT_ATK:
            sc_start(bl, SC_STUN,  5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
            sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
            break;
        case EL_WIND_SLASH: // Non confirmed rate.
            sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
            break;
        case EL_STONE_HAMMER:
            rate = 10 * skilllv;
            sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
            break;
        case EL_ROCK_CRUSHER:
        case EL_ROCK_CRUSHER_ATK:
            sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
            break;
        case EL_TYPOON_MIS:
            sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
            break;
        case KO_JYUMONJIKIRI: // needs more info
            sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
            break;
        case KO_MAKIBISHI:
            sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
            break;
        case MH_LAVA_SLIDE:
            if (tsc && !tsc->data[SC_BURNING]) sc_start4(bl, SC_BURNING, 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time(skillid, skilllv));
            break;
        case MH_STAHL_HORN:
            sc_start(bl, SC_STUN, (20 + 4 * (skilllv-1)), skilllv, skill_get_time(skillid, skilllv));
            break;
        case MH_NEEDLE_OF_PARALYZE:
            sc_start(bl, SC_PARALYSIS, 40 + (5*skilllv), skilllv, skill_get_time(skillid, skilllv));
            break;
    }

    if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai) {
        //Pass heritage to Master for status causing effects. [Skotlex]
        sd = map_id2sd(md->master_id);
        src = sd?&sd->bl:src;
    }

    if (attack_type&BF_WEAPON) {
        // Coma, Breaking Equipment
        if (sd && sd->special_state.bonus_coma) {
            rate  = sd->weapon_coma_ele[tstatus->def_ele];
            rate += sd->weapon_coma_race[tstatus->race];
            rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
            if (rate)
                status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
        }
        if (sd && battle_config.equip_self_break_rate) {
            // Self weapon breaking
            rate = battle_config.equip_natural_break_rate;
            if (sc) {
                if (sc->data[SC_OVERTHRUST])
                    rate += 10;
                if (sc->data[SC_MAXOVERTHRUST])
                    rate += 10;
            }
            if (rate)
                skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
        }
        if (battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK) {
            // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
            // Target weapon breaking
            rate = 0;
            if (sd)
                rate += sd->bonus.break_weapon_rate;
            if (sc && sc->data[SC_MELTDOWN])
                rate += sc->data[SC_MELTDOWN]->val2;
            if (rate)
                skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);

            // Target armor breaking
            rate = 0;
            if (sd)
                rate += sd->bonus.break_armor_rate;
            if (sc && sc->data[SC_MELTDOWN])
                rate += sc->data[SC_MELTDOWN]->val3;
            if (rate)
                skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
        }
    }

    // Autospell when attacking
    if (sd && !status_isdead(bl) && sd->autospell[0].id) {
        struct block_list *tbl;
        struct unit_data *ud;
        int i, skilllv, type, notok;

        for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {

            if (!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
                  sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
                  sd->autospell[i].flag&attack_type&BF_SKILLMASK))
                continue; // one or more trigger conditions were not fulfilled

            skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;

            sd->state.autocast = 1;
            notok = skillnotok(skill, sd);
            sd->state.autocast = 0;

            if (notok)
                continue;

            skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
            if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);

            rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;

            if (rnd()%1000 >= rate)
                continue;

            tbl = (sd->autospell[i].id < 0) ? src : bl;

            if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
                int maxcount = 0;
                if (!(BL_PC&battle_config.skill_reiteration) &&
                    skill_get_unit_flag(skill)&UF_NOREITERATION &&
                    skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
                   ) {
                    continue;
                }
                if (BL_PC&battle_config.skill_nofootset &&
                    skill_get_unit_flag(skill)&UF_NOFOOTSET &&
                    skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
                   ) {
                    continue;
                }
                if (BL_PC&battle_config.land_skill_limit &&
                    (maxcount = skill_get_maxcount(skill, skilllv)) > 0
                   ) {
                    int v;
                    for (v=0; v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount; v++) {
                        if (sd->ud.skillunit[v]->skill_id == skill)
                            maxcount--;
                    }
                    if (maxcount == 0) {
                        continue;
                    }
                }
            }
            if (battle_config.autospell_check_range &&
                !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)))
                continue;

            if (skill == AS_SONICBLOW)
                pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
            if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
                type = CAST_GROUND;

            sd->state.autocast = 1;
            skill_consume_requirement(sd,skill,skilllv,1);
            skill_toggle_magicpower(src, skill);
            switch (type) {
                case CAST_GROUND:
                    skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
                    break;
                case CAST_NODAMAGE:
                    skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
                    break;
                case CAST_DAMAGE:
                    skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
                    break;
            }
            sd->state.autocast = 0;
            //Set canact delay. [Skotlex]
            ud = unit_bl2ud(src);
            if (ud) {
                rate = skill_delayfix(src, skill, skilllv);
                if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) {
                    ud->canact_tick = tick+rate;
                    if (battle_config.display_status_timers && sd)
                        clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
                }
            }
        }
    }

    //Autobonus when attacking
    if (sd && sd->autobonus[0].rate) {
        int i;
        for (i = 0; i < ARRAYLENGTH(sd->autobonus); i++) {
            if (rnd()%1000 >= sd->autobonus[i].rate)
                continue;
            if (sd->autobonus[i].active != INVALID_TIMER)
                continue;
            if (!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
                  sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
                  sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
                continue; // one or more trigger conditions were not fulfilled
            pc_exeautobonus(sd,&sd->autobonus[i]);
        }
    }

    //Polymorph
    if (sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
        dstmd && !(tstatus->mode&MD_BOSS) &&
        (rnd()%10000 < sd->bonus.classchange)) {
        struct mob_db *mob;
        int class_;
        skill = 0;
        do {
            do {
                class_ = rnd() % MAX_MOB_DB;
            } while (!mobdb_checkid(class_));

            rate = rnd() % 1000000;
            mob = mob_db(class_);
        } while (
            (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
            (skill++) < 2000);
        if (skill < 2000)
            mob_class_change(dstmd,class_);
    }

    return 0;
}

int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
{
    int skill, skilllv, i, type, notok;
    struct block_list *tbl;

    if (sd == NULL || skillid <= 0)
        return 0;

    for (i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++) {
        if (sd->autospell3[i].flag != skillid)
            continue;

        if (sd->autospell3[i].lock)
            continue;  // autospell already being executed

        skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;

        sd->state.autocast = 1;
        notok = skillnotok(skill, sd);
        sd->state.autocast = 0;

        if (notok)
            continue;

        skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
        if (skilllv < 0) skilllv = 1 + rnd()%(-skilllv);

        if (sd->autospell3[i].id >= 0 && bl == NULL)
            continue; // No target
        if (rnd()%1000 >= sd->autospell3[i].rate)
            continue;

        tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;

        if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
            int maxcount = 0;
            if (!(BL_PC&battle_config.skill_reiteration) &&
                skill_get_unit_flag(skill)&UF_NOREITERATION &&
                skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
               ) {
                continue;
            }
            if (BL_PC&battle_config.skill_nofootset &&
                skill_get_unit_flag(skill)&UF_NOFOOTSET &&
                skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
               ) {
                continue;
            }
            if (BL_PC&battle_config.land_skill_limit &&
                (maxcount = skill_get_maxcount(skill, skilllv)) > 0
               ) {
                int v;
                for (v=0; v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount; v++) {
                    if (sd->ud.skillunit[v]->skill_id == skill)
                        maxcount--;
                }
                if (maxcount == 0) {
                    continue;
                }
            }
        }
        if (battle_config.autospell_check_range &&
            !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)))
            continue;

        sd->state.autocast = 1;
        sd->autospell3[i].lock = true;
        skill_consume_requirement(sd,skill,skilllv,1);
        switch (type) {
            case CAST_GROUND:
                skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0);
                break;
            case CAST_NODAMAGE:
                skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0);
                break;
            case CAST_DAMAGE:
                skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0);
                break;
        }
        sd->autospell3[i].lock = false;
        sd->state.autocast = 0;
    }

    if (sd && sd->autobonus3[0].rate) {
        for (i = 0; i < ARRAYLENGTH(sd->autobonus3); i++) {
            if (rnd()%1000 >= sd->autobonus3[i].rate)
                continue;
            if (sd->autobonus3[i].active != INVALID_TIMER)
                continue;
            if (sd->autobonus3[i].atk_type != skillid)
                continue;
            pc_exeautobonus(sd,&sd->autobonus3[i]);
        }
    }

    return 1;
}

/* Splitted off from skill_additional_effect, which is never called when the
 * attack skill kills the enemy. Place in this function counter status effects
 * when using skills (eg: Asura's sp regen penalty, or counter-status effects
 * from cards) that will take effect on the source, not the target. [Skotlex]
 * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
 * type of skills, so not every instance of skill_additional_effect needs a call
 * to this one.
 */
int skill_counter_additional_effect(struct block_list *src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
    int rate;
    struct map_session_data *sd=NULL;
    struct map_session_data *dstsd=NULL;

    nullpo_ret(src);
    nullpo_ret(bl);

    if (skillid < 0) return 0;
    if (skillid > 0 && skilllv <= 0) return 0;  // don't forget auto attacks! - celest

    sd = BL_CAST(BL_PC, src);
    dstsd = BL_CAST(BL_PC, bl);

    if (dstsd && attack_type&BF_WEAPON) {
        //Counter effects.
        enum sc_type type;
        int i, time;
        for (i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) {
            rate = dstsd->addeff2[i].rate;
            if (attack_type&BF_LONG)
                rate+=dstsd->addeff2[i].arrow_rate;
            if (!rate) continue;

            if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
                //Trigger has range consideration.
                if ((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
                    (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
                    continue; //Range Failed.
            }
            type = dstsd->addeff2[i].id;
            time = skill_get_time2(status_sc2skill(type),7);

            if (dstsd->addeff2[i].flag&ATF_TARGET)
                status_change_start(src,type,rate,7,0,0,0,time,0);

            if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
                status_change_start(bl,type,rate,7,0,0,0,time,0);
        }
    }

    switch (skillid) {
        case MO_EXTREMITYFIST:
            sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case GS_FULLBUSTER:
            sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
            break;
        case HFLI_SBR44:    //[orn]
        case HVAN_EXPLOSION:
            if (src->type == BL_HOM) {
                TBL_HOM *hd = (TBL_HOM *)src;
                hd->homunculus.intimacy = 200;
                if (hd->master)
                    clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
            }
            break;
        case CR_GRANDCROSS:
        case NPC_GRANDDARKNESS:
            attack_type |= BF_WEAPON;
            break;
    }

    if (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
        rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
        sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);

    if (sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
        !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
        (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
       ) { //Soul Drain should only work on targetted spells [Skotlex]
        if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
        clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
        status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
    }

    if (sd && status_isdead(bl)) {
        int sp = 0, hp = 0;
        if (attack_type&BF_WEAPON) {
            sp += sd->bonus.sp_gain_value;
            sp += sd->sp_gain_race[status_get_race(bl)];
            sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
            hp += sd->bonus.hp_gain_value;
        }
        if (attack_type&BF_MAGIC) {
            sp += sd->bonus.magic_sp_gain_value;
            hp += sd->bonus.magic_hp_gain_value;
            if (skillid == WZ_WATERBALL) { //(bugreport:5303)
                struct status_change *sc = NULL;
                if ((sc = status_get_sc(src))) {
                    if (sc->data[SC_SPIRIT] &&
                        sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
                        sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
                        sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
                }
            }
        }
        if (hp || sp) {  // updated to force healing to allow healing through berserk
            status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
        }
    }

    // Trigger counter-spells to retaliate against damage causing skills.
    if (dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
        !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
        struct block_list *tbl;
        struct unit_data *ud;
        int i, skillid, skilllv, rate, type, notok;

        for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {

            if (!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
                  dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
                  dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
                continue; // one or more trigger conditions were not fulfilled

            skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
            skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
            if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);

            rate = dstsd->autospell2[i].rate;
            if (attack_type&BF_LONG)
                rate>>=1;

            dstsd->state.autocast = 1;
            notok = skillnotok(skillid, dstsd);
            dstsd->state.autocast = 0;

            if (notok)
                continue;

            if (rnd()%1000 >= rate)
                continue;

            tbl = (dstsd->autospell2[i].id < 0) ? bl : src;

            if ((type = skill_get_casttype(skillid)) == CAST_GROUND) {
                int maxcount = 0;
                if (!(BL_PC&battle_config.skill_reiteration) &&
                    skill_get_unit_flag(skillid)&UF_NOREITERATION &&
                    skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
                   ) {
                    continue;
                }
                if (BL_PC&battle_config.skill_nofootset &&
                    skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
                    skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
                   ) {
                    continue;
                }
                if (BL_PC&battle_config.land_skill_limit &&
                    (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
                   ) {
                    int v;
                    for (v=0; v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount; v++) {
                        if (dstsd->ud.skillunit[v]->skill_id == skillid)
                            maxcount--;
                    }
                    if (maxcount == 0) {
                        continue;
                    }
                }
            }

            if (!battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range)
                continue;

            dstsd->state.autocast = 1;
            skill_consume_requirement(dstsd,skillid,skilllv,1);
            switch (type) {
                case CAST_GROUND:
                    skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
                    break;
                case CAST_NODAMAGE:
                    skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
                    break;
                case CAST_DAMAGE:
                    skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
                    break;
            }
            dstsd->state.autocast = 0;
            //Set canact delay. [Skotlex]
            ud = unit_bl2ud(bl);
            if (ud) {
                rate = skill_delayfix(bl, skillid, skilllv);
                if (DIFF_TICK(ud->canact_tick, tick + rate) < 0) {
                    ud->canact_tick = tick+rate;
                    if (battle_config.display_status_timers && dstsd)
                        clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
                }
            }
        }
    }

    //Autobonus when attacked
    if (dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
        int i;
        for (i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++) {
            if (rnd()%1000 >= dstsd->autobonus2[i].rate)
                continue;
            if (dstsd->autobonus2[i].active != INVALID_TIMER)
                continue;
            if (!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
                  dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
                  dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
                continue; // one or more trigger conditions were not fulfilled
            pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
        }
    }

    return 0;
}
/*=========================================================================
 Breaks equipment. On-non players causes the corresponding strip effect.
 - rate goes from 0 to 10000 (100.00%)
 - flag is a BCT_ flag to indicate which type of adjustment should be used
   (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
--------------------------------------------------------------------------*/
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag)
{
    const int where_list[4]     = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
    const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
    const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
    struct status_change *sc = status_get_sc(bl);
    int i,j;
    TBL_PC *sd;
    sd = BL_CAST(BL_PC, bl);
    if (sc && !sc->count)
        sc = NULL;

    if (sd) {
        if (sd->bonus.unbreakable_equip)
            where &= ~sd->bonus.unbreakable_equip;
        if (sd->bonus.unbreakable)
            rate -= rate*sd->bonus.unbreakable/100;
        if (where&EQP_WEAPON) {
            switch (sd->status.weapon) {
                case W_FIST:    //Bare fists should not break :P
                case W_1HAXE:
                case W_2HAXE:
                case W_MACE: // Axes and Maces can't be broken [DracoRPG]
                case W_2HMACE:
                case W_STAFF:
                case W_2HSTAFF:
                case W_BOOK: //Rods and Books can't be broken [Skotlex]
                case W_HUUMA:
                    where &= ~EQP_WEAPON;
            }
        }
    }
    if (flag&BCT_ENEMY) {
        if (battle_config.equip_skill_break_rate != 100)
            rate = rate*battle_config.equip_skill_break_rate/100;
    } else if (flag&(BCT_PARTY|BCT_SELF)) {
        if (battle_config.equip_self_break_rate != 100)
            rate = rate*battle_config.equip_self_break_rate/100;
    }

    for (i = 0; i < 4; i++) {
        if (where&where_list[i]) {
            if (sc && sc->count && sc->data[scdef[i]])
                where&=~where_list[i];
            else if (rnd()%10000 >= rate)
                where&=~where_list[i];
            else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
                sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
        }
    }
    if (!where) //Nothing to break.
        return 0;
    if (sd) {
        for (i = 0; i < EQI_MAX; i++) {
            j = sd->equip_index[i];
            if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
                continue;

            switch (i) {
                case EQI_HEAD_TOP: //Upper Head
                    flag = (where&EQP_HELM);
                    break;
                case EQI_ARMOR: //Body
                    flag = (where&EQP_ARMOR);
                    break;
                case EQI_HAND_R: //Left/Right hands
                case EQI_HAND_L:
                    flag = (
                               (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
                               (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
                    break;
                case EQI_SHOES:
                    flag = (where&EQP_SHOES);
                    break;
                case EQI_GARMENT:
                    flag = (where&EQP_GARMENT);
                    break;
                default:
                    continue;
            }
            if (flag) {
                sd->status.inventory[j].attribute = 1;
                pc_unequipitem(sd, j, 3);
            }
        }
        clif_equiplist(sd);
    }

    return where; //Return list of pieces broken.
}

int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
{
    struct status_change *sc;
    const int pos[5]             = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
    const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
    const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
    int i;

    if (rnd()%100 >= rate)
        return 0;

    sc = status_get_sc(bl);
    if (!sc || sc->option&OPTION_MADOGEAR)  //Mado Gear cannot be divested [Ind]
        return 0;

    for (i = 0; i < ARRAYLENGTH(pos); i++) {
        if (where&pos[i] && sc->data[sc_def[i]])
            where&=~pos[i];
    }
    if (!where) return 0;

    for (i = 0; i < ARRAYLENGTH(pos); i++) {
        if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
            where&=~pos[i];
    }
    return where?1:0;
}
//Early declaration
static int skill_area_temp[8];
/*=========================================================================
 Used to knock back players, monsters, traps, etc
 - 'count' is the number of squares to knock back
 - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
 - if 'flag&0x1', position update packets must not be sent.
 - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
 -------------------------------------------------------------------------*/
int skill_blown(struct block_list *src, struct block_list *target, int count, int direction, int flag)
{
    int dx = 0, dy = 0;
    struct skill_unit *su = NULL;

    nullpo_ret(src);

    if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
        return 0; //No knocking back in WoE
    if (count == 0)
        return 0; //Actual knockback distance is 0.

    switch (target->type) {
        case BL_MOB: {
                struct mob_data *md = BL_CAST(BL_MOB, target);
                if (md->class_ == MOBID_EMPERIUM)
                    return 0;
                if (src != target && is_boss(target)) //Bosses can't be knocked-back
                    return 0;
            }
            break;
        case BL_PC: {
                struct map_session_data *sd = BL_CAST(BL_PC, target);
                if (sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
                    return 0; // Basilica caster can't be knocked-back by normal monsters.
                if (!(flag&0x2) && src != target && sd->special_state.no_knockback)
                    return 0;
            }
            break;
        case BL_SKILL:
            su = (struct skill_unit *)target;
            if (su && su->group && su->group->unit_id == UNT_ANKLESNARE)
                return 0; // ankle snare cannot be knocked back
            break;
    }

    if (direction == -1) // <optimized>: do the computation here instead of outside
        direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed

    if (direction >= 0 && direction < 8) {
        // take the reversed 'direction' and reverse it
        dx = -dirx[direction];
        dy = -diry[direction];
    }

    return unit_blown(target, dx, dy, count, flag); // send over the proper flag
}


//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
static int skill_magic_reflect(struct block_list *src, struct block_list *bl, int type)
{
    struct status_change *sc = status_get_sc(bl);
    struct map_session_data *sd = BL_CAST(BL_PC, bl);

    if (sc && sc->data[SC_KYOMU])  // Nullify reflecting ability
        return  0;

    // item-based reflection
    if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
        return 1;

    if (is_boss(src))
        return 0;

    // status-based reflection
    if (!sc || sc->count == 0)
        return 0;

    if (sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
        return 1;

    if (sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)) {
        // Kaite only works against non-players if they are low-level.
        clif_specialeffect(bl, 438, AREA);
        if (--sc->data[SC_KAITE]->val2 <= 0)
            status_change_end(bl, SC_KAITE, INVALID_TIMER);
        return 2;
    }

    return 0;
}

/*
 * =========================================================================
 * Does a skill attack with the given properties.
 * src is the master behind the attack (player/mob/pet)
 * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
 * bl is the target to be attacked.
 * flag can hold a bunch of information:
 * flag&0xFFF is passed to the underlying battle_calc_attack for processing
 *      (usually holds number of targets, or just 1 for simple splash attacks)
 * flag&0x1000 is used to tag that this is a splash-attack (so the damage
 *      packet shouldn't display a skill animation)
 * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
 *      client (causes player characters to not scream skill name)
 *-------------------------------------------------------------------------*/
int skill_attack(int attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
    struct Damage dmg;
    struct status_data *sstatus, *tstatus;
    struct status_change *sc;
    struct map_session_data *sd, *tsd;
    int type,damage,rdamage=0;

    if (skillid > 0 && skilllv <= 0) return 0;

    nullpo_ret(src);    //Source is the master behind the attack (player/mob/pet)
    nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
    nullpo_ret(bl); //Target to be attacked.

    if (src != dsrc) {
        //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
        if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
            return 0;
    } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
        //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
        if (!status_check_skilluse(src, bl, skillid, 2))
            return 0;
    }

    sd = BL_CAST(BL_PC, src);
    tsd = BL_CAST(BL_PC, bl);

    sstatus = status_get_status_data(src);
    tstatus = status_get_status_data(bl);
    sc= status_get_sc(bl);
    if (sc && !sc->count) sc = NULL; //Don't need it.

    // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
    if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
        return 0;
    //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
    if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
        return 0;

    dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);

    //Skotlex: Adjusted to the new system
    if (src->type==BL_PET) {
        // [Valaris]
        struct pet_data *pd = (TBL_PET *)src;
        if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid) {
            int element = skill_get_ele(skillid, skilllv);
            if (skillid == -1)
                element = sstatus->rhw.ele;
            if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
                dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
            else
                dmg.damage= skilllv;
            dmg.damage2=0;
            dmg.div_= pd->a_skill->div_;
        }
    }

    if (dmg.flag&BF_MAGIC && (skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1))) {
        // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
        if ((dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc))) {
            //Magic reflection, switch caster/target
            struct block_list *tbl = bl;
            bl = src;
            src = tbl;
            sd = BL_CAST(BL_PC, src);
            tsd = BL_CAST(BL_PC, bl);
            sc = status_get_sc(bl);
            if (sc && !sc->count)
                sc = NULL; //Don't need it.
            /* bugreport:2564 flag&2 disables double casting trigger */
            flag |= 2;

            //Spirit of Wizard blocks Kaite's reflection
            if (type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) {
                //Consume one Fragment per hit of the casted skill? [Skotlex]
                type = tsd?pc_search_inventory(tsd, 7321):0;
                if (type >= 0) {
                    if (tsd) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
                    dmg.damage = dmg.damage2 = 0;
                    dmg.dmg_lv = ATK_MISS;
                    sc->data[SC_SPIRIT]->val3 = skillid;
                    sc->data[SC_SPIRIT]->val4 = dsrc->id;
                }
            }
            /**
             * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
             **/
#if MAGIC_REFLECTION_TYPE
            if (dmg.dmg_lv != ATK_MISS) //Wiz SL cancelled and consumed fragment
                dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
#endif
        }
        if (sc && sc->data[SC_MAGICROD] && src == dsrc) {
            int sp = skill_get_sp(skillid,skilllv);
            dmg.damage = dmg.damage2 = 0;
            dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
            sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
            if (skillid == WZ_WATERBALL && skilllv > 1)
                sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
            status_heal(bl, 0, sp, 2);
        }
    }

    damage = dmg.damage + dmg.damage2;

    if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
         skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
         skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD])
        damage = 1;

    if (damage > 0 && ((dmg.flag&BF_WEAPON && src != bl && (src == dsrc || (dsrc->type == BL_SKILL && (skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM))))
                       || (sc && sc->data[SC_REFLECTDAMAGE])))
        rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);

    if (damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC) {
        struct block_list *nbl = NULL;
        nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
        if (nbl) { // Only one target is chosen.
            damage = damage / 2; // Deflect half of the damage to a target nearby
            clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
        }
    }

    //Skill hit type
    type=(skillid==0)?5:skill_get_hit(skillid);

    if (damage < dmg.div_
        //Only skills that knockback even when they miss. [Skotlex]
        && skillid != CH_PALMSTRIKE)
        dmg.blewcount = 0;

    if (skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
        if (battle_config.gx_disptype) dsrc = src;
        if (src == bl) type = 4;
        else flag|=SD_ANIMATION;
    }
    if (skillid == NJ_TATAMIGAESHI) {
        dsrc = src; //For correct knockback.
        flag|=SD_ANIMATION;
    }

    if (sd) {
        int flag = 0; //Used to signal if this skill can be combo'ed later on.
        struct status_change_entry *sce;
        if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
            switch (skillid) {
                case TK_TURNKICK:
                case TK_STORMKICK:
                case TK_DOWNKICK:
                case TK_COUNTER:
                    if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
                        sce->val1 = skillid; //Update combo-skill
                        sce->val3 = skillid;
                        if (sce->timer != INVALID_TIMER)
                            delete_timer(sce->timer, status_change_timer);
                        sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
                        break;
                    }
                    unit_cancel_combo(src); // Cancel combo wait
                    break;
                default:
                    if (src == dsrc)  // Ground skills are exceptions. [Inkfish]
                        status_change_end(src, SC_COMBO, INVALID_TIMER);
            }
        }
        switch (skillid) {
            case MO_TRIPLEATTACK:
                if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
                    flag=1;
                break;
            case MO_CHAINCOMBO:
                if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
                    flag=1;
                break;
            case MO_COMBOFINISH:
                if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
                    party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
                if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
                    flag=1;
            case CH_TIGERFIST:
                if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
                    flag=1;
            case CH_CHAINCRUSH:
                if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
                    flag=1;
                break;
            case AC_DOUBLE:
                if ((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER)) {
                    //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
                    sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
                    clif_combo_delay(src,2000);
                }
                break;
            case TK_COUNTER: {
                    //bonus from SG_FRIEND [Komurka]
                    int level;
                    if (sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
                        party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
                }
                break;
            case SL_STIN:
            case SL_STUN:
                if (skilllv >= 7 && !sd->sc.data[SC_SMA])
                    sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
                break;
            case GS_FULLBUSTER:
                //Can't attack nor use items until skill's delay expires. [Skotlex]
                sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
                break;
            case SR_DRAGONCOMBO:
                if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
                    flag = 1;
                break;
            case SR_FALLENEMPIRE:
                if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
                    flag = 1;
                break;
        }   //Switch End
        if (flag) { //Possible to chain
            flag = DIFF_TICK(sd->ud.canact_tick, tick);
            if (flag < 1) flag = 1;
            sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
            clif_combo_delay(src, flag);
        }
    }

    //Display damage.
    switch (skillid) {
        case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
            dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
            break;
            //Skills that need be passed as a normal attack for the client to display correctly.
        case HVAN_EXPLOSION:
        case NPC_SELFDESTRUCTION:
            if (src->type==BL_PC)
                dmg.blewcount = 10;
            dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
            // fall through
        case KN_AUTOCOUNTER:
        case NPC_CRITICALSLASH:
        case TF_DOUBLE:
        case GS_CHAINACTION:
            dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
            break;

        case AS_SPLASHER:
            if (flag&SD_ANIMATION)  // the surrounding targets
                dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
            else // the central target doesn't display an animation
                dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
            break;
        case WL_HELLINFERNO:
        case SR_EARTHSHAKER:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
            break;
        case WL_SOULEXPANSION:
        case WL_COMET:
        case KO_MUCHANAGE:
        case NJ_HUUMA:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
            break;
        case WL_CHAINLIGHTNING_ATK:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
            break;
        case LG_OVERBRAND_BRANDISH:
        case LG_OVERBRAND_PLUSATK:
        case EL_FIRE_BOMB:
        case EL_FIRE_BOMB_ATK:
        case EL_FIRE_WAVE:
        case EL_FIRE_WAVE_ATK:
        case EL_FIRE_MANTLE:
        case EL_CIRCLE_OF_FIRE:
        case EL_FIRE_ARROW:
        case EL_ICE_NEEDLE:
        case EL_WATER_SCREW:
        case EL_WATER_SCREW_ATK:
        case EL_WIND_SLASH:
        case EL_TIDAL_WEAPON:
        case EL_ROCK_CRUSHER:
        case EL_ROCK_CRUSHER_ATK:
        case EL_HURRICANE:
        case EL_HURRICANE_ATK:
        case EL_TYPOON_MIS:
        case EL_TYPOON_MIS_ATK:
        case KO_BAKURETSU:
        case GN_CRAZYWEED_ATK:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
            break;
        case GN_SLINGITEM_RANGEMELEEATK:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
            break;
        case EL_STONE_RAIN:
            dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
            break;
        case WM_SEVERE_RAINSTORM_MELEE:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
            break;
        case WM_REVERBERATION_MELEE:
        case WM_REVERBERATION_MAGIC:
            dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
            break;
        case HT_CLAYMORETRAP:
        case HT_BLASTMINE:
        case HT_FLASHER:
        case HT_FREEZINGTRAP:
        case RA_CLUSTERBOMB:
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP:
            dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
            if (dsrc != src)  // avoid damage display redundancy
                break;
        case HT_LANDMINE:
            dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
            break;
        case AB_DUPLELIGHT_MELEE:
        case AB_DUPLELIGHT_MAGIC:
            dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
        default:
            if (flag&SD_ANIMATION && dmg.div_ < 2)  //Disabling skill animation doesn't works on multi-hit.
                type = 5;
            if (bl->type == BL_SKILL) {
                TBL_SKILL *su = (TBL_SKILL *)bl;
                if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) // show damage on trap targets
                    clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
            }
            dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
            break;
    }

    map_freeblock_lock();

    if (damage > 0 && dmg.flag&BF_SKILL && tsd
        && pc_checkskill(tsd,RG_PLAGIARISM)
        && (!sc || !sc->data[SC_PRESERVE])
        && damage < tsd->battle_status.hp) {
        //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
        int copy_skill = skillid;
        /**
         * Copy Referal: dummy skills should point to their source upon copying
         **/
        switch (skillid) {
            case AB_DUPLELIGHT_MELEE:
            case AB_DUPLELIGHT_MAGIC:
                copy_skill = AB_DUPLELIGHT;
                break;
            case WL_CHAINLIGHTNING_ATK:
                copy_skill = WL_CHAINLIGHTNING;
                break;
            case WM_REVERBERATION_MELEE:
            case WM_REVERBERATION_MAGIC:
                copy_skill = WM_REVERBERATION;
                break;
            case WM_SEVERE_RAINSTORM_MELEE:
                copy_skill = WM_SEVERE_RAINSTORM;
                break;
            case GN_CRAZYWEED_ATK:
                copy_skill = GN_CRAZYWEED;
                break;
            case GN_HELLS_PLANT_ATK:
                copy_skill = GN_HELLS_PLANT;
                break;
            case LG_OVERBRAND_BRANDISH:
            case LG_OVERBRAND_PLUSATK:
                copy_skill = LG_OVERBRAND;
                break;
        }

        if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
            can_copy(tsd,copy_skill,bl)) {  // Split all the check into their own function [Aru]
            int lv;
            if (sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1)) {
                //Level dependent and limitation.
                lv = min(lv,skill_get_max(copy_skill));
                if (tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED) {
                    tsd->status.skill[tsd->reproduceskill_id].id = 0;
                    tsd->status.skill[tsd->reproduceskill_id].lv = 0;
                    tsd->status.skill[tsd->reproduceskill_id].flag = 0;
                    clif_deleteskill(tsd,tsd->reproduceskill_id);
                }

                tsd->reproduceskill_id = copy_skill;
                pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
                pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);

                tsd->status.skill[copy_skill].id = copy_skill;
                tsd->status.skill[copy_skill].lv = lv;
                tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
                clif_addskill(tsd,copy_skill);
            } else {
                lv = skilllv;
                if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED) {
                    tsd->status.skill[tsd->cloneskill_id].id = 0;
                    tsd->status.skill[tsd->cloneskill_id].lv = 0;
                    tsd->status.skill[tsd->cloneskill_id].flag = 0;
                    clif_deleteskill(tsd,tsd->cloneskill_id);
                }

                if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
                    lv = type;

                tsd->cloneskill_id = copy_skill;
                pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
                pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);

                tsd->status.skill[skillid].id = copy_skill;
                tsd->status.skill[skillid].lv = lv;
                tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
                clif_addskill(tsd,skillid);
            }
        }
    }

    if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0) {
        //Skills with can't walk delay also stop normal attacking for that
        //duration when the attack connects. [Skotlex]
        struct unit_data *ud = unit_bl2ud(src);
        if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
            ud->attackabletime = tick + type;
    }

    if (!dmg.amotion) {
        //Instant damage
        if (!sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD))
            status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
        if (!status_isdead(bl))
            skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
        if (damage > 0)  //Counter status effects [Skotlex]
            skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
    }
    // Hell Inferno burning status only starts if Fire part hits.
    if (skillid == WL_HELLINFERNO && dmg.damage > 0)
        sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
    // Apply knock back chance in SC_TRIANGLESHOT skill.
    else if (skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv))
        dmg.blewcount = 0;

    //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
    //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
    if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
        int direction = -1; // default
        switch (skillid) { //direction
            case MG_FIREWALL:
            case PR_SANCTUARY:
            case SC_TRIANGLESHOT:
            case LG_OVERBRAND:
            case SR_KNUCKLEARROW:
            case GN_WALLOFTHORN:
            case EL_FIRE_MANTLE:
                direction = unit_getdir(bl);// backwards
                break;
                // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
            case WZ_STORMGUST:
                direction = rand()%8;
                break;
            case WL_CRIMSONROCK:
                direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
                break;

        }
        //blown-specific handling
        switch (skillid) {
            case LG_OVERBRAND:
                if (skill_blown(dsrc,bl,dmg.blewcount,direction,0)) {
                    short dir_x, dir_y;
                    dir_x = dirx[(direction+4)%8];
                    dir_y = diry[(direction+4)%8];
                    if (map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0)
                        skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag);
                } else
                    skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag);
                break;
            case SR_KNUCKLEARROW:
                if (skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4)) {
                    short dir_x, dir_y;
                    dir_x = dirx[(direction+4)%8];
                    dir_y = diry[(direction+4)%8];
                    if (map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0)
                        skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
                }
                break;
            case GN_WALLOFTHORN:
                unit_stop_walking(bl,1);
                skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2);
                clif_fixpos(bl);
                break;
            default:
                skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0);
                if (!dmg.blewcount && bl->type == BL_SKILL && damage > 0) {
                    TBL_SKILL *su = (TBL_SKILL *)bl;
                    if (su->group && su->group->skill_id == HT_BLASTMINE)
                        skill_blown(src, bl, 3, -1, 0);
                }
                break;
        }
    }

    //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
    if (dmg.amotion)
        battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);

    if (sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE) {
        struct status_change_entry *sce = sc->data[SC_DEVOTION];
        struct block_list *d_bl = map_id2bl(sce->val1);

        if (d_bl && (
                (d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == bl->id) ||
                (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == bl->id)
            ) && check_distance_bl(bl, d_bl, sce->val3)) {
            /**
             * Check for devotion and change targetted dmg.
             * [d_bl = paladin; bl = player; src = source of dmg]
             **/
            bool devo_flag = false; /* false = paladin devoing; true = player */
            if (src) {
                struct status_change *tsc;
                tsc = status_get_sc(src);

                /* Per official standards, following skills should reflect at the bl */
                if ((tsc->data[SC_KAITE] && attack_type == BF_MAGIC) ||
                    (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC)
                   )
                    devo_flag = true;
            }

            clif_damage(
                ((devo_flag) ? bl:d_bl),
                ((devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0);
            status_fix_damage(
                ((devo_flag) ? bl:NULL),
                ((devo_flag) ? bl:d_bl), damage, 0);
        } else {
            status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
            if (!dmg.amotion)
                status_fix_damage(src,bl,damage,dmg.dmotion);
        }
    }

    if (damage > 0 && !(tstatus->mode&MD_BOSS)) {
        if (skillid == RG_INTIMIDATE) {
            int rate = 50 + skilllv * 5;
            rate = rate + (status_get_lv(src) - status_get_lv(bl));
            if (rnd()%100 < rate)
                skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
        } else if (skillid == SC_FATALMENACE)
            skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
    }

    if (skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
        dmg.flag |= BF_WEAPON;

    if (sd && src != bl && damage > 0 && (dmg.flag&BF_WEAPON ||
                                          (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)))) {
        if (battle_config.left_cardfix_to_right)
            battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
        else
            battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
    }

    if (rdamage > 0) {
        if (sc && sc->data[SC_REFLECTDAMAGE]) {
            if (src != bl) // Don't reflect your own damage (Grand Cross)
                map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
        } else {
            if (dmg.amotion)
                battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
            else
                status_fix_damage(bl,src,rdamage,0);
            clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
            //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
            if (tsd && src != bl)
                battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
            skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
        }
    }
    if (damage > 0) {
        /**
         * Post-damage effects
         **/
        switch (skillid) {
            case RK_CRUSHSTRIKE:
                skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
                break;
            case GC_VENOMPRESSURE: {
                    struct status_change *ssc = status_get_sc(src);
                    if (ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv) {
                        sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
                        status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
                        clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    }
                }
                break;
            case WM_METALICSOUND:
                status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
                break;
            case SR_TIGERCANNON:
                status_zap(bl, 0, damage/10); // 10% of damage dealt
                break;
        }
        if (sd)
            skill_onskillusage(sd, bl, skillid, tick);
    }

    if (!(flag&2) &&
        (
            skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
        ) &&
        (sc = status_get_sc(src)) &&
        sc->data[SC_DOUBLECAST] &&
        rnd() % 100 < sc->data[SC_DOUBLECAST]->val2) {
        //      skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
        skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
    }

    map_freeblock_unlock();

    return damage;
}

/*==========================================
 * sub fonction for recursive skill call.
 * Checking bl battle flag and display dammage
 * then call func with source,target,skillid,skilllv,tick,flag
 *------------------------------------------*/
typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
int skill_area_sub(struct block_list *bl, va_list ap)
{
    struct block_list *src;
    int skill_id,skill_lv,flag;
    unsigned int tick;
    SkillFunc func;

    nullpo_ret(bl);

    src=va_arg(ap,struct block_list *);
    skill_id=va_arg(ap,int);
    skill_lv=va_arg(ap,int);
    tick=va_arg(ap,unsigned int);
    flag=va_arg(ap,int);
    func=va_arg(ap,SkillFunc);

    if (battle_check_target(src,bl,flag) > 0) {
        // several splash skills need this initial dummy packet to display correctly
        if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
            clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);

        if (flag&(SD_SPLASH|SD_PREAMBLE))
            skill_area_temp[2]++;

        return func(src,bl,skill_id,skill_lv,tick,flag);
    }
    return 0;
}

static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit;
    int skillid,g_skillid;

    unit = (struct skill_unit *)bl;

    if (bl->prev == NULL || bl->type != BL_SKILL)
        return 0;

    if (!unit->alive)
        return 0;

    skillid = va_arg(ap,int);
    g_skillid = unit->group->skill_id;

    switch (skillid) {
        case MH_STEINWAND:
        case MG_SAFETYWALL:
        case AL_PNEUMA:
        case SC_MAELSTROM:
            if (g_skillid != MH_STEINWAND && g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
                return 0;
            break;
        case AL_WARP:
        case HT_SKIDTRAP:
        case MA_SKIDTRAP:
        case HT_LANDMINE:
        case MA_LANDMINE:
        case HT_ANKLESNARE:
        case HT_SHOCKWAVE:
        case HT_SANDMAN:
        case MA_SANDMAN:
        case HT_FLASHER:
        case HT_FREEZINGTRAP:
        case MA_FREEZINGTRAP:
        case HT_BLASTMINE:
        case HT_CLAYMORETRAP:
        case HT_TALKIEBOX:
        case HP_BASILICA:
        case RA_ELECTRICSHOCKER:
        case RA_CLUSTERBOMB:
        case RA_MAGENTATRAP:
        case RA_COBALTTRAP:
        case RA_MAIZETRAP:
        case RA_VERDURETRAP:
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP:
        case SC_DIMENSIONDOOR:
        case SC_BLOODYLUST:
            //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
            if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
                return 0;
            break;
        default: //Avoid stacking with same kind of trap. [Skotlex]
            if (g_skillid != skillid)
                return 0;
            break;
    }

    return 1;
}

static int skill_check_unit_range(struct block_list *bl, int x, int y, int skillid, int skilllv)
{
    //Non players do not check for the skill's splash-trigger area.
    int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
    int layout_type = skill_get_unit_layout_type(skillid,skilllv);
    if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
        ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
        return 0;
    }

    range += layout_type;
    return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
}

static int skill_check_unit_range2_sub(struct block_list *bl, va_list ap)
{
    int skillid;

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

    skillid = va_arg(ap,int);

    if (status_isdead(bl) && skillid != AL_WARP)
        return 0;

    if (skillid == HP_BASILICA && bl->type == BL_PC)
        return 0;

    if (skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB *)bl)->class_ == MOBID_EMPERIUM)
        return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
    return 1;
}

static int skill_check_unit_range2(struct block_list *bl, int x, int y, int skillid, int skilllv)
{
    int range, type;

    switch (skillid) {  // to be expanded later
        case WZ_ICEWALL:
            range = 2;
            break;
        default: {
                int layout_type = skill_get_unit_layout_type(skillid,skilllv);
                if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
                    ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
                    return 0;
                }
                range = skill_get_unit_range(skillid,skilllv) + layout_type;
            }
            break;
    }

    // if the caster is a monster/NPC, only check for players
    // otherwise just check characters
    if (bl->type == BL_PC)
        type = BL_CHAR;
    else
        type = BL_PC;

    return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
                             x - range, y - range, x + range, y + range,
                             type, skillid);
}

int skill_guildaura_sub(struct map_session_data *sd, int id, int strvit, int agidex)
{
    if (id == sd->bl.id && battle_config.guild_aura&16)
        return 0;  // Do not affect guild leader

    if (sd->sc.data[SC_GUILDAURA]) {
        struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
        if (sce->val3 != strvit || sce->val4 != agidex) {
            sce->val3 = strvit;
            sce->val4 = agidex;
            status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
        }
        return 0;
    }
    sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
    return 1;
}

/*==========================================
 * Checks that you have the requirements for casting a skill for homunculus/mercenary.
 * Flag:
 * &1: finished casting the skill (invoke hp/sp/item consumption)
 * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
 *------------------------------------------*/
static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
{
    struct status_data *status;
    struct map_session_data *sd = NULL;
    int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
    int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];

    if (lv < 1 || lv > MAX_SKILL_LEVEL)
        return 0;
    nullpo_ret(bl);

    switch (bl->type) {
        case BL_HOM:
            sd = ((TBL_HOM *)bl)->master;
            break;
        case BL_MER:
            sd = ((TBL_MER *)bl)->master;
            break;
    }

    status = status_get_status_data(bl);
    if ((j = skill_get_index(skill)) == 0)
        return 0;

    // Requeriments
    for (i = 0; i < ARRAYLENGTH(itemid); i++) {
        itemid[i] = skill_db[j].itemid[i];
        amount[i] = skill_db[j].amount[i];
    }
    hp = skill_db[j].hp[lv-1];
    sp = skill_db[j].sp[lv-1];
    hp_rate = skill_db[j].hp_rate[lv-1];
    sp_rate = skill_db[j].sp_rate[lv-1];
    state = skill_db[j].state;
    if ((mhp = skill_db[j].mhp[lv-1]) > 0)
        hp += (status->max_hp * mhp) / 100;
    if (hp_rate > 0)
        hp += (status->hp * hp_rate) / 100;
    else
        hp += (status->max_hp * (-hp_rate)) / 100;
    if (sp_rate > 0)
        sp += (status->sp * sp_rate) / 100;
    else
        sp += (status->max_sp * (-sp_rate)) / 100;

    if (bl->type == BL_HOM) {
        // Intimacy Requeriments
        struct homun_data *hd = BL_CAST(BL_HOM, bl);
        switch (skill) {
            case HFLI_SBR44:
                if (hd->homunculus.intimacy <= 200)
                    return 0;
                break;
            case HVAN_EXPLOSION:
                if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
                    return 0;
                break;
        }
    }

    if (!(type&2)) {
        if (hp > 0 && status->hp <= (unsigned int)hp) {
            clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
            return 0;
        }
        if (sp > 0 && status->sp <= (unsigned int)sp) {
            clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
            return 0;
        }
    }

    if (!type)
        switch (state) {
            case ST_MOVE_ENABLE:
                if (!unit_can_move(bl)) {
                    clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
                    return 0;
                }
                break;
        }
    if (!(type&1))
        return 1;

    // Check item existences
    for (i = 0; i < ARRAYLENGTH(itemid); i++) {
        index[i] = -1;
        if (itemid[i] < 1) continue;  // No item
        index[i] = pc_search_inventory(sd, itemid[i]);
        if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
            clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
            return 0;
        }
    }

    // Consume items
    for (i = 0; i < ARRAYLENGTH(itemid); i++) {
        if (index[i] >= 0) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
    }

    if (type&2)
        return 1;

    if (sp || hp)
        status_zap(bl, hp, sp);

    return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_area_sub_count(struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
{
    return 1;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *src = map_id2bl(id),*target;
    struct unit_data *ud = unit_bl2ud(src);
    struct skill_timerskill *skl = NULL;
    int range;

    nullpo_ret(src);
    nullpo_ret(ud);
    skl = ud->skilltimerskill[data];
    nullpo_ret(skl);
    ud->skilltimerskill[data] = NULL;

    do {
        if (src->prev == NULL)
            break; // Source not on Map
        if (skl->target_id) {
            target = map_id2bl(skl->target_id);
            if ((skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)))
                target = src; //Required since it has to warp.
            if (target == NULL)
                break; // Target offline?
            if (target->prev == NULL)
                break; // Target not on Map
            if (src->m != target->m)
                break; // Different Maps
            if (status_isdead(src))
                break; // Caster is Dead
            if (status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
                break;

            switch (skl->skill_id) {
                case RG_INTIMIDATE:
                    if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
                        short x,y;
                        map_search_freecell(src, 0, &x, &y, 1, 1, 0);
                        if (target != src && !status_isdead(target))
                            unit_warp(target, -1, x, y, CLR_TELEPORT);
                    }
                    break;
                case BA_FROSTJOKER:
                case DC_SCREAM:
                    range= skill_get_splash(skl->skill_id, skl->skill_lv);
                    map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
                                      skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
                    break;
                case NPC_EARTHQUAKE:
                    if (skl->type > 1)
                        skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
                    skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
                    skill_area_temp[1] = src->id;
                    skill_area_temp[2] = 0;
                    map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
                    break;
                case WZ_WATERBALL:
                    skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
                    if (!status_isdead(target))
                        skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
                    if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
                        skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
                    } else {
                        struct status_change *sc = status_get_sc(src);
                        if (sc) {
                            if (sc->data[SC_SPIRIT] &&
                                sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
                                sc->data[SC_SPIRIT]->val3 == skl->skill_id)
                                sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
                        }
                    }
                    break;
                    /**
                     * Warlock
                     **/
                case WL_CHAINLIGHTNING_ATK: {
                        struct block_list *nbl = NULL; // Next Target of Chain
                        skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
                        skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
                        if (skl->type > 1) {
                            // Remaining Chains Hit
                            nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
                            if (nbl == NULL && skl->x > 1) {
                                nbl = target;
                                skl->x--;
                            } else skl->x = 3;
                        }

                        if (nbl)
                            skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
                    }
                    break;
                case WL_TETRAVORTEX_FIRE:
                case WL_TETRAVORTEX_WATER:
                case WL_TETRAVORTEX_WIND:
                case WL_TETRAVORTEX_GROUND:
                    skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
                    skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
                    if (skl->type >= 3) {
                        // Final Hit
                        if (!status_isdead(target)) {
                            // Final Status Effect
                            int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
                                             applyeffects[4] = { 0, 0, 0, 0 },
                                                               i, j = 0, k = 0;
                            for (i = 1; i <= 8; i = i + i) {
                                if (skl->x&i) {
                                    applyeffects[j] = effects[k];
                                    j++;
                                }
                                k++;
                            }
                            if (j) {
                                i = applyeffects[rnd()%j];
                                status_change_start(target, i, 10000, skl->skill_lv,
                                                    (i == SC_BURNING ? 1000 : 0),
                                                    (i == SC_BURNING ? src->id : 0),
                                                    0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
                            }
                        }
                    }
                    break;
                case WM_REVERBERATION_MELEE:
                case WM_REVERBERATION_MAGIC:
                    skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
                    break;
                case SC_FATALMENACE:
                    if (src == target)  // Casters Part
                        unit_warp(src, -1, skl->x, skl->y, 3);
                    else { // Target's Part
                        short x = skl->x, y = skl->y;
                        map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
                        unit_warp(target,-1,x,y,3);
                    }
                    break;
                case LG_MOONSLASHER:
                case SR_WINDMILL:
                    if (target->type == BL_PC) {
                        struct map_session_data *tsd = NULL;
                        if ((tsd = ((TBL_PC *)target)) && !pc_issit(tsd)) {
                            pc_setsit(tsd);
                            skill_sit(tsd,1);
                            clif_sitting(&tsd->bl);
                        }
                    }
                    break;
                case LG_OVERBRAND_BRANDISH:
                case LG_OVERBRAND_PLUSATK:
                case SR_KNUCKLEARROW:
                    skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
                    break;
                case GN_SPORE_EXPLOSION:
                    map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
                                       src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
                    break;
                case CH_PALMSTRIKE: {
                        struct status_change *tsc = status_get_sc(target);
                        if (tsc && tsc->option&OPTION_HIDE) {
                            skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0);
                            break;
                        }
                    }
                default:
                    skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
                    break;
            }
        } else {
            if (src->m != skl->map)
                break;
            switch (skl->skill_id) {
                case WZ_METEOR:
                    if (skl->type >= 0) {
                        int x = skl->type>>16, y = skl->type&0xFFFF;
                        if (path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL))
                            skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
                        if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL))
                            clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
                    } else if (path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL))
                        skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
                    break;
                case GN_CRAZYWEED_ATK: {
                        int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
                        map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
                    }
                case WL_EARTHSTRAIN:
                    skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
                    break;

            }
        }
    } while (0);
    //Free skl now that it is no longer needed.
    ers_free(skill_timer_ers, skl);
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_addtimerskill(struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
{
    int i;
    struct unit_data *ud;
    nullpo_retr(1, src);
    if (src->prev == NULL)
        return 0;
    ud = unit_bl2ud(src);
    nullpo_retr(1, ud);

    ARR_FIND(0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0);
    if (i == MAX_SKILLTIMERSKILL) return 1;

    ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
    ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
    ud->skilltimerskill[i]->src_id = src->id;
    ud->skilltimerskill[i]->target_id = target;
    ud->skilltimerskill[i]->skill_id = skill_id;
    ud->skilltimerskill[i]->skill_lv = skill_lv;
    ud->skilltimerskill[i]->map = src->m;
    ud->skilltimerskill[i]->x = x;
    ud->skilltimerskill[i]->y = y;
    ud->skilltimerskill[i]->type = type;
    ud->skilltimerskill[i]->flag = flag;
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_cleartimerskill(struct block_list *src)
{
    int i;
    struct unit_data *ud;
    nullpo_ret(src);
    ud = unit_bl2ud(src);
    nullpo_ret(ud);

    for (i=0; i<MAX_SKILLTIMERSKILL; i++) {
        if (ud->skilltimerskill[i]) {
            delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
            ers_free(skill_timer_ers, ud->skilltimerskill[i]);
            ud->skilltimerskill[i]=NULL;
        }
    }
    return 1;
}
static int skill_ative_reverberation(struct block_list *bl, va_list ap)
{
    struct skill_unit *su = (TBL_SKILL *)bl;
    struct skill_unit_group *sg;
    if (bl->type != BL_SKILL)
        return 0;
    if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
        map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
        su->limit=DIFF_TICK(gettick(),sg->tick);
        sg->unit_id = UNT_USED_TRAPS;
    }
    return 0;
}

static int skill_reveal_trap(struct block_list *bl, va_list ap)
{
    TBL_SKILL *su = (TBL_SKILL *)bl;
    if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP) {
        //Reveal trap.
        //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
        //clif_changetraplook(bl, su->group->unit_id);
        clif_skill_setunit(su);
        return 1;
    }
    return 0;
}

/*==========================================
 *
 *
 *------------------------------------------*/
int skill_castend_damage_id(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
    struct map_session_data *sd = NULL;
    struct status_data *tstatus;
    struct status_change *sc;

    if (skillid > 0 && skilllv <= 0) return 0;

    nullpo_retr(1, src);
    nullpo_retr(1, bl);

    if (src->m != bl->m)
        return 1;

    if (bl->prev == NULL)
        return 1;

    sd = BL_CAST(BL_PC, src);

    if (status_isdead(bl))
        return 1;

    if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) {
        //GTB makes all targetted magic display miss with a single bolt.
        sc_type sct = status_skill2sc(skillid);
        if (sct != SC_NONE)
            status_change_end(bl, sct, INVALID_TIMER);
        clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
        return 1;
    }

    sc = status_get_sc(src);
    if (sc && !sc->count)
        sc = NULL; //Unneeded

    tstatus = status_get_status_data(bl);

    map_freeblock_lock();

    switch (skillid) {
        case MER_CRASH:
        case SM_BASH:
        case MS_BASH:
        case MC_MAMMONITE:
        case TF_DOUBLE:
        case AC_DOUBLE:
        case MA_DOUBLE:
        case AS_SONICBLOW:
        case KN_PIERCE:
        case ML_PIERCE:
        case KN_SPEARBOOMERANG:
        case TF_POISON:
        case TF_SPRINKLESAND:
        case AC_CHARGEARROW:
        case MA_CHARGEARROW:
        case RG_INTIMIDATE:
        case AM_ACIDTERROR:
        case BA_MUSICALSTRIKE:
        case DC_THROWARROW:
        case BA_DISSONANCE:
        case CR_HOLYCROSS:
        case NPC_DARKCROSS:
        case CR_SHIELDCHARGE:
        case CR_SHIELDBOOMERANG:
        case NPC_PIERCINGATT:
        case NPC_MENTALBREAKER:
        case NPC_RANGEATTACK:
        case NPC_CRITICALSLASH:
        case NPC_COMBOATTACK:
        case NPC_GUIDEDATTACK:
        case NPC_POISON:
        case NPC_RANDOMATTACK:
        case NPC_WATERATTACK:
        case NPC_GROUNDATTACK:
        case NPC_FIREATTACK:
        case NPC_WINDATTACK:
        case NPC_POISONATTACK:
        case NPC_HOLYATTACK:
        case NPC_DARKNESSATTACK:
        case NPC_TELEKINESISATTACK:
        case NPC_UNDEADATTACK:
        case NPC_ARMORBRAKE:
        case NPC_WEAPONBRAKER:
        case NPC_HELMBRAKE:
        case NPC_SHIELDBRAKE:
        case NPC_BLINDATTACK:
        case NPC_SILENCEATTACK:
        case NPC_STUNATTACK:
        case NPC_PETRIFYATTACK:
        case NPC_CURSEATTACK:
        case NPC_SLEEPATTACK:
        case LK_AURABLADE:
        case LK_SPIRALPIERCE:
        case ML_SPIRALPIERCE:
        case LK_HEADCRUSH:
        case CG_ARROWVULCAN:
        case HW_MAGICCRASHER:
        case ITM_TOMAHAWK:
        case MO_TRIPLEATTACK:
        case CH_CHAINCRUSH:
        case CH_TIGERFIST:
        case PA_SHIELDCHAIN:    // Shield Chain
        case PA_SACRIFICE:
        case WS_CARTTERMINATION:    // Cart Termination
        case AS_VENOMKNIFE:
        case HT_PHANTASMIC:
        case HT_POWER:
        case TK_DOWNKICK:
        case TK_COUNTER:
        case GS_CHAINACTION:
        case GS_TRIPLEACTION:
        case GS_MAGICALBULLET:
        case GS_TRACKING:
        case GS_PIERCINGSHOT:
        case GS_RAPIDSHOWER:
        case GS_DUST:
        case GS_DISARM:             // Added disarm. [Reddozen]
        case GS_FULLBUSTER:
        case NJ_SYURIKEN:
        case NJ_KUNAI:
        case ASC_BREAKER:
        case HFLI_MOON: //[orn]
        case HFLI_SBR44:    //[orn]
        case NPC_BLEEDING:
        case NPC_CRITICALWOUND:
        case NPC_HELLPOWER:
        case RK_SONICWAVE:
        case RK_HUNDREDSPEAR:
        case AB_DUPLELIGHT_MELEE:
        case RA_AIMEDBOLT:
        case NC_AXEBOOMERANG:
        case NC_POWERSWING:
        case GC_CROSSIMPACT:
        case GC_VENOMPRESSURE:
        case SC_TRIANGLESHOT:
        case SC_FEINTBOMB:
        case LG_BANISHINGPOINT:
        case LG_SHIELDPRESS:
        case LG_RAGEBURST:
        case LG_RAYOFGENESIS:
        case LG_HESPERUSLIT:
        case SR_FALLENEMPIRE:
        case SR_CRESCENTELBOW_AUTOSPELL:
        case SR_GATEOFHELL:
        case SR_GENTLETOUCH_QUIET:
        case WM_SEVERE_RAINSTORM_MELEE:
        case WM_GREAT_ECHO:
        case GN_SLINGITEM_RANGEMELEEATK:
        case KO_JYUMONJIKIRI:
        case KO_SETSUDAN:
        case KO_KAIHOU:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

            /**
             * Mechanic (MADO GEAR)
             **/
        case NC_BOOSTKNUCKLE:
        case NC_PILEBUNKER:
        case NC_VULCANARM:
        case NC_COLDSLOWER:
        case NC_ARMSCANNON:
            if (sd) pc_overheat(sd,1);
        case RK_WINDCUTTER:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
            break;

        case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
            switch (rnd()%6) {
                case 0:
                    flag |= BREAK_ANKLE;
                    break;
                case 1:
                    flag |= BREAK_WRIST;
                    break;
                case 2:
                    flag |= BREAK_KNEE;
                    break;
                case 3:
                    flag |= BREAK_SHOULDER;
                    break;
                case 4:
                    flag |= BREAK_WAIST;
                    break;
                case 5:
                    flag |= BREAK_NECK;
                    break;
            }
            //TODO: is there really no cleaner way to do this?
            sc = status_get_sc(bl);
            if (sc) sc->jb_flag = flag;
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case MO_COMBOFINISH:
            if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) {
                //Becomes a splash attack when Soul Linked.
                map_foreachinrange(skill_area_sub, bl,
                                   skill_get_splash(skillid, skilllv),splash_target(src),
                                   src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
                                   skill_castend_damage_id);
            } else
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case TK_STORMKICK: // Taekwon kicks [Dralnu]
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            skill_area_temp[1] = 0;
            map_foreachinrange(skill_attack_area, src,
                               skill_get_splash(skillid, skilllv), splash_target(src),
                               BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
            break;

        case KN_CHARGEATK: {
                bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
                unsigned int dist = distance_bl(src, bl);
                unsigned int dir = map_calc_dir(bl, src->x, src->y);

                // teleport to target (if not on WoE grounds)
                if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1))
                    clif_slide(src, bl->x, bl->y);

                // cause damage and knockback if the path to target was a straight one
                if (path) {
                    skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
                    skill_blown(src, bl, dist, dir, 0);
                    //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
                    // make the caster look in the direction of the target
                    unit_setdir(src, (dir+4)%8);
                }

            }
            break;

        case NC_FLAMELAUNCHER:
            if (sd) pc_overheat(sd,1);
        case SN_SHARPSHOOTING:
        case MA_SHARPSHOOTING:
        case NJ_KAMAITACHI:
        case LG_CANNONSPEAR:
            //It won't shoot through walls since on castend there has to be a direct
            //line of sight between caster and target.
            skill_area_temp[1] = bl->id;
            map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
                              skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
                              skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
            break;

        case NPC_ACIDBREATH:
        case NPC_DARKNESSBREATH:
        case NPC_FIREBREATH:
        case NPC_ICEBREATH:
        case NPC_THUNDERBREATH:
            skill_area_temp[1] = bl->id;
            map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
                              skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
                              skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
            break;

        case MO_INVESTIGATE:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
            break;

        case RG_BACKSTAP: {
                int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
                if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
                    status_change_end(src, SC_HIDING, INVALID_TIMER);
                    skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
                    dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
                    unit_setdir(bl,dir);
                } else if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case MO_FINGEROFFENSIVE:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            if (battle_config.finger_offensive_type && sd) {
                int i;
                for (i = 1; i < sd->spiritball_old; i++)
                    skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
            }
            status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
            break;

        case MO_CHAINCOMBO:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
            break;

        case NJ_ISSEN:
            status_change_end(src, SC_NEN, INVALID_TIMER);
            status_change_end(src, SC_HIDING, INVALID_TIMER);
            // fall through
        case MO_EXTREMITYFIST:
            if (skillid == MO_EXTREMITYFIST) {
                status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
                status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
                sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
#endif
            }
            //Client expects you to move to target regardless of distance
            {
                struct unit_data *ud = unit_bl2ud(src);
                short dx,dy;
                int i,speed;
                i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
                dx = bl->x - src->x;
                dy = bl->y - src->y;
                if (dx < 0) dx-=i;
                else if (dx > 0) dx+=i;
                if (dy < 0) dy-=i;
                else if (dy > 0) dy+=i;
                if (!dx && !dy) dy++;
                if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS)) {
                    dx = bl->x;
                    dy = bl->y;
                } else {
                    dx = src->x + dx;
                    dy = src->y + dy;
                }

                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);

                if (unit_walktoxy(src, dx, dy, 2) && ud) {
                    //Increase can't walk delay to not alter your walk path
                    ud->canmove_tick = tick;
                    speed = status_get_speed(src);
                    for (i = 0; i < ud->walkpath.path_len; i ++) {
                        if (ud->walkpath.path[i]&1)
                            ud->canmove_tick+=7*speed/5;
                        else
                            ud->canmove_tick+=speed;
                    }
                }
            }
            break;

            //Splash attack skills.
        case AS_GRIMTOOTH:
        case MC_CARTREVOLUTION:
        case NPC_SPLASHATTACK:
            flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
        case AS_SPLASHER:
        case SM_MAGNUM:
        case MS_MAGNUM:
        case HT_BLITZBEAT:
        case AC_SHOWER:
        case MA_SHOWER:
        case MG_NAPALMBEAT:
        case MG_FIREBALL:
        case RG_RAID:
        case HW_NAPALMVULCAN:
        case NJ_HUUMA:
        case NJ_BAKUENRYU:
        case ASC_METEORASSAULT:
        case GS_DESPERADO:
        case GS_SPREADATTACK:
        case NPC_EARTHQUAKE:
        case NPC_PULSESTRIKE:
        case NPC_HELLJUDGEMENT:
        case NPC_VAMPIRE_GIFT:
        case RK_IGNITIONBREAK:
        case AB_JUDEX:
        case WL_SOULEXPANSION:
        case WL_CRIMSONROCK:
        case WL_COMET:
        case WL_JACKFROST:
        case RA_ARROWSTORM:
        case RA_WUGDASH:
        case NC_SELFDESTRUCTION:
        case NC_AXETORNADO:
        case GC_ROLLINGCUTTER:
        case GC_COUNTERSLASH:
        case LG_MOONSLASHER:
        case LG_EARTHDRIVE:
        case SR_TIGERCANNON:
        case SR_RAMPAGEBLASTER:
        case SR_SKYNETBLOW:
        case SR_WINDMILL:
        case SR_RIDEINLIGHTNING:
        case WM_SOUND_OF_DESTRUCTION:
        case WM_REVERBERATION_MELEE:
        case WM_REVERBERATION_MAGIC:
        case SO_VARETYR_SPEAR:
        case GN_CART_TORNADO:
        case GN_CARTCANNON:
        case KO_HAPPOKUNAI:
        case KO_HUUMARANKA:
        case KO_MUCHANAGE:
        case KO_BAKURETSU:
            if (flag&1) { //Recursive invocation
                // skill_area_temp[0] holds number of targets in area
                // skill_area_temp[1] holds the id of the original target
                // skill_area_temp[2] counts how many targets have already been processed
                int sflag = skill_area_temp[0] & 0xFFF, heal;
                if (flag&SD_LEVEL)
                    sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
                if (skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL))
                    sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)

                heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
                if (skillid == NPC_VAMPIRE_GIFT && heal > 0) {
                    clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
                    status_heal(src,heal,0,0);
                }
            } else {
                switch (skillid) {
                    case NJ_BAKUENRYU:
                    case LG_EARTHDRIVE:
                    case GN_CARTCANNON:
                        clif_skill_nodamage(src,bl,skillid,skilllv,1);
                        break;
                    case LG_MOONSLASHER:
                        clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                        break;
                    case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
                        skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
                    default:
                        break;
                }

                skill_area_temp[0] = 0;
                skill_area_temp[1] = bl->id;
                skill_area_temp[2] = 0;
                if (skillid == WL_CRIMSONROCK) {
                    skill_area_temp[4] = bl->x;
                    skill_area_temp[5] = bl->y;
                }
                if (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC)
                    skill_area_temp[1] = 0;
                // if skill damage should be split among targets, count them
                //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
                //special case: Venom Splasher uses a different range for searching than for splashing
                if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
                    skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);

                // recursive invocation of skill_castend_damage_id() with flag|1
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC)?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
            }
            break;

        case KN_BRANDISHSPEAR:
        case ML_BRANDISH:
            //Coded apart for it needs the flag passed to the damage calculation.
            if (skill_area_temp[1] != bl->id)
                skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
            else
                skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
            break;

        case KN_BOWLINGBASH:
        case MS_BOWLINGBASH:
            if (flag&1) {
                if (bl->id==skill_area_temp[1])
                    break;
                //two hits for 500%
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
            } else {
                int i,c;
                c = skill_get_blewcount(skillid,skilllv);
                // keep moving target in the direction that src is looking, square by square
                for (i=0; i<c; i++) {
                    if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
                        break; //Can't knockback
                    skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
                    if (skill_area_temp[0] > 1) break;  // collision
                }
                clif_blown(bl); //Update target pos.
                if (i!=c) { //Splash
                    skill_area_temp[1] = bl->id;
                    map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
                }
                //Weirdo dual-hit property, two attacks for 500%
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
            }
            break;

        case KN_SPEARSTAB:
            if (flag&1) {
                if (bl->id==skill_area_temp[1])
                    break;
                if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
                    skill_blown(src,bl,skill_area_temp[2],-1,0);
            } else {
                int x=bl->x,y=bl->y,i,dir;
                dir = map_calc_dir(bl,src->x,src->y);
                skill_area_temp[1] = bl->id;
                skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
                // all the enemies between the caster and the target are hit, as well as the target
                if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
                    skill_blown(src,bl,skill_area_temp[2],-1,0);
                for (i=0; i<4; i++) {
                    map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
                                      src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
                    x += dirx[dir];
                    y += diry[dir];
                }
            }
            break;

        case TK_TURNKICK:
        case MO_BALKYOUNG: { //Active part of the attack. Skill-attack [Skotlex]
                skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
                if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
                    map_foreachinrange(skill_area_sub,bl,
                                       skill_get_splash(skillid, skilllv),BL_CHAR,
                                       src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
                                       skill_castend_nodamage_id);
            }
            break;
        case CH_PALMSTRIKE: //  Palm Strike takes effect 1sec after casting. [Skotlex]
            //  clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
            clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
            skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
            break;

        case PR_TURNUNDEAD:
        case ALL_RESURRECTION:
            if (!battle_check_undead(tstatus->race, tstatus->def_ele))
                break;
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case MG_SOULSTRIKE:
        case NPC_DARKSTRIKE:
        case MG_COLDBOLT:
        case MG_FIREBOLT:
        case MG_LIGHTNINGBOLT:
        case WZ_EARTHSPIKE:
        case AL_HEAL:
        case AL_HOLYLIGHT:
        case WZ_JUPITEL:
        case NPC_DARKTHUNDER:
        case PR_ASPERSIO:
        case MG_FROSTDIVER:
        case WZ_SIGHTBLASTER:
        case WZ_SIGHTRASHER:
        case NJ_KOUENKA:
        case NJ_HYOUSENSOU:
        case NJ_HUUJIN:
        case AB_ADORAMUS:
        case AB_RENOVATIO:
        case AB_HIGHNESSHEAL:
        case AB_DUPLELIGHT_MAGIC:
        case WM_METALICSOUND:
        case MH_ERASER_CUTTER:
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case NPC_MAGICALATTACK:
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
            break;

        case HVAN_CAPRICE: { //[blackhole89]
                int ran=rnd()%4;
                int sid = 0;
                switch (ran) {
                    case 0:
                        sid=MG_COLDBOLT;
                        break;
                    case 1:
                        sid=MG_FIREBOLT;
                        break;
                    case 2:
                        sid=MG_LIGHTNINGBOLT;
                        break;
                    case 3:
                        sid=WZ_EARTHSPIKE;
                        break;
                }
                skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
            }
            break;
        case WZ_WATERBALL: {
                int range = skilllv / 2;
                int maxlv = skill_get_max(skillid); // learnable level
                int count = 0;
                int x, y;
                struct skill_unit *unit;

                if (skilllv > maxlv) {
                    if (src->type == BL_MOB && skilllv == 10)
                        range = 4;
                    else
                        range = maxlv / 2;
                }

                for (y = src->y - range; y <= src->y + range; ++y)
                    for (x = src->x - range; x <= src->x + range; ++x) {
                        if (!map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1)) {
                            if (src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER))  // non-players bypass the water requirement
                                count++; // natural water cell
                            else if ((unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL) {
                                count++; // skill-induced water cell
                                skill_delunit(unit); // consume cell
                            }
                        }
                    }

                if (count > 1)  // queue the remaining count - 1 timerskill Waterballs
                    skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
            }
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case PR_BENEDICTIO:
            //Should attack undead and demons. [Skotlex]
            if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
                skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
            break;

        case SL_SMA:
            status_change_end(src, SC_SMA, INVALID_TIMER);
        case SL_STIN:
        case SL_STUN:
            if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
                status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case NPC_DARKBREATH:
            clif_emotion(src,E_AG);
        case SN_FALCONASSAULT:
        case PA_PRESSURE:
        case CR_ACIDDEMONSTRATION:
        case TF_THROWSTONE:
        case NPC_SMOKING:
        case GS_FLING:
        case NJ_ZENYNAGE:
        case GN_THORNS_TRAP:
        case GN_HELLS_PLANT_ATK:
            skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
            break;
            /**
             * Rune Knight
             **/
        case RK_DRAGONBREATH: {
                struct status_change *tsc = NULL;
                if ((tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING])) {
                    clif_skill_nodamage(src,src,skillid,skilllv,1);
                } else
                    skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
            }
            break;

        case NPC_SELFDESTRUCTION: {
                struct status_change *tsc = NULL;
                if ((tsc = status_get_sc(bl)) && tsc->data[SC_HIDING])
                    break;
            }
        case HVAN_EXPLOSION:
            if (src != bl)
                skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
            break;

            // Celest
        case PF_SOULBURN:
            if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if (skilllv == 5)
                    skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
                status_percent_damage(src, bl, 0, 100, false);
            } else {
                clif_skill_nodamage(src,src,skillid,skilllv,1);
                if (skilllv == 5)
                    skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
                status_percent_damage(src, src, 0, 100, false);
            }
            break;

        case NPC_BLOODDRAIN:
        case NPC_ENERGYDRAIN: {
                int heal = skill_attack((skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
                                        src, src, bl, skillid, skilllv, tick, flag);
                if (heal > 0) {
                    clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
                    status_heal(src, heal, 0, 0);
                }
            }
            break;

        case GS_BULLSEYE:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case NJ_KASUMIKIRI:
            if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
                sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
            break;
        case NJ_KIRIKAGE:
            if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) {
                //You don't move on GVG grounds.
                short x, y;
                map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
                if (unit_movepos(src, x, y, 0, 0))
                    clif_slide(src,src->x,src->y);
            }
            status_change_end(src, SC_HIDING, INVALID_TIMER);
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;
        case RK_PHANTOMTHRUST:
            unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
            clif_skill_nodamage(src,bl,skillid,skilllv,1);

            skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
            if (battle_check_target(src,bl,BCT_ENEMY))
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case RK_STORMBLAST:
        case RK_CRUSHSTRIKE:
            if (sd) {
                if (pc_checkskill(sd,RK_RUNEMASTERY) >= (skillid == RK_CRUSHSTRIKE ? 7 : 3))
                    skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
                else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            } else //non-sd support
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;
        case GC_DARKILLUSION: {
                short x, y;
                short dir = map_calc_dir(src,bl->x,bl->y);

                if (dir > 4) x = -1;
                else if (dir > 0 && dir < 4) x = 1;
                else x = 0;
                if (dir < 3 || dir > 5) y = -1;
                else if (dir > 3 && dir < 5) y = 1;
                else y = 0;

                if (unit_movepos(src, bl->x+x, bl->y+y, 1, 1)) {
                    clif_slide(src,bl->x+x,bl->y+y);
                    clif_fixpos(src); // the official server send these two packts.
                    skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
                    if (rnd()%100 < 4 * skilllv)
                        skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
                }

            }
            break;

        case GC_WEAPONCRUSH:
            if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING)
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
            break;

        case GC_CROSSRIPPERSLASHER:
            if (sd && !(sc && sc->data[SC_ROLLINGCUTTER]))
                clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
            else {
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
                status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
            }
            break;

        case GC_PHANTOMMENACE:
            if (flag&1) {
                // Only Hits Invisible Targets
                struct status_change *tsc = status_get_sc(bl);
                if (tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]))
                    skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            }
            break;
        case WL_CHAINLIGHTNING:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
            break;
        case WL_DRAINLIFE: {
                int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
                int rate = 70 + 5 * skilllv;

                heal = heal * (5 + 5 * skilllv) / 100;

                if (bl->type == BL_SKILL)
                    heal = 0; // Don't absorb heal from Ice Walls or other skill units.

                if (heal && rnd()%100 < rate) {
                    status_heal(src, heal, 0, 0);
                    clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
                }
            }
            break;

        case WL_TETRAVORTEX:
            if (sd) {
                int spheres[5] = { 0, 0, 0, 0, 0 },
                                 positions[5] = {-1,-1,-1,-1,-1 },
                                                i, j = 0, k, subskill = 0;

                for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++)
                    if (sc && sc->data[i]) {
                        spheres[j] = i;
                        positions[j] = sc->data[i]->val2;
                        j++; //
                    }

                if (j < 4) {
                    // Need 4 spheres minimum
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }

                // Sphere Sort, this time from new to old
                for (i = 0; i <= j - 2; i++)
                    for (k = i + 1; k <= j - 1; k++)
                        if (positions[i] < positions[k]) {
                            swap(positions[i],positions[k]);
                            swap(spheres[i],spheres[k]);
                        }

                k = 0;
                for (i = 0; i < 4; i++) {
                    switch (sc->data[spheres[i]]->val1) {
                        case WLS_FIRE:
                            subskill = WL_TETRAVORTEX_FIRE;
                            k |= 1;
                            break;
                        case WLS_WIND:
                            subskill = WL_TETRAVORTEX_WIND;
                            k |= 4;
                            break;
                        case WLS_WATER:
                            subskill = WL_TETRAVORTEX_WATER;
                            k |= 2;
                            break;
                        case WLS_STONE:
                            subskill = WL_TETRAVORTEX_GROUND;
                            k |= 8;
                            break;
                    }
                    skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
                    clif_skill_nodamage(src, bl, subskill, skilllv, 1);
                    status_change_end(src, spheres[i], INVALID_TIMER);
                }
            }
            break;

        case WL_RELEASE:
            if (sd) {
                int i;
                // Priority is to release SpellBook
                if (sc && sc->data[SC_READING_SB]) {
                    // SpellBook
                    int skill_id, skill_lv, point, s = 0;
                    int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];

                    for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
                        if (sc->data[i]) spell[s++] = i;

                    if (s == 0)
                        break;

                    i = spell[s==1?0:rand()%s];// Random select of spell to be released.
                    if (s && sc->data[i]) {// Now extract the data from the preserved spell
                        skill_id = sc->data[i]->val1;
                        skill_lv = sc->data[i]->val2;
                        point = sc->data[i]->val3;
                        status_change_end(src, (sc_type)i, INVALID_TIMER);
                    } else //something went wrong :(
                        break;

                    if (sc->data[SC_READING_SB]->val2 > point)
                        sc->data[SC_READING_SB]->val2 -= point;
                    else // Last spell to be released
                        status_change_end(src, SC_READING_SB, INVALID_TIMER);

                    clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                    if (!skill_check_condition_castbegin(sd, skill_id, skill_lv))
                        break;

                    switch (skill_get_casttype(skill_id)) {
                        case CAST_GROUND:
                            skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
                            break;
                        case CAST_NODAMAGE:
                            skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
                            break;
                        case CAST_DAMAGE:
                            skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
                            break;
                    }

                    sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
                    clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
                } else {
                    // Summon Balls
                    int j = 0, k, skele;
                    int spheres[5] = { 0, 0, 0, 0, 0 },
                                     positions[5] = {-1,-1,-1,-1,-1 };

                    for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++)
                        if (sc && sc->data[i]) {
                            spheres[j] = i;
                            positions[j] = sc->data[i]->val2;
                            sc->data[i]->val2--; // Prepares for next position
                            j++;
                        }

                    if (j == 0) {
                        // No Spheres
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
                        break;
                    }

                    // Sphere Sort
                    for (i = 0; i <= j - 2; i++)
                        for (k = i + 1; k <= j - 1; k++)
                            if (positions[i] > positions[k]) {
                                swap(positions[i],positions[k]);
                                swap(spheres[i],spheres[k]);
                            }

                    if (skilllv == 1) j = 1;  // Limit only to one ball
                    for (i = 0; i < j; i++) {
                        skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
                        // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
                        skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
                        status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
                    }
                    clif_skill_nodamage(src,bl,skillid,0,1);
                }
            }
            break;
        case WL_FROSTMISTY:
            // Causes Freezing status through walls.
            sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
            // Doesn't deal damage through non-shootable walls.
            if (path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL))
                skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
            break;
        case WL_HELLINFERNO:
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
            break;
        case RA_WUGSTRIKE:
            if (sd && pc_isridingwug(sd)) {
                short x[8]= {0,-1,-1,-1,0,1,1,1};
                short y[8]= {1,1,0,-1,-1,-1,0,1};
                int dir = map_calc_dir(bl, src->x, src->y);

                if (unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1)) {
                    clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
                    clif_fixpos(src);
                    skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
                }
                break;
            }
        case RA_WUGBITE:
            if (path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH)) {
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            } else if (sd && skillid == RA_WUGBITE)  // Only RA_WUGBITE has the skill fail message.
                clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);

            break;

        case RA_SENSITIVEKEEN:
            if (bl->type != BL_SKILL) {  // Only Hits Invisible Targets
                struct status_change *tsc = status_get_sc(bl);
                if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK)) {
                    skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
                    status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
                }
            } else {
                struct skill_unit *su = BL_CAST(BL_SKILL,bl);
                struct skill_unit_group *sg;

                if (su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
                    if (!(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0))) {
                        struct item item_tmp;
                        memset(&item_tmp,0,sizeof(item_tmp));
                        item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
                        item_tmp.identify = 1;
                        if (item_tmp.nameid)
                            map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
                    }
                    skill_delunit(su);
                }
            }
            break;
        case NC_INFRAREDSCAN:
            if (flag&1) {
                //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
                if (rnd()%100 < 50)
                    sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
                status_change_end(bl, SC_HIDING, INVALID_TIMER);
                status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
                status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
            } else {
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
                clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                if (sd) pc_overheat(sd,1);
            }
            break;

        case NC_MAGNETICFIELD:
            sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
            break;
        case SC_FATALMENACE:
            if (flag&1)
                skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            else {
                short x, y;
                map_search_freecell(src, 0, &x, &y, -1, -1, 0);
                // Destination area
                skill_area_temp[4] = x;
                skill_area_temp[5] = y;
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
                skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
                clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
            }
            break;
        case LG_PINPOINTATTACK:
            if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1))
                clif_slide(src,bl->x,bl->y);
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case LG_SHIELDSPELL:
            // flag&1: Phisycal Attack, flag&2: Magic Attack.
            skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case LG_OVERBRAND:
            skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
            break;

        case LG_OVERBRAND_BRANDISH:
            skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
            break;
        case SR_DRAGONCOMBO:
            skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
            break;

        case SR_KNUCKLEARROW:
            if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1)) {
                clif_slide(src,bl->x,bl->y);
                clif_fixpos(src); // Aegis send this packet too.
            }

            if (flag&1)
                skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
            else
                skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
            break;

        case SR_HOWLINGOFLION:
            status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
            status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
            status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
            status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
            status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
            status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
            status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
            status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
            status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
            status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
            status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
            status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
            status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
            skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
            break;

        case SR_EARTHSHAKER:
            if (flag&1) {  //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
                skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
                status_change_end(bl, SC_HIDING, INVALID_TIMER);
                status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
            } else {
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
                clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            }
            break;

        case WM_LULLABY_DEEPSLEEP:
            if (bl != src && rnd()%100 < 88 + 2 * skilllv)
                sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
            break;

        case SO_POISON_BUSTER: {
                struct status_change *tsc = status_get_sc(bl);
                if (tsc && tsc->data[SC_POISON]) {
                    skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
                    status_change_end(bl, SC_POISON, INVALID_TIMER);
                } else if (sd)
                    clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
            }
            break;

        case GN_SPORE_EXPLOSION:
            if (flag&1)
                skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
            else {
                clif_skill_nodamage(src, bl, skillid, 0, 1);
                skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
            }
            break;

        case EL_FIRE_BOMB:
        case EL_FIRE_WAVE:
        case EL_WATER_SCREW:
        case EL_HURRICANE:
        case EL_TYPOON_MIS:
            if (flag&1)
                skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
            else {
                int i = skill_get_splash(skillid,skilllv);
                clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
                clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                if (rnd()%100 < 30)
                    map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
                else
                    skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
            }
            break;

        case EL_ROCK_CRUSHER:
            clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
            clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            if (rnd()%100 < 50)
                skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
            else
                skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
            break;

        case EL_STONE_RAIN:
            if (flag&1)
                skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
            else {
                int i = skill_get_splash(skillid,skilllv);
                clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
                clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                if (rnd()%100 < 30)
                    map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
                else
                    skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
            }
            break;

        case EL_FIRE_ARROW:
        case EL_ICE_NEEDLE:
        case EL_WIND_SLASH:
        case EL_STONE_HAMMER:
            clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
            clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
            break;

        case EL_TIDAL_WEAPON:
            if (src->type == BL_ELEM) {
                struct elemental_data *ele = BL_CAST(BL_ELEM,src);
                struct status_change *sc = status_get_sc(&ele->bl);
                struct status_change *tsc = status_get_sc(bl);
                sc_type type = status_skill2sc(skillid), type2;
                type2 = type-1;

                clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
                clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                if ((sc && sc->data[type2]) || (tsc && tsc->data[type])) {
                    elemental_clean_single_effect(ele, skillid);
                }
                if (rnd()%100 < 50)
                    skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
                else {
                    sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
                    sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
                }
                clif_skill_nodamage(src,src,skillid,skilllv,1);
            }
            break;


            //recursive homon skill
        case MH_MAGMA_FLOW:
        case MH_XENO_SLASHER:
        case MH_HEILIGE_STANGE:
            if (flag & 1)
                skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
            else {
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
            }
            break;
        case MH_STAHL_HORN:
        case MH_NEEDLE_OF_PARALYZE:
            skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
            break;

        case 0:/* no skill - basic/normal attack */
            if (sd) {
                if (flag & 3) {
                    if (bl->id != skill_area_temp[1])
                        skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
                } else {
                    skill_area_temp[1] = bl->id;
                    map_foreachinrange(skill_area_sub, bl,
                                       sd->bonus.splash_range, BL_CHAR,
                                       src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
                                       skill_castend_damage_id);
                    flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
                }
            }
            break;

        default:
            ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
            clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
                              0, abs(skill_get_num(skillid, skilllv)),
                              skillid, skilllv, skill_get_hit(skillid));
            map_freeblock_unlock();
            return 1;
    }

    if (sc && sc->data[SC_CURSEDCIRCLE_ATKER])  //Should only remove after the skill has been casted.
        status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);

    map_freeblock_unlock();

    if (sd && !(flag&1)) {
        // ensure that the skill last-cast tick is recorded
        sd->canskill_tick = gettick();

        if (sd->state.arrow_atk) {
            // consume arrow on last invocation to this skill.
            battle_consume_ammo(sd, skillid, skilllv);
        }

        // perform skill requirement consumption
        skill_consume_requirement(sd,skillid,skilllv,2);
    }

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
    struct map_session_data *sd, *dstsd;
    struct mob_data *md, *dstmd;
    struct homun_data *hd;
    struct mercenary_data *mer;
    struct status_data *sstatus, *tstatus;
    struct status_change *tsc;
    struct status_change_entry *tsce;

    int i = 0;
    enum sc_type type;

    if (skillid > 0 && skilllv <= 0) return 0;  // celest

    nullpo_retr(1, src);
    nullpo_retr(1, bl);

    if (src->m != bl->m)
        return 1;

    sd = BL_CAST(BL_PC, src);
    hd = BL_CAST(BL_HOM, src);
    md = BL_CAST(BL_MOB, src);
    mer = BL_CAST(BL_MER, src);

    dstsd = BL_CAST(BL_PC, bl);
    dstmd = BL_CAST(BL_MOB, bl);

    if (bl->prev == NULL)
        return 1;
    if (status_isdead(src))
        return 1;

    if (src != bl && status_isdead(bl)) {
        /**
         * Skills that may be cast on dead targets
         **/
        switch (skillid) {
            case NPC_WIDESOULDRAIN:
            case PR_REDEMPTIO:
            case ALL_RESURRECTION:
            case WM_DEADHILLHERE:
                break;
            default:
                return 1;
        }
    }

    tstatus = status_get_status_data(bl);
    sstatus = status_get_status_data(src);

    //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
    switch (skillid) {
        case HLIF_HEAL: //[orn]
            if (bl->type != BL_HOM) {
                if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
                break ;
            }
        case AL_HEAL:
        case ALL_RESURRECTION:
        case PR_ASPERSIO:
            /**
             * Arch Bishop
             **/
        case AB_RENOVATIO:
        case AB_HIGHNESSHEAL:
            //Apparently only player casted skills can be offensive like this.
            if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
                if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
                    //Offensive heal does not works on non-enemies. [Skotlex]
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    return 0;
                }
                return skill_castend_damage_id(src, bl, skillid, skilllv, tick, flag);
            }
            break;
        case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
            return skill_castend_damage_id(src, bl, skillid, skilllv, tick, flag);
        case MH_STEINWAND: {
                struct block_list *s_src = battle_get_master(src);
                short ret = 0;
                if (!skill_check_unit_range(src, src->x, src->y, skillid, skilllv)) //prevent reiteration
                    ret = skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,flag); //cast on homon
                if (s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skillid, skilllv))
                    ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skillid,skilllv,tick,flag); //cast on master
                if (hd)
                    skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
                return ret;
            }
            break;
        default:
            //Skill is actually ground placed.
            if (src == bl && skill_get_unit_id(skillid,0))
                return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
    }

    type = status_skill2sc(skillid);
    tsc = status_get_sc(bl);
    tsce = (tsc && type != -1)?tsc->data[type]:NULL;

    if (src!=bl && type > -1 &&
        (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
        skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
        battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
        return 1; //Skills that cause an status should be blocked if the target element blocks its element.

    map_freeblock_lock();
    switch (skillid) {
        case HLIF_HEAL: //[orn]
        case AL_HEAL:
            /**
             * Arch Bishop
             **/
        case AB_HIGHNESSHEAL: {
                int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
                int heal_get_jobexp;
                //Highness Heal: starts at 1.5 boost + 0.5 for each level
                if (skillid == AB_HIGHNESSHEAL) {
                    heal = heal * (15 + 5 * skilllv) / 10;
                }
                if (status_isimmune(bl) ||
                    (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
                    (dstsd && pc_ismadogear(dstsd))) //Mado is immune to heal
                    heal=0;

                if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
                    heal = heal*2;

                if (tsc && tsc->count) {
                    if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)) {
                        //Bounce back heal
                        if (--tsc->data[SC_KAITE]->val2 <= 0)
                            status_change_end(bl, SC_KAITE, INVALID_TIMER);
                        if (src == bl)
                            heal=0; //When you try to heal yourself under Kaite, the heal is voided.
                        else {
                            bl = src;
                            dstsd = sd;
                        }
                    } else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
                        heal = 0; //Needed so that it actually displays 0 when healing.
                }
                clif_skill_nodamage(src, bl, skillid, heal, 1);
                if (tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL)
                    heal = ~heal + 1;
                heal_get_jobexp = status_heal(bl,heal,0,0);

                if (sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0) {
                    heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
                    if (heal_get_jobexp <= 0)
                        heal_get_jobexp = 1;
                    pc_gainexp(sd, bl, 0, heal_get_jobexp, false);
                }
            }
            break;

        case PR_REDEMPTIO:
            if (sd && !(flag&1)) {
                if (sd->status.party_id == 0) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                skill_area_temp[0] = 0;
                party_foreachsamemap(skill_area_sub,
                                     sd,skill_get_splash(skillid, skilllv),
                                     src,skillid,skilllv,tick, flag|BCT_PARTY|1,
                                     skill_castend_nodamage_id);
                if (skill_area_temp[0] == 0) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
                if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
                    sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
                    sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
                    clif_updatestatus(sd,SP_BASEEXP);
                    clif_updatestatus(sd,SP_JOBEXP);
                }
                status_set_hp(src, 1, 0);
                status_set_sp(src, 0, 0);
                break;
            } else if (status_isdead(bl) && flag&1) { //Revive
                skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
                skilllv = 3; //Resurrection level 3 is used
            } else //Invalid target, skip resurrection.
                break;

        case ALL_RESURRECTION:
            if (sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)) {
                //No reviving in WoE grounds!
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            if (!status_isdead(bl))
                break;
            {
                int per = 0, sper = 0;
                if (tsc && tsc->data[SC_HELLPOWER])
                    break;

                if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
                    break;

                switch (skilllv) {
                    case 1:
                        per=10;
                        break;
                    case 2:
                        per=30;
                        break;
                    case 3:
                        per=50;
                        break;
                    case 4:
                        per=80;
                        break;
                }
                if (dstsd && dstsd->special_state.restart_full_recover)
                    per = sper = 100;
                if (status_revive(bl, per, sper)) {
                    clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
                    if (sd && dstsd && battle_config.resurrection_exp > 0) {
                        int exp = 0,jexp = 0;
                        int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
                        if (lv > 0 && pc_nextbaseexp(dstsd)) {
                            exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
                            if (exp < 1) exp = 1;
                        }
                        if (jlv > 0 && pc_nextjobexp(dstsd)) {
                            jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
                            if (jexp < 1) jexp = 1;
                        }
                        if (exp > 0 || jexp > 0)
                            pc_gainexp(sd, bl, exp, jexp, false);
                    }
                }
            }
            break;

        case AL_DECAGI:
        case MER_DECAGI:
            clif_skill_nodamage(src, bl, skillid, skilllv,
                                sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
            break;

        case AL_CRUCIS:
            if (flag&1)
                sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
            else {
                map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;

        case PR_LEXDIVINA:
        case MER_LEXDIVINA:
            if (tsce)
                status_change_end(bl,type, INVALID_TIMER);
            else
                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            break;

        case SA_ABRACADABRA: {
                int abra_skillid = 0, abra_skilllv;
                do {
                    i = rnd() % MAX_SKILL_ABRA_DB;
                    abra_skillid = skill_abra_db[i].skillid;
                } while (abra_skillid == 0 ||
                         skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
                         rnd()%10000 >= skill_abra_db[i].per
                        );
                abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);

                if (sd) {
                    // player-casted
                    sd->state.abra_flag = 1;
                    sd->skillitem = abra_skillid;
                    sd->skillitemlv = abra_skilllv;
                    clif_item_skill(sd, abra_skillid, abra_skilllv);
                } else {
                    // mob-casted
                    struct unit_data *ud = unit_bl2ud(src);
                    int inf = skill_get_inf(abra_skillid);
                    int target_id = 0;
                    if (!ud) break;
                    if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
                        if (src->type == BL_PET)
                            bl = (struct block_list *)((TBL_PET *)src)->msd;
                        if (!bl) bl = src;
                        unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
                    } else {    //Assume offensive skills
                        if (ud->target)
                            target_id = ud->target;
                        else switch (src->type) {
                                case BL_MOB:
                                    target_id = ((TBL_MOB *)src)->target_id;
                                    break;
                                case BL_PET:
                                    target_id = ((TBL_PET *)src)->target_id;
                                    break;
                            }
                        if (!target_id)
                            break;
                        if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
                            bl = map_id2bl(target_id);
                            if (!bl) bl = src;
                            unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
                        } else
                            unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
                    }
                }
            }
            break;

        case SA_COMA:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
            break;
        case SA_FULLRECOVERY:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (status_isimmune(bl))
                break;
            status_percent_heal(bl, 100, 100);
            break;
        case NPC_ALLHEAL: {
                int heal;
                if (status_isimmune(bl))
                    break;
                heal = status_percent_heal(bl, 100, 0);
                clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
                if (dstmd) {
                    // Reset Damage Logs
                    memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
                    dstmd->tdmg = 0;
                }
            }
            break;
        case SA_SUMMONMONSTER:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd) mob_once_spawn(sd, src->m, src->x, src->y," --ja--", -1, 1, "", SZ_SMALL, AI_NONE);
            break;
        case SA_LEVELUP:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
            break;
        case SA_INSTANTDEATH:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            status_set_hp(bl,1,0);
            break;
        case SA_QUESTION:
        case SA_GRAVITY:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case SA_CLASSCHANGE:
        case SA_MONOCELL:
            if (dstmd) {
                int class_;
                if (sd && dstmd->status.mode&MD_BOSS) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                mob_class_change(dstmd,class_);
                if (tsc && dstmd->status.mode&MD_BOSS) {
                    const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
                    for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
                        if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
                    for (i = 0; i < ARRAYLENGTH(scs); i++)
                        if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
                }
            }
            break;
        case SA_DEATH:
            if (sd && dstmd && dstmd->status.mode&MD_BOSS) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            status_kill(bl);
            break;
        case SA_REVERSEORCISH:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
            break;
        case SA_FORTUNE:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
            break;
        case SA_TAMINGMONSTER:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd && dstmd) {
                ARR_FIND(0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_);
                if (i < MAX_PET_DB)
                    pet_catch_process1(sd, dstmd->class_);
            }
            break;

        case CR_PROVIDENCE:
            if (sd && dstsd) { //Check they are not another crusader [Skotlex]
                if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 1;
                }
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;

        case CG_MARIONETTE: {
                struct status_change *sc = status_get_sc(src);

                if (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) {
                    // Cannot cast on another bard/dancer-type class of the same gender as caster
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 1;
                }

                if (sc && tsc) {
                    if (!sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2]) {
                        sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
                        sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
                        clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    } else if (sc->data[SC_MARIONETTE ] &&  sc->data[SC_MARIONETTE ]->val1 == bl->id &&
                               tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id) {
                        status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
                        status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
                    } else {
                        if (sd)
                            clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);

                        map_freeblock_unlock();
                        return 1;
                    }
                }
            }
            break;

        case RG_CLOSECONFINE:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
            break;
        case SA_FLAMELAUNCHER:  // added failure chance and chance to break weapon if turned on [Valaris]
        case SA_FROSTWEAPON:
        case SA_LIGHTNINGLOADER:
        case SA_SEISMICWEAPON:
            if (dstsd) {
                if (dstsd->status.weapon == W_FIST ||
                    (dstsd->sc.count && !dstsd->sc.data[type] &&
                     ( //Allow re-enchanting to lenghten time. [Skotlex]
                         dstsd->sc.data[SC_FIREWEAPON] ||
                         dstsd->sc.data[SC_WATERWEAPON] ||
                         dstsd->sc.data[SC_WINDWEAPON] ||
                         dstsd->sc.data[SC_EARTHWEAPON] ||
                         dstsd->sc.data[SC_SHADOWWEAPON] ||
                         dstsd->sc.data[SC_GHOSTWEAPON] ||
                         dstsd->sc.data[SC_ENCPOISON]
                     ))
                   ) {
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    clif_skill_nodamage(src,bl,skillid,skilllv,0);
                    break;
                }
            }
            // 100% success rate at lv4 & 5, but lasts longer at lv5
            if (!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
                if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
                    clif_displaymessage(sd->fd, msg_txt(669));
            }
            break;

        case PR_ASPERSIO:
            if (sd && dstmd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,0);
                break;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;

        case ITEM_ENCHANTARMS:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl,type,100,skilllv,
                                          skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
            break;

        case TK_SEVENWIND:
            switch (skill_get_ele(skillid,skilllv)) {
                case ELE_EARTH :
                    type = SC_EARTHWEAPON;
                    break;
                case ELE_WIND  :
                    type = SC_WINDWEAPON;
                    break;
                case ELE_WATER :
                    type = SC_WATERWEAPON;
                    break;
                case ELE_FIRE  :
                    type = SC_FIREWEAPON;
                    break;
                case ELE_GHOST :
                    type = SC_GHOSTWEAPON;
                    break;
                case ELE_DARK  :
                    type = SC_SHADOWWEAPON;
                    break;
                case ELE_HOLY  :
                    type = SC_ASPERSIO;
                    break;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));

            sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));

            break;

        case PR_KYRIE:
        case MER_KYRIE:
            clif_skill_nodamage(bl,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;
            //Passive Magnum, should had been casted on yourself.
        case SM_MAGNUM:
        case MS_MAGNUM:
            skill_area_temp[1] = 0;
            map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
                               src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
            clif_skill_nodamage(src,src,skillid,skilllv,1);
            // Initiate 10% of your damage becomes fire element.
            sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
            if (sd)
                skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
            else if (bl->type == BL_MER)
                skill_blockmerc_start((TBL_MER *)bl, skillid, skill_get_time(skillid, skilllv));
            break;

        case TK_JUMPKICK:
            /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
            if (battle_check_target(src, bl, BCT_ENEMY) > 0) {
                if (unit_movepos(src, bl->x, bl->y, 1, 1)) {
                    skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
                    clif_slide(src,bl->x,bl->y);
                }
            } else
                clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
            break;

        case AL_INCAGI:
        case AL_BLESSING:
        case MER_INCAGI:
        case MER_BLESSING:
            if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
                skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
                break;
            }
        case PR_SLOWPOISON:
        case PR_IMPOSITIO:
        case PR_LEXAETERNA:
        case PR_SUFFRAGIUM:
        case PR_BENEDICTIO:
        case LK_BERSERK:
        case MS_BERSERK:
        case KN_AUTOCOUNTER:
        case KN_TWOHANDQUICKEN:
        case KN_ONEHAND:
        case MER_QUICKEN:
        case CR_SPEARQUICKEN:
        case CR_REFLECTSHIELD:
        case MS_REFLECTSHIELD:
        case AS_POISONREACT:
        case MC_LOUD:
        case MG_ENERGYCOAT:
        case MO_EXPLOSIONSPIRITS:
        case MO_STEELBODY:
        case MO_BLADESTOP:
        case LK_AURABLADE:
        case LK_PARRYING:
        case MS_PARRYING:
        case LK_CONCENTRATION:
        case WS_CARTBOOST:
        case SN_SIGHT:
        case WS_MELTDOWN:
        case WS_OVERTHRUSTMAX:
        case ST_REJECTSWORD:
        case HW_MAGICPOWER:
        case PF_MEMORIZE:
        case PA_SACRIFICE:
        case ASC_EDP:
        case PF_DOUBLECASTING:
        case SG_SUN_COMFORT:
        case SG_MOON_COMFORT:
        case SG_STAR_COMFORT:
        case NPC_HALLUCINATION:
        case GS_MADNESSCANCEL:
        case GS_ADJUSTMENT:
        case GS_INCREASING:
        case NJ_KASUMIKIRI:
        case NJ_UTSUSEMI:
        case NJ_NEN:
        case NPC_DEFENDER:
        case NPC_MAGICMIRROR:
        case ST_PRESERVE:
        case NPC_INVINCIBLE:
        case NPC_INVINCIBLEOFF:
        case RK_DEATHBOUND:
        case AB_RENOVATIO:
        case AB_EXPIATIO:
        case AB_DUPLELIGHT:
        case AB_SECRAMENT:
        case NC_ACCELERATION:
        case NC_HOVERING:
        case NC_SHAPESHIFT:
        case WL_RECOGNIZEDSPELL:
        case GC_VENOMIMPRESS:
        case SC_DEADLYINFECT:
        case LG_EXEEDBREAK:
        case LG_PRESTIGE:
        case SR_CRESCENTELBOW:
        case SR_LIGHTNINGWALK:
        case SR_GENTLETOUCH_ENERGYGAIN:
        case GN_CARTBOOST:
        case KO_MEIKYOUSISUI:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;

        case SO_STRIKING:
            if (sd) {
                int bonus = 25 + 10 * skilllv;
                bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
                clif_skill_nodamage(src, bl, skillid, skilllv,
                                    battle_check_target(src,bl,BCT_PARTY) ?
                                    sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
                                    0
                                   );
            }
            break;

        case NPC_STOP:
            if (clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))))
                sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
            break;
        case HP_ASSUMPTIO:
            if (sd && dstmd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            else
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;
        case MG_SIGHT:
        case MER_SIGHT:
        case AL_RUWACH:
        case WZ_SIGHTBLASTER:
        case NPC_WIDESIGHT:
        case NPC_STONESKIN:
        case NPC_ANTIMAGIC:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
            break;
        case HLIF_AVOID:
        case HAMI_DEFENCE:
            i = skill_get_time(skillid,skilllv);
            clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
            clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
            break;
        case NJ_BUNSINJYUTSU:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            status_change_end(bl, SC_NEN, INVALID_TIMER);
            break;
            /* Was modified to only affect targetted char.  [Skotlex]
                case HP_ASSUMPTIO:
                    if (flag&1)
                        sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
                    else
                    {
                        map_foreachinrange(skill_area_sub, bl,
                            skill_get_splash(skillid, skilllv), BL_PC,
                            src, skillid, skilllv, tick, flag|BCT_ALL|1,
                            skill_castend_nodamage_id);
                        clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    }
                    break;
            */
        case SM_ENDURE:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            if (sd)
                skill_blockpc_start(sd, skillid, skill_get_time2(skillid,skilllv));
            break;

        case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
            if (sd && dstsd && dstsd->sc.count) {
                if (dstsd->sc.data[SC_FIREWEAPON] ||
                    dstsd->sc.data[SC_WATERWEAPON] ||
                    dstsd->sc.data[SC_WINDWEAPON] ||
                    dstsd->sc.data[SC_EARTHWEAPON] ||
                    dstsd->sc.data[SC_SHADOWWEAPON] ||
                    dstsd->sc.data[SC_GHOSTWEAPON]
                    //  dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
                   ) {
                    clif_skill_nodamage(src,bl,skillid,skilllv,0);
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;

        case LK_TENSIONRELAX:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
                                          skill_get_time(skillid,skilllv)));
            break;

        case MC_CHANGECART:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case TK_MISSION:
            if (sd) {
                int id;
                if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
                    clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                id = mob_get_random_id(0,0xF, sd->status.base_level);
                if (!id) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                sd->mission_mobid = id;
                sd->mission_count = 0;
                pc_setglobalreg(sd,"TK_MISSION_ID", id);
                clif_mission_info(sd, id, 0);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case AC_CONCENTRATION: {
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
                map_foreachinrange(status_change_timer_sub, src,
                                   skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src,NULL,type,tick);
            }
            break;

        case SM_PROVOKE:
        case SM_SELFPROVOKE:
        case MER_PROVOKE:
            if ((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
                map_freeblock_unlock();
                return 1;
            }
            //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
            clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
                                (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:(50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
            if (!i) {
                if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                map_freeblock_unlock();
                return 0;
            }
            unit_skillcastcancel(bl, 2);

            if (tsc && tsc->count) {
                status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                if (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
                    status_change_end(bl, SC_STONE, INVALID_TIMER);
                status_change_end(bl, SC_SLEEP, INVALID_TIMER);
                status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
            }

            if (dstmd) {
                dstmd->state.provoke_flag = src->id;
                mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
            }
            break;

        case ML_DEVOTION:
        case CR_DEVOTION: {
                int count, lv;
                if (!dstsd || (!sd && !mer)) {
                    // Only players can be devoted
                    if (sd)
                        clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
                    break;
                }

                if ((lv = status_get_lv(src) - dstsd->status.base_level) < 0)
                    lv = -lv;
                if (lv > battle_config.devotion_level_difference || // Level difference requeriments
                    (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
                    (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
                    (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
                    (dstsd->sc.data[SC_HELLPOWER])) { // Players affected by SC_HELLPOWERR cannot be devoted.
                    if (sd)
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 1;
                }

                i = 0;
                count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
                if (sd) {
                    // Player Devoting Player
                    ARR_FIND(0, count, i, sd->devotion[i] == bl->id);
                    if (i == count) {
                        ARR_FIND(0, count, i, sd->devotion[i] == 0);
                        if (i == count) {
                            // No free slots, skill Fail
                            clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
                            map_freeblock_unlock();
                            return 1;
                        }
                    }

                    sd->devotion[i] = bl->id;
                } else
                    mer->devotion_flag = 1; // Mercenary Devoting Owner

                clif_skill_nodamage(src, bl, skillid, skilllv,
                                    sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
                clif_devotion(src, NULL);
            }
            break;

        case MO_CALLSPIRITS:
            if (sd) {
                int limit = skilllv;
                if (sd->sc.data[SC_RAISINGDRAGON])
                    limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
            }
            break;

        case CH_SOULCOLLECT:
            if (sd) {
                int limit = 5;
                if (sd->sc.data[SC_RAISINGDRAGON])
                    limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                for (i = 0; i < limit; i++)
                    pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
            }
            break;

        case MO_KITRANSLATION:
            if (dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
                pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
            }
            break;

        case TK_TURNKICK:
        case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
            if (skill_area_temp[1] != bl->id) {
                skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
                skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
            }
            break;

        case MO_ABSORBSPIRITS:
            i = 0;
            if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
                // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
                i = dstsd->spiritball * 7;
                pc_delspiritball(dstsd,dstsd->spiritball,0);
            } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20) {
                // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
                i = 2 * dstmd->level;
                mob_target(dstmd,src,0);
            }
            if (i) status_heal(src, 0, i, 3);
            clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
            break;

        case AC_MAKINGARROW:
            if (sd) {
                clif_arrow_create_list(sd);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case AM_PHARMACY:
            if (sd) {
                clif_skill_produce_mix_list(sd,skillid,22);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case SA_CREATECON:
            if (sd) {
                clif_elementalconverter_list(sd);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case BS_HAMMERFALL:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
            break;
        case RG_RAID:
            skill_area_temp[1] = 0;
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_foreachinrange(skill_area_sub, bl,
                               skill_get_splash(skillid, skilllv), splash_target(src),
                               src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
                               skill_castend_damage_id);
            status_change_end(src, SC_HIDING, INVALID_TIMER);
            break;

        case ASC_METEORASSAULT:
        case GS_SPREADATTACK:
        case RK_STORMBLAST:
        case NC_AXETORNADO:
        case GC_COUNTERSLASH:
        case SR_SKYNETBLOW:
        case SR_RAMPAGEBLASTER:
        case SR_HOWLINGOFLION:
        case KO_HAPPOKUNAI:
            skill_area_temp[1] = 0;
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
            if (!i && (skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI))
                clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            break;

        case NC_EMERGENCYCOOL:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
            status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
            break;
        case SR_WINDMILL:
        case GN_CART_TORNADO:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
        case SR_EARTHSHAKER:
        case NC_INFRAREDSCAN:
        case NPC_EARTHQUAKE:
        case NPC_VAMPIRE_GIFT:
        case NPC_HELLJUDGEMENT:
        case NPC_PULSESTRIKE:
        case LG_MOONSLASHER:
            skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
            break;

        case KN_BRANDISHSPEAR:
        case ML_BRANDISH:
            skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
            break;

        case WZ_SIGHTRASHER:
            //Passive side of the attack.
            status_change_end(src, SC_SIGHT, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_foreachinrange(skill_area_sub,src,
                               skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
                               src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
                               skill_castend_damage_id);
            break;

        case NJ_HYOUSYOURAKU:
        case NJ_RAIGEKISAI:
        case WZ_FROSTNOVA:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            skill_area_temp[1] = 0;
            map_foreachinrange(skill_attack_area, src,
                               skill_get_splash(skillid, skilllv), splash_target(src),
                               BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
            break;

        case HVAN_EXPLOSION:    //[orn]
        case NPC_SELFDESTRUCTION:
            //Self Destruction hits everyone in range (allies+enemies)
            //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
            i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
                BCT_ENEMY:BCT_ALL;
            clif_skill_nodamage(src, src, skillid, -1, 1);
            map_delblock(src); //Required to prevent chain-self-destructions hitting back.
            map_foreachinrange(skill_area_sub, bl,
                               skill_get_splash(skillid, skilllv), splash_target(src),
                               src, skillid, skilllv, tick, flag|i,
                               skill_castend_damage_id);
            map_addblock(src);
            status_damage(src, src, sstatus->max_hp,0,0,1);
            break;

        case AL_ANGELUS:
        case PR_MAGNIFICAT:
        case PR_GLORIA:
        case SN_WINDWALK:
        case CASH_BLESSING:
        case CASH_INCAGI:
        case CASH_ASSUMPTIO:
            if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
                clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            else if (sd)
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            break;
        case MER_MAGNIFICAT:
            if (mer != NULL) {
                clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
                if (mer->master && mer->master->status.party_id != 0 && !(flag&1))
                    party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
                else if (mer->master && !(flag&1))
                    clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            }
            break;

        case BS_ADRENALINE:
        case BS_ADRENALINE2:
        case BS_WEAPONPERFECT:
        case BS_OVERTHRUST:
            if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
                clif_skill_nodamage(bl,bl,skillid,skilllv,
                                    sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
            } else if (sd) {
                party_foreachsamemap(skill_area_sub,
                                     sd,skill_get_splash(skillid, skilllv),
                                     src,skillid,skilllv,tick, flag|BCT_PARTY|1,
                                     skill_castend_nodamage_id);
            }
            break;

        case BS_MAXIMIZE:
        case NV_TRICKDEAD:
        case CR_DEFENDER:
        case ML_DEFENDER:
        case CR_AUTOGUARD:
        case ML_AUTOGUARD:
        case TK_READYSTORM:
        case TK_READYDOWN:
        case TK_READYTURN:
        case TK_READYCOUNTER:
        case TK_DODGE:
        case CR_SHRINK:
        case SG_FUSION:
        case GS_GATLINGFEVER:
            if (tsce) {
                clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
                map_freeblock_unlock();
                return 0;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;
        case SL_KAITE:
        case SL_KAAHI:
        case SL_KAIZEL:
        case SL_KAUPE:
            if (sd) {
                if (!dstsd || !(
                        (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
                        (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
                        dstsd->status.char_id == sd->status.char_id ||
                        dstsd->status.char_id == sd->status.partner_id ||
                        dstsd->status.char_id == sd->status.child
                    )) {
                    status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
            break;
        case SM_AUTOBERSERK:
        case MER_AUTOBERSERK:
            if (tsce)
                i = status_change_end(bl, type, INVALID_TIMER);
            else
                i = sc_start(bl,type,100,skilllv,60000);
            clif_skill_nodamage(src,bl,skillid,skilllv,i);
            break;
        case TF_HIDING:
        case ST_CHASEWALK:
        case KO_YAMIKUMO:
            if (tsce) {
                clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
                map_freeblock_unlock();
                return 0;
            } else if (tsc && tsc->option&OPTION_MADOGEAR) {
                //Mado Gear cannot hide
                if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                map_freeblock_unlock();
                return 0;
            }
            clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;
        case TK_RUN:
            if (tsce) {
                clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
                map_freeblock_unlock();
                return 0;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
            if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
                clif_walkok(sd); // So aegis has to resend the walk ok.
            break;
        case AS_CLOAKING:
        case GC_CLOAKINGEXCEED:
        case LG_FORCEOFVANGUARD:
        case SC_REPRODUCE:
        case SC_INVISIBILITY:
            if (tsce) {
                i = status_change_end(bl, type, INVALID_TIMER);
                if (i)
                    clif_skill_nodamage(src,bl,skillid,(skillid == LG_FORCEOFVANGUARD) ? skilllv : -1,i);
                else if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                map_freeblock_unlock();
                return 0;
            }
        case RA_CAMOUFLAGE:
            i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            if (i)
                clif_skill_nodamage(src,bl,skillid,(skillid == LG_FORCEOFVANGUARD) ? skilllv : -1,i);
            else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            break;

        case BD_ADAPTATION:
            if (tsc && tsc->data[SC_DANCING]) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                status_change_end(bl, SC_DANCING, INVALID_TIMER);
            }
            break;

        case BA_FROSTJOKER:
        case DC_SCREAM:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);

            if (md) {
                // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
                //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
                char temp[70];
                snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
                clif_message(&md->bl,temp);
            }
            break;

        case BA_PANGVOICE:
            clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
            break;

        case DC_WINKCHARM:
            if (dstsd)
                clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
            else if (dstmd) {
                if (status_get_lv(src) > status_get_lv(bl)
                    && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
                    &&  !(tstatus->mode&MD_BOSS))
                    clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
                else {
                    clif_skill_nodamage(src,bl,skillid,skilllv,0);
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                }
            }
            break;

        case TF_STEAL:
            if (sd) {
                if (pc_steal_item(sd,bl,skilllv))
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
            }
            break;

        case RG_STEALCOIN:
            if (sd) {
                if (pc_steal_coin(sd,bl)) {
                    dstmd->state.provoke_flag = src->id;
                    mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);

                } else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case MG_STONECURSE: {
                if (tstatus->mode&MD_BOSS) {
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                if (status_isimmune(bl) || !tsc)
                    break;

                if (tsc->data[SC_STONE]) {
                    status_change_end(bl, SC_STONE, INVALID_TIMER);
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                if (sc_start4(bl,SC_STONE,(skilllv*4+20),
                              skilllv, 0, 0, skill_get_time(skillid, skilllv),
                              skill_get_time2(skillid,skilllv)))
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                else if (sd) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    // Level 6-10 doesn't consume a red gem if it fails [celest]
                    if (skilllv > 5) {
                        // not to consume items
                        map_freeblock_unlock();
                        return 0;
                    }
                }
            }
            break;

        case NV_FIRSTAID:
            clif_skill_nodamage(src,bl,skillid,5,1);
            status_heal(bl,5,0,0);
            break;

        case AL_CURE:
            if (status_isimmune(bl)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,0);
                break;
            }
            status_change_end(bl, SC_SILENCE, INVALID_TIMER);
            status_change_end(bl, SC_BLIND, INVALID_TIMER);
            status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case TF_DETOXIFY:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            status_change_end(bl, SC_POISON, INVALID_TIMER);
            status_change_end(bl, SC_DPOISON, INVALID_TIMER);
            break;

        case PR_STRECOVERY:
            if (status_isimmune(bl)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,0);
                break;
            }
            if (tsc && tsc->opt1) {
                status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                status_change_end(bl, SC_STONE, INVALID_TIMER);
                status_change_end(bl, SC_SLEEP, INVALID_TIMER);
                status_change_end(bl, SC_STUN, INVALID_TIMER);
                status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
            }
            //Is this equation really right? It looks so... special.
            if (battle_check_undead(tstatus->race,tstatus->def_ele)) {
                status_change_start(bl, SC_BLIND,
                                    100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
                                    1,0,0,0,
                                    skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (dstmd)
                mob_unlocktarget(dstmd,tick);
            break;

            // Mercenary Supportive Skills
        case MER_BENEDICTION:
            status_change_end(bl, SC_CURSE, INVALID_TIMER);
            status_change_end(bl, SC_BLIND, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case MER_COMPRESS:
            status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case MER_MENTALCURE:
            status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case MER_RECUPERATE:
            status_change_end(bl, SC_POISON, INVALID_TIMER);
            status_change_end(bl, SC_SILENCE, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case MER_REGAIN:
            status_change_end(bl, SC_SLEEP, INVALID_TIMER);
            status_change_end(bl, SC_STUN, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case MER_TENDER:
            status_change_end(bl, SC_FREEZE, INVALID_TIMER);
            status_change_end(bl, SC_STONE, INVALID_TIMER);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case MER_SCAPEGOAT:
            if (mer && mer->master) {
                status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
                status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
            }
            break;

        case MER_ESTIMATION:
            if (!mer)
                break;
            sd = mer->master;
        case WZ_ESTIMATION:
            if (sd == NULL)
                break;
            if (dstsd) {
                // Fail on Players
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            if (dstmd && dstmd->class_ == MOBID_EMPERIUM)
                break; // Cannot be Used on Emperium

            clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            clif_skill_estimation(sd, bl);
            if (skillid == MER_ESTIMATION)
                sd = NULL;
            break;

        case BS_REPAIRWEAPON:
            if (sd && dstsd)
                clif_item_repair_list(sd,dstsd,skilllv);
            break;

        case MC_IDENTIFY:
            if (sd)
                clif_item_identify_list(sd);
            break;

            // Weapon Refining [Celest]
        case WS_WEAPONREFINE:
            if (sd)
                clif_item_refine_list(sd);
            break;

        case MC_VENDING:
            if (sd) {
                //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
                if (!pc_can_give_items(sd))
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                else {
                    sd->state.prevend = 1;
                    clif_openvendingreq(sd,2+skilllv);
                }
            }
            break;

        case AL_TELEPORT:
            if (sd) {
                if (map[bl->m].flag.noteleport && skilllv <= 2) {
                    clif_skill_teleportmessage(sd,0);
                    break;
                }
                if (!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
                    char output[128];
                    sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
                    clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
                    break;
                }

                if (sd->state.autocast || ((sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1) || skilllv == 3) {
                    if (skilllv == 1)
                        pc_randomwarp(sd,CLR_TELEPORT);
                    else
                        pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
                    break;
                }

                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if (skilllv == 1)
                    clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
                else
                    clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
            } else
                unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
            break;

        case NPC_EXPULSION:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
            break;

        case AL_HOLYWATER:
            if (sd) {
                if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case TF_PICKSTONE:
            if (sd) {
                int eflag;
                struct item item_tmp;
                struct block_list tbl;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                memset(&item_tmp,0,sizeof(item_tmp));
                memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
                item_tmp.nameid = ITEMID_STONE;
                item_tmp.identify = 1;
                tbl.id = 0;
                clif_takeitem(&sd->bl,&tbl);
                eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
                if (eflag) {
                    clif_additem(sd,0,0,eflag);
                    map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
                }
            }
            break;
        case ASC_CDP:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
            }
            break;

        case RG_STRIPWEAPON:
        case RG_STRIPSHIELD:
        case RG_STRIPARMOR:
        case RG_STRIPHELM:
        case ST_FULLSTRIP:
        case GC_WEAPONCRUSH:
        case SC_STRIPACCESSARY: {
                unsigned short location = 0;
                int d = 0;

                //Rate in percent
                if (skillid == ST_FULLSTRIP) {
                    i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
                } else if (skillid == SC_STRIPACCESSARY) {
                    i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
                } else {
                    i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
                }

                if (i < 5) i = 5; //Minimum rate 5%

                //Duration in ms
                if (skillid == GC_WEAPONCRUSH) {
                    d = skill_get_time(skillid,skilllv);
                    if (bl->type == BL_PC)
                        d += skilllv * 15 + (sstatus->dex - tstatus->dex);
                    else
                        d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
                } else
                    d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;

                if (d < 0) d = 0; //Minimum duration 0ms

                switch (skillid) {
                    case RG_STRIPWEAPON:
                    case GC_WEAPONCRUSH:
                        location = EQP_WEAPON;
                        break;
                    case RG_STRIPSHIELD:
                        location = EQP_SHIELD;
                        break;
                    case RG_STRIPARMOR:
                        location = EQP_ARMOR;
                        break;
                    case RG_STRIPHELM:
                        location = EQP_HELM;
                        break;
                    case ST_FULLSTRIP:
                        location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
                        break;
                    case SC_STRIPACCESSARY:
                        location = EQP_ACC;
                        break;
                }

                //Special message when trying to use strip on FCP [Jobbie]
                if (sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD]) {
                    clif_gospel_info(sd, 0x28);
                    break;
                }

                //Attempts to strip at rate i and duration d
                if ((i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH))
                    clif_skill_nodamage(src,bl,skillid,skilllv,i);

                //Nothing stripped.
                if (sd && !i)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }

        case AM_BERSERKPITCHER:
        case AM_POTIONPITCHER: {
                int i,x,hp = 0,sp = 0,bonus=100;
                if (dstmd && dstmd->class_ == MOBID_EMPERIUM) {
                    map_freeblock_unlock();
                    return 1;
                }
                if (sd) {
                    x = skilllv%11 - 1;
                    i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
                    if (i < 0 || skill_db[skillid].itemid[x] <= 0) {
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                        map_freeblock_unlock();
                        return 1;
                    }
                    if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                        map_freeblock_unlock();
                        return 1;
                    }
                    if (skillid == AM_BERSERKPITCHER) {
                        if (dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv) {
                            clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                            map_freeblock_unlock();
                            return 1;
                        }
                    }
                    potion_flag = 1;
                    potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
                    potion_target = bl->id;
                    run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
                    potion_flag = potion_target = 0;
                    if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
                        bonus += sd->status.base_level;
                    if (potion_per_hp > 0 || potion_per_sp > 0) {
                        hp = tstatus->max_hp * potion_per_hp / 100;
                        hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
                        if (dstsd) {
                            sp = dstsd->status.max_sp * potion_per_sp / 100;
                            sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
                        }
                    } else {
                        if (potion_hp > 0) {
                            hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
                            hp = hp * (100 + (tstatus->vit<<1)) / 100;
                            if (dstsd)
                                hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
                        }
                        if (potion_sp > 0) {
                            sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
                            sp = sp * (100 + (tstatus->int_<<1)) / 100;
                            if (dstsd)
                                sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
                        }
                    }

                    if (sd->itemgrouphealrate[IG_POTION]>0) {
                        hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
                        sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
                    }

                    if ((i = pc_skillheal_bonus(sd, skillid))) {
                        hp += hp * i / 100;
                        sp += sp * i / 100;
                    }
                } else {
                    hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
                    hp = hp * (100 + (tstatus->vit<<1)) / 100;
                    if (dstsd)
                        hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
                }
                if (dstsd && (i = pc_skillheal2_bonus(dstsd, skillid))) {
                    hp += hp * i / 100;
                    sp += sp * i / 100;
                }
                if (tsc && tsc->count) {
                    if (tsc->data[SC_CRITICALWOUND]) {
                        hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
                        sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
                    }
                    if (tsc->data[SC_DEATHHURT]) {
                        hp -= hp * 20 / 100;
                        sp -= sp * 20 / 100;
                    }
                    if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
                        hp += hp / 10;
                        sp += sp / 10;
                    }
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if (hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
                    clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
                if (sp > 0)
                    clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
#ifdef RENEWAL
                if (tsc && tsc->data[SC_EXTREMITYFIST2])
                    sp = 0;
#endif
                status_heal(bl,hp,sp,0);
            }
            break;
        case AM_CP_WEAPON:
        case AM_CP_SHIELD:
        case AM_CP_ARMOR:
        case AM_CP_HELM: {
                unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};

                if (sd && (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0))) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock(); // Don't consume item requirements
                    return 0;
                }

                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            }
            break;
        case AM_TWILIGHT1:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                //Prepare 200 White Potions.
                if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;
        case AM_TWILIGHT2:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                //Prepare 200 Slim White Potions.
                if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;
        case AM_TWILIGHT3:
            if (sd) {
                int ebottle = pc_search_inventory(sd,713);
                if (ebottle >= 0)
                    ebottle = sd->status.inventory[ebottle].amount;
                //check if you can produce all three, if not, then fail:
                if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
                    || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
                    || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
                    || ebottle < 200 //200 empty bottle are required at total.
                   ) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
                skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
                skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
            }
            break;
        case SA_DISPELL:
            if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
                    || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
                    || rnd()%100 >= 50+10*skilllv
                    || (tsc && tsc->option&OPTION_MADOGEAR)) { //Mado Gear is immune to dispell according to bug report 49 [Ind]
                    if (sd)
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                if (status_isimmune(bl) || !tsc || !tsc->count)
                    break;
                for (i=0; i<SC_MAX; i++) {
                    if (!tsc->data[i])
                        continue;
                    switch (i) {
                        case SC_WEIGHT50:
                        case SC_WEIGHT90:
                        case SC_HALLUCINATION:
                        case SC_STRIPWEAPON:
                        case SC_STRIPSHIELD:
                        case SC_STRIPARMOR:
                        case SC_STRIPHELM:
                        case SC_CP_WEAPON:
                        case SC_CP_SHIELD:
                        case SC_CP_ARMOR:
                        case SC_CP_HELM:
                        case SC_COMBO:
                        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:
                        case SC_DANCING:
                        case SC_EDP:
                        case SC_AUTOBERSERK:
                        case SC_CARTBOOST:
                        case SC_MELTDOWN:
                        case SC_SAFETYWALL:
                        case SC_SMA:
                        case SC_SPEEDUP0:
                        case SC_NOCHAT:
                        case SC_ANKLE:
                        case SC_SPIDERWEB:
                        case SC_JAILED:
                        case SC_ITEMBOOST:
                        case SC_EXPBOOST:
                        case SC_LIFEINSURANCE:
                        case SC_BOSSMAPINFO:
                        case SC_PNEUMA:
                        case SC_AUTOSPELL:
                        case SC_INCHITRATE:
                        case SC_INCATKRATE:
                        case SC_NEN:
                        case SC_READYSTORM:
                        case SC_READYDOWN:
                        case SC_READYTURN:
                        case SC_READYCOUNTER:
                        case SC_DODGE:
                        case SC_WARM:
                        case SC_SPEEDUP1:
                        case SC_AUTOTRADE:
                        case SC_CRITICALWOUND:
                        case SC_JEXPBOOST:
                        case SC_INVINCIBLE:
                        case SC_INVINCIBLEOFF:
                        case SC_HELLPOWER:
                        case SC_MANU_ATK:
                        case SC_MANU_DEF:
                        case SC_SPL_ATK:
                        case SC_SPL_DEF:
                        case SC_MANU_MATK:
                        case SC_SPL_MATK:
                        case SC_RICHMANKIM:
                        case SC_ETERNALCHAOS:
                        case SC_DRUMBATTLE:
                        case SC_NIBELUNGEN:
                        case SC_ROKISWEIL:
                        case SC_INTOABYSS:
                        case SC_SIEGFRIED:
                        case SC_FOOD_STR_CASH:
                        case SC_FOOD_AGI_CASH:
                        case SC_FOOD_VIT_CASH:
                        case SC_FOOD_DEX_CASH:
                        case SC_FOOD_INT_CASH:
                        case SC_FOOD_LUK_CASH:
                        case SC_SEVENWIND:
                        case SC_MIRACLE:
                        case SC_S_LIFEPOTION:
                        case SC_L_LIFEPOTION:
                        case SC_INCHEALRATE:
                        case SC_ELECTRICSHOCKER:
                        case SC__STRIPACCESSORY:
                            //case SC_SAVAGE_STEAK:         case SC_COCKTAIL_WARG_BLOOD:        case SC_MINOR_BBQ:
                            //case SC_SIROMA_ICE_TEA:           case SC_DROCERA_HERB_STEAMED:       case SC_PUTTI_TAILS_NOODLES:
                        case SC_NEUTRALBARRIER_MASTER:
                        case SC_NEUTRALBARRIER:
                        case SC_STEALTHFIELD_MASTER:
                        case SC_STEALTHFIELD:
                        case SC_GIANTGROWTH:
                        case SC_MILLENNIUMSHIELD:
                        case SC_REFRESH:
                        case SC_STONEHARDSKIN:
                        case SC_VITALITYACTIVATION:
                        case SC_FIGHTINGSPIRIT:
                        case SC_ABUNDANCE:
                        case SC__SHADOWFORM:
                        case SC_LEADERSHIP:
                        case SC_GLORYWOUNDS:
                        case SC_SOULCOLD:
                        case SC_HAWKEYES:
                        case SC_GUILDAURA:
                        case SC_PUSH_CART:
                        case SC_RAISINGDRAGON:
                        case SC_GT_ENERGYGAIN:
                        case SC_GT_CHANGE:
                        case SC_GT_REVITALIZE:
                        case SC_REFLECTDAMAGE:
                        case SC_INSPIRATION:
                        case SC_EXEEDBREAK:
                        case SC_FORCEOFVANGUARD:
                        case SC_BANDING:
                        case SC_DUPLELIGHT:
                        case SC_EXPIATIO:
                        case SC_LAUDAAGNUS:
                        case SC_LAUDARAMUS:
                        case SC_GATLINGFEVER:
                        case SC_INCREASING:
                        case SC_ADJUSTMENT:
                        case SC_MADNESSCANCEL:
#ifdef RENEWAL
                        case SC_EXTREMITYFIST2:
#endif
                            continue;
                            /**
                             * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
                             **/
                        case SC_WHISTLE:
                        case SC_ASSNCROS:
                        case SC_POEMBRAGI:
                        case SC_APPLEIDUN:
                        case SC_HUMMING:
                        case SC_DONTFORGETME:
                        case SC_FORTUNE:
                        case SC_SERVICE4U:
                            if (tsc->data[i]->val4)  //val4 = out-of-song-area
                                continue;
                            break;
                        case SC_ASSUMPTIO:
                            if (bl->type == BL_MOB)
                                continue;
                            break;
                    }
                    if (i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
                    status_change_end(bl, (sc_type)i, INVALID_TIMER);
                }
                break;
            }
            //Affect all targets on splash area.
            map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
                               src, skillid, skilllv, tick, flag|1,
                               skill_castend_damage_id);
            break;

        case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
            break;

        case TK_HIGHJUMP: {
                int x,y, dir = unit_getdir(src);

                //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
                if (map[src->m].flag.noteleport &&
                    !(map[src->m].flag.battleground || map_flag_gvg2(src->m))
                   ) {
                    x = src->x;
                    y = src->y;
                } else {
                    x = src->x + dirx[dir]*skilllv*2;
                    y = src->y + diry[dir]*skilllv*2;
                }

                clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
                if (!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
                    clif_slide(src,x,y);
                    unit_movepos(src, x, y, 1, 0);
                }
            }
            break;

        case SA_CASTCANCEL:
        case SO_SPELLFIST:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            unit_skillcastcancel(src,1);
            if (sd) {
                int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
                if (skillid == SO_SPELLFIST) {
                    sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
                    sd->skillid_old = sd->skilllv_old = 0;
                    break;
                }
                sp = sp * (90 - (skilllv-1)*20) / 100;
                if (sp < 0) sp = 0;
                status_zap(src, 0, sp);
            }
            break;
        case SA_SPELLBREAKER: {
                int sp;
                if (tsc && tsc->data[SC_MAGICROD]) {
                    sp = skill_get_sp(skillid,skilllv);
                    sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
                    if (sp < 1) sp = 1;
                    status_heal(bl,0,sp,2);
                    status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
                } else {
                    struct unit_data *ud = unit_bl2ud(bl);
                    int bl_skillid=0,bl_skilllv=0,hp = 0;
                    if (!ud || ud->skilltimer == INVALID_TIMER)
                        break; //Nothing to cancel.
                    bl_skillid = ud->skillid;
                    bl_skilllv = ud->skilllv;
                    if (tstatus->mode & MD_BOSS) {
                        //Only 10% success chance against bosses. [Skotlex]
                        if (rnd()%100 < 90) {
                            if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                            break;
                        }
                    } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
                        hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]

                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    unit_skillcastcancel(bl,0);
                    sp = skill_get_sp(bl_skillid,bl_skilllv);
                    status_zap(bl, hp, sp);

                    if (hp && skilllv >= 5)
                        hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
                    else
                        hp = 0;

                    if (sp) //Recover some of the SP used
                        sp = sp*(25*(skilllv-1))/100;

                    if (hp || sp)
                        status_heal(src, hp, sp, 2);
                }
            }
            break;
        case SA_MAGICROD:
            clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
            sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            break;
        case SA_AUTOSPELL:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd)
                clif_autospell(sd,skilllv);
            else {
                int maxlv=1,spellid=0;
                static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
                if (skilllv >= 10) {
                    spellid = MG_FROSTDIVER;
                    //              if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
                    //                  maxlv = 10;
                    //              else
                    maxlv = skilllv - 9;
                } else if (skilllv >=8) {
                    spellid = MG_FIREBALL;
                    maxlv = skilllv - 7;
                } else if (skilllv >=5) {
                    spellid = MG_SOULSTRIKE;
                    maxlv = skilllv - 4;
                } else if (skilllv >=2) {
                    int i = rnd()%3;
                    spellid = spellarray[i];
                    maxlv = skilllv - 1;
                } else if (skilllv > 0) {
                    spellid = MG_NAPALMBEAT;
                    maxlv = 3;
                }
                if (spellid > 0)
                    sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
                              skill_get_time(SA_AUTOSPELL,skilllv));
            }
            break;

        case BS_GREED:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_greed,bl,
                                   skill_get_splash(skillid, skilllv),BL_ITEM,bl);
            }
            break;

        case SA_ELEMENTWATER:
        case SA_ELEMENTFIRE:
        case SA_ELEMENTGROUND:
        case SA_ELEMENTWIND:
            if (sd && !dstmd) //Only works on monsters.
                break;
            if (tstatus->mode&MD_BOSS)
                break;
        case NPC_ATTRICHANGE:
        case NPC_CHANGEWATER:
        case NPC_CHANGEGROUND:
        case NPC_CHANGEFIRE:
        case NPC_CHANGEWIND:
        case NPC_CHANGEPOISON:
        case NPC_CHANGEHOLY:
        case NPC_CHANGEDARKNESS:
        case NPC_CHANGETELEKINESIS:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
                                          skill_get_time(skillid, skilllv)));
            break;
        case NPC_CHANGEUNDEAD:
            //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
            //TO-DO This is ugly, fix it
            if (tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
                                          skill_get_time(skillid, skilllv)));
            break;

        case NPC_PROVOCATION:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (md) mob_unlocktarget(md, tick);
            break;

        case NPC_KEEPING:
        case NPC_BARRIER: {
                int skill_time = skill_get_time(skillid,skilllv);
                struct unit_data *ud = unit_bl2ud(bl);
                if (clif_skill_nodamage(src,bl,skillid,skilllv,
                                        sc_start(bl,type,100,skilllv,skill_time))
                    && ud) {    //Disable attacking/acting/moving for skill's duration.
                    ud->attackabletime =
                        ud->canact_tick =
                            ud->canmove_tick = tick + skill_time;
                }
            }
            break;

        case NPC_REBIRTH:
            if (md && md->state.rebirth)
                break; // only works once
            sc_start(bl,type,100,skilllv,-1);
            break;

        case NPC_DARKBLESSING:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
            break;

        case NPC_LICK:
            status_zap(bl, 0, 100);
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
            break;

        case NPC_SUICIDE:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            status_kill(src); //When suiciding, neither exp nor drops is given.
            break;

        case NPC_SUMMONSLAVE:
        case NPC_SUMMONMONSTER:
            if (md && md->skillidx >= 0)
                mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
            break;

        case NPC_CALLSLAVE:
            mob_warpslave(src,MOB_SLAVEDISTANCE);
            break;

        case NPC_RANDOMMOVE:
            if (md) {
                md->next_walktime = tick - 1;
                mob_randomwalk(md,tick);
            }
            break;

        case NPC_SPEEDUP: {
                // or does it increase casting rate? just a guess xD
                int i = SC_ASPDPOTION0 + skilllv - 1;
                if (i > SC_ASPDPOTION3)
                    i = SC_ASPDPOTION3;
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
            }
            break;

        case NPC_REVENGE:
            // not really needed... but adding here anyway ^^
            if (md && md->master_id > 0) {
                struct block_list *mbl, *tbl;
                if ((mbl = map_id2bl(md->master_id)) == NULL ||
                    (tbl = battle_gettargeted(mbl)) == NULL)
                    break;
                md->state.provoke_flag = tbl->id;
                mob_target(md, tbl, sstatus->rhw.range);
            }
            break;

        case NPC_RUN: {
                const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
                int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
                unit_stop_attack(src);
                //Run skillv tiles overriding the can-move check.
                if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
                    md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
            }
            break;

        case NPC_TRANSFORMATION:
        case NPC_METAMORPHOSIS:
            if (md && md->skillidx >= 0) {
                int class_ = mob_random_class(md->db->skill[md->skillidx].val,0);
                if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
                    mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
                if (class_) mob_class_change(md, class_);
            }
            break;

        case NPC_EMOTION_ON:
        case NPC_EMOTION:
            //va[0] is the emotion to use.
            //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
            //val[1] 'sets' the mode
            //val[2] adds to the current mode
            //val[3] removes from the current mode
            //val[4] if set, asks to delete the previous mode change.
            if (md && md->skillidx >= 0 && tsc) {
                clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
                if (md->db->skill[md->skillidx].val[4] && tsce)
                    status_change_end(bl, type, INVALID_TIMER);

                if (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
                    sc_start4(src, type, 100, skilllv,
                              md->db->skill[md->skillidx].val[1],
                              md->db->skill[md->skillidx].val[2],
                              md->db->skill[md->skillidx].val[3],
                              skill_get_time(skillid, skilllv));
            }
            break;

        case NPC_POWERUP:
            sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
            break;

        case NPC_AGIUP:
            sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
            break;

        case NPC_INVISIBLE:
            //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
            break;

        case NPC_SIEGEMODE:
            // not sure what it does
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case WE_MALE: {
                int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
                int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
                clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
            }
            break;
        case WE_FEMALE: {
                int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
                int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
                clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
            }
            break;

            // parent-baby skills
        case WE_BABY:
            if (sd) {
                struct map_session_data *f_sd = pc_get_father(sd);
                struct map_session_data *m_sd = pc_get_mother(sd);
                // if neither was found
                if (!f_sd && !m_sd) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 0;
                }
                status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
                if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
                if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            }
            break;

        case PF_HPCONVERSION: {
                int hp, sp;
                hp = sstatus->max_hp/10;
                sp = hp * 10 * skilllv / 100;
                if (!status_charge(src,hp,0)) {
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                status_heal(bl,0,sp,2);
            }
            break;

        case MA_REMOVETRAP:
        case HT_REMOVETRAP: {
                struct skill_unit *su;
                struct skill_unit_group *sg;
                su = BL_CAST(BL_SKILL, bl);

                // Mercenaries can remove any trap
                // Players can only remove their own traps or traps on Vs maps.
                if (su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP)) {
                    clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                    if (sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0))) {
                        // prevent picking up expired traps
                        if (battle_config.skill_removetrap_type) {
                            // get back all items used to deploy the trap
                            for (i = 0; i < 10; i++) {
                                if (skill_db[su->group->skill_id].itemid[i] > 0) {
                                    int flag;
                                    struct item item_tmp;
                                    memset(&item_tmp,0,sizeof(item_tmp));
                                    item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
                                    item_tmp.identify = 1;
                                    if (item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER))) {
                                        clif_additem(sd,0,0,flag);
                                        map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
                                    }
                                }
                            }
                        } else {
                            // get back 1 trap
                            struct item item_tmp;
                            memset(&item_tmp,0,sizeof(item_tmp));
                            item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
                            item_tmp.identify = 1;
                            if (item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER))) {
                                clif_additem(sd,0,0,flag);
                                map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
                            }
                        }
                    }
                    skill_delunit(su);
                } else if (sd)
                    clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);

            }
            break;
        case HT_SPRINGTRAP:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            {
                struct skill_unit *su=NULL;
                if ((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group)) {
                    switch (su->group->unit_id) {
                        case UNT_ANKLESNARE:    // ankle snare
                            if (su->group->val2 != 0)
                                // if it is already trapping something don't spring it,
                                // remove trap should be used instead
                                break;
                            // otherwise fallthrough to below
                        case UNT_BLASTMINE:
                        case UNT_SKIDTRAP:
                        case UNT_LANDMINE:
                        case UNT_SHOCKWAVE:
                        case UNT_SANDMAN:
                        case UNT_FLASHER:
                        case UNT_FREEZINGTRAP:
                        case UNT_CLAYMORETRAP:
                        case UNT_TALKIEBOX:
                            su->group->unit_id = UNT_USED_TRAPS;
                            clif_changetraplook(bl, UNT_USED_TRAPS);
                            su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
                            su->limit=DIFF_TICK(tick+1500,su->group->tick);
                    }
                }
            }
            break;
        case BD_ENCORE:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (sd)
                unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
            break;

        case AS_SPLASHER:
            if (tstatus->mode&MD_BOSS
                /**
                 * Renewal dropped the 3/4 hp requirement
                 **/
#ifndef RENEWAL
                || tstatus-> hp > tstatus->max_hp*3/4
#endif
               ) {
                if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                map_freeblock_unlock();
                return 1;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
            if (sd) skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv)+3000);
            break;

        case PF_MINDBREAKER: {
                if (tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele)) {
                    map_freeblock_unlock();
                    return 1;
                }

                if (tsce) {
                    //HelloKitty2 (?) explained that this silently fails when target is
                    //already inflicted. [Skotlex]
                    map_freeblock_unlock();
                    return 1;
                }

                //Has a 55% + skilllv*5% success chance.
                if (!clif_skill_nodamage(src,bl,skillid,skilllv,
                                         sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv)))) {
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 0;
                }

                unit_skillcastcancel(bl,0);

                if (tsc && tsc->count) {
                    status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                    if (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
                        status_change_end(bl, SC_STONE, INVALID_TIMER);
                    status_change_end(bl, SC_SLEEP, INVALID_TIMER);
                }

                if (dstmd)
                    mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
            }
            break;

        case PF_SOULCHANGE: {
                unsigned int sp1 = 0, sp2 = 0;
                if (dstmd) {
                    if (dstmd->state.soul_change_flag) {
                        if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                        break;
                    }
                    dstmd->state.soul_change_flag = 1;
                    sp2 = sstatus->max_sp * 3 /100;
                    status_heal(src, 0, sp2, 2);
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    break;
                }
                sp1 = sstatus->sp;
                sp2 = tstatus->sp;
#ifdef  RENEWAL
                sp1 = sp1 / 2;
                sp2 = sp2 / 2;
                if (tsc && tsc->data[SC_EXTREMITYFIST2])
                    sp1 = tstatus->sp;
#endif
                status_set_sp(src, sp2, 3);
                status_set_sp(bl, sp1, 3);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

            // Slim Pitcher
        case CR_SLIMPITCHER:
            // Updated to block Slim Pitcher from working on barricades and guardian stones.
            if (dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)))
                break;
            if (potion_hp || potion_sp) {
                int hp = potion_hp, sp = potion_sp;
                hp = hp * (100 + (tstatus->vit<<1))/100;
                sp = sp * (100 + (tstatus->int_<<1))/100;
                if (dstsd) {
                    if (hp)
                        hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
                    if (sp)
                        sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
                }
                if (tsc && tsc->count) {
                    if (tsc->data[SC_CRITICALWOUND]) {
                        hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
                        sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
                    }
                    if (tsc->data[SC_DEATHHURT]) {
                        hp -= hp * 20 / 100;
                        sp -= sp * 20 / 100;
                    }
                    if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
                        hp += hp / 10;
                        sp += sp / 10;
                    }
                }
                if (hp > 0)
                    clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
                if (sp > 0)
                    clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
                status_heal(bl,hp,sp,0);
            }
            break;
            // Full Chemical Protection
        case CR_FULLPROTECTION: {
                unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
                int i, s = 0, skilltime = skill_get_time(skillid,skilllv);

                for (i=0 ; i<4; i++) {
                    if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd,equip[i]) < 0))
                        continue;
                    sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
                    s++;
                }
                if (sd && !s) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock(); // Don't consume item requirements
                    return 0;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case RG_CLEANER:    //AppleGirl
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case CG_LONGINGFREEDOM: {
                if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
                    && (tsce->val1&0xFFFF) != CG_MOONLIT) { //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
                    clif_skill_nodamage(src,bl,skillid,skilllv,
                                        sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
                }
            }
            break;

        case CG_TAROTCARD: {
                int eff, count = -1;
                if (rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd)))) {
                    if (sd)
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);

                    map_freeblock_unlock();
                    return 0;
                }
                status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
                do {
                    eff = rnd() % 14;
                    clif_specialeffect(bl, 523 + eff, AREA);
                    switch (eff) {
                        case 0: // heals SP to 0
                            status_percent_damage(src, bl, 0, 100, false);
                            break;
                        case 1: // matk halved
                            sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
                            break;
                        case 2: // all buffs removed
                            status_change_clear_buffs(bl,1);
                            break;
                        case 3: { // 1000 damage, random armor destroyed
                                int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
                                status_fix_damage(src, bl, 1000, 0);
                                clif_damage(src,bl,tick,0,0,1000,0,0,0);
                                if (!status_isdead(bl))
                                    skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
                            }
                            break;
                        case 4: // atk halved
                            sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
                            break;
                        case 5: // 2000HP heal, random teleported
                            status_heal(src, 2000, 0, 0);
                            if (!map_flag_vs(bl->m))
                                unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
                            break;
                        case 6: // random 2 other effects
                            if (count == -1)
                                count = 3;
                            else
                                count++; //Should not retrigger this one.
                            break;
                        case 7: { // stop freeze or stoned
                                enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
                                sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
                            }
                            break;
                        case 8: // curse coma and poison
                            sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
                            break;
                        case 9: // confusion
                            sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
                            break;
                        case 10:    // 6666 damage, atk matk halved, cursed
                            status_fix_damage(src, bl, 6666, 0);
                            clif_damage(src,bl,tick,0,0,6666,0,0,0);
                            sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
                            break;
                        case 11:    // 4444 damage
                            status_fix_damage(src, bl, 4444, 0);
                            clif_damage(src,bl,tick,0,0,4444,0,0,0);
                            break;
                        case 12:    // stun
                            sc_start(bl,SC_STUN,100,skilllv,5000);
                            break;
                        case 13:    // atk,matk,hit,flee,def reduced
                            sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
                            sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
                            break;
                        default:
                            break;
                    }
                } while ((--count) > 0);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case SL_ALCHEMIST:
        case SL_ASSASIN:
        case SL_BARDDANCER:
        case SL_BLACKSMITH:
        case SL_CRUSADER:
        case SL_HUNTER:
        case SL_KNIGHT:
        case SL_MONK:
        case SL_PRIEST:
        case SL_ROGUE:
        case SL_SAGE:
        case SL_SOULLINKER:
        case SL_STAR:
        case SL_SUPERNOVICE:
        case SL_WIZARD:
            //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
            if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100)) {
                //Erase death count 1% of the casts
                dstsd->die_counter = 0;
                pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
                clif_specialeffect(bl, 0x152, AREA);
                //SC_SPIRIT invokes status_calc_pc for us.
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
            sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
            break;
        case SL_HIGH:
            if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
            sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
            break;

        case SL_SWOO:
            if (tsce) {
                sc_start(src,SC_STUN,100,skilllv,10000);
                break;
            }
        case SL_SKA: // [marquis007]
        case SL_SKE:
            if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
                break;
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            if (skillid == SL_SKE)
                sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
            break;

            // New guild skills [Celest]
        case GD_BATTLEORDER:
            if (flag&1) {
                if (status_get_guild_id(src) == status_get_guild_id(bl))
                    sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
            } else if (status_get_guild_id(src)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, src,
                                   skill_get_splash(skillid, skilllv), BL_PC,
                                   src,skillid,skilllv,tick, flag|BCT_GUILD|1,
                                   skill_castend_nodamage_id);
                if (sd)
                    guild_block_skill(sd,skill_get_time2(skillid,skilllv));
            }
            break;
        case GD_REGENERATION:
            if (flag&1) {
                if (status_get_guild_id(src) == status_get_guild_id(bl))
                    sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
            } else if (status_get_guild_id(src)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, src,
                                   skill_get_splash(skillid, skilllv), BL_PC,
                                   src,skillid,skilllv,tick, flag|BCT_GUILD|1,
                                   skill_castend_nodamage_id);
                if (sd)
                    guild_block_skill(sd,skill_get_time2(skillid,skilllv));
            }
            break;
        case GD_RESTORE:
            if (flag&1) {
                if (status_get_guild_id(src) == status_get_guild_id(bl))
                    clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
            } else if (status_get_guild_id(src)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, src,
                                   skill_get_splash(skillid, skilllv), BL_PC,
                                   src,skillid,skilllv,tick, flag|BCT_GUILD|1,
                                   skill_castend_nodamage_id);
                if (sd)
                    guild_block_skill(sd,skill_get_time2(skillid,skilllv));
            }
            break;
        case GD_EMERGENCYCALL: {
                int dx[9]= {-1, 1, 0, 0,-1, 1,-1, 1, 0};
                int dy[9]= { 0, 0, 1,-1, 1,-1,-1, 1, 0};
                int j = 0;
                struct guild *g = NULL;
                // i don't know if it actually summons in a circle, but oh well. ;P
                g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
                if (!g)
                    break;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                for (i = 0; i < g->max_member; i++, j++) {
                    if (j>8) j=0;
                    if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
                        if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
                            continue;
                        if (map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
                            dx[j] = dy[j] = 0;
                        pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
                    }
                }
                if (sd)
                    guild_block_skill(sd,skill_get_time2(skillid,skilllv));
            }
            break;

        case SG_FEEL:
            //AuronX reported you CAN memorize the same map as all three. [Skotlex]
            if (sd) {
                if (!sd->feel_map[skilllv-1].index)
                    clif_feel_req(sd->fd,sd, skilllv);
                else
                    clif_feel_info(sd, skilllv-1, 1);
            }
            break;

        case SG_HATE:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if (!pc_set_hate_mob(sd, skilllv-1, bl))
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case GS_GLITTERING:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if (rnd()%100 < (20+10*skilllv))
                    pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
                else if (sd->spiritball > 0)
                    pc_delspiritball(sd,1,0);
            }
            break;

        case GS_CRACKER:
            /* per official standards, this skill works on players and mobs. */
            if (sd && (dstsd || dstmd)) {
                i =65 -5*distance_bl(src,bl); //Base rate
                if (i < 30) i = 30;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
            }
            break;

        case AM_CALLHOMUN:  //[orn]
            if (sd && !merc_call_homunculus(sd))
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            break;

        case AM_REST:
            if (sd) {
                if (merc_hom_vaporize(sd,1))
                    clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case HAMI_CASTLE:   //[orn]
            if (rnd()%100 < 20*skilllv && src != bl) {
                int x,y;
                x = src->x;
                y = src->y;
                if (hd)
                    skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));

                if (unit_movepos(src,bl->x,bl->y,0,0)) {
                    clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
                    clif_slide(src,bl->x,bl->y) ;
                    if (unit_movepos(bl,x,y,0,0)) {
                        clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
                        clif_slide(bl,x,y) ;
                    }

                    //TODO: Shouldn't also players and the like switch targets?
                    map_foreachinrange(skill_chastle_mob_changetarget,src,
                                       AREA_SIZE, BL_MOB, bl, src);
                }
            }
            // Failed
            else if (hd && hd->master)
                clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
            else if (sd)
                clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
            break;
        case HVAN_CHAOTIC: { //[orn]
                static const int per[5][2]= {{20,50},{50,60},{25,75},{60,64},{34,67}};
                int r = rnd()%100;
                i = (skilllv-1)%5;
                if (r<per[i][0]) //Self
                    bl = src;
                else if (r<per[i][1]) //Master
                    bl = battle_get_master(src);
                else //Enemy
                    bl = map_id2bl(battle_gettarget(src));

                if (!bl) bl = src;
                i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
                //Eh? why double skill packet?
                clif_skill_nodamage(src,bl,AL_HEAL,i,1);
                clif_skill_nodamage(src,bl,skillid,i,1);
                status_heal(bl, i, 0, 0);
            }
            break;
            //Homun single-target support skills [orn]
        case HAMI_BLOODLUST:
        case HFLI_FLEET:
        case HFLI_SPEED:
        case HLIF_CHANGE:
        case MH_ANGRIFFS_MODUS:
        case MH_GOLDENE_FERSE:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            if (hd)
                skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
            break;

        case NPC_DRAGONFEAR:
            if (flag&1) {
                const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
                int j;
                j = i = rnd()%ARRAYLENGTH(sc);
                while (!sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1))) {
                    i++;
                    if (i == ARRAYLENGTH(sc))
                        i = 0;
                    if (i == j)
                        break;
                }
                break;
            }
        case NPC_WIDEBLEEDING:
        case NPC_WIDECONFUSE:
        case NPC_WIDECURSE:
        case NPC_WIDEFREEZE:
        case NPC_WIDESLEEP:
        case NPC_WIDESILENCE:
        case NPC_WIDESTONE:
        case NPC_WIDESTUN:
        case NPC_SLOWCAST:
        case NPC_WIDEHELLDIGNITY:
            if (flag&1)
                sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
            else {
                skill_area_temp[2] = 0; //For SD_PREAMBLE
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, bl,
                                   skill_get_splash(skillid, skilllv),BL_CHAR,
                                   src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
                                   skill_castend_nodamage_id);
            }
            break;
        case NPC_WIDESOULDRAIN:
            if (flag&1)
                status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
            else {
                skill_area_temp[2] = 0; //For SD_PREAMBLE
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, bl,
                                   skill_get_splash(skillid, skilllv),BL_CHAR,
                                   src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
                                   skill_castend_nodamage_id);
            }
            break;
        case ALL_PARTYFLEE:
            if (sd  && !(flag&1)) {
                if (!sd->status.party_id) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            } else
                clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            break;
        case NPC_TALK:
        case ALL_WEWISH:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;
        case ALL_BUYING_STORE:
            if (sd) {
                // players only, skill allows 5 buying slots
                clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
            }
            break;
        case RK_ENCHANTBLADE:
            clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
                                sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
            break;
        case RK_DRAGONHOWLING:
            if (flag&1)
                sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
            else {
                skill_area_temp[2] = 0;
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                map_foreachinrange(skill_area_sub, src,
                                   skill_get_splash(skillid,skilllv),BL_CHAR,
                                   src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
                                   skill_castend_nodamage_id);
            }
            break;
        case RK_IGNITIONBREAK:
        case LG_EARTHDRIVE:
            clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            i = skill_get_splash(skillid,skilllv);
            if (skillid == LG_EARTHDRIVE) {
                int dummy = 1;
                map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
            }
            map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
                               src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
            break;
        case RK_STONEHARDSKIN:
            if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4) {
                int heal = sstatus->hp / 4; // 25% HP
                if (status_charge(bl,heal,0))
                    clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
                else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;
        case RK_REFRESH:
            if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8) {
                int heal = status_get_max_hp(bl) * 25 / 100;
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
                status_heal(bl,heal,0,1);
                status_change_clear_buffs(bl,2);
            }
            break;

        case RK_MILLENNIUMSHIELD:
            if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9) {
                short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
                sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
                clif_millenniumshield(sd,shields);
                clif_skill_nodamage(src,bl,skillid,1,1);
            }
            break;

        case RK_GIANTGROWTH:
        case RK_VITALITYACTIVATION:
        case RK_ABUNDANCE:
            if (sd) {
                int lv = 1; // RK_GIANTGROWTH
                if (skillid == RK_VITALITYACTIVATION)
                    lv = 2;
                else if (skillid == RK_ABUNDANCE)
                    lv = 6;
                if (pc_checkskill(sd,RK_RUNEMASTERY) >= lv)
                    clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            }
            break;

        case RK_FIGHTINGSPIRIT:
            if (flag&1) {
                if (src == bl)
                    sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
                else
                    sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
            } else if (sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5) {
                if (sd->status.party_id) {
                    i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
                    skill_area_temp[5] = 7 * i; // ATK
                    party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
                } else
                    sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
            }
            clif_skill_nodamage(src,bl,skillid,1,1);
            break;
            /**
             * Guilotine Cross
             **/
        case GC_ROLLINGCUTTER: {
                short count = 1;
                skill_area_temp[2] = 0;
                map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
                if (tsc && tsc->data[SC_ROLLINGCUTTER]) {
                    // Every time the skill is casted the status change is reseted adding a counter.
                    count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
                    if (count > 10)
                        count = 10; // Max coounter
                    status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
                }
                sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
                clif_skill_nodamage(src,src,skillid,skilllv,1);
            }
            break;

        case GC_WEAPONBLOCKING:
            if (tsc && tsc->data[SC_WEAPONBLOCKING])
                status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
            else
                sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case GC_CREATENEWPOISON:
            if (sd) {
                clif_skill_produce_mix_list(sd,skillid,25);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;

        case GC_POISONINGWEAPON:
            if (sd) {
                clif_poison_list(sd,skilllv);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case GC_ANTIDOTE:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (tsc) {
                status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
                status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
                status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
                status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
                status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
                status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
                status_change_end(bl, SC_TOXIN, INVALID_TIMER);
                status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
            }
            break;

        case GC_PHANTOMMENACE:
            clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
                               src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
            break;

        case GC_HALLUCINATIONWALK: {
                int heal = status_get_max_hp(bl) / 10;
                if (status_get_hp(bl) < heal) {  // if you haven't enough HP skill fails.
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
                    break;
                }
                if (!status_charge(bl,heal,0)) {
                    if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
                    break;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            }
            break;
            /**
             * Arch Bishop
             **/
        case AB_ANCILLA:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
            }
            break;

        case AB_CLEMENTIA:
        case AB_CANTO: {
                int bless_lv = pc_checkskill(sd,AL_BLESSING);
                int agi_lv = pc_checkskill(sd,AL_INCAGI);
                if (sd == NULL || sd->status.party_id == 0 || flag&1)
                    clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
                                                                           (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
                else if (sd)
                    party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            }
            break;

        case AB_PRAEFATIO:
            if (sd == NULL || sd->status.party_id == 0 || flag&1)
                clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
            else if (sd)
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            break;

        case AB_CHEAL:
            if (sd == NULL || sd->status.party_id == 0 || flag&1) {
                if (sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
                    i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);

                    if ((dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
                        i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]

                    clif_skill_nodamage(bl, bl, skillid, i, 1);
                    if (tsc && tsc->data[SC_AKAITSUKI] && i)
                        i = ~i + 1;
                    status_heal(bl, i, 0, 0);
                }
            } else if (sd)
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            break;

        case AB_ORATIO:
            if (flag&1)
                sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
            else {
                map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;

        case AB_LAUDAAGNUS:
            if (flag&1 || sd == NULL) {
                if (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
                            tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
                    // Success Chance: (40 + 10 * Skill Level) %
                    if (rnd()%100 > 40+10*skilllv) break;
                    status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                    status_change_end(bl, SC_STONE, INVALID_TIMER);
                    status_change_end(bl, SC_BLIND, INVALID_TIMER);
                    status_change_end(bl, SC_BURNING, INVALID_TIMER);
                    status_change_end(bl, SC_FREEZING, INVALID_TIMER);
                    status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
                } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
                    clif_skill_nodamage(bl, bl, skillid, skilllv,
                                        sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
            } else if (sd)
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
                                     src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            break;

        case AB_LAUDARAMUS:
            if (flag&1 || sd == NULL) {
                if (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE])) {
                    // Success Chance: (40 + 10 * Skill Level) %
                    if (rnd()%100 > 40+10*skilllv)  break;
                    status_change_end(bl, SC_SLEEP, INVALID_TIMER);
                    status_change_end(bl, SC_STUN, INVALID_TIMER);
                    status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
                    status_change_end(bl, SC_SILENCE, INVALID_TIMER);
                } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
                    clif_skill_nodamage(bl, bl, skillid, skilllv,
                                        sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
            } else if (sd)
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
                                     src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            break;

        case AB_CLEARANCE:
            if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1) {
                //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv) {
                    if (sd)
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
                if (status_isimmune(bl) || !tsc || !tsc->count)
                    break;
                for (i=0; i<SC_MAX; i++) {
                    if (!tsc->data[i])
                        continue;
                    switch (i) {
                        case SC_WEIGHT50:
                        case SC_WEIGHT90:
                        case SC_HALLUCINATION:
                        case SC_STRIPWEAPON:
                        case SC_STRIPSHIELD:
                        case SC_STRIPARMOR:
                        case SC_STRIPHELM:
                        case SC_CP_WEAPON:
                        case SC_CP_SHIELD:
                        case SC_CP_ARMOR:
                        case SC_CP_HELM:
                        case SC_COMBO:
                        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:
                        case SC_DANCING:
                        case SC_SPIRIT:
                        case SC_AUTOBERSERK:
                        case SC_CARTBOOST:
                        case SC_MELTDOWN:
                        case SC_SAFETYWALL:
                        case SC_SMA:
                        case SC_SPEEDUP0:
                        case SC_NOCHAT:
                        case SC_ANKLE:
                        case SC_SPIDERWEB:
                        case SC_JAILED:
                        case SC_ITEMBOOST:
                        case SC_EXPBOOST:
                        case SC_LIFEINSURANCE:
                        case SC_BOSSMAPINFO:
                        case SC_PNEUMA:
                        case SC_AUTOSPELL:
                        case SC_INCHITRATE:
                        case SC_INCATKRATE:
                        case SC_NEN:
                        case SC_READYSTORM:
                        case SC_READYDOWN:
                        case SC_READYTURN:
                        case SC_READYCOUNTER:
                        case SC_DODGE:
                        case SC_WARM:
                        case SC_SPEEDUP1:
                        case SC_AUTOTRADE:
                        case SC_CRITICALWOUND:
                        case SC_JEXPBOOST:
                        case SC_INVINCIBLE:
                        case SC_INVINCIBLEOFF:
                        case SC_HELLPOWER:
                        case SC_MANU_ATK:
                        case SC_MANU_DEF:
                        case SC_SPL_ATK:
                        case SC_SPL_DEF:
                        case SC_MANU_MATK:
                        case SC_SPL_MATK:
                        case SC_RICHMANKIM:
                        case SC_ETERNALCHAOS:
                        case SC_DRUMBATTLE:
                        case SC_NIBELUNGEN:
                        case SC_ROKISWEIL:
                        case SC_INTOABYSS:
                        case SC_SIEGFRIED:
                        case SC_WHISTLE:
                        case SC_ASSNCROS:
                        case SC_POEMBRAGI:
                        case SC_APPLEIDUN:
                        case SC_HUMMING:
                        case SC_DONTFORGETME:
                        case SC_FORTUNE:
                        case SC_SERVICE4U:
                        case SC_FOOD_STR_CASH:
                        case SC_FOOD_AGI_CASH:
                        case SC_FOOD_VIT_CASH:
                        case SC_FOOD_DEX_CASH:
                        case SC_FOOD_INT_CASH:
                        case SC_FOOD_LUK_CASH:
                        case SC_ELECTRICSHOCKER:
                        case SC_BITE:
                        case SC__STRIPACCESSORY:
                        case SC__ENERVATION:
                        case SC__GROOMY:
                        case SC__IGNORANCE:
                        case SC__LAZINESS:
                        case SC__UNLUCKY:
                        case SC__WEAKNESS:   //case SC_SAVAGE_STEAK:  case SC_COCKTAIL_WARG_BLOOD:
                        case SC_MAGNETICFIELD://case SC_MINOR_BBQ:   case SC_SIROMA_ICE_TEA:
                            //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
                        case SC_NEUTRALBARRIER_MASTER:
                        case SC_NEUTRALBARRIER:
                        case SC_STEALTHFIELD_MASTER:
                        case SC_STEALTHFIELD:
                        case SC_LEADERSHIP:
                        case SC_GLORYWOUNDS:
                        case SC_SOULCOLD:
                        case SC_HAWKEYES:
                        case SC_GUILDAURA:
                        case SC_PUSH_CART:
                        case SC_PARTYFLEE:
                        case SC_GT_REVITALIZE:
                        case SC_RAISINGDRAGON:
                        case SC_GT_ENERGYGAIN:
                        case SC_GT_CHANGE:
#ifdef RENEWAL
                        case SC_EXTREMITYFIST2:
#endif
                            continue;
                        case SC_ASSUMPTIO:
                            if (bl->type == BL_MOB)
                                continue;
                            break;
                    }
                    if (i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
                    status_change_end(bl,(sc_type)i,INVALID_TIMER);
                }
                break;
            }
            map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
            break;

        case AB_SILENTIUM:
            // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
            map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
                               src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
            clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            break;
            /**
             * Warlock
             **/
        case WL_STASIS:
            if (flag&1)
                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            else {
                map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;

        case WL_WHITEIMPRISON:
            if ((src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl)) { // Should not work with bosses.
                int rate = (sd? sd->status.job_level : 50) / 4;

                if (src == bl) rate = 100; // Success Chance: On self, 100%
                else if (bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
                else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %

                if (!(tsc && tsc->data[type])) {
                    i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
                    clif_skill_nodamage(src,bl,skillid,skilllv,i);
                }

                if (sd && i)
                    skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
                else if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            } else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
            break;

        case WL_FROSTMISTY:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
            break;

        case WL_JACKFROST:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
            break;

        case WL_MARSHOFABYSS:
            // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
            clif_skill_nodamage(src, bl, skillid, skilllv,
                                sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
                                          skill_get_time(skillid, skilllv)));
            break;

        case WL_SIENNAEXECRATE:
            if (status_isimmune(bl) || !tsc)
                break;

            if (flag&1) {
                if (bl->id == skill_area_temp[1])
                    break; // Already work on this target

                if (tsc && tsc->data[SC_STONE])
                    status_change_end(bl,SC_STONE,INVALID_TIMER);
                else
                    status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
            } else {
                int rate = 40 + 8 * skilllv + (sd? sd->status.job_level : 50) / 4;
                // IroWiki says Rate should be reduced by target stats, but currently unknown
                if (rnd()%100 < rate) {  // Success on First Target
                    if (!tsc->data[SC_STONE])
                        rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
                    else {
                        rate = 1;
                        status_change_end(bl,SC_STONE,INVALID_TIMER);
                    }

                    if (rate) {
                        skill_area_temp[1] = bl->id;
                        map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
                    }
                    // Doesn't send failure packet if it fails on defense.
                } else if (sd) // Failure on Rate
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            }
            break;

        case WL_SUMMONFB:
        case WL_SUMMONBL:
        case WL_SUMMONWB:
        case WL_SUMMONSTONE: {
                short element = 0, sctype = 0, pos = -1;
                struct status_change *sc = status_get_sc(src);
                if (!sc) break;

                for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
                    if (!sctype && !sc->data[i])
                        sctype = i; // Take the free SC
                    if (sc->data[i])
                        pos = max(sc->data[i]->val2,pos);
                }

                if (!sctype) {
                    if (sd)  // No free slots to put SC
                        clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
                    break;
                }

                pos++; // Used in val2 for SC. Indicates the order of this ball
                switch (skillid) {
                        // Set val1. The SC element for this ball
                    case WL_SUMMONFB:
                        element = WLS_FIRE;
                        break;
                    case WL_SUMMONBL:
                        element = WLS_WIND;
                        break;
                    case WL_SUMMONWB:
                        element = WLS_WATER;
                        break;
                    case WL_SUMMONSTONE:
                        element = WLS_STONE;
                        break;
                }

                sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
                clif_skill_nodamage(src,bl,skillid,0,0);
            }
            break;

        case WL_READING_SB:
            if (sd) {
                struct status_change *sc = status_get_sc(bl);

                for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
                    if (sc && !sc->data[i])
                        break;
                if (i == SC_MAXSPELLBOOK) {
                    clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
                    break;
                }

                sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
                clif_spellbook_list(sd);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;
            /**
             * Ranger
             **/
        case RA_FEARBREEZE:
            clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
            break;

        case RA_WUGMASTERY:
            if (sd) {
                if (!pc_iswug(sd))
                    pc_setoption(sd,sd->sc.option|OPTION_WUG);
                else
                    pc_setoption(sd,sd->sc.option&~OPTION_WUG);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case RA_WUGRIDER:
            if (sd) {
                if (!pc_isridingwug(sd) && pc_iswug(sd)) {
                    pc_setoption(sd,sd->sc.option&~OPTION_WUG);
                    pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
                } else if (pc_isridingwug(sd)) {
                    pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
                    pc_setoption(sd,sd->sc.option|OPTION_WUG);
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case RA_WUGDASH:
            if (tsce) {
                clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
                map_freeblock_unlock();
                return 0;
            }
            if (sd && pc_isridingwug(sd)) {
                clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
                clif_walkok(sd);
            }
            break;

        case RA_SENSITIVEKEEN:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
            break;
            /**
             * Mechanic
             **/
        case NC_F_SIDESLIDE:
        case NC_B_SIDESLIDE: {
                int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
                skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
                clif_slide(src,src->x,src->y);
                clif_fixpos(src); //Aegis sent this packet
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case NC_SELFDESTRUCTION:
            if (sd) {
                if (pc_ismadogear(sd))
                    pc_setmadogear(sd, 0);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
                status_set_sp(src, 0, 0);
            }
            break;

        case NC_ANALYZE:
            clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            clif_skill_nodamage(src, bl, skillid, skilllv,
                                sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
            if (sd) pc_overheat(sd,1);
            break;

        case NC_MAGNETICFIELD:
            if ((i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)))) {
                map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
                clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
                if (sd) pc_overheat(sd,1);
            }
            clif_skill_nodamage(src,src,skillid,skilllv,i);
            break;

        case NC_REPAIR:
            if (sd) {
                int heal;
                if (dstsd && pc_ismadogear(dstsd)) {
                    heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
                    status_heal(bl,heal,0,2);
                } else {
                    heal = sd->status.max_hp * (3+3*skilllv) / 100;
                    status_heal(src,heal,0,2);
                }

                clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                clif_skill_nodamage(src, bl, skillid, skilllv, heal);
            }
            break;

        case NC_DISJOINT: {
                if (bl->type != BL_MOB) break;
                md = map_id2md(bl->id);
                if (md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND)
                    status_kill(bl);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;
        case SC_AUTOSHADOWSPELL:
            if (sd) {
                if (sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id) {
                    sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
                    clif_autoshadowspell_list(sd);
                    clif_skill_nodamage(src,bl,skillid,1,1);
                } else
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
            }
            break;

        case SC_SHADOWFORM:
            if (sd && dstsd && src != bl && !dstsd->shadowform_id) {
                if (clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))))
                    dstsd->shadowform_id = src->id;
            } else if (sd)
                clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
            break;

        case SC_BODYPAINT:
            if (flag&1) {
                if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
                            tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
                            tsc->data[SC__INVISIBILITY])) {
                    status_change_end(bl, SC_HIDING, INVALID_TIMER);
                    status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
                    status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
                    status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
                    status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);

                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
                    sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
                }
            } else {
                clif_skill_nodamage(src, bl, skillid, 0, 1);
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
            }
            break;

        case SC_ENERVATION:
        case SC_GROOMY:
        case SC_LAZINESS:
        case SC_UNLUCKY:
        case SC_WEAKNESS:
            if (!(tsc && tsc->data[type])) {
                //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
                int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
                           - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
                rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
                clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
            } else if (sd)
                clif_skill_fail(sd,skillid,0,0);
            break;

        case SC_IGNORANCE:
            if (!(tsc && tsc->data[type])) {
                int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
                           - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
                rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
                if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
                    int sp = 200 * skilllv;
                    if (dstmd) sp = dstmd->level * 2;
                    if (status_zap(bl,0,sp))
                        status_heal(src,0,sp/2,3);
                } else if (sd) clif_skill_fail(sd,skillid,0,0);
            } else if (sd)
                clif_skill_fail(sd,skillid,0,0);
            break;

        case LG_TRAMPLE:
            clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
            break;

        case LG_REFLECTDAMAGE:
            if (tsc && tsc->data[type])
                status_change_end(bl,type,INVALID_TIMER);
            else
                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            break;

        case LG_SHIELDSPELL:
            if (flag&1) {
                int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
                sc_start(bl,SC_SILENCE,100,skilllv,duration);
            } else if (sd) {
                int opt = skilllv;
                int rate = rnd()%100;
                int val, brate;
                switch (skilllv) {
                    case 1: {
                            struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
                            if (!shield_data || shield_data->type != IT_ARMOR) {     // No shield?
                                clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
                                break;
                            }
                            brate = shield_data->def * 10;
                            if (rate < 50)
                                opt = 1;
                            else if (rate < 75)
                                opt = 2;
                            else
                                opt = 3;

                            switch (opt) {
                                case 1:
                                    sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
                                    clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                                    if (rate < brate)
                                        map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
                                    status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
                                    break;
                                case 2:
                                    val = shield_data->def / 10; // % Reflected damage.
                                    sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
                                    break;
                                case 3:
                                    val = shield_data->def; // Attack increase.
                                    sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
                                    break;
                            }
                        }
                        break;

                    case 2:
                        brate = sd->bonus.shieldmdef * 20;
                        if (rate < 30)
                            opt = 1;
                        else if (rate < 60)
                            opt = 2;
                        else
                            opt = 3;
                        switch (opt) {
                            case 1:
                                sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
                                clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                                if (rate < brate)
                                    map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
                                status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
                                break;
                            case 2:
                                sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
                                clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                                if (rate < brate)
                                    map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
                                break;
                            case 3:
                                if (sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000))
                                    clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
                                                        sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
                                break;
                        }
                        break;

                    case 3: {
                            struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
                            if (!it) {   // No shield?
                                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                                break;
                            }
                            brate = it->refine * 5;
                            if (rate < 25)
                                opt = 1;
                            else if (rate < 50)
                                opt = 2;
                            else
                                opt = 3;
                            switch (opt) {
                                case 1:
                                    val = 105 * it->refine / 10;
                                    sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
                                    break;
                                case 2:
                                case 3:
                                    if (rate < brate) {
                                        val = sstatus->max_hp * (11 + it->refine) / 100;
                                        status_heal(bl, val, 0, 3);
                                    }
                                    break;
                                    /*case 3:
                                        // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
                                        break;*/
                            }
                        }
                        break;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case LG_PIETY:
            if (flag&1)
                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            else {
                skill_area_temp[2] = 0;
                map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case LG_INSPIRATION:
            if (sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL) {
                sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
                sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
                clif_updatestatus(sd,SP_BASEEXP);
                clif_updatestatus(sd,SP_JOBEXP);
            }
            clif_skill_nodamage(bl,src,skillid,skilllv,
                                sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
            break;
        case SR_CURSEDCIRCLE:
            if (flag&1) {
                if (is_boss(bl)) break;
                if (sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
                    if (bl->type == BL_MOB)
                        mob_unlocktarget((TBL_MOB *)bl,gettick());
                    unit_stop_attack(bl);
                    clif_bladestop(src, bl->id, 1);
                    map_freeblock_unlock();
                    return 1;
                }
            } else {
                int count = 0;
                clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
                                            BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
                if (sd) pc_delspiritball(sd, count, 0);
                clif_skill_nodamage(src, src, skillid, skilllv,
                                    sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
            }
            break;

        case SR_RAISINGDRAGON:
            if (sd) {
                short max = 5 + skilllv;
                sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
                for (i = 0; i < max; i++)  // Don't call more than max available spheres.
                    pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
                clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
            }
            break;

        case SR_ASSIMILATEPOWER:
            if (flag&1) {
                i = 0;
                if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
                    i = dstsd->spiritball; //1%sp per spiritball.
                    pc_delspiritball(dstsd, dstsd->spiritball, 0);
                }
                if (i) status_percent_heal(src, 0, i);
                clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
            } else {
                clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
            }
            break;

        case SR_POWERVELOCITY:
            if (!dstsd)
                break;
            if (sd && dstsd->spiritball <= 5) {
                for (i = 0; i <= 5; i++) {
                    pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
                    pc_delspiritball(sd, sd->spiritball, 0);
                }
            }
            clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            break;

        case SR_GENTLETOUCH_CURE: {
                int heal;

                if (status_isimmune(bl)) {
                    clif_skill_nodamage(src,bl,skillid,skilllv,0);
                    break;
                }

                heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
                status_heal(bl, heal, 0, 0);

                if ((tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10)))) {
                    status_change_end(bl, SC_STONE, INVALID_TIMER);
                    status_change_end(bl, SC_FREEZE, INVALID_TIMER);
                    status_change_end(bl, SC_STUN, INVALID_TIMER);
                    status_change_end(bl, SC_POISON, INVALID_TIMER);
                    status_change_end(bl, SC_SILENCE, INVALID_TIMER);
                    status_change_end(bl, SC_BLIND, INVALID_TIMER);
                    status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
                    status_change_end(bl, SC_BURNING, INVALID_TIMER);
                    status_change_end(bl, SC_FREEZING, INVALID_TIMER);
                }

                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;
        case SR_GENTLETOUCH_CHANGE:
        case SR_GENTLETOUCH_REVITALIZE:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
            break;
        case WA_SWING_DANCE:
        case WA_MOONLIT_SERENADE:
            if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            else if (sd) {   // Only shows effects on caster.
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            }
            break;

        case WA_SYMPHONY_OF_LOVER:
        case MI_RUSH_WINDMILL:
        case MI_ECHOSONG:
            if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
                sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
            else if (sd) {   // Only shows effects on caster.
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
            }
            break;

        case MI_HARMONIZE:
            if (src != bl)
                clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
            clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
            break;

        case WM_DEADHILLHERE:
            if (bl->type == BL_PC) {
                if (!status_isdead(bl))
                    break;

                if (rnd()%100 < 88 + 2 * skilllv) {
                    int heal = tstatus->sp;
                    if (heal <= 0)
                        heal = 1;
                    tstatus->hp = heal;
                    tstatus->sp -= tstatus->sp * (120 - 20 * skilllv) / 100;
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    pc_revive((TBL_PC *)bl,heal,0);
                    clif_resurrection(bl,1);
                }
            }
            break;

        case WM_SIRCLEOFNATURE:
            flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
        case WM_VOICEOFSIREN:
            if (skillid != WM_SIRCLEOFNATURE)
                flag &= ~BCT_SELF;
            if (flag&1) {
                sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
            } else {
                map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case WM_GLOOMYDAY:
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            if (dstsd && (pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
                          pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
                          pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS))) {
                sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
                break;
            }
            sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
            break;

        case WM_SATURDAY_NIGHT_FEVER:
            if (flag&1) {    // Affect to all targets arround the caster and caster too.
                if (!(tsc && tsc->data[type]))
                    sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
            } else if (flag&2) {
                if (src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0)
                    status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
            } else if (sd) {
                short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
                if (!sd->status.party_id || (rnd()%100 > chance)) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
                    break;
                }
                if (map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
                                       BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7)
                    flag |= 2;
                else
                    flag |= 1;
                map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
                clif_skill_nodamage(src, bl, skillid, skilllv,
                                    sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
                if (flag&2)  // Dealed here to prevent conflicts
                    status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
            }
            break;

        case WM_SONG_OF_MANA:
        case WM_DANCE_WITH_WUG:
        case WM_LERADS_DEW:
            if (flag&1) {    // These affect to to all party members near the caster.
                struct status_change *sc = status_get_sc(src);
                if (sc && sc->data[type]) {
                    sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
                }
            } else if (sd) {
                short lv = (short)skilllv;
                int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
                if (sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)))
                    party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);

            }
            break;

        case WM_MELODYOFSINK:
        case WM_BEYOND_OF_WARCRY:
        case WM_UNLIMITED_HUMMING_VOICE:
            if (flag&1) {
                sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
            } else {    // These affect to all targets arround the caster.
                short lv = (short)skilllv;
                skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
                map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case WM_RANDOMIZESPELL: {
                int improv_skillid = 0, improv_skilllv;
                do {
                    i = rnd() % MAX_SKILL_IMPROVISE_DB;
                    improv_skillid = skill_improvise_db[i].skillid;
                } while (improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per);
                improv_skilllv = 4 + skilllv;
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);

                if (sd) {
                    sd->state.abra_flag = 2;
                    sd->skillitem = improv_skillid;
                    sd->skillitemlv = improv_skilllv;
                    clif_item_skill(sd, improv_skillid, improv_skilllv);
                } else {
                    struct unit_data *ud = unit_bl2ud(src);
                    int inf = skill_get_inf(improv_skillid);
                    int target_id = 0;
                    if (!ud) break;
                    if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
                        if (src->type == BL_PET)
                            bl = (struct block_list *)((TBL_PET *)src)->msd;
                        if (!bl) bl = src;
                        unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
                    } else {
                        if (ud->target)
                            target_id = ud->target;
                        else switch (src->type) {
                                case BL_MOB:
                                    target_id = ((TBL_MOB *)src)->target_id;
                                    break;
                                case BL_PET:
                                    target_id = ((TBL_PET *)src)->target_id;
                                    break;
                            }
                        if (!target_id)
                            break;
                        if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
                            bl = map_id2bl(target_id);
                            if (!bl) bl = src;
                            unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
                        } else
                            unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
                    }
                }
            }
            break;


        case RETURN_TO_ELDICASTES:
        case ALL_GUARDIAN_RECALL:
            if (sd) {
                short x, y; // Destiny position.
                unsigned short mapindex;

                if (skillid == RETURN_TO_ELDICASTES) {
                    x = 198;
                    y = 187;
                    mapindex  = mapindex_name2id(MAP_DICASTES);
                } else {
                    x = 44;
                    y = 151;
                    mapindex  = mapindex_name2id(MAP_MORA);
                }

                if (!mapindex) {
                    //Given map not found?
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    map_freeblock_unlock();
                    return 0;
                }
                pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
            }
            break;

        case GM_SANDMAN:
            if (tsc) {
                if (tsc->opt1 == OPT1_SLEEP)
                    tsc->opt1 = 0;
                else
                    tsc->opt1 = OPT1_SLEEP;
                clif_changeoption(bl);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
            }
            break;

        case SO_ARRULLO:
            if (flag&1)
                sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
            else {
                clif_skill_nodamage(src, bl, skillid, 0, 1);
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
            }
            break;

        case SO_SUMMON_AGNI:
        case SO_SUMMON_AQUA:
        case SO_SUMMON_VENTUS:
        case SO_SUMMON_TERA:
            if (sd) {
                int elemental_class = skill_get_elemental_type(skillid,skilllv);

                // Remove previous elemental fisrt.
                if (sd->ed && elemental_delete(sd->ed,0)) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                // Summoning the new one.
                if (!elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv))) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case SO_EL_CONTROL:
            if (sd) {
                int mode = EL_MODE_PASSIVE; // Standard mode.
                if (!sd->ed) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                if (skilllv == 4) { // At level 4 delete elementals.
                    if (elemental_delete(sd->ed, 0))
                        clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                switch (skilllv) { // Select mode bassed on skill level used.
                    case 1:
                        mode = EL_MODE_PASSIVE;
                        break;
                    case 2:
                        mode = EL_MODE_ASSIST;
                        break;
                    case 3:
                        mode = EL_MODE_AGGRESSIVE;
                        break;
                }
                if (!elemental_change_mode(sd->ed,mode)) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case SO_EL_ACTION:
            if (sd) {
                if (!sd->ed)
                    break;
                elemental_action(sd->ed, bl, tick);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;

        case SO_EL_CURE:
            if (sd) {
                struct elemental_data *ed = sd->ed;
                int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
                int e_hp, e_sp;
                if (!ed) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                if (!status_charge(&sd->bl,s_hp,s_sp)) {
                    clif_skill_fail(sd,skillid,0,0);
                    break;
                }
                e_hp = ed->battle_status.max_hp * 10 / 100;
                e_sp = ed->battle_status.max_sp * 10 / 100;
                status_heal(&ed->bl,e_hp,e_sp,3);
                clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
            }
            break;

        case GN_CHANGEMATERIAL:
        case SO_EL_ANALYSIS:
            if (sd) {
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
                clif_skill_itemlistwindow(sd,skillid,skilllv);
            }
            break;

        case GN_BLOOD_SUCKER: {
                struct status_change *sc = status_get_sc(src);

                if (sc && sc->bs_counter < skill_get_maxcount(skillid , skilllv)) {
                    if (tsc && tsc->data[type]) {
                        (sc->bs_counter)--;
                        status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
                    }
                    clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                    sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
                    (sc->bs_counter)++;
                } else if (sd) {
                    clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
                    break;
                }
            }
            break;

        case GN_MANDRAGORA:
            if (flag&1) {
                if (clif_skill_nodamage(bl, src, skillid, skilllv,
                                        sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))))
                    status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
            } else
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
                                   src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
            break;

        case GN_SLINGITEM:
            if (sd) {
                short ammo_id;
                i = sd->equip_index[EQI_AMMO];
                if (i <= 0)
                    break; // No ammo.
                ammo_id = sd->inventory_data[i]->nameid;
                if (ammo_id <= 0)
                    break;
                sd->itemid = ammo_id;
                if (itemdb_is_GNbomb(ammo_id)) {
                    if (battle_check_target(src,bl,BCT_ENEMY) > 0) { // Only attack if the target is an enemy.
                        if (ammo_id == 13263)
                            map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
                        else
                            skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
                    } else //Otherwise, it fails, shows animation and removes items.
                        clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
                } else if (itemdb_is_GNthrowable(ammo_id)) {
                    struct script_code *script = sd->inventory_data[i]->script;
                    if (!script)
                        break;
                    if (dstsd)
                        run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
                    else
                        run_script(script,0,src->id,0);
                }
            }
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
            break;

        case GN_MIX_COOKING:
        case GN_MAKEBOMB:
        case GN_S_PHARMACY:
            if (sd) {
                int qty = 1;
                sd->skillid_old = skillid;
                sd->skilllv_old = skilllv;
                if (skillid != GN_S_PHARMACY && skilllv > 1)
                    qty = 10;
                clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
                clif_skill_nodamage(src,bl,skillid,skilllv,1);
            }
            break;
        case EL_CIRCLE_OF_FIRE:
        case EL_PYROTECHNIC:
        case EL_HEATER:
        case EL_TROPIC:
        case EL_AQUAPLAY:
        case EL_COOLER:
        case EL_CHILLY_AIR:
        case EL_GUST:
        case EL_BLAST:
        case EL_WILD_STORM:
        case EL_PETROLOGY:
        case EL_CURSED_SOIL:
        case EL_UPHEAVAL:
        case EL_FIRE_CLOAK:
        case EL_WATER_DROP:
        case EL_WIND_CURTAIN:
        case EL_SOLID_SKIN:
        case EL_STONE_SHIELD:
        case EL_WIND_STEP: {
                struct elemental_data *ele = BL_CAST(BL_ELEM, src);
                if (ele) {
                    sc_type type2 = type-1;
                    struct status_change *sc = status_get_sc(&ele->bl);

                    if ((sc && sc->data[type2]) || (tsc && tsc->data[type])) {
                        elemental_clean_single_effect(ele, skillid);
                    } else {
                        clif_skill_nodamage(src,bl,skillid,skilllv,1);
                        clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                        if (skillid == EL_WIND_STEP)     // There aren't telemport, just push to the master.
                            skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
                        sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
                        sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
                    }
                }
            }
            break;

        case EL_FIRE_MANTLE:
        case EL_WATER_BARRIER:
        case EL_ZEPHYR:
        case EL_POWER_OF_GAIA:
            clif_skill_nodamage(src,src,skillid,skilllv,1);
            clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
            break;

        case EL_WATER_SCREEN: {
                struct elemental_data *ele = BL_CAST(BL_ELEM, src);
                if (ele) {
                    struct status_change *sc = status_get_sc(&ele->bl);
                    sc_type type2 = type-1;

                    clif_skill_nodamage(src,src,skillid,skilllv,1);
                    if ((sc && sc->data[type2]) || (tsc && tsc->data[type])) {
                        elemental_clean_single_effect(ele, skillid);
                    } else {
                        // This not heals at the end.
                        clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                        sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
                        sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
                    }
                }
            }
            break;

        case KO_KAHU_ENTEN:
        case KO_HYOUHU_HUBUKI:
        case KO_KAZEHU_SEIRAN:
        case KO_DOHU_KOUKAI:
            if (sd) {
                int ttype = skill_get_ele(skillid, skilllv);
                clif_skill_nodamage(src, bl, skillid, skilllv, 1);
                pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
            }
            break;

        case KO_ZANZOU:
            if (sd) {
                struct mob_data *md;

                md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
                if (md) {
                    md->master_id = src->id;
                    md->special_state.ai = AI_ZANZOU;
                    if (md->deletetimer != INVALID_TIMER)
                        delete_timer(md->deletetimer, mob_timer_delete);
                    md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
                    mob_spawn(md);
                    pc_setinvincibletimer(sd,500);// unlock target lock
                    clif_skill_nodamage(src,bl,skillid,skilllv,1);
                    skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
                }
            }
            break;

        case KO_KYOUGAKU:
            if (dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2) {
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            } else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            break;

        case KO_JYUSATSU:
            if (dstsd && tsc && !tsc->data[type] &&
                rand()%100 < ((45+5*skilllv) + skilllv*5 - status_get_int(bl)/2)) {//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
                clif_skill_nodamage(src,bl,skillid,skilllv,
                                    status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
                status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
                if (status_get_lv(bl) <= status_get_lv(src))
                    status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
            } else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
            break;

        case KO_GENWAKU:
            if (!map_flag_gvg(src->m) && (dstsd || dstmd) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
                int x = src->x, y = src->y;

                if (sd && rnd()%100 > ((45+5*skilllv) - status_get_int(bl)/10)) {//[(Base chance of success) - (Intelligence Objectives / 10)]%.
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }

                if (unit_movepos(src,bl->x,bl->y,0,0)) {
                    clif_skill_nodamage(src,src,skillid,skilllv,1);
                    clif_slide(src,bl->x,bl->y) ;
                    sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
                    if (unit_movepos(bl,x,y,0,0)) {
                        clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
                        if (bl->type == BL_PC && pc_issit((TBL_PC *)bl))
                            clif_sitting(bl); //Avoid sitting sync problem
                        clif_slide(bl,x,y) ;
                        sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
                    }
                }
            }
            break;

        case OB_AKAITSUKI:
        case OB_OBOROGENSOU:
            if (sd && ((skillid == OB_OBOROGENSOU && bl->type == BL_MOB)  // This skill does not work on monsters.
                       || is_boss(bl))) {  // Does not work on Boss monsters.
                clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
        case KO_IZAYOI:
        case OB_ZANGETSU:
        case KG_KYOMU:
        case KG_KAGEMUSYA:
            clif_skill_nodamage(src,bl,skillid,skilllv,
                                sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
            clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            break;

        case KG_KAGEHUMI:
            if (flag&1) {
                if (tsc && (tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
                            tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
                            tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
                    sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
                    sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
                    status_change_end(bl, SC_HIDING, INVALID_TIMER);
                    status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
                    status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
                    status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
                    status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
                    status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
                    status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
                }
                if (skill_area_temp[2] == 1) {
                    clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
                    sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
                }
            } else {
                skill_area_temp[2] = 0;
                map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
            }
            break;

        case MH_SILENT_BREEZE: {
                struct status_change *ssc = status_get_sc(src);
                struct block_list *m_bl = battle_get_master(src);
                const enum sc_type scs[] = {
                                               SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
                                           };
                int heal;
                if (tsc) {
                    for (i = 0; i < ARRAYLENGTH(scs); i++) {
                        if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
                    }
                    if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
                        status_change_start(bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
                }
                heal = status_get_matk_min(src)*4;
                status_heal(bl, heal, 0, 7);

                //now inflict silence on everyone
                if (ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
                    status_change_start(src, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
                if (m_bl) {
                    struct status_change *msc = status_get_sc(m_bl);
                    if (msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
                        status_change_start(m_bl, SC_SILENCE, 100, skilllv, 0,0,0, skill_get_time(skillid, skilllv),1|2|8);
                }
                if (hd)
                    skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
            }
            break;
        case MH_OVERED_BOOST:
            if (hd) {
                struct block_list *s_bl = battle_get_master(src);
                if (hd->homunculus.hunger>50) //reduce hunger
                    hd->homunculus.hunger = hd->homunculus.hunger/2;
                else
                    hd->homunculus.hunger = min(1,hd->homunculus.hunger);
                if (s_bl && s_bl->type==BL_PC) {
                    status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
                    clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
                    sc_start(s_bl, type, 100, skilllv, skill_get_time(skillid, skilllv)); //gene bonus
                }
                sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
                skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
            }
            break;
        case MH_GRANITIC_ARMOR:
        case MH_PYROCLASTIC: {
                struct block_list *s_bl = battle_get_master(src);
                if (s_bl) sc_start2(s_bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv)); //start on master
                sc_start2(bl, type, 100, skilllv, hd->homunculus.level, skill_get_time(skillid, skilllv));
                if (hd) skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
            }
            break;

        case MH_LIGHT_OF_REGENE:
            if (hd) {
                hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
                if (sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
            }
            //don't break need to start status and start block timer
        case MH_STYLE_CHANGE:
        case MH_MAGMA_FLOW:
        case MH_PAIN_KILLER:
            sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
            if (hd)
                skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
            break;
        case MH_SUMMON_LEGION: {
                int summons[5] = {1004, 1303, 1303, 1994, 1994};
                int qty[5] =     {3   , 3   , 4   , 4   , 5};
                struct mob_data *md;
                int i;

                for (i=0; i<qty[skilllv - 1]; i++) { //easy way
                    md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skilllv - 1], "", SZ_SMALL, AI_ATTACK);
                    if (md) {
                        md->master_id =  src->id;
                        if (md->deletetimer != INVALID_TIMER)
                            delete_timer(md->deletetimer, mob_timer_delete);
                        md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
                        mob_spawn(md); //Now it is ready for spawning.
                        sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_ASSIST, 0, 60000);
                    }
                }
                if (hd)
                    skill_blockhomun_start(hd, skillid, skill_get_cooldown(skillid, skilllv));
            }
            break;
        default:
            ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
            clif_skill_nodamage(src,bl,skillid,skilllv,1);
            map_freeblock_unlock();
            return 1;
    }

    if (skillid != SR_CURSEDCIRCLE) {
        struct status_change *sc = status_get_sc(src);
        if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) //Should only remove after the skill had been casted.
            status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
    }

    if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
        mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
        mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
    }

    if (sd && !(flag&1)) {
        // ensure that the skill last-cast tick is recorded
        sd->canskill_tick = gettick();

        if (sd->state.arrow_atk) {
            // consume arrow on last invocation to this skill.
            battle_consume_ammo(sd, skillid, skilllv);
        }
        skill_onskillusage(sd, bl, skillid, tick);
        // perform skill requirement consumption
        skill_consume_requirement(sd,skillid,skilllv,2);
    }

    map_freeblock_unlock();
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *target, *src;
    struct map_session_data *sd;
    struct mob_data *md;
    struct unit_data *ud;
    struct status_change *sc = NULL;
    int inf,inf2,flag = 0;

    src = map_id2bl(id);
    if (src == NULL) {
        ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
        return 0;// not found
    }

    ud = unit_bl2ud(src);
    if (ud == NULL) {
        ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
        return 0;// ???
    }

    sd = BL_CAST(BL_PC,  src);
    md = BL_CAST(BL_MOB, src);

    if (src->prev == NULL) {
        ud->skilltimer = INVALID_TIMER;
        return 0;
    }

    if (ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) { // otherwise handled in unit_skillcastcancel()
        if (ud->skilltimer != tid) {
            ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
            ud->skilltimer = INVALID_TIMER;
            return 0;
        }

        if (sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK)) {
            // restore original walk speed
            ud->skilltimer = INVALID_TIMER;
            status_calc_bl(&sd->bl, SCB_SPEED);
        }

        ud->skilltimer = INVALID_TIMER;
    }

    if (ud->skilltarget == id)
        target = src;
    else
        target = map_id2bl(ud->skilltarget);

    // Use a do so that you can break out of it when the skill fails.
    do {
        if (!target || target->prev==NULL) break;

        if (src->m != target->m || status_isdead(src)) break;

        switch (ud->skillid) {
                //These should become skill_castend_pos
            case WE_CALLPARTNER:
                if (sd) clif_callpartner(sd);
            case WE_CALLPARENT:
            case WE_CALLBABY:
            case AM_RESURRECTHOMUN:
            case PF_SPIDERWEB:
                //Find a random spot to place the skill. [Skotlex]
                inf2 = skill_get_splash(ud->skillid, ud->skilllv);
                ud->skillx = target->x + inf2;
                ud->skilly = target->y + inf2;
                if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
                    ud->skillx = target->x;
                    ud->skilly = target->y;
                }
                ud->skilltimer=tid;
                return skill_castend_pos(tid,tick,id,data);
            case GN_WALLOFTHORN:
                ud->skillx = target->x;
                ud->skilly = target->y;
                ud->skilltimer = tid;
                return skill_castend_pos(tid,tick,id,data);
        }

        if (ud->skillid == RG_BACKSTAP) {
            int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
            if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
                break;
            }
        }

        if (ud->skillid == PR_TURNUNDEAD) {
            struct status_data *tstatus = status_get_status_data(target);
            if (!battle_check_undead(tstatus->race, tstatus->def_ele))
                break;
        }

        if (ud->skillid == RA_WUGSTRIKE) {
            if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
                break;
        }

        if (ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA) {
            sc = status_get_sc(target);
            if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE])) {
                //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
                clif_skill_nodamage(src, target, ud->skillid, ud->skilllv, 0);
                break;
            }
        } else {
            // Check target validity.
            inf = skill_get_inf(ud->skillid);
            inf2 = skill_get_inf2(ud->skillid);

            if (inf&INF_ATTACK_SKILL ||
                (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
               ) // Casted through combo.
                inf = BCT_ENEMY; //Offensive skill.
            else if (inf2&INF2_NO_ENEMY)
                inf = BCT_NOENEMY;
            else
                inf = 0;

            if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
                inf |=
                    (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
                    (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
                //Remove neutral targets (but allow enemy if skill is designed to be so)
                inf &= ~BCT_NEUTRAL;
            }

            if (ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB) {
                if (((TBL_MOB *)target)->class_ == MOBID_EMPERIUM)
                    break;
            } else if (inf && battle_check_target(src, target, inf) <= 0) {
                if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }

            if (inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
                sc->data[SC_FOGWALL] &&
                rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
                if (sd) clif_skill_fail(sd, ud->skillid, USESKILL_FAIL_LEVEL, 0);
                break;
            }
        }

        //Avoid doing double checks for instant-cast skills.
        if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
            break;

        if (md) {
            md->last_thinktime=tick +MIN_MOBTHINKTIME;
            if (md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
                clif_emotion(src, md->db->skill[md->skillidx].emotion);
        }

        if (src != target && battle_config.skill_add_range &&
            !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
            if (sd) {
                clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
                if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
                    skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
            }
            break;
        }

        if (sd) {
            if (!skill_check_condition_castend(sd, ud->skillid, ud->skilllv))
                break;
            else
                skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
        }
#ifdef OFFICIAL_WALKPATH
        if (!path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
            break;
#endif
        if ((src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1))
            break;

        if (ud->state.running && ud->skillid == TK_JUMPKICK) {
            ud->state.running = 0;
            status_change_end(src, SC_RUN, INVALID_TIMER);
            flag = 1;
        }

        if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
            unit_stop_walking(src,1);

        if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv))
            ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
        if (sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0) {
            int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
            for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
                if (sd->skillcooldown[i].id == ud->skillid) {
                    cooldown += sd->skillcooldown[i].val;
                    break;
                }
            }
            skill_blockpc_start(sd, ud->skillid, cooldown);
        }
        if (battle_config.display_status_timers && sd)
            clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
        if (sd) {
            switch (ud->skillid) {
                case GS_DESPERADO:
                    sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
                    break;
                case CR_GRANDCROSS:
                case NPC_GRANDDARKNESS:
                    if ((sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD]) {
                        const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
                        if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0)
                            break;
                    }
                    sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
                    break;
            }
        }
        if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
            unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);

        if (battle_config.skill_log && battle_config.skill_log&src->type)
            ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
                     src->type, src->id, ud->skillid, ud->skilllv, target->id);

        map_freeblock_lock();

        // SC_MAGICPOWER needs to switch states before any damage is actually dealt
        skill_toggle_magicpower(src, ud->skillid);
        if (ud->skillid != RA_CAMOUFLAGE)  // only normal attack and auto cast skills benefit from its bonuses
            status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);

        if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
            skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
        else
            skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);

        sc = status_get_sc(src);
        if (sc && sc->count) {
            if (sc->data[SC_SPIRIT] &&
                sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
                sc->data[SC_SPIRIT]->val3 == ud->skillid &&
                ud->skillid != WZ_WATERBALL)
                sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.

            if (sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd)
                skill_blockpc_start(sd,BD_ADAPTATION,3000);
        }

        if (sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL)  // they just set the data so leave it as it is.[Inkfish]
            sd->skillitem = sd->skillitemlv = 0;

        if (ud->skilltimer == INVALID_TIMER) {
            if (md) md->skillidx = -1;
            else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
            ud->skilllv = ud->skilltarget = 0;
        }
        map_freeblock_unlock();
        return 1;
    } while (0);

    //Skill failed.
    if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) {
        //When Asura fails... (except when it fails from Fog of Wall)
        //Consume SP/spheres
        skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
        status_set_sp(src, 0, 0);
        sc = &sd->sc;
        if (sc->count) {
            //End states
            status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
            status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
            sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
#endif
        }
        if (target && target->m == src->m) {
            //Move character to target anyway.
            int dx,dy;
            dx = target->x - src->x;
            dy = target->y - src->y;
            if (dx > 0) dx++;
            else if (dx < 0) dx--;
            if (dy > 0) dy++;
            else if (dy < 0) dy--;

            if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
                //Display movement + animation.
                clif_slide(src,src->x,src->y);
                clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
            }
            clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
        }
    }

    ud->skillid = ud->skilllv = ud->skilltarget = 0;
    if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv))
        ud->canact_tick = tick;
    //You can't place a skill failed packet here because it would be
    //sent in ALL cases, even cases where skill_check_condition fails
    //which would lead to double 'skill failed' messages u.u [Skotlex]
    if (sd)
        sd->skillitem = sd->skillitemlv = 0;
    else if (md)
        md->skillidx = -1;
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
{
    struct block_list *src = map_id2bl(id);
    int maxcount;
    struct map_session_data *sd;
    struct unit_data *ud = unit_bl2ud(src);
    struct mob_data *md;

    nullpo_ret(ud);

    sd = BL_CAST(BL_PC , src);
    md = BL_CAST(BL_MOB, src);

    if (src->prev == NULL) {
        ud->skilltimer = INVALID_TIMER;
        return 0;
    }

    if (ud->skilltimer != tid) {
        ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
        ud->skilltimer = INVALID_TIMER;
        return 0;
    }

    if (sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK)) {
        // restore original walk speed
        ud->skilltimer = INVALID_TIMER;
        status_calc_bl(&sd->bl, SCB_SPEED);
    }
    ud->skilltimer = INVALID_TIMER;

    do {
        if (status_isdead(src))
            break;

        if (!(src->type&battle_config.skill_reiteration) &&
            skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
            skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
           ) {
            if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
            break;
        }
        if (src->type&battle_config.skill_nofootset &&
            skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
            skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
           ) {
            if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
            break;
        }
        if (src->type&battle_config.land_skill_limit &&
            (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
           ) {
            int i;
            for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) {
                if (ud->skillunit[i]->skill_id == ud->skillid)
                    maxcount--;
            }
            if (maxcount == 0) {
                if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
                break;
            }
        }

        if (tid != INVALID_TIMER) {
            //Avoid double checks on instant cast skills. [Skotlex]
            if (!status_check_skilluse(src, NULL, ud->skillid, 1))
                break;
            if (battle_config.skill_add_range &&
                !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
                if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
                    skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
                break;
            }
        }

        if (sd) {
            if (!skill_check_condition_castend(sd, ud->skillid, ud->skilllv))
                break;
            else
                skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
        }

        if ((src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1))
            break;

        if (md) {
            md->last_thinktime=tick +MIN_MOBTHINKTIME;
            if (md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
                clif_emotion(src, md->db->skill[md->skillidx].emotion);
        }

        if (battle_config.skill_log && battle_config.skill_log&src->type)
            ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
                     src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);

        if (ud->walktimer != INVALID_TIMER)
            unit_stop_walking(src,1);

        if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv))
            ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
        if (sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0) {
            int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
            for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
                if (sd->skillcooldown[i].id == ud->skillid) {
                    cooldown += sd->skillcooldown[i].val;
                    break;
                }
            }
            skill_blockpc_start(sd, ud->skillid, cooldown);
        }
        if (battle_config.display_status_timers && sd)
            clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
        //      if( sd )
        //      {
        //          switch( ud->skillid )
        //          {
        //          case ????:
        //              sd->canequip_tick = tick + ????;
        //              break;
        //          }
        //      }
        unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
        status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
        map_freeblock_lock();
        skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);

        if (sd && sd->skillitem != AL_WARP)  // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
            sd->skillitem = sd->skillitemlv = 0;

        if (ud->skilltimer == INVALID_TIMER) {
            if (md) md->skillidx = -1;
            else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
            ud->skilllv = ud->skillx = ud->skilly = 0;
        }

        map_freeblock_unlock();
        return 1;
    } while (0);

    if (!sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv))
        ud->canact_tick = tick;
    ud->skillid = ud->skilllv = 0;
    if (sd)
        sd->skillitem = sd->skillitemlv = 0;
    else if (md)
        md->skillidx  = -1;
    return 0;

}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_pos2(struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
{
    struct map_session_data *sd;
    struct status_change *sc;
    struct status_change_entry *sce;
    struct skill_unit_group *sg;
    enum sc_type type;
    int i;

    //if(skilllv <= 0) return 0;
    if (skillid > 0 && skilllv <= 0) return 0;  // celest

    nullpo_ret(src);

    if (status_isdead(src))
        return 0;

    sd = BL_CAST(BL_PC, src);

    sc = status_get_sc(src);
    type = status_skill2sc(skillid);
    sce = (sc && type != -1)?sc->data[type]:NULL;

    switch (skillid) { //Skill effect.
        case WZ_METEOR:
        case MO_BODYRELOCATION:
        case CR_CULTIVATION:
        case HW_GANBANTEIN:
        case LG_EARTHDRIVE:
            break; //Effect is displayed on respective switch case.
        default:
            if (skill_get_inf(skillid)&INF_SELF_SKILL)
                clif_skill_nodamage(src,src,skillid,skilllv,1);
            else
                clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
    }

    // SC_MAGICPOWER needs to switch states before any damage is actually dealt
    skill_toggle_magicpower(src, skillid);

    switch (skillid) {
        case PR_BENEDICTIO:
            skill_area_temp[1] = src->id;
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_area_sub,
                              src->m, x-i, y-i, x+i, y+i, BL_PC,
                              src, skillid, skilllv, tick, flag|BCT_ALL|1,
                              skill_castend_nodamage_id);
            map_foreachinarea(skill_area_sub,
                              src->m, x-i, y-i, x+i, y+i, BL_CHAR,
                              src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
                              skill_castend_damage_id);
            break;

        case BS_HAMMERFALL:
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_area_sub,
                              src->m, x-i, y-i, x+i, y+i, BL_CHAR,
                              src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
                              skill_castend_nodamage_id);
            break;

        case HT_DETECTING:
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(status_change_timer_sub,
                              src->m, x-i, y-i, x+i,y+i,BL_CHAR,
                              src,NULL,SC_SIGHT,tick);
            if (battle_config.traps_setting&1)
                map_foreachinarea(skill_reveal_trap,
                                  src->m, x-i, y-i, x+i,y+i,BL_SKILL);
            break;

        case SR_RIDEINLIGHTNING:
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
                              src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
            break;

        case SA_VOLCANO:
        case SA_DELUGE:
        case SA_VIOLENTGALE: {
                //Does not consumes if the skill is already active. [Skotlex]
                struct skill_unit_group *sg;
                if ((sg= skill_locate_element_field(src)) != NULL && (sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE)) {
                    if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) {
                        skill_unitsetting(src,skillid,skilllv,x,y,0);
                        return 0; // not to consume items
                    } else
                        sg->limit = 0; //Disable it.
                }
                skill_unitsetting(src,skillid,skilllv,x,y,0);
                break;
            }
        case MG_SAFETYWALL:
        case MG_FIREWALL:
        case MG_THUNDERSTORM:

        case AL_PNEUMA:
        case WZ_ICEWALL:
        case WZ_FIREPILLAR:
        case WZ_QUAGMIRE:
        case WZ_VERMILION:
        case WZ_STORMGUST:
        case WZ_HEAVENDRIVE:
        case PR_SANCTUARY:
        case PR_MAGNUS:
        case CR_GRANDCROSS:
        case NPC_GRANDDARKNESS:
        case HT_SKIDTRAP:
        case MA_SKIDTRAP:
        case HT_LANDMINE:
        case MA_LANDMINE:
        case HT_ANKLESNARE:
        case HT_SHOCKWAVE:
        case HT_SANDMAN:
        case MA_SANDMAN:
        case HT_FLASHER:
        case HT_FREEZINGTRAP:
        case MA_FREEZINGTRAP:
        case HT_BLASTMINE:
        case HT_CLAYMORETRAP:
        case AS_VENOMDUST:
        case AM_DEMONSTRATION:
        case PF_FOGWALL:
        case PF_SPIDERWEB:
        case HT_TALKIEBOX:
        case WE_CALLPARTNER:
        case WE_CALLPARENT:
        case WE_CALLBABY:
        case AC_SHOWER: //Ground-placed skill implementation.
        case MA_SHOWER:
        case SA_LANDPROTECTOR:
        case BD_LULLABY:
        case BD_RICHMANKIM:
        case BD_ETERNALCHAOS:
        case BD_DRUMBATTLEFIELD:
        case BD_RINGNIBELUNGEN:
        case BD_ROKISWEIL:
        case BD_INTOABYSS:
        case BD_SIEGFRIED:
        case BA_DISSONANCE:
        case BA_POEMBRAGI:
        case BA_WHISTLE:
        case BA_ASSASSINCROSS:
        case BA_APPLEIDUN:
        case DC_UGLYDANCE:
        case DC_HUMMING:
        case DC_DONTFORGETME:
        case DC_FORTUNEKISS:
        case DC_SERVICEFORYOU:
        case CG_MOONLIT:
        case GS_DESPERADO:
        case NJ_KAENSIN:
        case NJ_BAKUENRYU:
        case NJ_SUITON:
        case NJ_HYOUSYOURAKU:
        case NJ_RAIGEKISAI:
        case NJ_KAMAITACHI:
#ifdef RENEWAL
        case NJ_HUUMA:
#endif
        case NPC_EVILLAND:
        case RA_ELECTRICSHOCKER:
        case RA_CLUSTERBOMB:
        case RA_MAGENTATRAP:
        case RA_COBALTTRAP:
        case RA_MAIZETRAP:
        case RA_VERDURETRAP:
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP:
        case SC_MANHOLE:
        case SC_DIMENSIONDOOR:
        case SC_CHAOSPANIC:
        case SC_MAELSTROM:
        case WM_REVERBERATION:
        case WM_SEVERE_RAINSTORM:
        case WM_POEMOFNETHERWORLD:
        case SO_PSYCHIC_WAVE:
        case SO_VACUUM_EXTREME:
        case GN_WALLOFTHORN:
        case GN_THORNS_TRAP:
        case GN_DEMONIC_FIRE:
        case GN_HELLS_PLANT:
        case SO_EARTHGRAVE:
        case SO_DIAMONDDUST:
        case SO_FIRE_INSIGNIA:
        case SO_WATER_INSIGNIA:
        case SO_WIND_INSIGNIA:
        case SO_EARTH_INSIGNIA:
        case KO_HUUMARANKA:
        case KO_MUCHANAGE:
        case KO_BAKURETSU:
        case KO_ZENKAI:
        case MH_LAVA_SLIDE:
        case MH_VOLCANIC_ASH:
        case MH_POISON_MIST:
        case MH_STEINWAND:
        case MH_XENO_SLASHER:
            flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
        case GS_GROUNDDRIFT: //Ammo should be deleted right away.
            skill_unitsetting(src,skillid,skilllv,x,y,0);
            break;
        case RG_GRAFFITI:           /* Graffiti [Valaris] */
            skill_clear_unitgroup(src);
            skill_unitsetting(src,skillid,skilllv,x,y,0);
            flag|=1;
            break;
        case HP_BASILICA:
            if (sc->data[SC_BASILICA])
                status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
            else {
                // Create Basilica. Start SC on caster. Unit timer start SC on others.
                skill_clear_unitgroup(src);
                if (skill_unitsetting(src,skillid,skilllv,x,y,0))
                    sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
                flag|=1;
            }
            break;
        case CG_HERMODE:
            skill_clear_unitgroup(src);
            if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
                sc_start4(src,SC_DANCING,100,
                          skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
            flag|=1;
            break;
        case RG_CLEANER: // [Valaris]
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
            break;

        case SO_WARMER:
            flag|= 8;
        case SO_CLOUD_KILL:
            skill_unitsetting(src,skillid,skilllv,x,y,0);
            break;

        case WZ_METEOR: {
                int area = skill_get_splash(skillid, skilllv);
                short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;

                for (i = 0; i < 2 + (skilllv>>1); i++) {
                    // Creates a random Cell in the Splash Area
                    tmpx = x - area + rnd()%(area * 2 + 1);
                    tmpy = y - area + rnd()%(area * 2 + 1);

                    if (i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL))
                        clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);

                    if (i > 0)
                        skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);

                    x1 = tmpx;
                    y1 = tmpy;
                }

                skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
            }
            break;

        case AL_WARP:
            if (sd) {
                clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
                                     (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
                                     (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
                                     (skilllv >= 4) ? sd->status.memo_point[2].map : 0
                                    );
            }
            return 0; // not to consume item.

        case MO_BODYRELOCATION:
            if (unit_movepos(src, x, y, 1, 1)) {
#if PACKETVER >= 20111005
                clif_snap(src, src->x, src->y);
#else
                clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
#endif
                if (sd)
                    skill_blockpc_start(sd, MO_EXTREMITYFIST, 2000);
            }
            break;
        case NJ_SHADOWJUMP:
            if (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) {  //You don't move on GVG grounds.
                unit_movepos(src, x, y, 1, 0);
                clif_slide(src,x,y);
            }
            status_change_end(src, SC_HIDING, INVALID_TIMER);
            break;
        case AM_SPHEREMINE:
        case AM_CANNIBALIZE: {
                int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
                //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
                int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
                struct mob_data *md;

                // Correct info, don't change any of this! [celest]
                md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
                if (md) {
                    md->master_id = src->id;
                    md->special_state.ai = (skillid == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
                    if (md->deletetimer != INVALID_TIMER)
                        delete_timer(md->deletetimer, mob_timer_delete);
                    md->deletetimer = add_timer(gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
                    mob_spawn(md);  //Now it is ready for spawning.
                }
            }
            break;

            // Slim Pitcher [Celest]
        case CR_SLIMPITCHER:
            if (sd) {
                int i = skilllv%11 - 1;
                int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
                if (j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    return 1;
                }
                potion_flag = 1;
                potion_hp = 0;
                potion_sp = 0;
                run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
                potion_flag = 0;
                //Apply skill bonuses
                i = pc_checkskill(sd,CR_SLIMPITCHER)*10
                    + pc_checkskill(sd,AM_POTIONPITCHER)*10
                    + pc_checkskill(sd,AM_LEARNINGPOTION)*5
                    + pc_skillheal_bonus(sd, skillid);

                potion_hp = potion_hp * (100+i)/100;
                potion_sp = potion_sp * (100+i)/100;

                if (potion_hp > 0 || potion_sp > 0) {
                    i = skill_get_splash(skillid, skilllv);
                    map_foreachinarea(skill_area_sub,
                                      src->m,x-i,y-i,x+i,y+i,BL_CHAR,
                                      src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
                                      skill_castend_nodamage_id);
                }
            } else {
                int i = skilllv%11 - 1;
                struct item_data *item;
                i = skill_db[skillid].itemid[i];
                item = itemdb_search(i);
                potion_flag = 1;
                potion_hp = 0;
                potion_sp = 0;
                run_script(item->script,0,src->id,0);
                potion_flag = 0;
                i = skill_get_max(CR_SLIMPITCHER)*10;

                potion_hp = potion_hp * (100+i)/100;
                potion_sp = potion_sp * (100+i)/100;

                if (potion_hp > 0 || potion_sp > 0) {
                    i = skill_get_splash(skillid, skilllv);
                    map_foreachinarea(skill_area_sub,
                                      src->m,x-i,y-i,x+i,y+i,BL_CHAR,
                                      src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
                                      skill_castend_nodamage_id);
                }
            }
            break;

        case HW_GANBANTEIN:
            if (rnd()%100 < 80) {
                int dummy = 1;
                clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
                i = skill_get_splash(skillid, skilllv);
                map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
            } else {
                if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                return 1;
            }
            break;

        case HW_GRAVITATION:
            if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
                sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
            flag|=1;
            break;

            // Plant Cultivation [Celest]
        case CR_CULTIVATION:
            if (sd) {
                if (map_count_oncell(src->m,x,y,BL_CHAR) > 0) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    return 1;
                }
                clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
                if (rnd()%100 < 50) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                } else {
                    TBL_MOB *md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
                    int i;
                    if (!md) break;
                    if ((i = skill_get_time(skillid, skilllv)) > 0) {
                        if (md->deletetimer != INVALID_TIMER)
                            delete_timer(md->deletetimer, mob_timer_delete);
                        md->deletetimer = add_timer(tick + i, mob_timer_delete, md->bl.id, 0);
                    }
                    mob_spawn(md);
                }
            }
            break;

        case SG_SUN_WARM:
        case SG_MOON_WARM:
        case SG_STAR_WARM:
            skill_clear_unitgroup(src);
            if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
                sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
            flag|=1;
            break;

        case PA_GOSPEL:
            if (sce && sce->val4 == BCT_SELF) {
                status_change_end(src, SC_GOSPEL, INVALID_TIMER);
                return 0;
            } else {
                sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
                if (!sg) break;
                if (sce)
                    status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
                sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
                clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
            }
            break;
        case NJ_TATAMIGAESHI:
            if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
                sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
            break;

        case AM_RESURRECTHOMUN: //[orn]
            if (sd) {
                if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y)) {
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
                    break;
                }
            }
            break;

        case NC_COLDSLOWER:
        case NC_ARMSCANNON:
        case RK_DRAGONBREATH:
        case RK_WINDCUTTER:
        case WM_LULLABY_DEEPSLEEP:
            i = skill_get_splash(skillid,skilllv);
            map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
                              src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
            break;
            /**
             * Guilotine Cross
             **/
        case GC_POISONSMOKE:
            if (!(sc && sc->data[SC_POISONINGWEAPON])) {
                if (sd)
                    clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
                return 0;
            }
            clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
            skill_unitsetting(src, skillid, skilllv, x, y, flag);
            //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
            break;
            /**
             * Arch Bishop
             **/
        case AB_EPICLESIS:
            if ((sg = skill_unitsetting(src, skillid, skilllv, x, y, 0))) {
                i = sg->unit->range;
                map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
            }
            break;
            /**
             * Warlock
             **/
        case WL_COMET:
            if (sc) {
                sc->comet_x = x;
                sc->comet_y = y;
            }
            i = skill_get_splash(skillid,skilllv);
            map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
            break;

        case WL_EARTHSTRAIN: {
                int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
                int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting

                for (i = 1; i <= wave; i++) {
                    switch (dir) {
                        case 0:
                        case 1:
                        case 7:
                            sy = y + i;
                            break;
                        case 3:
                        case 4:
                        case 5:
                            sy = y - i;
                            break;
                        case 2:
                            sx = x - i;
                            break;
                        case 6:
                            sx = x + i;
                            break;
                    }
                    skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
                }
            }
            break;
            /**
             * Ranger
             **/
        case RA_DETONATOR:
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
            clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
            break;
            /**
             * Mechanic
             **/
        case NC_NEUTRALBARRIER:
        case NC_STEALTHFIELD:
            skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
            if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL) {
                sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
                if (sd) pc_overheat(sd,1);
            }
            break;

        case NC_SILVERSNIPER: {
                int class_ = 2042;
                struct mob_data *md;

                md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
                if (md) {
                    md->master_id = src->id;
                    md->special_state.ai = AI_FLORA;
                    if (md->deletetimer != INVALID_TIMER)
                        delete_timer(md->deletetimer, mob_timer_delete);
                    md->deletetimer = add_timer(gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
                    mob_spawn(md);
                }
            }
            break;

        case NC_MAGICDECOY:
            if (sd) clif_magicdecoy_list(sd,skilllv,x,y);
            break;

        case SC_FEINTBOMB:
            clif_skill_nodamage(src,src,skillid,skilllv,1);
            skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
            if (skill_blown(src,src,6,unit_getdir(src),0))
                skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
            break;

        case LG_OVERBRAND: {
                int width;//according to data from irowiki it actually is a square
                for (width = 0; width < 7; width++)
                    for (i = 0; i < 7; i++)
                        map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
                for (width = 0; width < 7; width++)
                    for (i = 0; i < 7; i++)
                        map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
            }
            break;

        case LG_BANDING:
            if (sc && sc->data[SC_BANDING])
                status_change_end(src,SC_BANDING,INVALID_TIMER);
            else if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL) {
                sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
                if (sd) pc_banding(sd,skilllv);
            }
            clif_skill_nodamage(src,src,skillid,skilllv,1);
            break;

        case LG_RAYOFGENESIS:
            if (status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0)) {
                i = skill_get_splash(skillid,skilllv);
                map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
                                  src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
            } else if (sd)
                clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
            break;

        case WM_DOMINION_IMPULSE:
            i = skill_get_splash(skillid, skilllv);
            map_foreachinarea(skill_ative_reverberation,
                              src->m, x-i, y-i, x+i,y+i,BL_SKILL);
            break;

        case WM_GREAT_ECHO:
            flag|=1; // Should counsume 1 item per skill usage.
            map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
            break;
        case GN_CRAZYWEED: {
                int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
                short x1 = 0, y1 = 0;

                for (i = 0; i < 3 + (skilllv/2); i++) {
                    x1 = x - area + rnd()%(area * 2 + 1);
                    y1 = y - area + rnd()%(area * 2 + 1);
                    skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
                }
            }
            break;
        case GN_FIRE_EXPANSION: {
                int i;
                struct unit_data *ud = unit_bl2ud(src);

                if (!ud) break;

                for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++) {
                    if (ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
                        distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4) {
                        switch (skilllv) {
                            case 3:
                                ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
                                clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
                                break;
                            case 4:
                                ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
                                clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
                                break;
                            case 5:
                                map_foreachinarea(skill_area_sub, src->m,
                                                  ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
                                                  ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
                                                  src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
                                skill_delunit(ud->skillunit[i]->unit);
                                break;
                            default:
                                ud->skillunit[i]->unit->val2 = skilllv;
                                ud->skillunit[i]->unit->group->val2 = skilllv;
                                break;
                        }
                    }
                }
            }
            break;

        case SO_FIREWALK:
        case SO_ELECTRICWALK:
            if (sc && sc->data[type])
                status_change_end(src,type,INVALID_TIMER);
            clif_skill_nodamage(src, src ,skillid, skilllv,
                                sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
            break;

        case SC_BLOODYLUST: //set in another group so instance will move if recasted
            flag |= 33;
            skill_unitsetting(src, skillid, skilllv, x, y, 0);
            break;

        case KO_MAKIBISHI:
            for (i = 0; i < (skilllv+2); i++) {
                x = src->x - 1 + rnd()%3;
                y = src->y - 1 + rnd()%3;
                skill_unitsetting(src,skillid,skilllv,x,y,0);
            }
            break;

        default:
            ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
            return 1;
    }

    if (sc && sc->data[SC_CURSEDCIRCLE_ATKER])  //Should only remove after the skill has been casted.
        status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);

    if (sd) {
        // ensure that the skill last-cast tick is recorded
        sd->canskill_tick = gettick();

        if (sd->state.arrow_atk && !(flag&1)) {
            // consume arrow if this is a ground skill
            battle_consume_ammo(sd, skillid, skilllv);
        }

        // perform skill requirement consumption
        skill_consume_requirement(sd,skillid,skilllv,2);
    }

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_castend_map(struct map_session_data *sd, short skill_num, const char *map)
{
    nullpo_ret(sd);

    //Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
    if (skill_num != sd->menuskill_id)
        return 0;

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

    if ((sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING) || sd->sc.option&OPTION_HIDE) {
        skill_failed(sd);
        return 0;
    }
    if (sd->sc.count && (
            sd->sc.data[SC_SILENCE] ||
            sd->sc.data[SC_ROKISWEIL] ||
            sd->sc.data[SC_AUTOCOUNTER] ||
            sd->sc.data[SC_STEELBODY] ||
            (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
            sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
            sd->sc.data[SC_BASILICA] ||
            sd->sc.data[SC_MARIONETTE] ||
            sd->sc.data[SC_WHITEIMPRISON] ||
            (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
            (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
            sd->sc.data[SC_OBLIVIONCURSE] ||
            sd->sc.data[SC__MANHOLE] ||
            (sd->sc.data[SC_ASH] && rnd()%2) //50% fail chance under ASH
        )) {
        skill_failed(sd);
        return 0;
    }

    pc_stop_attack(sd);
    pc_stop_walking(sd,0);

    if (battle_config.skill_log && battle_config.skill_log&BL_PC)
        ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);

    if (strcmp(map,"cancel")==0) {
        skill_failed(sd);
        return 0;
    }

    switch (skill_num) {
        case AL_TELEPORT:
            if (strcmp(map,"Random")==0)
                pc_randomwarp(sd,CLR_TELEPORT);
            else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
                pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
            break;

        case AL_WARP: {
                const struct point *p[4];
                struct skill_unit_group *group;
                int i, lv, wx, wy;
                int maxcount=0;
                int x,y;
                unsigned short mapindex;

                mapindex  = mapindex_name2id((char *)map);
                if (!mapindex) { //Given map not found?
                    clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
                    skill_failed(sd);
                    return 0;
                }
                p[0] = &sd->status.save_point;
                p[1] = &sd->status.memo_point[0];
                p[2] = &sd->status.memo_point[1];
                p[3] = &sd->status.memo_point[2];

                if ((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
                    for (i=0; i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount; i++) {
                        if (sd->ud.skillunit[i]->skill_id == skill_num)
                            maxcount--;
                    }
                    if (!maxcount) {
                        clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
                        skill_failed(sd);
                        return 0;
                    }
                }

                lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
                wx = sd->menuskill_val>>16;
                wy = sd->menuskill_val&0xffff;

                if (lv <= 0) return 0;
                if (lv > 4) lv = 4;  // crash prevention

                // check if the chosen map exists in the memo list
                ARR_FIND(0, lv, i, mapindex == p[i]->map);
                if (i < lv) {
                    x=p[i]->x;
                    y=p[i]->y;
                } else {
                    skill_failed(sd);
                    return 0;
                }

                if (!skill_check_condition_castend(sd, sd->menuskill_id, lv)) {
                    // This checks versus skillid/skilllv...
                    skill_failed(sd);
                    return 0;
                }

                skill_consume_requirement(sd,sd->menuskill_id,lv,2);
                sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]

                if ((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
                    skill_failed(sd);
                    return 0;
                }

                group->val1 = (group->val1<<16)|(short)0;
                // record the destination coordinates
                group->val2 = (x<<16)|y;
                group->val3 = mapindex;
            }
            break;
    }

    sd->menuskill_id = sd->menuskill_val = 0;
    return 0;
#undef skill_failed
}

/// transforms 'target' skill unit into dissonance (if conditions are met)
static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
{
    struct skill_unit *target = (struct skill_unit *)bl;
    struct skill_unit *src = va_arg(ap, struct skill_unit *);
    int flag = va_arg(ap, int);

    if (src == target)
        return 0;
    if (!target->group || !(target->group->state.song_dance&0x1))
        return 0;
    if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
        return 0;

    if (flag) //Set dissonance
        target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
    else //Remove dissonance
        target->val2 &= ~UF_ENSEMBLE;

    clif_skill_setunit(target); //Update look of affected cell.

    return 1;
}

//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
int skill_dance_overlap(struct skill_unit *unit, int flag)
{
    if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
        return 0;
    if (!flag && !(unit->val2&UF_ENSEMBLE))
        return 0; //Nothing to remove, this unit is not overlapped.

    if (unit->val1 != unit->group->skill_id) {
        //Reset state
        unit->val1 = unit->group->skill_id;
        unit->val2 &= ~UF_ENSEMBLE;
    }

    return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
}

/*==========================================
 * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
 * Flag: 0 - Convert, 1 - Revert.
 *------------------------------------------*/
static bool skill_dance_switch(struct skill_unit *unit, int flag)
{
    static int prevflag = 1;  // by default the backup is empty
    static struct skill_unit_group backup;
    struct skill_unit_group *group = unit->group;

    // val2&UF_ENSEMBLE is a hack to indicate dissonance
    if (!(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE))
        return false;

    if (flag == prevflag) {
        // protection against attempts to read an empty backup / write to a full backup
        ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
                  flag ? "read an empty backup" : "write to a full backup",
                  group->skill_id, group->skill_lv, group->src_id);
        return false;
    }
    prevflag = flag;

    if (!flag) {
        //Transform
        int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;

        // backup
        backup.skill_id    = group->skill_id;
        backup.skill_lv    = group->skill_lv;
        backup.unit_id     = group->unit_id;
        backup.target_flag = group->target_flag;
        backup.bl_flag     = group->bl_flag;
        backup.interval    = group->interval;

        // replace
        group->skill_id    = skillid;
        group->skill_lv    = 1;
        group->unit_id     = skill_get_unit_id(skillid,0);
        group->target_flag = skill_get_unit_target(skillid);
        group->bl_flag     = skill_get_unit_bl_target(skillid);
        group->interval    = skill_get_unit_interval(skillid);
    } else {
        //Restore
        group->skill_id    = backup.skill_id;
        group->skill_lv    = backup.skill_lv;
        group->unit_id     = backup.unit_id;
        group->target_flag = backup.target_flag;
        group->bl_flag     = backup.bl_flag;
        group->interval    = backup.interval;
    }

    return true;
}
/**
 * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
 **/
static int skill_icewall_block(struct block_list *bl,va_list ap)
{
    struct block_list *target = NULL;
    struct mob_data *md = ((TBL_MOB *)bl);

    nullpo_ret(bl);
    nullpo_ret(md);
    if (!md->target_id || (target = map_id2bl(md->target_id)) == NULL)
        return 0;

    if (path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL))
        return 0;

    if (!check_distance_bl(bl, target, status_get_range(bl))) {
        mob_unlocktarget(md,gettick());
        mob_stop_walking(md,1);
    }

    return 0;
}
/*==========================================
 * Initializes and sets a ground skill.
 * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
 *------------------------------------------*/
struct skill_unit_group *skill_unitsetting(struct block_list *src, short skillid, short skilllv, short x, short y, int flag) {
    struct skill_unit_group *group;
    int i,limit,val1=0,val2=0,val3=0;
    int target,interval,range,unit_flag,req_item=0;
    struct s_skill_unit_layout *layout;
    struct map_session_data *sd;
    struct status_data *status;
    struct status_change *sc;
    int active_flag=1;
    int subunt=0;

    nullpo_retr(NULL, src);

    limit = skill_get_time(skillid,skilllv);
    range = skill_get_unit_range(skillid,skilllv);
    interval = skill_get_unit_interval(skillid);
    target = skill_get_unit_target(skillid);
    unit_flag = skill_get_unit_flag(skillid);
    layout = skill_get_unit_layout(skillid,skilllv,src,x,y);

    sd = BL_CAST(BL_PC, src);
    status = status_get_status_data(src);
    sc = status_get_sc(src);    // for traps, firewall and fogwall - celest

    switch (skillid) {
        case MH_STEINWAND:
            val2 = 4 + skilllv; //nb of attack blocked
            break;
        case MG_SAFETYWALL:
#ifdef RENEWAL
            /**
             * According to data provided in RE, SW life is equal to 3 times caster's health
             **/
            val2 = status_get_max_hp(src) * 3;
#else
            val2 = skilllv+1;
#endif
            break;
        case MG_FIREWALL:
            if (sc && sc->data[SC_VIOLENTGALE])
                limit = limit*3/2;
            val2=4+skilllv;
            break;

        case AL_WARP:
            val1=skilllv+6;
            if (!(flag&1))
                limit=2000;
            else { // previous implementation (not used anymore)
                //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
                if (src->type != BL_SKILL) return NULL;
                group = ((TBL_SKILL *)src)->group;
                src = map_id2bl(group->src_id);
                if (!src) return NULL;
                val2 = group->val2; //Copy the (x,y) position you warp to
                val3 = group->val3; //as well as the mapindex to warp to.
            }
            break;
        case HP_BASILICA:
            val1 = src->id; // Store caster id.
            break;

        case PR_SANCTUARY:
        case NPC_EVILLAND:
            val1=(skilllv+3)*2;
            break;

        case WZ_FIREPILLAR:
            if ((flag&1)!=0)
                limit=1000;
            val1=skilllv+2;
            break;
        case WZ_QUAGMIRE:   //The target changes to "all" if used in a gvg map. [Skotlex]
        case AM_DEMONSTRATION:
        case GN_HELLS_PLANT:
            if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
                && (src->type&battle_config.vs_traps_bctall))
                target = BCT_ALL;
            break;
        case HT_SHOCKWAVE:
            val1=skilllv*15+10;
        case HT_SANDMAN:
        case MA_SANDMAN:
        case HT_CLAYMORETRAP:
        case HT_SKIDTRAP:
        case MA_SKIDTRAP:
        case HT_LANDMINE:
        case MA_LANDMINE:
        case HT_ANKLESNARE:
        case HT_FLASHER:
        case HT_FREEZINGTRAP:
        case MA_FREEZINGTRAP:
        case HT_BLASTMINE:
            /**
             * Ranger
             **/
        case RA_ELECTRICSHOCKER:
        case RA_CLUSTERBOMB:
        case RA_MAGENTATRAP:
        case RA_COBALTTRAP:
        case RA_MAIZETRAP:
        case RA_VERDURETRAP:
        case RA_FIRINGTRAP:
        case RA_ICEBOUNDTRAP: {
                struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
                ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
                if (req.itemid[i])
                    req_item = req.itemid[i];
                if (map_flag_gvg(src->m) || map[src->m].flag.battleground)
                    limit *= 4; // longer trap times in WOE [celest]
                if (battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall))
                    target = BCT_ALL;
            }
            break;

        case SA_LANDPROTECTOR:
        case SA_VOLCANO:
        case SA_DELUGE:
        case SA_VIOLENTGALE: {
                struct skill_unit_group *old_sg;
                if ((old_sg = skill_locate_element_field(src)) != NULL) {
                    //HelloKitty confirmed that these are interchangeable,
                    //so you can change element and not consume gemstones.
                    if ((
                            old_sg->skill_id == SA_VOLCANO ||
                            old_sg->skill_id == SA_DELUGE ||
                            old_sg->skill_id == SA_VIOLENTGALE
                        ) && old_sg->limit > 0) {
                        //Use the previous limit (minus the elapsed time) [Skotlex]
                        limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
                        if (limit < 0)  //This can happen...
                            limit = skill_get_time(skillid,skilllv);
                    }
                    skill_clear_group(src,1);
                }
                break;
            }

        case BA_DISSONANCE:
        case DC_UGLYDANCE:
            val1 = 10;  //FIXME: This value is not used anywhere, what is it for? [Skotlex]
            break;
        case BA_WHISTLE:
            val1 = skilllv +status->agi/10; // Flee increase
            val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
            if (sd) {
                val1 += pc_checkskill(sd,BA_MUSICALLESSON);
                val2 += pc_checkskill(sd,BA_MUSICALLESSON);
            }
            break;
        case DC_HUMMING:
            val1 = 2*skilllv+status->dex/10; // Hit increase
#ifdef RENEWAL
            val1 *= 2;
#endif
            if (sd)
                val1 += pc_checkskill(sd,DC_DANCINGLESSON);
            break;
        case BA_POEMBRAGI:
            val1 = 3*skilllv+status->dex/10; // Casting time reduction
            //For some reason at level 10 the base delay reduction is 50%.
            val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
            if (sd) {
                val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
                val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
            }
            break;
        case DC_DONTFORGETME:
            val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
            val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
            if (sd) {
                val1 += pc_checkskill(sd,DC_DANCINGLESSON);
                val2 += pc_checkskill(sd,DC_DANCINGLESSON);
            }
            break;
        case BA_APPLEIDUN:
            val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
            if (sd)
                val1 += pc_checkskill(sd,BA_MUSICALLESSON);
            break;
        case DC_SERVICEFORYOU:
            val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
            val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
            if (sd) {
                val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
                val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
            }
            break;
        case BA_ASSASSINCROSS:
            val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
            if (sd)
                val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
            break;
        case DC_FORTUNEKISS:
            val1 = 10+skilllv+(status->luk/10); // Critical increase
            if (sd)
                val1 += pc_checkskill(sd,DC_DANCINGLESSON);
            val1*=10; //Because every 10 crit is an actual cri point.
            break;
        case BD_DRUMBATTLEFIELD:
#ifdef RENEWAL
            val1 = (skilllv+5)*25;  //Watk increase
            val2 = skilllv*10;      //Def increase
#else
            val1 = (skilllv+1)*25;  //Watk increase
            val2 = (skilllv+1)*2;   //Def increase
#endif
            break;
        case BD_RINGNIBELUNGEN:
            val1 = (skilllv+2)*25;  //Watk increase
            break;
        case BD_RICHMANKIM:
            val1 = 25 + 11*skilllv; //Exp increase bonus.
            break;
        case BD_SIEGFRIED:
            val1 = 55 + skilllv*5;  //Elemental Resistance
            val2 = skilllv*10;  //Status ailment resistance
            break;
        case WE_CALLPARTNER:
            if (sd) val1 = sd->status.partner_id;
            break;
        case WE_CALLPARENT:
            if (sd) {
                val1 = sd->status.father;
                val2 = sd->status.mother;
            }
            break;
        case WE_CALLBABY:
            if (sd) val1 = sd->status.child;
            break;
        case NJ_KAENSIN:
            skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
            val2 = (skilllv+1)/2 + 4;
            break;
        case NJ_SUITON:
            skill_clear_group(src, 1);
            break;

        case GS_GROUNDDRIFT: {
                int element[5]= {ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};

                val1 = status->rhw.ele;
                if (!val1)
                    val1=element[rnd()%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=rnd()%5;
                        break;
                }

                break;
            }
        case GC_POISONSMOKE:
            if (!(sc && sc->data[SC_POISONINGWEAPON]))
                return NULL;
            val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
            val3 = sc->data[SC_POISONINGWEAPON]->val1;
            limit = 4000 + 2000 * skilllv;
            break;
        case GD_LEADERSHIP:
        case GD_GLORYWOUNDS:
        case GD_SOULCOLD:
        case GD_HAWKEYES:
            limit = 1000000;//it doesn't matter
            break;
        case LG_BANDING:
            limit = -1;
            break;
        case WM_REVERBERATION:
            interval = limit;
            val2 = 1;
        case WM_POEMOFNETHERWORLD:  // Can't be placed on top of Land Protector.
            if (map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR))
                return NULL;
            break;
        case SO_CLOUD_KILL:
            skill_clear_group(src, 4);
            break;
        case SO_WARMER:
            skill_clear_group(src, 8);
            break;
        case SO_VACUUM_EXTREME:
            range++;

            break;
        case SC_BLOODYLUST:
            skill_clear_group(src, 32);
            break;
        case GN_WALLOFTHORN:
            if (flag&1)
                limit = 3000;
            val3 = (x<<16)|y;
            break;
        case KO_ZENKAI:
            if (sd) {
                ARR_FIND(1, 6, i, sd->talisman[i] > 0);
                if (i < 5) {
                    val1 = sd->talisman[i]; // no. of aura
                    val2 = i; // aura type
                    limit += val1 * 1000;
                    subunt = i - 1;
                    pc_del_talisman(sd, sd->talisman[i], i);
                }
            }
            break;
    }

    nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
    group->val1=val1;
    group->val2=val2;
    group->val3=val3;
    group->target_flag=target;
    group->bl_flag= skill_get_unit_bl_target(skillid);
    group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
    group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
    group->state.guildaura = (skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES)?1:0;
    group->item_id = req_item;
    //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
    if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
        active_flag = 0;

    if (skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI) {
        group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
        if (sd)
            safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
        else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
            safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
    }

    if (group->state.song_dance) {
        if (sd) {
            sd->skillid_dance = skillid;
            sd->skilllv_dance = skilllv;
        }
        if (
            sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
                      (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
            sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
        )
            skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
    }

    limit = group->limit;
    for (i = 0; i < layout->count; i++) {
        struct skill_unit *unit;
        int ux = x + layout->dx[i];
        int uy = y + layout->dy[i];
        int val1 = skilllv;
        int val2 = 0;
        int alive = 1;

        if (!group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH))
            continue; // don't place skill units on walls (except for songs/dances/encores)
        if (battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL))
            continue; // no path between cell and center of casting.

        switch (skillid) {
            case MG_FIREWALL:
            case NJ_KAENSIN:
                val2=group->val2;
                break;
            case WZ_ICEWALL:
                val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
                val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
                break;
            case HT_LANDMINE:
            case MA_LANDMINE:
            case HT_ANKLESNARE:
            case HT_SHOCKWAVE:
            case HT_SANDMAN:
            case MA_SANDMAN:
            case HT_FLASHER:
            case HT_FREEZINGTRAP:
            case MA_FREEZINGTRAP:
            case HT_TALKIEBOX:
            case HT_SKIDTRAP:
            case MA_SKIDTRAP:
            case HT_CLAYMORETRAP:
            case HT_BLASTMINE:
                /**
                 * Ranger
                 **/
            case RA_ELECTRICSHOCKER:
            case RA_CLUSTERBOMB:
            case RA_MAGENTATRAP:
            case RA_COBALTTRAP:
            case RA_MAIZETRAP:
            case RA_VERDURETRAP:
            case RA_FIRINGTRAP:
            case RA_ICEBOUNDTRAP:
                val1 = 3500;
                break;
            case GS_DESPERADO:
                val1 = abs(layout->dx[i]);
                val2 = abs(layout->dy[i]);
                if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
                    if (val2 > val1) val1 = val2;
                    if (val1) val1--;
                    val1 = 36 -12*val1;
                } else //Diagonal edges
                    val1 = 28 -4*val1 -4*val2;
                if (val1 < 1) val1 = 1;
                val2 = 0;
                break;
            case WM_REVERBERATION:
                val1 = 1 + skilllv;
                break;
            case GN_WALLOFTHORN:
                val1 = 1000 * skilllv;  // Need official value. [LimitLine]
                break;
            default:
                if (group->state.song_dance&0x1)
                    val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
                break;
        }
        if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
            val2 |= UF_RANGEDSINGLEUNIT; // center.

        if (range <= 0)
            map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
        if (!alive)
            continue;

        nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
        unit->limit=limit;
        unit->range=range;

        if (skillid == PF_FOGWALL && alive == 2) {
            //Double duration of cells on top of Deluge/Suiton
            unit->limit *= 2;
            group->limit = unit->limit;
        }

        // execute on all targets standing on this cell
        if (range==0 && active_flag)
            map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
    }

    if (!group->alive_count) {
        //No cells? Something that was blocked completely by Land Protector?
        skill_delunitgroup(group);
        return NULL;
    }

    //success, unit created.
    switch (skillid) {
        case WZ_ICEWALL:
            map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
            break;
        case NJ_TATAMIGAESHI: //Store number of tiles.
            group->val1 = group->alive_count;
            break;
    }

    return group;
}

/*==========================================
 *
 *------------------------------------------*/
void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
    skill_unit_onplace(src, bl, tick);
}
static int skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
    struct skill_unit_group *sg;
    struct block_list *ss;
    struct status_change *sc;
    struct status_change_entry *sce;
    enum sc_type type;
    int skillid;

    nullpo_ret(src);
    nullpo_ret(bl);

    if (bl->prev==NULL || !src->alive || status_isdead(bl))
        return 0;

    nullpo_ret(sg=src->group);
    nullpo_ret(ss=map_id2bl(sg->src_id));

    if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR)
        return 0; //AoE skills are ineffective. [Skotlex]

    sc = status_get_sc(bl);

    if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN)
        return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]

    type = status_skill2sc(sg->skill_id);
    sce = (sc && type != -1)?sc->data[type]:NULL;
    skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
    switch (sg->unit_id) {
        case UNT_SPIDERWEB:
            if (sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0) {
                // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
                sc->data[SC_SPIDERWEB]->val2++;
                break;
            } else if (sc) {
                int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
                if (status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8)) {
                    const struct TimerData *td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
                    if (td)
                        sec = DIFF_TICK(td->tick, tick);
                    map_moveblock(bl, src->bl.x, src->bl.y, tick);
                    clif_fixpos(bl);
                    sg->val2 = bl->id;
                } else
                    sec = 3000; //Couldn't trap it?
                sg->limit = DIFF_TICK(tick,sg->tick)+sec;
            }
            break;
        case UNT_SAFETYWALL:
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
            break;

        case UNT_PNEUMA:
        case UNT_CHAOSPANIC:
        case UNT_MAELSTROM:
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
            break;
        case UNT_BLOODYLUST:
            if (sg->src_id == bl->id)
                break; //Does not affect the caster.
            if (!sce) {
                TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
                if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
                    clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
                                        sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
                else {
                    if (sd) sd->bloodylust_tick = gettick();
                    clif_skill_nodamage(&src->bl,bl,sg->skill_id,sg->skill_lv,
                                        sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)));
                }
            }
            break;

        case UNT_WARP_WAITING: {
                int working = sg->val1&0xffff;

                if (bl->type==BL_PC && !working) {
                    struct map_session_data *sd = (struct map_session_data *)bl;
                    if ((!sd->chatID || battle_config.chat_warpportal)
                        && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
                        int x = sg->val2>>16;
                        int y = sg->val2&0xffff;
                        int count = sg->val1>>16;
                        unsigned short m = sg->val3;

                        if (--count <= 0)
                            skill_delunitgroup(sg);

                        if (map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y)
                            working = 1;/* we break it because officials break it, lovely stuff. */

                        sg->val1 = (count<<16)|working;

                        pc_setpos(sd,m,x,y,CLR_TELEPORT);
                    }
                } else if (bl->type == BL_MOB && battle_config.mob_warp&2) {
                    int m = map_mapindex2mapid(sg->val3);
                    if (m < 0) break; //Map not available on this map-server.
                    unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
                }
            }
            break;

        case UNT_QUAGMIRE:
            if (!sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0)
                sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
            break;

        case UNT_VOLCANO:
        case UNT_DELUGE:
        case UNT_VIOLENTGALE:
            if (!sce)
                sc_start(bl,type,100,sg->skill_lv,sg->limit);
            break;

        case UNT_SUITON:
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,
                          map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
                          0,0,sg->limit);
            break;

        case UNT_HERMODE:
            if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
                status_change_clear_buffs(bl,1); //Should dispell only allies.
        case UNT_RICHMANKIM:
        case UNT_ETERNALCHAOS:
        case UNT_DRUMBATTLEFIELD:
        case UNT_RINGNIBELUNGEN:
        case UNT_ROKISWEIL:
        case UNT_INTOABYSS:
        case UNT_SIEGFRIED:
            //Needed to check when a dancer/bard leaves their ensemble area.
            if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
                return skillid;
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
            break;
        case UNT_WHISTLE:
        case UNT_ASSASSINCROSS:
        case UNT_POEMBRAGI:
        case UNT_APPLEIDUN:
        case UNT_HUMMING:
        case UNT_DONTFORGETME:
        case UNT_FORTUNEKISS:
        case UNT_SERVICEFORYOU:
            if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
                if (sce) /* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
                    sce->val4 = 2;
                return 0;
            }
            if (!sc) return 0;
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
            else if (sce->val4 == 1) {
                //Readjust timers since the effect will not last long.
                sce->val4 = 0;
                delete_timer(sce->timer, status_change_timer);
                sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
            }
            break;

        case UNT_FOGWALL:
            if (!sce) {
                sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
                if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
                    skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
            }
            break;

        case UNT_GRAVITATION:
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
            break;

            // officially, icewall has no problems existing on occupied cells [ultramage]
            //  case UNT_ICEWALL: //Destroy the cell. [Skotlex]
            //      src->val1 = 0;
            //      if(src->limit + sg->tick > tick + 700)
            //          src->limit = DIFF_TICK(tick+700,sg->tick);
            //      break;

        case UNT_MOONLIT:
            //Knockback out of area if affected char isn't in Moonlit effect
            if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
                break;
            if (ss == bl) //Also needed to prevent infinite loop crash.
                break;
            skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
            break;

        case UNT_WALLOFTHORN:
            if (status_get_mode(bl)&MD_BOSS)
                break;  // iRO Wiki says that this skill don't affect to Boss monsters.
            if (map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1)
                skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            break;

        case UNT_VOLCANIC_ASH:
            if (!sce)
                sc_start(bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
            break;

        case UNT_GD_LEADERSHIP:
        case UNT_GD_GLORYWOUNDS:
        case UNT_GD_SOULCOLD:
        case UNT_GD_HAWKEYES:
            if (!sce)
                sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
            break;
    }
    return skillid;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_onplace_timer(struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
    struct skill_unit_group *sg;
    struct block_list *ss;
    TBL_PC *tsd;
    struct status_data *tstatus;
    struct status_change *tsc;
    struct skill_unit_group_tickset *ts;
    enum sc_type type;
    int skillid;
    int diff=0;

    nullpo_ret(src);
    nullpo_ret(bl);

    if (bl->prev==NULL || !src->alive || status_isdead(bl))
        return 0;

    nullpo_ret(sg=src->group);
    nullpo_ret(ss=map_id2bl(sg->src_id));
    tsd = BL_CAST(BL_PC, bl);
    tsc = status_get_sc(bl);

    if (tsc && tsc->data[SC_HOVERING])
        return 0; //Under hovering characters are immune to trap and ground target skills.

    tstatus = status_get_status_data(bl);
    type = status_skill2sc(sg->skill_id);
    skillid = sg->skill_id;

    if (sg->interval == -1) {
        switch (sg->unit_id) {
            case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
            case UNT_FIREPILLAR_ACTIVE:
            case UNT_ELECTRICSHOCKER:
            case UNT_MANHOLE:
                return 0;
            default:
                ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
                return 0;
        }
    }

    if ((ts = skill_unitgrouptickset_search(bl,sg,tick))) {
        //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
        diff = DIFF_TICK(tick,ts->tick);
        if (diff < 0)
            return 0;
        ts->tick = tick+sg->interval;

        if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
            ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
    }

    switch (sg->unit_id) {
        case UNT_FIREWALL:
        case UNT_KAEN: {
                int count=0;
                const int x = bl->x, y = bl->y;

                if (sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m))
                    break;

                //Take into account these hit more times than the timer interval can handle.
                do
                    skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
                while (--src->val2 && x == bl->x && y == bl->y &&
                       ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));

                if (src->val2<=0)
                    skill_delunit(src);
            }
            break;

        case UNT_SANCTUARY:
            if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON) {
                //Only damage enemies with offensive Sanctuary. [Skotlex]
                if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
                    sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
            } else {
                int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
                struct mob_data *md = BL_CAST(BL_MOB, bl);
#ifdef RENEWAL
                if (md && md->class_ == MOBID_EMPERIUM)
                    break;
#endif
                if (md && mob_is_battleground(md))
                    break;
                if (tstatus->hp >= tstatus->max_hp)
                    break;
                if (status_isimmune(bl))
                    heal = 0;
                clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
                if (tsc && tsc->data[SC_AKAITSUKI] && heal)
                    heal = ~heal + 1;
                status_heal(bl, heal, 0, 0);
                if (diff >= 500)
                    sg->val1--;
            }
            if (sg->val1 <= 0)
                skill_delunitgroup(sg);
            break;

        case UNT_EVILLAND:
            //Will heal demon and undead element monsters, but not players.
            if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) {
                //Damage enemies
                if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
                    skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            } else {
                int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
                if (tstatus->hp >= tstatus->max_hp)
                    break;
                if (status_isimmune(bl))
                    heal = 0;
                clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
                status_heal(bl, heal, 0, 0);
            }
            break;

        case UNT_MAGNUS:
            if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
                break;
            skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
            break;

        case UNT_DUMMYSKILL:
            switch (sg->skill_id) {
                case SG_SUN_WARM: //SG skills [Komurka]
                case SG_MOON_WARM:
                case SG_STAR_WARM: {
                        int count = 0;
                        const int x = bl->x, y = bl->y;

                        //If target isn't knocked back it should hit every "interval" ms [Playtester]
                        do {
                            if (bl->type == BL_PC)
                                status_zap(bl, 0, 15); // sp damage to players
                            else // mobs
                                if (status_charge(ss, 0, 2)) { // costs 2 SP per hit
                                    if (!skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0))
                                        status_charge(ss, 0, 8); //costs additional 8 SP if miss
                                } else {
                                    //should end when out of sp.
                                    sg->limit = DIFF_TICK(tick,sg->tick);
                                    break;
                                }
                        } while (x == bl->x && y == bl->y &&
                                 ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
                    }
                    break;
                    /**
                     * The storm gust counter was dropped in renewal
                     **/
#ifndef RENEWAL
                case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
                    if (tsc)
                        tsc->sg_counter++; //SG hit counter.
                    if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
                        tsc->sg_counter=0; //Attack absorbed.
                    break;
#endif
                case GS_DESPERADO:
                    if (rnd()%100 < src->val1)
                        skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
                    break;
                case GN_CRAZYWEED_ATK:
                    if (bl->type == BL_SKILL) {
                        struct skill_unit *su = (struct skill_unit *)bl;
                        if (su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))
                            break;
                    }
                default:
                    skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
            }
            break;

        case UNT_FIREPILLAR_WAITING:
            skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
            skill_delunit(src);
            break;

        case UNT_SKIDTRAP: {
                skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
                sg->unit_id = UNT_USED_TRAPS;
                clif_changetraplook(&src->bl, UNT_USED_TRAPS);
                sg->limit=DIFF_TICK(tick,sg->tick)+1500;
            }
            break;

        case UNT_ANKLESNARE:
        case UNT_MANHOLE:
            if (sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id)) {
                int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
                if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8)) {
                    const struct TimerData *td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
                    if (td)
                        sec = DIFF_TICK(td->tick, tick);
                    unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
                    clif_fixpos(bl);
                    sg->val2 = bl->id;
                } else
                    sec = 3000; //Couldn't trap it?
                if (sg->unit_id == UNT_ANKLESNARE) {
                    clif_skillunit_update(&src->bl);
                    /**
                     * If you're snared from a trap that was invisible this makes the trap be
                     * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
                     * bugreport:3961
                     **/
                    clif_changetraplook(&src->bl, UNT_ANKLESNARE);
                }
                sg->limit = DIFF_TICK(tick,sg->tick)+sec;
                sg->interval = -1;
                src->range = 0;
            }
            break;

        case UNT_ELECTRICSHOCKER:
            if (bl->id != ss->id) {
                if (status_get_mode(bl)&MD_BOSS)
                    break;
                if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8)) {

                    map_moveblock(bl, src->bl.x, src->bl.y, tick);
                    clif_fixpos(bl);

                }

                map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
                sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
            }
            break;

        case UNT_VENOMDUST:
            if (tsc && !tsc->data[type])
                status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
            break;


        case UNT_MAGENTATRAP:
        case UNT_COBALTTRAP:
        case UNT_MAIZETRAP:
        case UNT_VERDURETRAP:
            if (bl->type == BL_PC) // it won't work on players
                break;
        case UNT_FIRINGTRAP:
        case UNT_ICEBOUNDTRAP:
        case UNT_CLUSTERBOMB:
            if (bl->id == ss->id) // it won't trigger on caster
                break;
        case UNT_LANDMINE:
        case UNT_CLAYMORETRAP:
        case UNT_BLASTMINE:
        case UNT_SHOCKWAVE:
        case UNT_SANDMAN:
        case UNT_FLASHER:
        case UNT_FREEZINGTRAP:
        case UNT_FIREPILLAR_ACTIVE:
            map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
            if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
                clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
            sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
                      (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
            sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
            break;

        case UNT_TALKIEBOX:
            if (sg->src_id == bl->id)
                break;
            if (sg->val2 == 0) {
                clif_talkiebox(&src->bl, sg->valstr);
                sg->unit_id = UNT_USED_TRAPS;
                clif_changetraplook(&src->bl, UNT_USED_TRAPS);
                sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
                sg->val2 = -1;
            }
            break;

        case UNT_LULLABY:
            if (ss->id == bl->id)
                break;
            skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
            break;

        case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
            if (ss->id != bl->id)
                skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
            break;

        case UNT_DISSONANCE:
            skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            break;

        case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
                int heal;
#ifdef RENEWAL
                struct mob_data *md = BL_CAST(BL_MOB, bl);
                if (md && md->class_ == MOBID_EMPERIUM)
                    break;
#endif
                if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
                    break; // affects self only when soullinked
                heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
                if (tsc->data[SC_AKAITSUKI] && heal)
                    heal = ~heal + 1;
                clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
                status_heal(bl, heal, 0, 0);
                break;
            }

        case UNT_TATAMIGAESHI:
        case UNT_DEMONSTRATION:
            skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
            break;

        case UNT_GOSPEL:
            if (rnd()%100 > sg->skill_lv*10 || ss == bl)
                break;
            if (battle_check_target(ss,bl,BCT_PARTY)>0) {
                // Support Effect only on party, not guild
                int heal;
                int i = rnd()%13; // Positive buff count
                int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
                switch (i) {
                    case 0: // Heal 1~9999 HP
                        heal = rnd() %9999+1;
                        clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
                        status_heal(bl,heal,0,0);
                        break;
                    case 1: // End all negative status
                        status_change_clear_buffs(bl,2);
                        if (tsd) clif_gospel_info(tsd, 0x15);
                        break;
                    case 2: // Immunity to all status
                        sc_start(bl,SC_SCRESIST,100,100,time);
                        if (tsd) clif_gospel_info(tsd, 0x16);
                        break;
                    case 3: // MaxHP +100%
                        sc_start(bl,SC_INCMHPRATE,100,100,time);
                        if (tsd) clif_gospel_info(tsd, 0x17);
                        break;
                    case 4: // MaxSP +100%
                        sc_start(bl,SC_INCMSPRATE,100,100,time);
                        if (tsd) clif_gospel_info(tsd, 0x18);
                        break;
                    case 5: // All stats +20
                        sc_start(bl,SC_INCALLSTATUS,100,20,time);
                        if (tsd) clif_gospel_info(tsd, 0x19);
                        break;
                    case 6: // Level 10 Blessing
                        sc_start(bl,SC_BLESSING,100,10,time);
                        break;
                    case 7: // Level 10 Increase AGI
                        sc_start(bl,SC_INCREASEAGI,100,10,time);
                        break;
                    case 8: // Enchant weapon with Holy element
                        sc_start(bl,SC_ASPERSIO,100,1,time);
                        if (tsd) clif_gospel_info(tsd, 0x1c);
                        break;
                    case 9: // Enchant armor with Holy element
                        sc_start(bl,SC_BENEDICTIO,100,1,time);
                        if (tsd) clif_gospel_info(tsd, 0x1d);
                        break;
                    case 10: // DEF +25%
                        sc_start(bl,SC_INCDEFRATE,100,25,time);
                        if (tsd) clif_gospel_info(tsd, 0x1e);
                        break;
                    case 11: // ATK +100%
                        sc_start(bl,SC_INCATKRATE,100,100,time);
                        if (tsd) clif_gospel_info(tsd, 0x1f);
                        break;
                    case 12: // HIT/Flee +50
                        sc_start(bl,SC_INCHIT,100,50,time);
                        sc_start(bl,SC_INCFLEE,100,50,time);
                        if (tsd) clif_gospel_info(tsd, 0x20);
                        break;
                }
            } else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) {
                // Offensive Effect
                int i = rnd()%9; // Negative buff count
                int time = skill_get_time2(sg->skill_id, sg->skill_lv);
                switch (i) {
                    case 0: // Deal 1~9999 damage
                        skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
                        break;
                    case 1: // Curse
                        sc_start(bl,SC_CURSE,100,1,time);
                        break;
                    case 2: // Blind
                        sc_start(bl,SC_BLIND,100,1,time);
                        break;
                    case 3: // Poison
                        sc_start(bl,SC_POISON,100,1,time);
                        break;
                    case 4: // Level 10 Provoke
                        sc_start(bl,SC_PROVOKE,100,10,time);
                        break;
                    case 5: // DEF -100%
                        sc_start(bl,SC_INCDEFRATE,100,-100,time);
                        break;
                    case 6: // ATK -100%
                        sc_start(bl,SC_INCATKRATE,100,-100,time);
                        break;
                    case 7: // Flee -100%
                        sc_start(bl,SC_INCFLEERATE,100,-100,time);
                        break;
                    case 8: // Speed/ASPD -25%
                        sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
                        break;
                }
            }
            break;

        case UNT_BASILICA: {
                int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
                if (i > 0 && !(status_get_mode(bl)&MD_BOSS)) {
                    // knock-back any enemy except Boss
                    skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
                    clif_fixpos(bl);
                }

                if (sg->src_id != bl->id && i <= 0)
                    sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
            }
            break;

        case UNT_GRAVITATION:
        case UNT_EARTHSTRAIN:
        case UNT_FIREWALK:
        case UNT_ELECTRICWALK:
        case UNT_PSYCHIC_WAVE:
            skill_attack(skill_get_type(sg->skill_id),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:
            map_foreachinrange(skill_trap_splash,&src->bl,
                               skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
                               &src->bl,tick);
            sg->unit_id = UNT_USED_TRAPS;
            //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
            sg->limit=DIFF_TICK(tick,sg->tick)+1500;
            break;
            /**
             * 3rd stuff
             **/
        case UNT_POISONSMOKE:
            if (battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20)
                sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
            break;

        case UNT_EPICLESIS:
            if (bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) {
                if (++sg->val2 % 3 == 0) {
                    int hp, sp;
                    switch (sg->skill_lv) {
                        case 1:
                        case 2:
                            hp = 3;
                            sp = 2;
                            break;
                        case 3:
                        case 4:
                            hp = 4;
                            sp = 3;
                            break;
                        case 5:
                        default:
                            hp = 5;
                            sp = 4;
                            break;
                    }
                    hp = tstatus->max_hp * hp / 100;
                    sp = tstatus->max_sp * sp / 100;
                    status_heal(bl, hp, sp, 2);
                    sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
                }
                // Reveal hidden players every 5 seconds.
                if (sg->val2 % 5 == 0) {
                    // TODO: check if other hidden status can be removed.
                    status_change_end(bl,SC_HIDING,INVALID_TIMER);
                    status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
                }
            }
            /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
            else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
                skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
            break;

        case UNT_STEALTHFIELD:
            if (bl->id == sg->src_id)
                break; // Dont work on Self (video shows that)
        case UNT_NEUTRALBARRIER:
            sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
            break;

        case UNT_DIMENSIONDOOR:
            if (tsd && !map[bl->m].flag.noteleport)
                pc_randomwarp(tsd,3);
            else if (bl->type == BL_MOB && battle_config.mob_warp&8)
                unit_warp(bl,-1,-1,-1,3);
            break;

        case UNT_REVERBERATION:
            clif_changetraplook(&src->bl,UNT_USED_TRAPS);
            map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
            sg->limit = DIFF_TICK(tick,sg->tick)+1000;
            sg->unit_id = UNT_USED_TRAPS;
            break;

        case UNT_SEVERE_RAINSTORM:
            if (battle_check_target(&src->bl, bl, BCT_ENEMY))
                skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
            break;
        case UNT_NETHERWORLD:
            if (!(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY)) {
                if (!(tsc && tsc->data[type])) {
                    sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
                    sg->limit = DIFF_TICK(tick,sg->tick);
                    sg->unit_id = UNT_USED_TRAPS;
                }
            }
            break;
        case UNT_THORNS_TRAP:
            if (tsc) {
                if (!sg->val2) {
                    int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
                    if (sc_start(bl, type, 100, sg->skill_lv, sec)) {
                        const struct TimerData *td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
                        if (td)
                            sec = DIFF_TICK(td->tick, tick);
                        ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
                        clif_fixpos(bl);
                        sg->val2 = bl->id;
                    } else
                        sec = 3000; // Couldn't trap it?
                    sg->limit = DIFF_TICK(tick, sg->tick) + sec;
                } else if (tsc->data[SC_THORNSTRAP] && bl->id == sg->val2)
                    skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
            }
            break;

        case UNT_DEMONIC_FIRE: {
                TBL_PC *sd =  BL_CAST(BL_PC, ss);
                switch (sg->val2) {
                    case 1:
                    case 2:
                    default:
                        sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
                                 skill_get_time2(sg->skill_id, sg->skill_lv));
                        skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
                                     sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
                        break;
                    case 3:
                        skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
                                     CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
                        break;

                }
            }
            break;

        case UNT_FIRE_EXPANSION_SMOKE_POWDER:
            sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
            break;

        case UNT_FIRE_EXPANSION_TEAR_GAS:
            sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
            break;

        case UNT_HELLS_PLANT:
            if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0)
                skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
            if (ss != bl) //The caster is the only one who can step on the Plants, without destroying them
                sg->limit = DIFF_TICK(tick, sg->tick) + 100;
            break;

        case UNT_CLOUD_KILL:
            if (tsc && !tsc->data[type])
                status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
            skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
            break;

        case UNT_WARMER:
            if (bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON) {
                int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
                struct status_change *ssc = status_get_sc(ss);
                if (ssc && ssc->data[SC_HEATER_OPTION])
                    hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
                if (tstatus->hp != tstatus->max_hp)
                    clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
                if (tsc && tsc->data[SC_AKAITSUKI] && hp)
                    hp = ~hp + 1;
                status_heal(bl, hp, 0, 0);
                sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
            }
            break;

        case UNT_FIRE_INSIGNIA:
        case UNT_WATER_INSIGNIA:
        case UNT_WIND_INSIGNIA:
        case UNT_EARTH_INSIGNIA:
        case UNT_ZEPHYR:
            sc_start(bl,type, 100, sg->skill_lv, sg->interval);
            if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
                int hp = tstatus->max_hp / 100; //+1% each 5s
                if ((sg->val3) % 5) { //each 5s
                    if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)) {
                        status_heal(bl, hp, 0, 2);
                    } else if ((sg->unit_id ==  UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
                               ||(sg->unit_id ==  UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
                               ||(sg->unit_id ==  UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
                               ||(sg->unit_id ==  UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
                              ) {
                        status_heal(bl, -hp, 0, 0);
                    }
                }
                sg->val3++; //timer
                if (sg->val3 > 5) sg->val3 = 0;
            }
            break;

        case UNT_VACUUM_EXTREME: {
                // TODO: official behavior in gvg area. [malufett]
                int sec = sg->limit - DIFF_TICK(tick, sg->tick);
                int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);

                if (tsc && !tsc->data[type] &&
                    distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
                    sc_start(bl, type, 100, sg->skill_lv, sec);

                if (unit_is_walking(bl) && // wait until target stop walking
                    (tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range))
                    break;

                if (tsc && (!tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1)))
                    break;

                if (unit_is_walking(bl) &&
                    distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range) // going outside of boundaries? then force it to stop
                    unit_stop_walking(bl,1);

                if (!unit_is_walking(bl) &&
                    distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range &&  // only snap if the target is inside the range or
                    src->bl.x != bl->x && src->bl.y != bl->y) { // diagonal position parallel to VE's center
                    unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
                    clif_fixpos(bl);
                }
            }
            break;

        case UNT_FIRE_MANTLE:
            if (battle_check_target(&src->bl, bl, BCT_ENEMY))
                skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
            break;

        case UNT_ZENKAI_WATER:
        case UNT_ZENKAI_LAND:
        case UNT_ZENKAI_FIRE:
        case UNT_ZENKAI_WIND:
            if (battle_check_target(&src->bl,bl,BCT_ENEMY) > 0) {
                switch (sg->unit_id) {
                    case UNT_ZENKAI_WATER:
                        sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        break;
                    case UNT_ZENKAI_LAND:
                        sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        break;
                    case UNT_ZENKAI_FIRE:
                        sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        break;
                    case UNT_ZENKAI_WIND:
                        sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
                        break;
                }
            } else
                sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
            break;

        case UNT_MAKIBISHI:
            skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            sg->limit = DIFF_TICK(tick, sg->tick);
            sg->unit_id = UNT_USED_TRAPS;
            break;

        case UNT_LAVA_SLIDE:
            skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            if (++sg->val1 > 4) //after 5 stop hit and destroy me
                sg->limit = DIFF_TICK(tick, sg->tick);
            break;
        case UNT_POISON_MIST:
            skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
            status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
            break;
    }

    if (bl->type == BL_MOB && ss != bl)
        mobskill_event((TBL_MOB *)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));

    return skillid;
}
/*==========================================
 * Triggered when a char steps out of a skill cell
 *------------------------------------------*/
int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
    struct skill_unit_group *sg;
    struct status_change *sc;
    struct status_change_entry *sce;
    enum sc_type type;

    nullpo_ret(src);
    nullpo_ret(bl);
    nullpo_ret(sg=src->group);
    sc = status_get_sc(bl);
    type = status_skill2sc(sg->skill_id);
    sce = (sc && type != -1)?sc->data[type]:NULL;

    if (bl->prev==NULL ||
        (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))  //Need to delete the trap if the source died.
        return 0;

    switch (sg->unit_id) {
        case UNT_SAFETYWALL:
        case UNT_PNEUMA:
        case UNT_EPICLESIS://Arch Bishop
        case UNT_NEUTRALBARRIER:
        case UNT_STEALTHFIELD:
            if (sce)
                status_change_end(bl, type, INVALID_TIMER);
            break;

        case UNT_BASILICA:
            if (sce && sce->val4 == src->bl.id)
                status_change_end(bl, type, INVALID_TIMER);
            break;
        case UNT_HERMODE:   //Clear Hermode if the owner moved.
            if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
                status_change_end(bl, type, INVALID_TIMER);
            break;

        case UNT_SPIDERWEB: {
                struct block_list *target = map_id2bl(sg->val2);
                if (target && target==bl) {
                    if (sce && sce->val3 == sg->group_id)
                        status_change_end(bl, type, INVALID_TIMER);
                    sg->limit = DIFF_TICK(tick,sg->tick)+1000;
                }
                break;
            }
    }
    return sg->skill_id;
}

/*==========================================
 * Triggered when a char steps out of a skill group (entirely) [Skotlex]
 *------------------------------------------*/
static int skill_unit_onleft(int skill_id, struct block_list *bl, unsigned int tick)
{
    struct status_change *sc;
    struct status_change_entry *sce;
    enum sc_type type;

    sc = status_get_sc(bl);
    if (sc && !sc->count)
        sc = NULL;

    type = status_skill2sc(skill_id);
    sce = (sc && type != -1)?sc->data[type]:NULL;

    switch (skill_id) {
        case WZ_QUAGMIRE:
            if (bl->type==BL_MOB)
                break;
            if (sce)
                status_change_end(bl, type, INVALID_TIMER);
            break;

        case BD_LULLABY:
        case BD_RICHMANKIM:
        case BD_ETERNALCHAOS:
        case BD_DRUMBATTLEFIELD:
        case BD_RINGNIBELUNGEN:
        case BD_ROKISWEIL:
        case BD_INTOABYSS:
        case BD_SIEGFRIED:
            if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id) {
                //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
                //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
                //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
                //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
                //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
                //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
                status_change_end(bl, SC_DANCING, INVALID_TIMER);
            }
        case MH_STEINWAND:
        case MG_SAFETYWALL:
        case AL_PNEUMA:
        case SA_VOLCANO:
        case SA_DELUGE:
        case SA_VIOLENTGALE:
        case CG_HERMODE:
        case HW_GRAVITATION:
        case NJ_SUITON:
        case SC_MAELSTROM:
        case EL_WATER_BARRIER:
        case EL_ZEPHYR:
        case EL_POWER_OF_GAIA:
        case SO_FIRE_INSIGNIA:
        case SO_WATER_INSIGNIA:
        case SO_WIND_INSIGNIA:
        case SO_EARTH_INSIGNIA:
            if (sce)
                status_change_end(bl, type, INVALID_TIMER);
            break;
        case SC_BLOODYLUST:
            if (sce) {
                status_change_end(bl, type, INVALID_TIMER);
                status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
            }
            break;

        case BA_POEMBRAGI:
        case BA_WHISTLE:
        case BA_ASSASSINCROSS:
        case BA_APPLEIDUN:
        case DC_HUMMING:
        case DC_DONTFORGETME:
        case DC_FORTUNEKISS:
        case DC_SERVICEFORYOU:
            if (sce) {
                if (sce->val4 == 2) { /* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
                    if (!(sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2))   /* check if we're still in the skill */
                        status_change_end(bl,type,INVALID_TIMER);
                } else {
                    delete_timer(sce->timer, status_change_timer);
                    //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
                    //not possible on our current implementation.
                    sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
                    sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
                }
            }
            break;
        case PF_FOGWALL:
            if (sce) {
                status_change_end(bl, type, INVALID_TIMER);
                if ((sce=sc->data[SC_BLIND])) {
                    if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
                        status_change_end(bl, SC_BLIND, INVALID_TIMER);
                    else {
                        delete_timer(sce->timer, status_change_timer);
                        sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
                    }
                }
            }
            break;
        case GD_LEADERSHIP:
        case GD_GLORYWOUNDS:
        case GD_SOULCOLD:
        case GD_HAWKEYES:
            if (!(sce && sce->val4))
                status_change_end(bl, type, INVALID_TIMER);
            break;
    }

    return skill_id;
}

/*==========================================
 * Invoked when a unit cell has been placed/removed/deleted.
 * flag values:
 * flag&1: Invoke onplace function (otherwise invoke onout)
 * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
 *------------------------------------------*/
static int skill_unit_effect(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit = va_arg(ap,struct skill_unit *);
    struct skill_unit_group *group = unit->group;
    unsigned int tick = va_arg(ap,unsigned int);
    unsigned int flag = va_arg(ap,unsigned int);
    int skill_id;
    bool dissonance;

    if ((!unit->alive && !(flag&4)) || bl->prev == NULL)
        return 0;

    nullpo_ret(group);

    dissonance = skill_dance_switch(unit, 0);

    //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
    skill_id = group->skill_id;

    //Target-type check.
    if (!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0)) {
        if (flag&4 && ((group->src_id == bl->id && group->state.song_dance&0x2) || skill_get_inf2(skill_id)&INF2_SONG_DANCE))
            skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
    } else {
        if (flag&1)
            skill_unit_onplace(unit,bl,tick);
        else
            skill_unit_onout(unit,bl,tick);

        if (flag&4)
            skill_unit_onleft(skill_id, bl, tick);
    }

    if (dissonance) skill_dance_switch(unit, 1);

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_ondamaged(struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
{
    struct skill_unit_group *sg;

    nullpo_ret(src);
    nullpo_ret(sg=src->group);

    switch (sg->unit_id) {
        case UNT_BLASTMINE:
        case UNT_SKIDTRAP:
        case UNT_LANDMINE:
        case UNT_SHOCKWAVE:
        case UNT_SANDMAN:
        case UNT_FLASHER:
        case UNT_CLAYMORETRAP:
        case UNT_FREEZINGTRAP:
        case UNT_TALKIEBOX:
        case UNT_ANKLESNARE:
        case UNT_ICEWALL:
        case UNT_REVERBERATION:
        case UNT_WALLOFTHORN:
            src->val1-=damage;
            break;
        default:
            damage = 0;
            break;
    }
    return damage;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_check_condition_char_sub(struct block_list *bl, va_list ap)
{
    int *c, skillid;
    struct block_list *src;
    struct map_session_data *sd;
    struct map_session_data *tsd;
    int *p_sd;  //Contains the list of characters found.

    nullpo_ret(bl);
    nullpo_ret(tsd=(struct map_session_data *)bl);
    nullpo_ret(src=va_arg(ap,struct block_list *));
    nullpo_ret(sd=(struct map_session_data *)src);

    c=va_arg(ap,int *);
    p_sd = va_arg(ap, int *);
    skillid = va_arg(ap,int);

    if (((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL))
        return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]

    if (bl == src)
        return 0;

    if (pc_isdead(tsd))
        return 0;

    if (tsd->sc.data[SC_SILENCE] || (tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING))
        return 0;

    if (skill_get_inf2(skillid)&INF2_CHORUS_SKILL) {
        if (tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER)
            p_sd[(*c)++] = tsd->bl.id;
        return 1;
    } else {

        switch (skillid) {
            case PR_BENEDICTIO: {
                    int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
                    dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
                    if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
                        && sd->status.sp >= 10)
                        p_sd[(*c)++]=tsd->bl.id;
                    return 1;
                }
            case AB_ADORAMUS:
                // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
                if ((tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST)
                    p_sd[(*c)++] = tsd->bl.id;
                return 1;
            case WL_COMET:
                // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
                if ((sd->class_&MAPID_THIRDMASK) == MAPID_WARLOCK)
                    p_sd[(*c)++] = tsd->bl.id;
                return 1;
            case LG_RAYOFGENESIS:
                if (tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
                    tsd->sc.data[SC_BANDING])
                    p_sd[(*c)++] = tsd->bl.id;
                return 1;
            default: { //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
                    int skilllv;
                    if (pc_issit(tsd) || !unit_can_move(&tsd->bl))
                        return 0;
                    if (sd->status.sex != tsd->status.sex &&
                        (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
                        (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
                        (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
                        sd->status.party_id && tsd->status.party_id &&
                        sd->status.party_id == tsd->status.party_id &&
                        !tsd->sc.data[SC_DANCING]) {
                        p_sd[(*c)++]=tsd->bl.id;
                        return skilllv;
                    } else {
                        return 0;
                    }
                }
                break;
        }

    }
    return 0;
}

/*==========================================
 * Checks and stores partners for ensemble skills [Skotlex]
 *------------------------------------------*/
int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short *skill_lv, int range, int cast_flag)
{
    static int c=0;
    static int p_sd[2] = { 0, 0 };
    int i;
    bool is_chorus = (skill_get_inf2(skill_id)&INF2_CHORUS_SKILL);

    if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
        return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.

    if (cast_flag) {    //Execute the skill on the partners.
        struct map_session_data *tsd;
        switch (skill_id) {
            case PR_BENEDICTIO:
                for (i = 0; i < c; i++) {
                    if ((tsd = map_id2sd(p_sd[i])) != NULL)
                        status_charge(&tsd->bl, 0, 10);
                }
                return c;
            case AB_ADORAMUS:
                if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL) {
                    i = 2 * (*skill_lv);
                    status_charge(&tsd->bl, 0, i);
                }
                break;
            case WM_GREAT_ECHO:
                for (i = 0; i < c; i++) {
                    if ((tsd = map_id2sd(p_sd[i])) != NULL)
                        status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
                }
                break;
            default: //Warning: Assuming Ensemble skills here (for speed)
                if (is_chorus)
                    break;//Chorus skills are not to be parsed as ensambles
                if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
                    sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
                    sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
                    clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
                    tsd->skillid_dance = skill_id;
                    tsd->skilllv_dance = *skill_lv;
                }
                return c;
        }
    }

    //Else: new search for partners.
    c = 0;
    memset(p_sd, 0, sizeof(p_sd));
    if (is_chorus)
        i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
    else
        i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);

    if (skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET)   //Apply the average lv to encore skills.
        *skill_lv = (i+(*skill_lv))/(c+1); //I know c should be one, but this shows how it could be used for the average of n partners.
    return c;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
{
    int *c,src_id,mob_class,skill;
    struct mob_data *md;

    md=(struct mob_data *)bl;
    src_id=va_arg(ap,int);
    mob_class=va_arg(ap,int);
    skill=va_arg(ap,int);
    c=va_arg(ap,int *);

    if (md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3))
        return 0; //Non alchemist summoned mobs have nothing to do here.

    if (md->class_==mob_class)
        (*c)++;

    return 1;
}

/*==========================================
 * Determines if a given skill should be made to consume ammo
 * when used by the player. [Skotlex]
 *------------------------------------------*/
int skill_isammotype(struct map_session_data *sd, int skill)
{
    return (
               battle_config.arrow_decrement==2 &&
               (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
               skill != HT_PHANTASMIC &&
               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.
           );
}

int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv)
{
    struct status_data *status;
    struct status_change *sc;
    struct skill_condition require;
    int i;

    nullpo_ret(sd);

    if (lv <= 0 || sd->chatID) return 0;

    if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill) {
        //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
        sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
        sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
        return 1;
    }

    switch (sd->menuskill_id) {
        case AM_PHARMACY:
            switch (skill) {
                case AM_PHARMACY:
                case AC_MAKINGARROW:
                case BS_REPAIRWEAPON:
                case AM_TWILIGHT1:
                case AM_TWILIGHT2:
                case AM_TWILIGHT3:
                    return 0;
            }
            break;
        case GN_MIX_COOKING:
        case GN_MAKEBOMB:
        case GN_S_PHARMACY:
        case GN_CHANGEMATERIAL:
            if (sd->menuskill_id != skill)
                return 0;
            break;
    }
    status = &sd->battle_status;
    sc = &sd->sc;
    if (!sc->count)
        sc = NULL;

    if (sd->skillitem == skill) {
        if (sd->state.abra_flag)  // Hocus-Pocus was used. [Inkfish]
            sd->state.abra_flag = 0;
        else {
            // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
            if ((i = sd->itemindex) == -1 ||
                sd->status.inventory[i].nameid != sd->itemid ||
                sd->inventory_data[i] == NULL ||
                !sd->inventory_data[i]->flag.delay_consume ||
                sd->status.inventory[i].amount < 1
               ) {
                //Something went wrong, item exploit?
                sd->itemid = sd->itemindex = -1;
                return 0;
            }
            //Consume
            sd->itemid = sd->itemindex = -1;
            if (skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2)  // [marquis007]
                ; //Do not consume item.
            else if (sd->status.inventory[i].expire_time == 0)
                pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
        }
        return 1;
    }

    if (pc_is90overweight(sd)) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
        return 0;
    }

    if (sc && (sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE]))
        return 0;

    switch (skill) {  // Turn off check.
        case BS_MAXIMIZE:
        case NV_TRICKDEAD:
        case TF_HIDING:
        case AS_CLOAKING:
        case CR_AUTOGUARD:
        case ML_AUTOGUARD:
        case CR_DEFENDER:
        case ML_DEFENDER:
        case ST_CHASEWALK:
        case PA_GOSPEL:
        case CR_SHRINK:
        case TK_RUN:
        case GS_GATLINGFEVER:
        case TK_READYCOUNTER:
        case TK_READYDOWN:
        case TK_READYSTORM:
        case TK_READYTURN:
        case SG_FUSION:
        case RA_WUGDASH:
        case KO_YAMIKUMO:
            if (sc && sc->data[status_skill2sc(skill)])
                return 1;
    }

    // Check the skills that can be used while mounted on a warg
    if (pc_isridingwug(sd)) {
        switch (skill) {
            case HT_SKIDTRAP:
            case HT_LANDMINE:
            case HT_ANKLESNARE:
            case HT_SHOCKWAVE:
            case HT_SANDMAN:
            case HT_FLASHER:
            case HT_FREEZINGTRAP:
            case HT_BLASTMINE:
            case HT_CLAYMORETRAP:
            case HT_SPRINGTRAP:
            case RA_DETONATOR:
            case RA_CLUSTERBOMB:
            case HT_TALKIEBOX:
            case RA_FIRINGTRAP:
            case RA_ICEBOUNDTRAP:
            case RA_WUGDASH:
            case RA_WUGRIDER:
            case RA_WUGSTRIKE:
                break;
            default: // in official there is no message.
                return 0;
        }

    }
    if (pc_ismadogear(sd)) {
        switch (skill) {  //None Mado skills are unusable when Mado is equipped. [Jobbie]
            case BS_REPAIRWEAPON:
            case WS_MELTDOWN:
            case BS_HAMMERFALL:
            case WS_CARTBOOST:
            case BS_ADRENALINE:
            case WS_WEAPONREFINE:
            case BS_WEAPONPERFECT:
            case WS_CARTTERMINATION:
            case BS_OVERTHRUST:
            case WS_OVERTHRUSTMAX:
            case BS_MAXIMIZE:
            case NC_AXEBOOMERANG:
            case BS_ADRENALINE2:
            case NC_POWERSWING:
            case BS_UNFAIRLYTRICK:
            case NC_AXETORNADO:
            case BS_GREED:
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            default: //Only Mechanic exlcusive skill can be used.
                break;
        }
    }
    if (lv < 1 || lv > MAX_SKILL_LEVEL)
        return 0;

    require = skill_get_requirement(sd,skill,lv);

    //Can only update state when weapon/arrow info is checked.
    sd->state.arrow_atk = require.ammo?1:0;

    // perform skill-specific checks (and actions)
    switch (skill) {
        case SO_SPELLFIST:
            if (sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
        case SA_CASTCANCEL:
            if (sd->ud.skilltimer == INVALID_TIMER) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case AL_WARP:
            if (!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
                char output[128];
                sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
                clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
                return 0;
            }
            break;
        case MO_CALLSPIRITS:
            if (sc && sc->data[SC_RAISINGDRAGON])
                lv += sc->data[SC_RAISINGDRAGON]->val1;
            if (sd->spiritball >= lv) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case MO_FINGEROFFENSIVE:
        case GS_FLING:
        case SR_RAMPAGEBLASTER:
        case SR_RIDEINLIGHTNING:
            if (sd->spiritball > 0 && sd->spiritball < require.spiritball)
                sd->spiritball_old = require.spiritball = sd->spiritball;
            else
                sd->spiritball_old = require.spiritball;
            break;
        case MO_CHAINCOMBO:
            if (!sc)
                return 0;
            if (sc->data[SC_BLADESTOP])
                break;
            if (sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
                break;
            return 0;
        case MO_COMBOFINISH:
            if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
                return 0;
            break;
        case CH_TIGERFIST:
            if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
                return 0;
            break;
        case CH_CHAINCRUSH:
            if (!(sc && sc->data[SC_COMBO]))
                return 0;
            if (sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
                return 0;
            break;
        case MO_EXTREMITYFIST:
            //      if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
            //          return 0;
            if (sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]))
                break;
            if (sc && sc->data[SC_COMBO]) {
                switch (sc->data[SC_COMBO]->val1) {
                    case MO_COMBOFINISH:
                    case CH_TIGERFIST:
                    case CH_CHAINCRUSH:
                        break;
                    default:
                        return 0;
                }
            } else if (!unit_can_move(&sd->bl)) {
                //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case TK_MISSION:
            if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
                // Cannot be used by Non-Taekwon classes
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case TK_READYCOUNTER:
        case TK_READYDOWN:
        case TK_READYSTORM:
        case TK_READYTURN:
        case TK_JUMPKICK:
            if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
                // Soul Linkers cannot use this skill
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case TK_TURNKICK:
        case TK_STORMKICK:
        case TK_DOWNKICK:
        case TK_COUNTER:
            if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
                return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
            if (!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
                return 0; //Combo needs to be ready

            if (sc->data[SC_COMBO]->val3) { //Kick chain
                //Do not repeat a kick.
                if (sc->data[SC_COMBO]->val3 != skill)
                    break;
                status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
                return 0;
            }
            if (sc->data[SC_COMBO]->val1 != skill && !(sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))) {   //Cancel combo wait.
                unit_cancel_combo(&sd->bl);
                return 0;
            }
            break; //Combo ready.
        case BD_ADAPTATION: {
                int time;
                if (!(sc && sc->data[SC_DANCING])) {
                    clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                    return 0;
                }
                time = 1000*(sc->data[SC_DANCING]->val3>>16);
                if (skill_get_time(
                        (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
                        (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
                    - time < skill_get_time2(skill,lv)) {
                    clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                    return 0;
                }
            }
            break;

        case PR_BENEDICTIO:
            if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case SL_SMA:
            if (!(sc && sc->data[SC_SMA]))
                return 0;
            break;

        case HT_POWER:
            if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
                return 0;
            break;

        case CG_HERMODE:
            if (!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case CG_MOONLIT: { //Check there's no wall in the range+1 area around the caster. [Skotlex]
                int i,x,y,range = skill_get_splash(skill, lv)+1;
                int size = range*2+1;
                for (i=0; i<size*size; i++) {
                    x = sd->bl.x+(i%size-range);
                    y = sd->bl.y+(i/size-range);
                    if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
                        clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                        return 0;
                    }
                }
            }
            break;
        case PR_REDEMPTIO: {
                int exp;
                if (((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
                    ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
                    clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
                    return 0;
                }
                break;
            }
        case AM_TWILIGHT2:
        case AM_TWILIGHT3:
            if (!party_skill_check(sd, sd->status.party_id, skill, lv)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case SG_SUN_WARM:
        case SG_MOON_WARM:
        case SG_STAR_WARM:
            if (sc && sc->data[SC_MIRACLE])
                break;
            i = skill-SG_SUN_WARM;
            if (sd->bl.m == sd->feel_map[i].m)
                break;
            clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
            return 0;
            break;
        case SG_SUN_COMFORT:
        case SG_MOON_COMFORT:
        case SG_STAR_COMFORT:
            if (sc && sc->data[SC_MIRACLE])
                break;
            i = skill-SG_SUN_COMFORT;
            if (sd->bl.m == sd->feel_map[i].m &&
                (battle_config.allow_skill_without_day || sg_info[i].day_func()))
                break;
            clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
            return 0;
        case SG_FUSION:
            if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
                break;
            //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
            //Only invoke on skill begin cast (instant cast skill). [Kevin]
            if (require.sp > 0) {
                if (status->sp < (unsigned int)require.sp)
                    clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
                else
                    status_zap(&sd->bl, 0, require.sp);
            }
            return 0;
        case GD_BATTLEORDER:
        case GD_REGENERATION:
        case GD_RESTORE:
            if (!map_flag_gvg2(sd->bl.m)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
        case GD_EMERGENCYCALL:
            // other checks were already done in skillnotok()
            if (!sd->status.guild_id || !sd->state.gmaster_flag)
                return 0;
            break;

        case GS_GLITTERING:
            if (sd->spiritball >= 10) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case NJ_ISSEN:
            if (status->hp < 2) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
        case NJ_BUNSINJYUTSU:
            if (!(sc && sc->data[SC_NEN])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;

        case NJ_ZENYNAGE:
        case KO_MUCHANAGE:
            if (sd->status.zeny < require.zeny) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
                return 0;
            }
            break;
        case PF_HPCONVERSION:
            if (status->sp == status->max_sp)
                return 0; //Unusable when at full SP.
            break;
        case AM_CALLHOMUN: //Can't summon if a hom is already out
            if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
            if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Arch Bishop
             **/
        case AB_ANCILLA: {
                int count = 0;
                for (i = 0; i < MAX_INVENTORY; i ++)
                    if (sd->status.inventory[i].nameid == ITEMID_ANCILLA)
                        count += sd->status.inventory[i].amount;
                if (count >= 3) {
                    clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
                    return 0;
                }
            }
            break;
            /**
             * Keeping as a note:
             * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
             **/
            //case AB_LAUDAAGNUS:
            //case AB_LAUDARAMUS:
            //  if( !sd->status.party_id ) {
            //      clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
            //      return 0;
            //  }
            //  break;

        case AB_ADORAMUS:
            /**
             * Warlock
             **/
        case WL_COMET:
            if (skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0])) {
                //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case WL_SUMMONFB:
        case WL_SUMMONBL:
        case WL_SUMMONWB:
        case WL_SUMMONSTONE:
            if (sc) {
                ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
                if (i == SC_SPHERE_5+1) {
                    // No more free slots
                    clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
                    return 0;
                }
            }
            break;
            /**
             * Guilotine Cross
             **/
        case GC_HALLUCINATIONWALK:
            if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case GC_COUNTERSLASH:
        case GC_WEAPONCRUSH:
            if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING)) {
                clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
                return 0;
            }
            break;
            /**
             * Ranger
             **/
        case RA_WUGMASTERY:
            if (pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case RA_WUGSTRIKE:
            if (!pc_iswug(sd) && !pc_isridingwug(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case RA_WUGRIDER:
            if (pc_isfalcon(sd) || (!pc_isridingwug(sd) && !pc_iswug(sd))) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case RA_WUGDASH:
            if (!pc_isridingwug(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Royal Guard
             **/
        case LG_BANDING:
            if (sc && sc->data[SC_INSPIRATION]) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case LG_PRESTIGE:
            if (sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case LG_RAGEBURST:
            if (sd->spiritball == 0) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
                return 0;
            }
            sd->spiritball_old = require.spiritball = sd->spiritball;
            break;
        case LG_RAYOFGENESIS:
            if (sc && sc->data[SC_INSPIRATION])
                return 1;   // Don't check for partner.
            if (!(sc && sc->data[SC_BANDING])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL,0);
                return 0;
            } else if (skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1)
                return 0; // Just fails, no msg here.
            break;
        case LG_HESPERUSLIT:
            if (!sc || !sc->data[SC_BANDING]) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case SR_FALLENEMPIRE:
            if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO))
                return 0;
            break;

        case SR_CRESCENTELBOW:
            if (sc && sc->data[SC_CRESCENTELBOW]) {
                clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
                return 0;
            }
            break;
        case SR_CURSEDCIRCLE:
            if (map_flag_gvg(sd->bl.m)) {
                if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill, lv), BL_MOB,
                                       MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
                    char output[128];
                    sprintf(output, "You're too close to a stone or emperium to do this skill");
                    clif_colormes(sd, COLOR_RED, output);
                    return 0;
                }
            }
            if (sd->spiritball > 0)
                sd->spiritball_old = require.spiritball = sd->spiritball;
            else {
                clif_skill_fail(sd,skill,0,0);
                return 0;
            }
            break;
        case SR_GATEOFHELL:
            if (sd->spiritball > 0)
                sd->spiritball_old = require.spiritball;
            break;
        case SC_MANHOLE:
        case SC_DIMENSIONDOOR:
            if (sc && sc->data[SC_MAGNETICFIELD]) {
                clif_skill_fail(sd,skill,0,0);
                return 0;
            }
            break;
        case WM_GREAT_ECHO: {
                int count;
                count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
                if (count < 1) {
                    clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
                    return 0;
                } else
                    require.sp -= require.sp * 20 * count / 100; //  -20% each W/M in the party.
            }
            break;
        case SO_FIREWALK:
        case SO_ELECTRICWALK:   // Can't be casted until you've walked all cells.
            if (sc && sc->data[SC_PROPERTYWALK] &&
                sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2)) {
                clif_skill_fail(sd,skill,0x0,0);
                return 0;
            }
            break;
        case SO_EL_CONTROL:
            if (!sd->status.ele_id || !sd->ed) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case RETURN_TO_ELDICASTES:
            if (pc_ismadogear(sd)) {  //Cannot be used if Mado is equipped.
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case LG_REFLECTDAMAGE:
        case CR_REFLECTSHIELD:
            if (sc && sc->data[SC_KYOMU] && rand()%100 < 30) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case KO_KAHU_ENTEN:
        case KO_HYOUHU_HUBUKI:
        case KO_KAZEHU_SEIRAN:
        case KO_DOHU_KOUKAI: {
                int ttype = skill_get_ele(skill, lv);
                ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
                if ((i < 5 && i != ttype) || sd->talisman[ttype] >= 10) {
                    clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
                    return 0;
                }
            }
            break;
        case KO_KAIHOU:
        case KO_ZENKAI:
            ARR_FIND(1, 6, i, sd->talisman[i] > 0);
            if (i > 4) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
    }

    switch (require.state) {
        case ST_HIDING:
            if (!(sc && sc->option&OPTION_HIDE)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_CLOAKING:
            if (!pc_iscloaking(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_HIDDEN:
            if (!pc_ishiding(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_RIDING:
            if (!pc_isriding(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_FALCON:
            if (!pc_isfalcon(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_CARTBOOST:
            if (!(sc && sc->data[SC_CARTBOOST])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
        case ST_CART:
            if (!pc_iscarton(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_SHIELD:
            if (sd->status.shield <= 0) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_SIGHT:
            if (!(sc && sc->data[SC_SIGHT])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_EXPLOSIONSPIRITS:
            if (!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_RECOV_WEIGHT_RATE:
            if (battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_MOVE_ENABLE:
            if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
                sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]

            if (!unit_can_move(&sd->bl)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
        case ST_WATER:
            if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
                break;
            if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
                break;
            clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
            return 0;
            /**
             * Rune Knight
             **/
        case ST_RIDINGDRAGON:
            if (!pc_isridingdragon(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Wug
             **/
        case ST_WUG:
            if (!pc_iswug(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Riding Wug
             **/
        case ST_RIDINGWUG:
            if (!pc_isridingwug(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Mechanic
             **/
        case ST_MADO:
            if (!pc_ismadogear(sd)) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                return 0;
            }
            break;
            /**
             * Sorcerer
             **/
        case ST_ELEMENTALSPIRIT:
            if (!sd->ed) {
                clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
                return 0;
            }
            break;
        case ST_POISONINGWEAPON:
            if (!(sc && sc->data[SC_POISONINGWEAPON])) {
                clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
                return 0;
            }
            break;
        case ST_ROLLINGCUTTER:
            if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
                clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
                return 0;
            }
            break;
    }

    if (require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
        //mhp is the max-hp-requirement, that is,
        //you must have this % or less of HP to cast it.
        clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
        return 0;
    }

    if (require.weapon && !pc_check_weapontype(sd,require.weapon)) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
        return 0;
    }

    if (require.sp > 0 && status->sp < (unsigned int)require.sp) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
        return 0;
    }

    if (require.zeny > 0 && sd->status.zeny < require.zeny) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
        return 0;
    }

    if (require.spiritball > 0 && sd->spiritball < require.spiritball) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
        return 0;
    }

    return 1;
}

int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv)
{
    struct skill_condition require;
    struct status_data *status;
    int i;
    int index[MAX_SKILL_ITEM_REQUIRE];

    nullpo_ret(sd);

    if (lv <= 0 || sd->chatID)
        return 0;

    if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill) {
        //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
        sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
        sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
        return 1;
    }

    switch (sd->menuskill_id) {  // Cast start or cast end??
        case AM_PHARMACY:
            switch (skill) {
                case AM_PHARMACY:
                case AC_MAKINGARROW:
                case BS_REPAIRWEAPON:
                case AM_TWILIGHT1:
                case AM_TWILIGHT2:
                case AM_TWILIGHT3:
                    return 0;
            }
            break;
        case GN_MIX_COOKING:
        case GN_MAKEBOMB:
        case GN_S_PHARMACY:
        case GN_CHANGEMATERIAL:
            if (sd->menuskill_id != skill)
                return 0;
            break;
    }

    if (sd->skillitem == skill)  // Casting finished (Item skill or Hocus-Pocus)
        return 1;

    if (pc_is90overweight(sd)) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
        return 0;
    }

    // perform skill-specific checks (and actions)
    switch (skill) {
        case PR_BENEDICTIO:
            skill_check_pc_partner(sd, skill, &lv, 1, 1);
            break;
        case AM_CANNIBALIZE:
        case AM_SPHEREMINE: {
                int c=0;
                int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
                //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
                int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
                int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
                if (battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
                    i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
                    if (c >= maxcount ||
                        (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) {
                        //Fails when: exceed max limit. There are other plant types already out.
                        clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
                        return 0;
                    }
                }
                break;
            }
        case NC_SILVERSNIPER:
        case NC_MAGICDECOY: {
                int c = 0, j;
                int maxcount = skill_get_maxcount(skill,lv);
                int mob_class = 2042;
                if (skill == NC_MAGICDECOY)
                    mob_class = 2043;

                if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit&BL_PC)) {
                    if (skill == NC_MAGICDECOY) {
                        for (j = mob_class; j <= 2046; j++)
                            map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
                    } else
                        map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
                    if (c >= maxcount) {
                        clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
                        return 0;
                    }
                }
            }
            break;
        case KO_ZANZOU: {
                int c = 0;
                i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
                if (c >= skill_get_maxcount(skill,lv) || c != i) {
                    clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
                    return 0;
                }
            }
            break;
    }

    status = &sd->battle_status;

    require = skill_get_requirement(sd,skill,lv);

    if (require.hp > 0 && status->hp <= (unsigned int)require.hp) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
        return 0;
    }

    if (require.weapon && !pc_check_weapontype(sd,require.weapon)) {
        clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
        return 0;
    }

    if (require.ammo) {  //Skill requires stuff equipped in the arrow slot.
        if ((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i]) {
            clif_arrow_fail(sd,0);
            return 0;
        } else if (sd->status.inventory[i].amount < require.ammo_qty) {
            char e_msg[100];
            sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
                    skill_get_desc(skill),
                    require.ammo_qty,
                    itemdb_jname(sd->status.inventory[i].nameid));
            clif_colormes(sd,COLOR_RED,e_msg);
            return 0;
        }
        if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
            //which is the closest we have to wrong ammo type. [Skotlex]
            clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
            //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
            return 0;
        }
    }

    for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i) {
        if (!require.itemid[i])
            continue;
        index[i] = pc_search_inventory(sd,require.itemid[i]);
        if (index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i]) {
            if (require.itemid[i] == ITEMID_RED_GEMSTONE)
                clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
            else if (require.itemid[i] == ITEMID_BLUE_GEMSTONE)
                clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
            else
                clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
            return 0;
        }
    }

    return 1;
}

// type&2: consume items (after skill was used)
// type&1: consume the others (before skill was used)
int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type)
{
    struct skill_condition req;

    nullpo_ret(sd);

    req = skill_get_requirement(sd,skill,lv);

    if (type&1) {
        if (skill == CG_TAROTCARD || sd->state.autocast)
            req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
        if (req.hp || req.sp)
            status_zap(&sd->bl, req.hp, req.sp);

        if (req.spiritball > 0)
            pc_delspiritball(sd,req.spiritball,0);

        if (req.zeny > 0) {
            if (skill == NJ_ZENYNAGE)
                req.zeny = 0; //Zeny is reduced on skill_attack.
            if (sd->status.zeny < req.zeny)
                req.zeny = sd->status.zeny;
            pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
        }
    }

    if (type&2) {
        struct status_change *sc = &sd->sc;
        int n,i;

        if (!sc->count)
            sc = NULL;

        for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i) {
            if (!req.itemid[i])
                continue;

            if (itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
                continue; //Gemstones are checked, but not substracted from inventory.

            if ((n = pc_search_inventory(sd,req.itemid[i])) >= 0)
                pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
        }
    }

    return 1;
}

struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv) {
    struct skill_condition req;
    struct status_data *status;
    struct status_change *sc;
    int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;

    memset(&req,0,sizeof(req));

    if (!sd)
        return req;

    if (sd->skillitem == skill)
        return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]

    sc = &sd->sc;
    if (!sc->count)
        sc = NULL;

    switch (skill) {
            // Turn off check.
        case BS_MAXIMIZE:
        case NV_TRICKDEAD:
        case TF_HIDING:
        case AS_CLOAKING:
        case CR_AUTOGUARD:
        case ML_AUTOGUARD:
        case CR_DEFENDER:
        case ML_DEFENDER:
        case ST_CHASEWALK:
        case PA_GOSPEL:
        case CR_SHRINK:
        case TK_RUN:
        case GS_GATLINGFEVER:
        case TK_READYCOUNTER:
        case TK_READYDOWN:
        case TK_READYSTORM:
        case TK_READYTURN:
        case SG_FUSION:
        case KO_YAMIKUMO:
            if (sc && sc->data[status_skill2sc(skill)])
                return req;
    }

    j = skill_get_index(skill);
    if (j == 0)  // invalid skill id
        return req;
    if (lv < 1 || lv > MAX_SKILL_LEVEL)
        return req;

    status = &sd->battle_status;

    req.hp = skill_db[j].hp[lv-1];
    hp_rate = skill_db[j].hp_rate[lv-1];
    if (hp_rate > 0)
        req.hp += (status->hp *hp_rate)/100;
    else
        req.hp += (status->max_hp * (-hp_rate))/100;

    req.sp = skill_db[j].sp[lv-1];
    if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
        req.sp /= 2;
    sp_rate = skill_db[j].sp_rate[lv-1];
    if (sp_rate > 0)
        req.sp += (status->sp *sp_rate)/100;
    else
        req.sp += (status->max_sp * (-sp_rate))/100;
    if (sd->dsprate != 100)
        req.sp = req.sp *sd->dsprate / 100;

    ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
    if (i < ARRAYLENGTH(sd->skillusesprate))
        sp_skill_rate_bonus += sd->skillusesprate[i].val;
    ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
    if (i < ARRAYLENGTH(sd->skillusesp))
        req.sp -= sd->skillusesp[i].val;

    req.sp = cap_value(req.sp *sp_skill_rate_bonus / 100, 0, SHRT_MAX);

    if (sc) {
        if (sc->data[SC__LAZINESS])
            req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
        if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
            req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val2 / 100;
        if (sc->data[SC_RECOGNIZEDSPELL])
            req.sp += req.sp / 4;
    }

    req.zeny = skill_db[j].zeny[lv-1];

    if (sc && sc->data[SC__UNLUCKY])
        req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;

    req.spiritball = skill_db[j].spiritball[lv-1];

    req.state = skill_db[j].state;

    req.mhp = skill_db[j].mhp[lv-1];

    req.weapon = skill_db[j].weapon;

    req.ammo_qty = skill_db[j].ammo_qty[lv-1];
    if (req.ammo_qty)
        req.ammo = skill_db[j].ammo;

    if (!req.ammo && skill && skill_isammotype(sd, skill)) {
        //Assume this skill is using the weapon, therefore it requires arrows.
        req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
        req.ammo_qty = 1;
    }

    for (i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++) {
        if ((skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1)
            continue;

        switch (skill) {
            case AM_CALLHOMUN:
                if (sd->status.hom_id) //Don't delete items when hom is already out.
                    continue;
                break;
            case NC_SHAPESHIFT:
                if (i < 4)
                    continue;
                break;
            case WZ_FIREPILLAR: // celest
                if (lv <= 5)    // no gems required at level 1-5
                    continue;
                break;
            case AB_ADORAMUS:
                if (itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2))
                    continue;
                break;
            case WL_COMET:
                if (itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0))
                    continue;
                break;
            case GN_FIRE_EXPANSION:
                if (i < 5)
                    continue;
                break;
            case SO_SUMMON_AGNI:
            case SO_SUMMON_AQUA:
            case SO_SUMMON_VENTUS:
            case SO_SUMMON_TERA:
            case SO_WATER_INSIGNIA:
            case SO_FIRE_INSIGNIA:
            case SO_WIND_INSIGNIA:
            case SO_EARTH_INSIGNIA:
                if (i < 3)
                    continue;
                break;
        }

        req.itemid[i] = skill_db[j].itemid[i];
        req.amount[i] = skill_db[j].amount[i];

        if (itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN) {
            if (sd->special_state.no_gemstone) {
                //Make it substract 1 gem rather than skipping the cost.
                if (--req.amount[i] < 1)
                    req.itemid[i] = 0;
            }
            if (sc && sc->data[SC_INTOABYSS]) {
                if (skill != SA_ABRACADABRA)
                    req.itemid[i] = req.amount[i] = 0;
                else if (--req.amount[i] < 1)
                    req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
            }
        }
        if (skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) {
            if ((j=pc_search_inventory(sd,req.itemid[i])) < 0  || (j >= 0 && sd->status.inventory[j].amount < req.amount[i])) {
                req.itemid[i] = ITEMID_TRAP_ALLOY;
                req.amount[i] = 1;
            }
            break;
        }
    }

    /* requirements are level-dependent */
    switch (skill) {
        case NC_SHAPESHIFT:
        case GN_FIRE_EXPANSION:
        case SO_SUMMON_AGNI:
        case SO_SUMMON_AQUA:
        case SO_SUMMON_VENTUS:
        case SO_SUMMON_TERA:
        case SO_WATER_INSIGNIA:
        case SO_FIRE_INSIGNIA:
        case SO_WIND_INSIGNIA:
        case SO_EARTH_INSIGNIA:
            req.itemid[lv-1] = skill_db[j].itemid[lv-1];
            req.amount[lv-1] = skill_db[j].amount[lv-1];
            break;
    }

    // Check for cost reductions due to skills & SCs
    switch (skill) {
        case MC_MAMMONITE:
            if (pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
                req.zeny -= req.zeny*10/100;
            break;
        case AL_HOLYLIGHT:
            if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
                req.sp *= 5;
            break;
        case SL_SMA:
        case SL_STUN:
        case SL_STIN: {
                int kaina_lv = pc_checkskill(sd,SL_KAINA);

                if (kaina_lv==0 || sd->status.base_level<70)
                    break;
                if (sd->status.base_level>=90)
                    req.sp -= req.sp*7*kaina_lv/100;
                else if (sd->status.base_level>=80)
                    req.sp -= req.sp*5*kaina_lv/100;
                else if (sd->status.base_level>=70)
                    req.sp -= req.sp*3*kaina_lv/100;
            }
            break;
        case MO_TRIPLEATTACK:
        case MO_CHAINCOMBO:
        case MO_COMBOFINISH:
        case CH_TIGERFIST:
        case CH_CHAINCRUSH:
            if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
                req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
            break;
        case MO_BODYRELOCATION:
            if (sc && sc->data[SC_EXPLOSIONSPIRITS])
                req.spiritball = 0;
            break;
        case MO_EXTREMITYFIST:
            if (sc) {
                if (sc->data[SC_BLADESTOP])
                    req.spiritball--;
                else if (sc->data[SC_COMBO]) {
                    switch (sc->data[SC_COMBO]->val1) {
                        case MO_COMBOFINISH:
                            req.spiritball = 4;
                            break;
                        case CH_TIGERFIST:
                            req.spiritball = 3;
                            break;
                        case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
                            req.spiritball = sd->spiritball?sd->spiritball:1;
                            break;
                    }
                } else if (sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
                    req.spiritball = sd->spiritball; // must consume all regardless of the amount required
            }
            break;
        case SR_RAMPAGEBLASTER:
            req.spiritball = sd->spiritball?sd->spiritball:15;
            break;
        case SR_GATEOFHELL:
            if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
                req.sp -= req.sp * 10 / 100;
            break;
        case SO_SUMMON_AGNI:
        case SO_SUMMON_AQUA:
        case SO_SUMMON_VENTUS:
        case SO_SUMMON_TERA:
            req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
            break;
    }

    return req;
}

/*==========================================
 * Does cast-time reductions based on dex, item bonuses and config setting
 *------------------------------------------*/
int skill_castfix(struct block_list *bl, int skill_id, int skill_lv)
{
    int time = skill_get_cast(skill_id, skill_lv);

    nullpo_ret(bl);
#ifndef RENEWAL_CAST
    {
        struct map_session_data *sd;

        sd = BL_CAST(BL_PC, bl);

        // calculate base cast time (reduced by dex)
        if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
            int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
            if (scale > 0)   // not instant cast
                time = time * scale / battle_config.castrate_dex_scale;
            else
                return 0;   // instant cast
        }

        // calculate cast time reduced by item/card bonuses
        if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd) {
            int i;
            if (sd->castrate != 100)
                time = time * sd->castrate / 100;
            for (i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++) {
                if (sd->skillcast[i].id == skill_id) {
                    time+= time * sd->skillcast[i].val / 100;
                    break;
                }
            }
        }

    }
#endif
    // config cast time multiplier
    if (battle_config.cast_rate != 100)
        time = time * battle_config.cast_rate / 100;
    // return final cast time
    time = max(time, 0);

    //        ShowInfo("Castime castfix = %d\n",time);
    return time;
}

/*==========================================
 * Does cast-time reductions based on sc data.
 *------------------------------------------*/
int skill_castfix_sc(struct block_list *bl, int time)
{
    struct status_change *sc = status_get_sc(bl);

    if (time < 0)
        return 0;

    if (sc && sc->count) {
        if (sc->data[SC_SLOWCAST])
            time += time * sc->data[SC_SLOWCAST]->val2 / 100;
        if (sc->data[SC_PARALYSIS])
            time += sc->data[SC_PARALYSIS]->val3;
        if (sc->data[SC_SUFFRAGIUM]) {
            time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
            status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
        }
        if (sc->data[SC_MEMORIZE]) {
            time>>=1;
            if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
                status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
        }
        if (sc->data[SC_POEMBRAGI])
            time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
        if (sc->data[SC_IZAYOI])
            time -= time * 50 / 100;
    }
    time = max(time, 0);

    //        ShowInfo("Castime castfix_sc = %d\n",time);
    return time;
}
#ifdef RENEWAL_CAST
int skill_vfcastfix(struct block_list *bl, double time, int skill_id, int skill_lv)
{
    struct status_change *sc = status_get_sc(bl);
    struct map_session_data *sd = BL_CAST(BL_PC,bl);
    int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;

    if (time < 0)
        return 0;

    if (fixed == 0) {
        fixed = (int)time * 20 / 100; // fixed time
        time = time * 80 / 100; // variable time
    } else if (fixed < 0)  // no fixed cast time
        fixed = 0;

    if (sd  && !(skill_get_castnodex(skill_id, skill_lv)&4)) { // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
        if (sd->bonus.varcastrate < 0)
            VARCAST_REDUCTION(sd->bonus.varcastrate);
        for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
            if (sd->skillfixcast[i].id == skill_id) { // bonus2 bSkillFixedCast
                fixed += sd->skillfixcast[i].val;
                break;
            }
        for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
            if (sd->skillvarcast[i].id == skill_id) { // bonus2 bSkillVariableCast
                time += sd->skillvarcast[i].val;
                break;
            }
        for (i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
            if (sd->skillcast[i].id == skill_id) { // bonus2 bVariableCastrate
                if ((i=sd->skillcast[i].val) < 0)
                    VARCAST_REDUCTION(i);
                break;
            }
    }

    if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2)) {
        // All variable cast additive bonuses must come first
        if (sc->data[SC_SLOWCAST])
            VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);

        // Variable cast reduction bonuses
        if (sc->data[SC_SUFFRAGIUM]) {
            VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
            status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
        }
        if (sc->data[SC_MEMORIZE]) {
            VARCAST_REDUCTION(50);
            if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
                status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
        }
        if (sc->data[SC_POEMBRAGI])
            VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
        if (sc->data[SC_IZAYOI])
            VARCAST_REDUCTION(50);
        if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
            VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
        // Fixed cast reduction bonuses
        if (sc->data[SC__LAZINESS])
            fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
        if (sc->data[SC_SECRAMENT])
            fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
        if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS)) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
            fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
        // Fixed cast non percentage bonuses
        if (sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES))
            fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
        if (sc->data[SC_IZAYOI]  && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
            fixed = 0;
    }

    if (sd && !(skill_get_castnodex(skill_id, skill_lv)&4)) {
        VARCAST_REDUCTION(max(sd->bonus.varcastrate, 0) + max(i, 0));
        fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
    }

    if (varcast_r < 0)  // now compute overall factors
        time = time * (1 - (float)varcast_r / 100);
    if (!(skill_get_castnodex(skill_id, skill_lv)&1)) // reduction from status point
        time = (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale))) * time;
    // underflow checking/capping
    time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;

    //       ShowInfo("Casttime vfcastfix = %d\n",time);
    return (int)time;
}
#endif

/*==========================================
 * Does delay reductions based on dex/agi, sc data, item bonuses, ...
 *------------------------------------------*/
int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
{
    int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
    int time = skill_get_delay(skill_id, skill_lv);
    struct map_session_data *sd;
    struct status_change *sc = status_get_sc(bl);

    nullpo_ret(bl);
    sd = BL_CAST(BL_PC, bl);

    if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
        return 0; //Will use picked skill's delay.

    if (bl->type&battle_config.no_skill_delay)
        return battle_config.min_skill_delay_limit;

    if (time < 0)
        time = -time + status_get_amotion(bl);  // If set to <0, add to attack motion.

    // Delay reductions
    switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
        case MO_TRIPLEATTACK:
        case MO_CHAINCOMBO:
        case MO_COMBOFINISH:
        case CH_TIGERFIST:
        case CH_CHAINCRUSH:
        case SR_DRAGONCOMBO:
        case SR_FALLENEMPIRE:
            time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
            break;
        case HP_BASILICA:
            if (sc && !sc->data[SC_BASILICA])
                time = 0; // There is no Delay on Basilica creation, only on cancel
            break;
        default:
            if (battle_config.delay_dependon_dex && !(delaynodex&1)) {
                // if skill delay is allowed to be reduced by dex
                int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
                if (scale > 0)
                    time = time * scale / battle_config.castrate_dex_scale;
                else //To be capped later to minimum.
                    time = 0;
            }
            if (battle_config.delay_dependon_agi && !(delaynodex&1)) {
                // if skill delay is allowed to be reduced by agi
                int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
                if (scale > 0)
                    time = time * scale / battle_config.castrate_dex_scale;
                else //To be capped later to minimum.
                    time = 0;
            }
    }

    if (sc && sc->data[SC_SPIRIT]) {
        switch (skill_id) {
            case CR_SHIELDBOOMERANG:
                if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
                    time /= 2;
                break;
            case AS_SONICBLOW:
                if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
                    time /= 2;
                break;
        }
    }

    if (!(delaynodex&2)) {
        if (sc && sc->count) {
            if (sc->data[SC_POEMBRAGI])
                time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
            if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
                time /= 2; // After Delay of Wind element spells reduced by 50%.
        }

    }

    if (!(delaynodex&4) && sd && sd->delayrate != 100)
        time = time * sd->delayrate / 100;

    if (battle_config.delay_rate != 100)
        time = time * battle_config.delay_rate / 100;

    //min delay
    time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
    time = max(time, battle_config.min_skill_delay_limit);

    //        ShowInfo("Delay delayfix = %d\n",time);
    return time;
}

/*=========================================
 *
 *-----------------------------------------*/
struct square {
    int val1[5];
    int val2[5];
};

static void skill_brandishspear_first(struct square *tc, int dir, int x, int y)
{
    nullpo_retv(tc);

    if (dir == 0) {
        tc->val1[0]=x-2;
        tc->val1[1]=x-1;
        tc->val1[2]=x;
        tc->val1[3]=x+1;
        tc->val1[4]=x+2;
        tc->val2[0]=
            tc->val2[1]=
                tc->val2[2]=
                    tc->val2[3]=
                        tc->val2[4]=y-1;
    } else if (dir==2) {
        tc->val1[0]=
            tc->val1[1]=
                tc->val1[2]=
                    tc->val1[3]=
                        tc->val1[4]=x+1;
        tc->val2[0]=y+2;
        tc->val2[1]=y+1;
        tc->val2[2]=y;
        tc->val2[3]=y-1;
        tc->val2[4]=y-2;
    } else if (dir==4) {
        tc->val1[0]=x-2;
        tc->val1[1]=x-1;
        tc->val1[2]=x;
        tc->val1[3]=x+1;
        tc->val1[4]=x+2;
        tc->val2[0]=
            tc->val2[1]=
                tc->val2[2]=
                    tc->val2[3]=
                        tc->val2[4]=y+1;
    } else if (dir==6) {
        tc->val1[0]=
            tc->val1[1]=
                tc->val1[2]=
                    tc->val1[3]=
                        tc->val1[4]=x-1;
        tc->val2[0]=y+2;
        tc->val2[1]=y+1;
        tc->val2[2]=y;
        tc->val2[3]=y-1;
        tc->val2[4]=y-2;
    } else if (dir==1) {
        tc->val1[0]=x-1;
        tc->val1[1]=x;
        tc->val1[2]=x+1;
        tc->val1[3]=x+2;
        tc->val1[4]=x+3;
        tc->val2[0]=y-4;
        tc->val2[1]=y-3;
        tc->val2[2]=y-1;
        tc->val2[3]=y;
        tc->val2[4]=y+1;
    } else if (dir==3) {
        tc->val1[0]=x+3;
        tc->val1[1]=x+2;
        tc->val1[2]=x+1;
        tc->val1[3]=x;
        tc->val1[4]=x-1;
        tc->val2[0]=y-1;
        tc->val2[1]=y;
        tc->val2[2]=y+1;
        tc->val2[3]=y+2;
        tc->val2[4]=y+3;
    } else if (dir==5) {
        tc->val1[0]=x+1;
        tc->val1[1]=x;
        tc->val1[2]=x-1;
        tc->val1[3]=x-2;
        tc->val1[4]=x-3;
        tc->val2[0]=y+3;
        tc->val2[1]=y+2;
        tc->val2[2]=y+1;
        tc->val2[3]=y;
        tc->val2[4]=y-1;
    } else if (dir==7) {
        tc->val1[0]=x-3;
        tc->val1[1]=x-2;
        tc->val1[2]=x-1;
        tc->val1[3]=x;
        tc->val1[4]=x+1;
        tc->val2[1]=y;
        tc->val2[0]=y+1;
        tc->val2[2]=y-1;
        tc->val2[3]=y-2;
        tc->val2[4]=y-3;
    }

}

static void skill_brandishspear_dir(struct square *tc, int dir, int are)
{
    int c;
    nullpo_retv(tc);

    for (c = 0; c < 5; c++) {
        switch (dir) {
            case 0:
                tc->val2[c]+=are;
                break;
            case 1:
                tc->val1[c]-=are;
                tc->val2[c]+=are;
                break;
            case 2:
                tc->val1[c]-=are;
                break;
            case 3:
                tc->val1[c]-=are;
                tc->val2[c]-=are;
                break;
            case 4:
                tc->val2[c]-=are;
                break;
            case 5:
                tc->val1[c]+=are;
                tc->val2[c]-=are;
                break;
            case 6:
                tc->val1[c]+=are;
                break;
            case 7:
                tc->val1[c]+=are;
                tc->val2[c]+=are;
                break;
        }
    }
}

void skill_brandishspear(struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
{
    int c,n=4;
    int dir = map_calc_dir(src,bl->x,bl->y);
    struct square tc;
    int x=bl->x,y=bl->y;
    skill_brandishspear_first(&tc,dir,x,y);
    skill_brandishspear_dir(&tc,dir,4);
    skill_area_temp[1] = bl->id;

    if (skilllv > 9) {
        for (c=1; c<4; c++) {
            map_foreachincell(skill_area_sub,
                              bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
                              src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
                              skill_castend_damage_id);
        }
    }
    if (skilllv > 6) {
        skill_brandishspear_dir(&tc,dir,-1);
        n--;
    } else {
        skill_brandishspear_dir(&tc,dir,-2);
        n-=2;
    }

    if (skilllv > 3) {
        for (c=0; c<5; c++) {
            map_foreachincell(skill_area_sub,
                              bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
                              src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
                              skill_castend_damage_id);
            if (skilllv > 6 && n==3 && c==4) {
                skill_brandishspear_dir(&tc,dir,-1);
                n--;
                c=-1;
            }
        }
    }
    for (c=0; c<10; c++) {
        if (c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
        map_foreachincell(skill_area_sub,
                          bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
                          src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
                          skill_castend_damage_id);
    }
}

/*==========================================
 * Weapon Repair [Celest/DracoRPG]
 *------------------------------------------*/
void skill_repairweapon(struct map_session_data *sd, int idx)
{
    int material;
    int materials[4] = { 1002, 998, 999, 756 };
    struct item *item;
    struct map_session_data *target_sd;

    nullpo_retv(sd);

    if (!(target_sd = map_id2sd(sd->menuskill_val)))     //Failed....
        return;

    if (idx == 0xFFFF)  // No item selected ('Cancel' clicked)
        return;
    if (idx < 0 || idx >= MAX_INVENTORY)
        return; //Invalid index??

    item = &target_sd->status.inventory[idx];
    if (item->nameid <= 0 || item->attribute == 0)
        return; //Again invalid item....

    if (sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2))) {
        clif_item_repaireffect(sd,idx,1);
        return;
    }

    if (target_sd->inventory_data[idx]->type == IT_WEAPON)
        material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
    else
        material = materials [2]; // Armors consume 1 Steel
    if (pc_search_inventory(sd,material) < 0) {
        clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
        return;
    }

    clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);

    item->attribute = 0;/* clear broken state */

    clif_equiplist(target_sd);

    pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);

    clif_item_repaireffect(sd,idx,0);

    if (sd != target_sd)
        clif_item_repaireffect(target_sd,idx,0);
}

/*==========================================
 * Item Appraisal
 *------------------------------------------*/
void skill_identify(struct map_session_data *sd, int idx)
{
    int flag=1;

    nullpo_retv(sd);

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

/*==========================================
 * Weapon Refine [Celest]
 *------------------------------------------*/
void skill_weaponrefine(struct map_session_data *sd, int idx)
{
    nullpo_retv(sd);

    if (idx >= 0 && idx < MAX_INVENTORY) {
        int i = 0, ep = 0, per;
        int material[5] = { 0, 1010, 1011, 984, 984 };
        struct item *item;
        struct item_data *ditem = sd->inventory_data[idx];
        item = &sd->status.inventory[idx];

        if (item->nameid > 0 && ditem->type == IT_WEAPON) {
            if (item->refine >= sd->menuskill_val
                ||  item->refine >= 10      // if it's no longer refineable
                ||  ditem->flag.no_refine   // if the item isn't refinable
                || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0) {
                clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
                return;
            }

            per = status_get_refine_chance(ditem->wlv, (int)item->refine);
            per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]

            pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
            if (per > rnd() % 100) {
                log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
                item->refine++;
                log_pick_pc(sd, LOG_TYPE_OTHER,  1, item);
                if (item->equip) {
                    ep = item->equip;
                    pc_unequipitem(sd,idx,3);
                }
                clif_refine(sd->fd,0,idx,item->refine);
                clif_delitem(sd,idx,1,3);
                clif_additem(sd,idx,1,0);
                if (ep)
                    pc_equipitem(sd,idx,ep);
                clif_misceffect(&sd->bl,3);
                if (item->refine == 10 &&
                    item->card[0] == CARD0_FORGE &&
                    (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) {
                    // Fame point system [DracoRPG]
                    switch (ditem->wlv) {
                        case 1:
                            pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
                            break;
                        case 2:
                            pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
                            break;
                        case 3:
                            pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
                            break;
                    }
                }
            } else {
                item->refine = 0;
                if (item->equip)
                    pc_unequipitem(sd,idx,3);
                clif_refine(sd->fd,1,idx,item->refine);
                pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
                clif_misceffect(&sd->bl,2);
                clif_emotion(&sd->bl, E_OMG);
            }
        }
    }
}

/*==========================================
 *
 *------------------------------------------*/
int skill_autospell(struct map_session_data *sd, int skillid)
{
    int skilllv;
    int maxlv=1,lv;

    nullpo_ret(sd);

    skilllv = sd->menuskill_val;
    lv=pc_checkskill(sd,skillid);

    if (skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]

    if (skillid==MG_NAPALMBEAT)  maxlv=3;
    else if (skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT) {
        if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
            maxlv =10; //Soul Linker bonus. [Skotlex]
        else if (skilllv==2) maxlv=1;
        else if (skilllv==3) maxlv=2;
        else if (skilllv>=4) maxlv=3;
    } else if (skillid==MG_SOULSTRIKE) {
        if (skilllv==5) maxlv=1;
        else if (skilllv==6) maxlv=2;
        else if (skilllv>=7) maxlv=3;
    } else if (skillid==MG_FIREBALL) {
        if (skilllv==8) maxlv=1;
        else if (skilllv>=9) maxlv=2;
    } else if (skillid==MG_FROSTDIVER) maxlv=1;
    else return 0;

    if (maxlv > lv)
        maxlv = lv;

    sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
              skill_get_time(SA_AUTOSPELL,skilllv));
    return 0;
}

/*==========================================
 * Sitting skills functions.
 *------------------------------------------*/
static int skill_sit_count(struct block_list *bl, va_list ap)
{
    struct map_session_data *sd;
    int type =va_arg(ap,int);
    sd=(struct map_session_data *)bl;

    if (!pc_issit(sd))
        return 0;

    if (type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
        return 1;

    if (type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
        return 1;

    return 0;
}

static int skill_sit_in(struct block_list *bl, va_list ap)
{
    struct map_session_data *sd;
    int type =va_arg(ap,int);

    sd=(struct map_session_data *)bl;

    if (!pc_issit(sd))
        return 0;

    if (type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
        sd->state.gangsterparadise=1;

    if (type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0)) {
        sd->state.rest=1;
        status_calc_regen(bl, &sd->battle_status, &sd->regen);
        status_calc_regen_rate(bl, &sd->regen, &sd->sc);
    }

    return 0;
}

static int skill_sit_out(struct block_list *bl, va_list ap)
{
    struct map_session_data *sd;
    int type =va_arg(ap,int);
    sd=(struct map_session_data *)bl;
    if (sd->state.gangsterparadise && type&1)
        sd->state.gangsterparadise=0;
    if (sd->state.rest && type&2) {
        sd->state.rest=0;
        status_calc_regen(bl, &sd->battle_status, &sd->regen);
        status_calc_regen_rate(bl, &sd->regen, &sd->sc);
    }
    return 0;
}

int skill_sit(struct map_session_data *sd, int type)
{
    int flag = 0;
    int range = 0, lv;
    nullpo_ret(sd);


    if ((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
        flag|=1;
        range = skill_get_splash(RG_GANGSTER, lv);
    }
    if ((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
        flag|=2;
        range = skill_get_splash(TK_HPTIME, lv);
    } else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
        flag|=2;
        range = skill_get_splash(TK_SPTIME, lv);
    }

    if (type) {
        clif_status_load(&sd->bl,SI_SIT,1);
    } else {
        clif_status_load(&sd->bl,SI_SIT,0);
    }

    if (!flag) return 0;

    if (type) {
        if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
            map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
    } else {
        if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
            map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
    }
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_frostjoke_scream(struct block_list *bl, va_list ap)
{
    struct block_list *src;
    int skillnum,skilllv;
    unsigned int tick;

    nullpo_ret(bl);
    nullpo_ret(src=va_arg(ap,struct block_list *));

    skillnum=va_arg(ap,int);
    skilllv=va_arg(ap,int);
    if (skilllv <= 0) return 0;
    tick=va_arg(ap,unsigned int);

    if (src == bl || status_isdead(bl))
        return 0;
    if (bl->type == BL_PC) {
        struct map_session_data *sd = (struct map_session_data *)bl;
        if (sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR))
            return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
    }
    //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
    if (battle_check_target(src,bl,BCT_ENEMY) > 0)
        skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
    else if (battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
        skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
{
    int range = skill_get_unit_range(skill_num,skill_lv);
    int x,y;

    for (y = src->bl.y - range; y <= src->bl.y + range; ++y)
        for (x = src->bl.x - range; x <= src->bl.x + range; ++x)
            map_setcell(src->bl.m, x, y, cell, flag);
}

/*==========================================
 *
 *------------------------------------------*/
int skill_attack_area(struct block_list *bl, va_list ap)
{
    struct block_list *src,*dsrc;
    int atk_type,skillid,skilllv,flag,type;
    unsigned int tick;

    if (status_isdead(bl))
        return 0;

    atk_type = va_arg(ap,int);
    src=va_arg(ap,struct block_list *);
    dsrc=va_arg(ap,struct block_list *);
    skillid=va_arg(ap,int);
    skilllv=va_arg(ap,int);
    tick=va_arg(ap,unsigned int);
    flag=va_arg(ap,int);
    type=va_arg(ap,int);


    if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
        return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);

    if (battle_check_target(dsrc,bl,type) <= 0 ||
        !status_check_skilluse(NULL, bl, skillid, 2))
        return 0;


    switch (skillid) {
        case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
        case NPC_ACIDBREATH:
        case NPC_DARKNESSBREATH:
        case NPC_FIREBREATH:
        case NPC_ICEBREATH:
        case NPC_THUNDERBREATH:
            return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
        default:
            //Area-splash, disable skill animation.
            return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
    }
}
/*==========================================
 *
 *------------------------------------------*/
int skill_clear_group(struct block_list *bl, int flag)
{
    struct unit_data *ud = unit_bl2ud(bl);
    struct skill_unit_group *group[MAX_SKILLUNITGROUP];
    int i, count=0;

    nullpo_ret(bl);
    if (!ud) return 0;

    //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
    for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
        switch (ud->skillunit[i]->skill_id) {
            case SA_DELUGE:
            case SA_VOLCANO:
            case SA_VIOLENTGALE:
            case SA_LANDPROTECTOR:
            case NJ_SUITON:
            case NJ_KAENSIN:
                if (flag&1)
                    group[count++]= ud->skillunit[i];
                break;
            case SO_WARMER:
                if (flag&8)
                    group[count++]= ud->skillunit[i];
                break;
            case SC_BLOODYLUST:
                if (flag & 32)
                    group[count++] = ud->skillunit[i];
                break;
            default:
                if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
                    group[count++]= ud->skillunit[i];
                break;
        }

    }
    for (i=0; i<count; i++)
        skill_delunitgroup(group[i]);
    return count;
}

/*==========================================
 * Returns the first element field found [Skotlex]
 *------------------------------------------*/
struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
    struct unit_data *ud = unit_bl2ud(bl);
    int i;
    nullpo_ret(bl);
    if (!ud) return NULL;

    for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
        switch (ud->skillunit[i]->skill_id) {
            case SA_DELUGE:
            case SA_VOLCANO:
            case SA_VIOLENTGALE:
            case SA_LANDPROTECTOR:
            case NJ_SUITON:
            case SO_WARMER:
            case SC_BLOODYLUST:
                return ud->skillunit[i];
        }
    }
    return NULL;
}

// for graffiti cleaner [Valaris]
int skill_graffitiremover(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit=NULL;

    nullpo_ret(bl);
    nullpo_ret(ap);

    if (bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
        return 0;

    if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
        skill_delunit(unit);

    return 0;
}

int skill_greed(struct block_list *bl, va_list ap)
{
    struct block_list *src;
    struct map_session_data *sd=NULL;
    struct flooritem_data *fitem=NULL;

    nullpo_ret(bl);
    nullpo_ret(src = va_arg(ap, struct block_list *));

    if (src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
        pc_takeitem(sd, fitem);

    return 0;
}
//For Ranger's Detonator [Jobbie/3CeAM]
int skill_detonator(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit=NULL;
    struct block_list *src;
    int unit_id;

    nullpo_ret(bl);
    nullpo_ret(ap);
    src = va_arg(ap,struct block_list *);

    if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group)
        return 0;
    if (unit->group->src_id != src->id)
        return 0;

    unit_id = unit->group->unit_id;
    switch (unit_id) {
            //List of Hunter and Ranger Traps that can be detonate.
        case UNT_BLASTMINE:
        case UNT_SANDMAN:
        case UNT_CLAYMORETRAP:
        case UNT_TALKIEBOX:
        case UNT_CLUSTERBOMB:
        case UNT_FIRINGTRAP:
        case UNT_ICEBOUNDTRAP:
            if (unit_id == UNT_TALKIEBOX) {
                clif_talkiebox(bl,unit->group->valstr);
                unit->group->val2 = -1;
            } else
                map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);

            clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
            unit->group->unit_id = UNT_USED_TRAPS;
            unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
                                 (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500));
            break;
    }
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
    int skillid;
    int *alive;
    struct skill_unit *unit;

    skillid = va_arg(ap,int);
    alive = va_arg(ap,int *);
    unit = (struct skill_unit *)bl;

    if (unit == NULL || unit->group == NULL || (*alive) == 0)
        return 0;

    switch (skillid) {
        case SA_LANDPROTECTOR:
            if (unit->group->skill_id == SA_LANDPROTECTOR) { //Check for offensive Land Protector to delete both. [Skotlex]
                (*alive) = 0;
                skill_delunit(unit);
                return 1;
            }
            if (!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) {  //It deletes everything except songs/dances and traps
                skill_delunit(unit);
                return 1;
            }
            break;
        case HW_GANBANTEIN:
        case LG_EARTHDRIVE:
            if (!(unit->group->state.song_dance&0x1)) { // Don't touch song/dance.
                skill_delunit(unit);
                return 1;
            }
            break;
        case SA_VOLCANO:
        case SA_DELUGE:
        case SA_VIOLENTGALE:
            // The official implementation makes them fail to appear when casted on top of ANYTHING
            // but I wonder if they didn't actually meant to fail when casted on top of each other?
            // hence, I leave the alternate implementation here, commented. [Skotlex]
            if (unit->range <= 0) {
                (*alive) = 0;
                return 1;
            }
            /*
                        switch (unit->group->skill_id)
                        {   //These cannot override each other.
                            case SA_VOLCANO:
                            case SA_DELUGE:
                            case SA_VIOLENTGALE:
                                (*alive) = 0;
                                return 1;
                        }
            */
            break;
        case PF_FOGWALL:
            switch (unit->group->skill_id) {
                case SA_VOLCANO: //Can't be placed on top of these
                case SA_VIOLENTGALE:
                    (*alive) = 0;
                    return 1;
                case SA_DELUGE:
                case NJ_SUITON:
                    //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
                    (*alive) = 2;
                    break;
            }
            break;
        case HP_BASILICA:
            if (unit->group->skill_id == HP_BASILICA) {
                //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
                (*alive) = 0;
                return 1;
            }
            break;
        case GN_CRAZYWEED_ATK:
            switch (unit->group->unit_id) { //TODO: look for other ground skills that are affected.
                case UNT_WALLOFTHORN:
                case UNT_THORNS_TRAP:
                case UNT_BLOODYLUST:
                case UNT_CHAOSPANIC:
                case UNT_MAELSTROM:
                case UNT_FIREPILLAR_ACTIVE:
                case UNT_LANDPROTECTOR:
                case UNT_VOLCANO:
                case UNT_DELUGE:
                case UNT_VIOLENTGALE:
                case UNT_SAFETYWALL:
                case UNT_PNEUMA:
                    skill_delunit(unit);
                    return 1;
            }
            break;
    }

    if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) {  //It deletes everything except songs/dances/traps
        (*alive) = 0;
        return 1;
    }

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
{
    struct mob_data *md;
    struct unit_data *ud = unit_bl2ud(bl);
    struct block_list *from_bl;
    struct block_list *to_bl;
    md = (struct mob_data *)bl;
    from_bl = va_arg(ap,struct block_list *);
    to_bl = va_arg(ap,struct block_list *);

    if (ud && ud->target == from_bl->id)
        ud->target = to_bl->id;

    if (md->bl.type == BL_MOB && md->target_id == from_bl->id)
        md->target_id = to_bl->id;
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_trap_splash(struct block_list *bl, va_list ap)
{
    struct block_list *src;
    int tick;
    struct skill_unit *unit;
    struct skill_unit_group *sg;
    struct block_list *ss;
    src = va_arg(ap,struct block_list *);
    unit = (struct skill_unit *)src;
    tick = va_arg(ap,int);

    if (!unit->alive || bl->prev == NULL)
        return 0;

    nullpo_ret(sg = unit->group);
    nullpo_ret(ss = map_id2bl(sg->src_id));

    if (battle_check_target(src,bl,sg->target_flag) <= 0)
        return 0;

    switch (sg->unit_id) {
        case UNT_SHOCKWAVE:
        case UNT_SANDMAN:
        case UNT_FLASHER:
            skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
            break;
        case UNT_GROUNDDRIFT_WIND:
            if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
                sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
            break;
        case UNT_GROUNDDRIFT_DARK:
            if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
                sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
            break;
        case UNT_GROUNDDRIFT_POISON:
            if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
                sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
            break;
        case UNT_GROUNDDRIFT_WATER:
            if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
                sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
            break;
        case UNT_GROUNDDRIFT_FIRE:
            if (skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
                skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
            break;
        case UNT_ELECTRICSHOCKER:
            clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
            break;
        case UNT_FIRINGTRAP:
        case UNT_ICEBOUNDTRAP:
        case UNT_CLUSTERBOMB:
            if (ss != bl)
                skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
            break;
        case UNT_MAGENTATRAP:
        case UNT_COBALTTRAP:
        case UNT_MAIZETRAP:
        case UNT_VERDURETRAP:
            if (bl->type != BL_PC && !is_boss(bl))
                sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
            break;
        case UNT_REVERBERATION:
            skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
            skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
            break;
        default:
            skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
            break;
    }
    return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_enchant_elemental_end(struct block_list *bl, int type)
{
    struct status_change *sc;
    const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
    int i;
    nullpo_ret(bl);
    nullpo_ret(sc= status_get_sc(bl));

    if (!sc->count) return 0;

    for (i = 0; i < ARRAYLENGTH(scs); i++)
        if (type != scs[i] && sc->data[scs[i]])
            status_change_end(bl, scs[i], INVALID_TIMER);

    return 0;
}

bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
{
    static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
    static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
    bool wall = true;

    if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
        || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1)) {
        //Check for walls.
        int i;
        ARR_FIND(0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0);
        if (i == 8)
            wall = false;
    }

    if (sce) {
        if (!wall) {
            if (sce->val1 < 3)  //End cloaking.
                status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
            else if (sce->val4&1) {
                //Remove wall bonus
                sce->val4&=~1;
                status_calc_bl(bl,SCB_SPEED);
            }
        } else {
            if (!(sce->val4&1)) {
                //Add wall speed bonus
                sce->val4|=1;
                status_calc_bl(bl,SCB_SPEED);
            }
        }
    }

    return wall;
}
bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
{
    static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1};
    static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
    bool wall = true;

    if (bl->type == BL_PC) {
        //Check for walls.
        int i;
        ARR_FIND(0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0);
        if (i == 8)
            wall = false;
    }

    if (sce) {
        if (!wall) {
            if (sce->val1 < 3)  //End camouflage.
                status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
            else if (sce->val3&1) {
                //Remove wall bonus
                sce->val3&=~1;
                status_calc_bl(bl,SCB_SPEED);
            }
        }
    }

    return wall;
}

/*==========================================
 *
 *------------------------------------------*/
struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) {
    struct skill_unit *unit;

    nullpo_retr(NULL, group);
    nullpo_retr(NULL, group->unit); // crash-protection against poor coding
    nullpo_retr(NULL, unit=&group->unit[idx]);

    if (!unit->alive)
        group->alive_count++;

    unit->bl.id=map_get_new_object_id();
    unit->bl.type=BL_SKILL;
    unit->bl.m=group->map;
    unit->bl.x=x;
    unit->bl.y=y;
    unit->group=group;
    unit->alive=1;
    unit->val1=val1;
    unit->val2=val2;

    idb_put(skillunit_db, unit->bl.id, unit);
    map_addiddb(&unit->bl);
    map_addblock(&unit->bl);

    // perform oninit actions
    switch (group->skill_id) {
        case WZ_ICEWALL:
            map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
            clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
            skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
            map[unit->bl.m].icewall_num++;
            break;
        case SA_LANDPROTECTOR:
            skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
            break;
        case HP_BASILICA:
            skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
            break;
        case SC_MAELSTROM:
            skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
            break;
        default:
            if (group->state.song_dance&0x1) //Check for dissonance.
                skill_dance_overlap(unit, 1);
            break;
    }

    clif_skill_setunit(unit);

    return unit;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_delunit(struct skill_unit *unit)
{
    struct skill_unit_group *group;

    nullpo_ret(unit);
    if (!unit->alive)
        return 0;
    unit->alive=0;

    nullpo_ret(group=unit->group);

    if (group->state.song_dance&0x1)  //Cancel dissonance effect.
        skill_dance_overlap(unit, 0);

    // invoke onout event
    if (!unit->range)
        map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);

    // perform ondelete actions
    switch (group->skill_id) {
        case HT_ANKLESNARE: {
                struct block_list *target = map_id2bl(group->val2);
                if (target)
                    status_change_end(target, SC_ANKLE, INVALID_TIMER);
            }
            break;
        case WZ_ICEWALL:
            map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
            clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
            skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
            map[unit->bl.m].icewall_num--;
            break;
        case SA_LANDPROTECTOR:
            skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
            break;
        case HP_BASILICA:
            skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
            break;
        case RA_ELECTRICSHOCKER: {
                struct block_list *target = map_id2bl(group->val2);
                if (target)
                    status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
            }
            break;
        case SC_MAELSTROM:
            skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
            break;
        case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
            if (group->val2) {  // Someone Traped
                struct status_change *tsc = status_get_sc(map_id2bl(group->val2));
                if (tsc && tsc->data[SC__MANHOLE])
                    tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
            }
            break;
    }

    clif_skill_delunit(unit);

    unit->group=NULL;
    map_delblock(&unit->bl); // don't free yet
    map_deliddb(&unit->bl);
    idb_remove(skillunit_db, unit->bl.id);
    if (--group->alive_count==0)
        skill_delunitgroup(group);

    return 0;
}
/*==========================================
 *
 *------------------------------------------*/
static DBMap *group_db = NULL;// int group_id -> struct skill_unit_group*

/// Returns the target skill_unit_group or NULL if not found.
struct skill_unit_group *skill_id2group(int group_id) {
    return (struct skill_unit_group *)idb_get(group_db, group_id);
}


static int skill_unit_group_newid = MAX_SKILL_DB;

/// Returns a new group_id that isn't being used in group_db.
/// Fatal error if nothing is available.
static int skill_get_new_group_id(void)
{
    if (skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL)
        return skill_unit_group_newid++;// available
    {
        // find next id
        int base_id = skill_unit_group_newid;
        while (base_id != ++skill_unit_group_newid) {
            if (skill_unit_group_newid < MAX_SKILL_DB)
                skill_unit_group_newid = MAX_SKILL_DB;
            if (skill_id2group(skill_unit_group_newid) == NULL)
                return skill_unit_group_newid++;// available
        }
        // full loop, nothing available
        ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
        exit(1);
    }
}

struct skill_unit_group *skill_initunitgroup(struct block_list *src, int count, short skillid, short skilllv, int unit_id, int limit, int interval) {
    struct unit_data *ud = unit_bl2ud(src);
    struct skill_unit_group *group;
    int i;

    if (skillid <= 0 || skilllv <= 0) return 0;

    nullpo_retr(NULL, src);
    nullpo_retr(NULL, ud);

    // find a free spot to store the new unit group
    ARR_FIND(0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL);
    if (i == MAX_SKILLUNITGROUP) {
        // array is full, make room by discarding oldest group
        int j=0;
        unsigned maxdiff=0,x,tick=gettick();
        for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++)
            if ((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff) {
                maxdiff=x;
                j=i;
            }
        skill_delunitgroup(ud->skillunit[j]);
        //Since elements must have shifted, we use the last slot.
        i = MAX_SKILLUNITGROUP-1;
    }

    group             = ers_alloc(skill_unit_ers, struct skill_unit_group);
    group->src_id     = src->id;
    group->party_id   = status_get_party_id(src);
    group->guild_id   = status_get_guild_id(src);
    group->bg_id      = bg_team_get_id(src);
    group->group_id   = skill_get_new_group_id();
    group->unit       = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
    group->unit_count = count;
    group->alive_count = 0;
    group->val1       = 0;
    group->val2       = 0;
    group->val3       = 0;
    group->skill_id   = skillid;
    group->skill_lv   = skilllv;
    group->unit_id    = unit_id;
    group->map        = src->m;
    group->limit      = limit;
    group->interval   = interval;
    group->tick       = gettick();
    group->valstr     = NULL;

    ud->skillunit[i] = group;

    if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
        group->tick += 1500;

    idb_put(group_db, group->group_id, group);
    return group;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_delunitgroup_(struct skill_unit_group *group, const char *file, int line, const char *func)
{
    struct block_list *src;
    struct unit_data *ud;
    int i,j;

    if (group == NULL) {
        ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
        return 0;
    }

    src=map_id2bl(group->src_id);
    ud = unit_bl2ud(src);
    if (!src || !ud) {
        ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
        return 0;
    }

    if (!status_isdead(src) && ((TBL_PC *)src)->state.warping && !((TBL_PC *)src)->state.changemap) {
        switch (group->skill_id) {
            case BA_DISSONANCE:
            case BA_POEMBRAGI:
            case BA_WHISTLE:
            case BA_ASSASSINCROSS:
            case BA_APPLEIDUN:
            case DC_UGLYDANCE:
            case DC_HUMMING:
            case DC_DONTFORGETME:
            case DC_FORTUNEKISS:
            case DC_SERVICEFORYOU:
                skill_usave_add(((TBL_PC *)src), group->skill_id, group->skill_lv);
                break;
        }
    }

    if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
        struct status_change *sc = status_get_sc(src);
        if (sc && sc->data[SC_DANCING]) {
            sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
            status_change_end(src, SC_DANCING, INVALID_TIMER);
        }
    }

    // end Gospel's status change on 'src'
    // (needs to be done when the group is deleted by other means than skill deactivation)
    if (group->unit_id == UNT_GOSPEL) {
        struct status_change *sc = status_get_sc(src);
        if (sc && sc->data[SC_GOSPEL]) {
            sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
            status_change_end(src, SC_GOSPEL, INVALID_TIMER);
        }
    }

    switch (group->skill_id) {
        case SG_SUN_WARM:
        case SG_MOON_WARM:
        case SG_STAR_WARM: {
                struct status_change *sc = NULL;
                if ((sc = status_get_sc(src)) != NULL  && sc->data[SC_WARM]) {
                    sc->data[SC_WARM]->val4 = 0;
                    status_change_end(src, SC_WARM, INVALID_TIMER);
                }
            }
            break;
        case NC_NEUTRALBARRIER: {
                struct status_change *sc = NULL;
                if ((sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER]) {
                    sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
                    status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
                }
            }
            break;
        case NC_STEALTHFIELD: {
                struct status_change *sc = NULL;
                if ((sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER]) {
                    sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
                    status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
                }
            }
            break;
        case LG_BANDING: {
                struct status_change *sc = NULL;
                if ((sc = status_get_sc(src)) && sc->data[SC_BANDING]) {
                    sc->data[SC_BANDING]->val4 = 0;
                    status_change_end(src,SC_BANDING,INVALID_TIMER);
                }
            }
            break;
    }

    if (src->type==BL_PC && group->state.ammo_consume)
        battle_consume_ammo((TBL_PC *)src, group->skill_id, group->skill_lv);

    group->alive_count=0;

    // remove all unit cells
    if (group->unit != NULL)
        for (i = 0; i < group->unit_count; i++)
            skill_delunit(&group->unit[i]);

    // clear Talkie-box string
    if (group->valstr != NULL) {
        aFree(group->valstr);
        group->valstr = NULL;
    }

    idb_remove(group_db, group->group_id);
    map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
    group->unit=NULL;
    group->group_id=0;
    group->unit_count=0;

    // locate this group, swap with the last entry and delete it
    ARR_FIND(0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group);
    ARR_FIND(i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL);
    j--;
    if (i < MAX_SKILLUNITGROUP) {
        ud->skillunit[i] = ud->skillunit[j];
        ud->skillunit[j] = NULL;
        ers_free(skill_unit_ers, group);
    } else
        ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);

    return 1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_clear_unitgroup(struct block_list *src)
{
    struct unit_data *ud = unit_bl2ud(src);

    nullpo_ret(ud);

    while (ud->skillunit[0])
        skill_delunitgroup(ud->skillunit[0]);

    return 1;
}

/*==========================================
 *
 *------------------------------------------*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick) {
    int i,j=-1,k,s,id;
    struct unit_data *ud;
    struct skill_unit_group_tickset *set;

    nullpo_ret(bl);
    if (group->interval==-1)
        return NULL;

    ud = unit_bl2ud(bl);
    if (!ud) return NULL;

    set = ud->skillunittick;

    if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
        id = s = group->skill_id;
    else
        id = s = group->group_id;

    for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
        k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
        if (set[k].id == id)
            return &set[k];
        else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
            j=k;
    }

    if (j == -1) {
        ShowWarning("skill_unitgrouptickset_search: tickset is full\n");
        j = id % MAX_SKILLUNITGROUPTICKSET;
    }

    set[j].id = id;
    set[j].tick = tick;
    return &set[j];
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_timer_sub_onplace(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit = va_arg(ap,struct skill_unit *);
    struct skill_unit_group *group = unit->group;
    unsigned int tick = va_arg(ap,unsigned int);

    if (!unit->alive || bl->prev == NULL)
        return 0;

    nullpo_ret(group);

    if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
        return 0; //AoE skills are ineffective. [Skotlex]

    if (battle_check_target(&unit->bl,bl,group->target_flag) <= 0)
        return 0;

    skill_unit_onplace_timer(unit,bl,tick);

    return 1;
}

/**
 * @see DBApply
 */
static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
{
    struct skill_unit *unit = db_data2ptr(data);
    struct skill_unit_group *group = unit->group;
    unsigned int tick = va_arg(ap,unsigned int);
    bool dissonance;
    struct block_list *bl = &unit->bl;

    if (!unit->alive)
        return 0;

    nullpo_ret(group);

    // check for expiration
    if (!group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit)) {
        // skill unit expired (inlined from skill_unit_onlimit())
        switch (group->unit_id) {
            case UNT_BLASTMINE:
#ifdef RENEWAL
            case UNT_CLAYMORETRAP:
#endif
            case UNT_GROUNDDRIFT_WIND:
            case UNT_GROUNDDRIFT_DARK:
            case UNT_GROUNDDRIFT_POISON:
            case UNT_GROUNDDRIFT_WATER:
            case UNT_GROUNDDRIFT_FIRE:
                group->unit_id = UNT_USED_TRAPS;
                //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
                group->limit=DIFF_TICK(tick+1500,group->tick);
                unit->limit=DIFF_TICK(tick+1500,group->tick);
                break;

            case UNT_ANKLESNARE:
            case UNT_ELECTRICSHOCKER:
                if (group->val2 > 0) {
                    // Used Trap don't returns back to item
                    skill_delunit(unit);
                    break;
                }
            case UNT_SKIDTRAP:
            case UNT_LANDMINE:
            case UNT_SHOCKWAVE:
            case UNT_SANDMAN:
            case UNT_FLASHER:
            case UNT_FREEZINGTRAP:
#ifndef RENEWAL
            case UNT_CLAYMORETRAP:
#endif
            case UNT_TALKIEBOX:
            case UNT_CLUSTERBOMB:
            case UNT_MAGENTATRAP:
            case UNT_COBALTTRAP:
            case UNT_MAIZETRAP:
            case UNT_VERDURETRAP:
            case UNT_FIRINGTRAP:
            case UNT_ICEBOUNDTRAP:

                {
                    struct block_list *src;
                    if (unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC) {
                        // revert unit back into a trap
                        struct item item_tmp;
                        memset(&item_tmp,0,sizeof(item_tmp));
                        item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
                        item_tmp.identify = 1;
                        map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
                    }
                    skill_delunit(unit);
                }
                break;

            case UNT_WARP_ACTIVE:
                // warp portal opens (morph to a UNT_WARP_WAITING cell)
                group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
                clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
                // restart timers
                group->limit = skill_get_time(group->skill_id,group->skill_lv);
                unit->limit = skill_get_time(group->skill_id,group->skill_lv);
                // apply effect to all units standing on it
                map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
                break;

            case UNT_CALLFAMILY: {
                    struct map_session_data *sd = NULL;
                    if (group->val1) {
                        sd = map_charid2sd(group->val1);
                        group->val1 = 0;
                        if (sd && !map[sd->bl.m].flag.nowarp)
                            pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
                    }
                    if (group->val2) {
                        sd = map_charid2sd(group->val2);
                        group->val2 = 0;
                        if (sd && !map[sd->bl.m].flag.nowarp)
                            pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
                    }
                    skill_delunit(unit);
                }
                break;

            case UNT_REVERBERATION:
                if (unit->val1 <= 0) {  // If it was deactivated.
                    skill_delunit(unit);
                    break;
                }
                clif_changetraplook(bl,UNT_USED_TRAPS);
                map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
                group->limit = DIFF_TICK(tick,group->tick)+1000;
                unit->limit = DIFF_TICK(tick,group->tick)+1000;
                group->unit_id = UNT_USED_TRAPS;
                break;

            case UNT_FEINTBOMB: {
                    struct block_list *src =  map_id2bl(group->src_id);
                    if (src)
                        map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
                    skill_delunit(unit);
                    break;
                }

            case UNT_BANDING: {
                    struct block_list *src = map_id2bl(group->src_id);
                    struct status_change *sc;
                    if (!src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING]) {
                        skill_delunit(unit);
                        break;
                    }
                    // This unit isn't removed while SC_BANDING is active.
                    group->limit = DIFF_TICK(tick+group->interval,group->tick);
                    unit->limit = DIFF_TICK(tick+group->interval,group->tick);
                }
                break;

            default:
                skill_delunit(unit);
        }
    } else {
        // skill unit is still active
        switch (group->unit_id) {
            case UNT_ICEWALL:
                // icewall loses 50 hp every second
                unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
                if (unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
                    unit->limit = DIFF_TICK(tick+700,group->tick);
                break;
            case UNT_BLASTMINE:
            case UNT_SKIDTRAP:
            case UNT_LANDMINE:
            case UNT_SHOCKWAVE:
            case UNT_SANDMAN:
            case UNT_FLASHER:
            case UNT_CLAYMORETRAP:
            case UNT_FREEZINGTRAP:
            case UNT_TALKIEBOX:
            case UNT_ANKLESNARE:
                if (unit->val1 <= 0) {
                    if (group->unit_id == UNT_ANKLESNARE && group->val2 > 0)
                        skill_delunit(unit);
                    else {
                        clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
                        group->limit = DIFF_TICK(tick, group->tick) + 1500;
                        group->unit_id = UNT_USED_TRAPS;
                    }
                }
                break;
            case UNT_REVERBERATION:
                if (unit->val1 <= 0) {
                    clif_changetraplook(bl,UNT_USED_TRAPS);
                    map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
                    group->limit = DIFF_TICK(tick,group->tick)+1000;
                    unit->limit = DIFF_TICK(tick,group->tick)+1000;
                    group->unit_id = UNT_USED_TRAPS;
                }
                break;
            case UNT_WALLOFTHORN:
                if (unit->val1 <= 0) {
                    group->unit_id = UNT_USED_TRAPS;
                    group->limit = DIFF_TICK(tick, group->tick) + 1500;
                }
                break;
        }
    }

    //Don't continue if unit or even group is expired and has been deleted.
    if (!group || !unit->alive)
        return 0;

    dissonance = skill_dance_switch(unit, 0);

    if (unit->range >= 0 && group->interval != -1) {
        if (battle_config.skill_wall_check)
            map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
        else
            map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);

        if (unit->range == -1) //Unit disabled, but it should not be deleted yet.
            group->unit_id = UNT_USED_TRAPS;

        if (group->unit_id == UNT_TATAMIGAESHI) {
            unit->range = -1; //Disable processed cell.
            if (--group->val1 <= 0) { // number of live cells
                //All tiles were processed, disable skill.
                group->target_flag=BCT_NOONE;
                group->bl_flag= BL_NUL;
            }
        }
    }

    if (dissonance) skill_dance_switch(unit, 1);

    return 0;
}
/*==========================================
 * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
 *------------------------------------------*/
int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
{
    map_freeblock_lock();

    skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);

    map_freeblock_unlock();

    return 0;
}

static int skill_unit_temp[20];  // temporary storage for tracking skill unit skill ids as players move in/out of them
/*==========================================
 *
 *------------------------------------------*/
int skill_unit_move_sub(struct block_list *bl, va_list ap)
{
    struct skill_unit *unit = (struct skill_unit *)bl;
    struct skill_unit_group *group = unit->group;

    struct block_list *target = va_arg(ap,struct block_list *);
    unsigned int tick = va_arg(ap,unsigned int);
    int flag = va_arg(ap,int);

    bool dissonance;
    int skill_id;
    int i;

    nullpo_ret(group);

    if (!unit->alive || target->prev == NULL)
        return 0;

    if (flag&1 && (unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP))
        return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]

    dissonance = skill_dance_switch(unit, 0);

    //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
    skill_id = unit->group->skill_id;

    if (unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY) { //Lullaby is the exception, bugreport:411
        //Non-dualmode unit skills with a timer don't trigger when walking, so just return
        if (dissonance) skill_dance_switch(unit, 1);
        return 0;
    }

    //Target-type check.
    if (!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0)) {
        if (group->src_id == target->id && group->state.song_dance&0x2) {
            //Ensemble check to see if they went out/in of the area [Skotlex]
            if (flag&1) {
                if (flag&2) {
                    //Clear this skill id.
                    ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id);
                    if (i < ARRAYLENGTH(skill_unit_temp))
                        skill_unit_temp[i] = 0;
                }
            } else {
                if (flag&2) {
                    //Store this skill id.
                    ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0);
                    if (i < ARRAYLENGTH(skill_unit_temp))
                        skill_unit_temp[i] = skill_id;
                    else
                        ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
                }

            }

            if (flag&4)
                skill_unit_onleft(skill_id,target,tick);
        }

        if (dissonance) skill_dance_switch(unit, 1);

        return 0;
    } else {
        if (flag&1) {
            int result = skill_unit_onplace(unit,target,tick);
            if (flag&2 && result) {
                //Clear skill ids we have stored in onout.
                ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result);
                if (i < ARRAYLENGTH(skill_unit_temp))
                    skill_unit_temp[i] = 0;
            }
        } else {
            int result = skill_unit_onout(unit,target,tick);
            if (flag&2 && result) {
                //Store this unit id.
                ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0);
                if (i < ARRAYLENGTH(skill_unit_temp))
                    skill_unit_temp[i] = skill_id;
                else
                    ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
            }
        }

        //TODO: Normally, this is dangerous since the unit and group could be freed
        //inside the onout/onplace functions. Currently it is safe because we know song/dance
        //cells do not get deleted within them. [Skotlex]
        if (dissonance) skill_dance_switch(unit, 1);

        if (flag&4)
            skill_unit_onleft(skill_id,target,tick);

        return 1;
    }
}

/*==========================================
 * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
 * Flag values:
 * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
 * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
 * units to figure out when they have left a group.
 * flag&4: Force a onleft event (triggered when the bl is killed, for example)
 *------------------------------------------*/
int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
{
    nullpo_ret(bl);

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

    if (flag&2 && !(flag&1)) {
        //Onout, clear data
        memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
    }

    map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);

    if (flag&2 && flag&1) {
        //Onplace, check any skill units you have left.
        int i;
        for (i = 0; i < ARRAYLENGTH(skill_unit_temp); i++)
            if (skill_unit_temp[i])
                skill_unit_onleft(skill_unit_temp[i], bl, tick);
    }

    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_unit_move_unit_group(struct skill_unit_group *group, int m, int dx, int dy)
{
    int i,j;
    unsigned int tick = gettick();
    int *m_flag;
    struct skill_unit *unit1;
    struct skill_unit *unit2;

    if (group == NULL)
        return 0;
    if (group->unit_count<=0)
        return 0;
    if (group->unit==NULL)
        return 0;

    if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
        return 0; //Ensembles may not be moved around.

    if (group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN)
        return 0; //Icewalls and Wall of Thorns don't get knocked back

    m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
    //    m_flag
    //      0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
    //      1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
    //      2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
    //      3: Both 1+2.
    for (i=0; i<group->unit_count; i++) {
        unit1=&group->unit[i];
        if (!unit1->alive || unit1->bl.m!=m)
            continue;
        for (j=0; j<group->unit_count; j++) {
            unit2=&group->unit[j];
            if (!unit2->alive)
                continue;
            if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y) {
                m_flag[i] |= 0x1;
            }
            if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y) {
                m_flag[i] |= 0x2;
            }
        }
    }
    j = 0;
    for (i=0; i<group->unit_count; i++) {
        unit1=&group->unit[i];
        if (!unit1->alive)
            continue;
        if (!(m_flag[i]&0x2)) {
            if (group->state.song_dance&0x1) //Cancel dissonance effect.
                skill_dance_overlap(unit1, 0);
            map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
        }
        //Move Cell using "smart" criteria (avoid useless moving around)
        switch (m_flag[i]) {
            case 0:
                //Cell moves independently, safely move it.
                map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
                break;
            case 1:
                //Cell moves unto another cell, look for a replacement cell that won't collide
                //and has no cell moving into it (flag == 2)
                for (; j<group->unit_count; j++) {
                    if (m_flag[j]!=2 || !group->unit[j].alive)
                        continue;
                    //Move to where this cell would had moved.
                    unit2 = &group->unit[j];
                    map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
                    j++; //Skip this cell as we have used it.
                    break;
                }
                break;
            case 2:
            case 3:
                break; //Don't move the cell as a cell will end on this tile anyway.
        }
        if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
            if (group->state.song_dance&0x1) //Check for dissonance effect.
                skill_dance_overlap(unit1, 1);
            clif_skill_setunit(unit1);
            map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
        }
    }
    aFree(m_flag);
    return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_can_produce_mix(struct map_session_data *sd, int nameid, int trigger, int qty)
{
    int i,j;

    nullpo_ret(sd);

    if (nameid<=0)
        return 0;

    for (i=0; i<MAX_SKILL_PRODUCE_DB; i++) {
        if (skill_produce_db[i].nameid == nameid) {
            if ((j=skill_produce_db[i].req_skill)>0 &&
                pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
                continue; // must iterate again to check other skills that produce it. [malufett]
            if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
                continue; // special case
            break;
        }
    }

    if (i >= MAX_SKILL_PRODUCE_DB)
        return 0;

    if (pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT) {
        // cannot carry the produced stuff
        return 0;
    }

    if (trigger>=0) {
        if (trigger>20) { // Non-weapon, non-food item (itemlv must match)
            if (skill_produce_db[i].itemlv!=trigger)
                return 0;
        } else if (trigger>10) { // Food (any item level between 10 and 20 will do)
            if (skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
                return 0;
        } else { // Weapon (itemlv must be higher or equal)
            if (skill_produce_db[i].itemlv>trigger)
                return 0;
        }
    }

    for (j=0; j<MAX_PRODUCE_RESOURCE; j++) {
        int id,x,y;
        if ((id=skill_produce_db[i].mat_id[j]) <= 0)
            continue;
        if (skill_produce_db[i].mat_amount[j] <= 0) {
            if (pc_search_inventory(sd,id) < 0)
                return 0;
        } else {
            for (y=0,x=0; y<MAX_INVENTORY; y++)
                if (sd->status.inventory[y].nameid == id)
                    x+=sd->status.inventory[y].amount;
            if (x<qty*skill_produce_db[i].mat_amount[j])
                return 0;
        }
    }
    return i+1;
}

/*==========================================
 *
 *------------------------------------------*/
int skill_produce_mix(struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
{
    int slot[3];
    int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
    int num = -1; // exclude the recipe
    struct status_data *status;
    struct item_data *data;

    nullpo_ret(sd);
    status = status_get_status_data(&sd->bl);

    if (sd->skillid_old == skill_id)
        skilllv = sd->skilllv_old;

    if (!(idx=skill_can_produce_mix(sd,nameid,-1, qty)))
        return 0;
    idx--;

    if (qty < 1)
        qty = 1;

    if (!skill_id) //A skill can be specified for some override cases.
        skill_id = skill_produce_db[idx].req_skill;

    if (skill_id == GC_RESEARCHNEWPOISON)
        skill_id = GC_CREATENEWPOISON;

    slot[0]=slot1;
    slot[1]=slot2;
    slot[2]=slot3;

    for (i=0,sc=0,ele=0; i<3; i++) { //Note that qty should always be one if you are using these!
        int j;
        if (slot[i]<=0)
            continue;
        j = pc_search_inventory(sd,slot[i]);
        if (j < 0)
            continue;
        if (slot[i]==1000) { /* Star Crumb */
            pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
            sc++;
        }
        if (slot[i]>=994 && slot[i]<=997 && ele==0) { /* Flame Heart . . . Great Nature */
            static const int ele_table[4]= {3,1,4,2};
            pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
            ele=ele_table[slot[i]-994];
        }
    }

    if (skill_id == RK_RUNEMASTERY) {
        int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
        data = itemdb_search(nameid);

        if (skill_lv == 10) temp_qty = 1 + rnd()%3;
        else if (skill_lv > 5) temp_qty = 1 + rnd()%2;
        else temp_qty = 1;

        if (data->stack.inventory) {
            for (i = 0; i < MAX_INVENTORY; i++) {
                if (sd->status.inventory[i].nameid == nameid) {
                    if (sd->status.inventory[i].amount >= data->stack.amount) {
                        clif_msgtable(sd->fd,0x61b);
                        return 0;
                    } else {
                        /**
                         * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
                         **/
                        if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
                            temp_qty = data->stack.amount - sd->status.inventory[i].amount;
                    }
                    break;
                }
            }
        }
        qty = temp_qty;
    }

    for (i=0; i<MAX_PRODUCE_RESOURCE; i++) {
        int j,id,x;
        if ((id=skill_produce_db[idx].mat_id[i]) <= 0)
            continue;
        num++;
        x=(skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
        do {
            int y=0;
            j = pc_search_inventory(sd,id);

            if (j >= 0) {
                y = sd->status.inventory[j].amount;
                if (y>x)y=x;
                pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
            } else
                ShowError("skill_produce_mix: material item error\n");

            x-=y;
        } while (j>=0 && x>0);
    }

    if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)))
        wlv = itemdb_wlv(nameid);
    if (!equip) {
        switch (skill_id) {
            case BS_IRON:
            case BS_STEEL:
            case BS_ENCHANTEDSTONE:
                // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
                i = pc_checkskill(sd,skill_id);
                make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
                switch (nameid) {
                    case 998: // Iron
                        make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
                        break;
                    case 999: // Steel
                        make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
                        break;
                    case 1000: //Star Crumb
                        make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
                        break;
                    default: // Enchanted Stones
                        make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
                        break;
                }
                break;
            case ASC_CDP:
                make_per = (2000 + 40*status->dex + 20*status->luk);
                break;
            case AL_HOLYWATER:
                /**
                 * Arch Bishop
                 **/
            case AB_ANCILLA:
                make_per = 100000; //100% success
                break;
            case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
            case AM_TWILIGHT1:
            case AM_TWILIGHT2:
            case AM_TWILIGHT3:
                make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
                           + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
                           + (status->int_/2)*10 + status->dex*10+status->luk*10;
                if (merc_is_hom_active(sd->hd)) { //Player got a homun
                    int skill;
                    if ((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
                        make_per += skill*100; //+1% bonus per level
                }
                switch (nameid) {
                    case 501: // Red Potion
                    case 503: // Yellow Potion
                    case 504: // White Potion
                        make_per += (1+rnd()%100)*10 + 2000;
                        break;
                    case 970: // Alcohol
                        make_per += (1+rnd()%100)*10 + 1000;
                        break;
                    case 7135: // Bottle Grenade
                    case 7136: // Acid Bottle
                    case 7137: // Plant Bottle
                    case 7138: // Marine Sphere Bottle
                        make_per += (1+rnd()%100)*10;
                        break;
                    case 546: // Condensed Yellow Potion
                        make_per -= (1+rnd()%50)*10;
                        break;
                    case 547: // Condensed White Potion
                    case 7139: // Glistening Coat
                        make_per -= (1+rnd()%100)*10;
                        break;
                        //Common items, recieve no bonus or penalty, listed just because they are commonly produced
                    case 505: // Blue Potion
                    case 545: // Condensed Red Potion
                    case 605: // Anodyne
                    case 606: // Aloevera
                    default:
                        break;
                }
                if (battle_config.pp_rate != 100)
                    make_per = make_per * battle_config.pp_rate / 100;
                break;
            case SA_CREATECON: // Elemental Converter Creation
                make_per = 100000; // should be 100% success rate
                break;
                /**
                 * Rune Knight
                 **/
            case RK_RUNEMASTERY: {
                    int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
                    int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
                    int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
                    int D = 0;
                    switch (nameid) { //rune rank it_diff 9 craftable rune
                        case ITEMID_BERKANA:
                            D = -2000;
                            break; //Rank S
                        case ITEMID_NAUTHIZ:
                        case ITEMID_URUZ:
                            D = -1500;
                            break; //Rank A
                        case ITEMID_ISA:
                        case ITEMID_WYRD:
                            D = -1000;
                            break; //Rank B
                        case ITEMID_RAIDO:
                        case ITEMID_THURISAZ:
                        case ITEMID_HAGALAZ:
                        case ITEMID_OTHILA:
                            D = -500;
                            break; //Rank C
                        default:
                            D = -1500;
                            break; //not specified =-15%
                    }
                    make_per = A + B + C + D;
                    break;
                }
                /**
                 * Guilotine Cross
                 **/
            case GC_CREATENEWPOISON:
                make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
                qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
                break;
            case GN_CHANGEMATERIAL:
                for (i=0; i<MAX_SKILL_PRODUCE_DB; i++)
                    if (skill_changematerial_db[i].itemid == nameid) {
                        make_per = skill_changematerial_db[i].rate * 10;
                        break;
                    }
                break;
            case GN_S_PHARMACY: {
                    int difficulty = 0;

                    difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)

                    make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
                               (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)

                    switch (nameid) { // difficulty factor
                        case 12422:
                        case 12425:
                        case 12428:
                            difficulty += 10;
                            break;
                        case 6212:
                        case 12426:
                            difficulty += 15;
                            break;
                        case 13264:
                        case 12423:
                        case 12427:
                        case 12436:
                            difficulty += 20;
                            break;
                        case 6210:
                        case 6211:
                        case 12437:
                            difficulty += 30;
                            break;
                        case 12424:
                        case 12475:
                            difficulty += 40;
                            break;
                    }

                    if (make_per >= 400 && make_per > difficulty)
                        qty = 10;
                    else if (make_per >= 300 && make_per > difficulty)
                        qty = 7;
                    else if (make_per >= 100 && make_per > difficulty)
                        qty = 6;
                    else if (make_per >= 1 && make_per > difficulty)
                        qty = 5;
                    else
                        qty = 4;
                    make_per = 10000;
                }
                break;
            case GN_MAKEBOMB:
            case GN_MIX_COOKING: {
                    int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)

                    make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
                    qty = ~(5 + rnd()%5) + 1;

                    switch (nameid) { // difficulty factor
                        case 13260:
                            difficulty += 5;
                            break;
                        case 13261:
                        case 13262:
                            difficulty += 10;
                            break;
                        case 12429:
                        case 12430:
                        case 12431:
                        case 12432:
                        case 12433:
                        case 12434:
                        case 13263:
                            difficulty += 15;
                            break;
                        case 13264:
                            difficulty += 20;
                            break;
                    }

                    if (make_per >= 30 && make_per > difficulty)
                        qty = 10 + rnd()%2;
                    else if (make_per >= 10 && make_per > difficulty)
                        qty = 10;
                    else if (make_per == 10 && make_per > difficulty)
                        qty = 8;
                    else if ((make_per >= 50 || make_per < 30) && make_per < difficulty)
                        ;// Food/Bomb creation fails.
                    else if (make_per >= 30 && make_per < difficulty)
                        qty = 5;

                    if (qty < 0 || (skilllv == 1 && make_per < difficulty)) {
                        qty = ~qty + 1;
                        make_per = 0;
                    } else
                        make_per = 10000;
                    qty = (skilllv > 1 ? qty : 1);
                }
                break;
            default:
                if (sd->menuskill_id == AM_PHARMACY &&
                    sd->menuskill_val > 10 && sd->menuskill_val <= 20) {
                    //Assume Cooking Dish
                    if (sd->menuskill_val >= 15) //Legendary Cooking Set.
                        make_per = 10000; //100% Success
                    else
                        make_per = 1200 * (sd->menuskill_val - 10)
                                   + 20  * (sd->status.base_level + 1)
                                   + 20  * (status->dex + 1)
                                   + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
                                   - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
                                   - 10  * (100 - status->luk + 1)
                                   - 500 * (num - 1)
                                   - 100 * (rnd()%4 + 1);
                    break;
                }
                make_per = 5000;
                break;
        }
    } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
        make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
        make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
        make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
        make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
        if (pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
        else if (pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
        else if (pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
        else if (pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
        if (battle_config.wp_rate != 100)
            make_per = make_per * battle_config.wp_rate / 100;
    }

    if (sd->class_&JOBL_BABY) //if it's a Baby Class
        make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)

    if (make_per < 1) make_per = 1;


    if (rnd()%10000 < make_per || qty > 1) { //Success, or crafting multiple items.
        struct item tmp_item;
        memset(&tmp_item,0,sizeof(tmp_item));
        tmp_item.nameid=nameid;
        tmp_item.amount=1;
        tmp_item.identify=1;
        if (equip) {
            tmp_item.card[0]=CARD0_FORGE;
            tmp_item.card[1]=((sc*5)<<8)+ele;
            tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
            tmp_item.card[3]=GetWord(sd->status.char_id,1);
        } else {
            //Flag is only used on the end, so it can be used here. [Skotlex]
            switch (skill_id) {
                case BS_DAGGER:
                case BS_SWORD:
                case BS_TWOHANDSWORD:
                case BS_AXE:
                case BS_MACE:
                case BS_KNUCKLE:
                case BS_SPEAR:
                    flag = battle_config.produce_item_name_input&0x1;
                    break;
                case AM_PHARMACY:
                case AM_TWILIGHT1:
                case AM_TWILIGHT2:
                case AM_TWILIGHT3:
                    flag = battle_config.produce_item_name_input&0x2;
                    break;
                case AL_HOLYWATER:
                    /**
                     * Arch Bishop
                     **/
                case AB_ANCILLA:
                    flag = battle_config.produce_item_name_input&0x8;
                    break;
                case ASC_CDP:
                    flag = battle_config.produce_item_name_input&0x10;
                    break;
                default:
                    flag = battle_config.produce_item_name_input&0x80;
                    break;
            }
            if (flag) {
                tmp_item.card[0]=CARD0_CREATE;
                tmp_item.card[1]=0;
                tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
                tmp_item.card[3]=GetWord(sd->status.char_id,1);
            }
        }

        //      if(log_config.produce > 0)
        //          log_produce(sd,nameid,slot1,slot2,slot3,1);
        //TODO update PICKLOG

        if (equip) {
            clif_produceeffect(sd,0,nameid);
            clif_misceffect(&sd->bl,3);
            if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
                pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
        } else {
            int fame = 0;
            tmp_item.amount = 0;

            for (i=0; i< qty; i++) {    //Apply quantity modifiers.
                if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
                    tmp_item.amount = qty;
                    break;
                }
                if (rnd()%10000 < make_per || qty == 1) { //Success
                    tmp_item.amount++;
                    if (nameid < 545 || nameid > 547)
                        continue;
                    if (skill_id != AM_PHARMACY &&
                        skill_id != AM_TWILIGHT1 &&
                        skill_id != AM_TWILIGHT2 &&
                        skill_id != AM_TWILIGHT3)
                        continue;
                    //Add fame as needed.
                    switch (++sd->potion_success_counter) {
                        case 3:
                            fame+=1; // Success to prepare 3 Condensed Potions in a row
                            break;
                        case 5:
                            fame+=3; // Success to prepare 5 Condensed Potions in a row
                            break;
                        case 7:
                            fame+=10; // Success to prepare 7 Condensed Potions in a row
                            break;
                        case 10:
                            fame+=50; // Success to prepare 10 Condensed Potions in a row
                            sd->potion_success_counter = 0;
                            break;
                    }
                } else //Failure
                    sd->potion_success_counter = 0;
            }

            if (fame)
                pc_addfame(sd,fame);
            //Visual effects and the like.
            switch (skill_id) {
                case AM_PHARMACY:
                case AM_TWILIGHT1:
                case AM_TWILIGHT2:
                case AM_TWILIGHT3:
                case ASC_CDP:
                    clif_produceeffect(sd,2,nameid);
                    clif_misceffect(&sd->bl,5);
                    break;
                case BS_IRON:
                case BS_STEEL:
                case BS_ENCHANTEDSTONE:
                    clif_produceeffect(sd,0,nameid);
                    clif_misceffect(&sd->bl,3);
                    break;
                case RK_RUNEMASTERY:
                case GC_CREATENEWPOISON:
                    clif_produceeffect(sd,2,nameid);
                    clif_misceffect(&sd->bl,5);
                    break;
                default: //Those that don't require a skill?
                    if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) {
                        //Cooking items.
                        clif_specialeffect(&sd->bl, 608, AREA);
                        if (sd->cook_mastery < 1999)
                            pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + (1 << ((skill_produce_db[idx].itemlv - 11) / 2)) * 5);
                    }
                    break;
            }
        }
        if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) {  //Success
            int j, k = 0;
            for (i=0; i<MAX_SKILL_PRODUCE_DB; i++)
                if (skill_changematerial_db[i].itemid == nameid) {
                    for (j=0; j<5; j++) {
                        if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]) {
                            tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
                            if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
                                clif_additem(sd,0,0,flag);
                                map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
                            }
                            k++;
                        }
                    }
                    break;
                }
            if (k) {
                clif_msg_skill(sd,skill_id,0x627);
                return 1;
            }
        } else if (tmp_item.amount) { //Success
            if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
                clif_additem(sd,0,0,flag);
                map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
            }
            if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id ==  GN_S_PHARMACY)
                clif_msg_skill(sd,skill_id,0x627);
            return 1;
        }
    }
    //Failure
    //  if(log_config.produce)
    //      log_produce(sd,nameid,slot1,slot2,slot3,0);
    //TODO update PICKLOG

    if (equip) {
        clif_produceeffect(sd,1,nameid);
        clif_misceffect(&sd->bl,2);
    } else {
        switch (skill_id) {
            case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
                status_percent_damage(NULL, &sd->bl, -25, 0, true);
            case AM_PHARMACY:
            case AM_TWILIGHT1:
            case AM_TWILIGHT2:
            case AM_TWILIGHT3:
                clif_produceeffect(sd,3,nameid);
                clif_misceffect(&sd->bl,6);
                sd->potion_success_counter = 0; // Fame point system [DracoRPG]
                break;
            case BS_IRON:
            case BS_STEEL:
            case BS_ENCHANTEDSTONE:
                clif_produceeffect(sd,1,nameid);
                clif_misceffect(&sd->bl,2);
                break;
            case RK_RUNEMASTERY:
            case GC_CREATENEWPOISON:
                clif_produceeffect(sd,3,nameid);
                clif_misceffect(&sd->bl,6);
                break;
            case GN_MIX_COOKING: {
                    struct item tmp_item;
                    const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
                    int rate = rnd()%500;
                    memset(&tmp_item,0,sizeof(tmp_item));
                    if (rate < 50) i = 4;
                    else if (rate < 100) i = 2+rnd()%1;
                    else if (rate < 250) i = 1;
                    else if (rate < 500) i = 0;
                    tmp_item.nameid = compensation[i];
                    tmp_item.amount = qty;
                    tmp_item.identify = 1;
                    if (pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE)) {
                        clif_additem(sd,0,0,flag);
                        map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
                    }
                    clif_msg_skill(sd,skill_id,0x628);
                }
                break;
            case GN_MAKEBOMB:
            case GN_S_PHARMACY:
            case GN_CHANGEMATERIAL:
                clif_msg_skill(sd,skill_id,0x628);
                break;
            default:
                if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) {
                    //Cooking items.
                    clif_specialeffect(&sd->bl, 609, AREA);
                    if (sd->cook_mastery > 0)
                        pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - (1 << ((skill_produce_db[idx].itemlv - 11) / 2)) - (((1 << ((skill_produce_db[idx].itemlv - 11) / 2)) >> 1) * 3));
                }
        }
    }
    return 0;
}

int skill_arrow_create(struct map_session_data *sd, int nameid)
{
    int i,j,flag,index=-1;
    struct item tmp_item;

    nullpo_ret(sd);

    if (nameid <= 0)
        return 1;

    for (i=0; i<MAX_SKILL_ARROW_DB; i++)
        if (nameid == skill_arrow_db[i].nameid) {
            index = i;
            break;
        }

    if (index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
        return 1;

    pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
    for (i=0; i<MAX_ARROW_RESOURCE; i++) {
        memset(&tmp_item,0,sizeof(tmp_item));
        tmp_item.identify = 1;
        tmp_item.nameid = skill_arrow_db[index].cre_id[i];
        tmp_item.amount = skill_arrow_db[index].cre_amount[i];
        if (battle_config.produce_item_name_input&0x4) {
            tmp_item.card[0]=CARD0_CREATE;
            tmp_item.card[1]=0;
            tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
            tmp_item.card[3]=GetWord(sd->status.char_id,1);
        }
        if (tmp_item.nameid <= 0 || tmp_item.amount <= 0)
            continue;
        if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
            clif_additem(sd,0,0,flag);
            map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
        }
    }

    return 0;
}
int skill_poisoningweapon(struct map_session_data *sd, int nameid)
{
    sc_type type;
    int chance, i;
    nullpo_ret(sd);
    if (nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)) {
        clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
        return 0;
    }
    switch (nameid) {
            // t_lv used to take duration from skill_get_time2
        case PO_PARALYSE:
            type = SC_PARALYSE;
            break;
        case PO_PYREXIA:
            type = SC_PYREXIA;
            break;
        case PO_DEATHHURT:
            type = SC_DEATHHURT;
            break;
        case PO_LEECHESEND:
            type = SC_LEECHESEND;
            break;
        case PO_VENOMBLEED:
            type = SC_VENOMBLEED;
            break;
        case PO_TOXIN:
            type = SC_TOXIN;
            break;
        case PO_MAGICMUSHROOM:
            type = SC_MAGICMUSHROOM;
            break;
        case PO_OBLIVIONCURSE:
            type = SC_OBLIVIONCURSE;
            break;
        default:
            clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
            return 0;
    }

    chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
    sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
              type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));

    return 0;
}

static void skill_toggle_magicpower(struct block_list *bl, short skillid)
{
    struct status_change *sc = status_get_sc(bl);

    // non-offensive and non-magic skills do not affect the status
    if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
        return;

    if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
        if (sc->data[SC_MAGICPOWER]->val4) {
            status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
        } else {
            sc->data[SC_MAGICPOWER]->val4 = 1;
            status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
        }
    }
}


int skill_magicdecoy(struct map_session_data *sd, int nameid)
{
    int x, y, i, class_, skill;
    struct mob_data *md;
    nullpo_ret(sd);
    skill = sd->menuskill_val;

    if (nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME)) {
        clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
        return 0;
    }

    // Spawn Position
    pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
    x = sd->sc.comet_x;
    y = sd->sc.comet_y;
    sd->sc.comet_x = sd->sc.comet_y = 0;
    sd->menuskill_val = 0;

    class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;


    md =  mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
    if (md) {
        md->master_id = sd->bl.id;
        md->special_state.ai = AI_FLORA;
        if (md->deletetimer != INVALID_TIMER)
            delete_timer(md->deletetimer, mob_timer_delete);
        md->deletetimer = add_timer(gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
        mob_spawn(md);
        md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
    }

    return 0;
}

// Warlock Spellbooks. [LimitLine/3CeAM]
int skill_spellbook(struct map_session_data *sd, int nameid)
{
    int i, max_preserve, skill_id, point;
    struct status_change *sc;

    nullpo_ret(sd);

    sc = status_get_sc(&sd->bl);
    status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);

    for (i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if (sc && !sc->data[i]) break;
    if (i > SC_MAXSPELLBOOK) {
        clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
        return 0;
    }

    ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
    if (i == MAX_SKILL_SPELLBOOK_DB) return 0;

    if (!pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid))) {
        // User don't know the skill
        sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
        clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
        return 0;
    }

    max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
    point = skill_spellbook_db[i].point;

    if (sc && sc->data[SC_READING_SB]) {
        if ((sc->data[SC_READING_SB]->val2 + point) > max_preserve) {
            clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
            return 0;
        }
        for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
            if (!sc->data[i]) {
                sc->data[SC_READING_SB]->val2 += point; // increase points
                sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
                break;
            }
        }
    } else {
        sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
        sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
    }

    return 1;
}
int skill_select_menu(struct map_session_data *sd,int skill_id)
{
    int id, lv, prob, aslvl = 0;
    nullpo_ret(sd);

    if (sd->sc.data[SC_STOP]) {
        aslvl = sd->sc.data[SC_STOP]->val1;
        status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
    }

    if (skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
        (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED) {
        clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
        return 0;
    }

    lv = (aslvl + 1) / 2; // The level the skill will be autocasted
    lv = min(lv,sd->status.skill[skill_id].lv);
    prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
    sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
    return 0;
}
int skill_elementalanalysis(struct map_session_data *sd, int n, int skill_lv, unsigned short *item_list)
{
    int i;

    nullpo_ret(sd);
    nullpo_ret(item_list);

    if (n <= 0)
        return 1;

    for (i = 0; i < n; i++) {
        int nameid, add_amount, del_amount, idx, product, flag;
        struct item tmp_item;

        idx = item_list[i*2+0]-2;
        del_amount = item_list[i*2+1];

        if (skill_lv == 2)
            del_amount -= (del_amount % 10);
        add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;

        if ((nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount) {
            clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
            return 1;
        }

        switch (nameid) {
                // Level 1
            case 994:
                product = 990;
                break; // Flame Heart -> Red Blood.
            case 995:
                product = 991;
                break; // Mystic Frozen -> Crystal Blue.
            case 996:
                product = 992;
                break; // Rough Wind -> Wind of Verdure.
            case 997:
                product = 993;
                break; // Great Nature -> Green Live.
                // Level 2
            case 990:
                product = 994;
                break; // Red Blood -> Flame Heart.
            case 991:
                product = 995;
                break; // Crystal Blue -> Mystic Frozen.
            case 992:
                product = 996;
                break; // Wind of Verdure -> Rough Wind.
            case 993:
                product = 997;
                break; // Green Live -> Great Nature.
            default:
                clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
                return 1;
        }

        if (pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME)) {
            clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
            return 1;
        }

        if (skill_lv == 2 && rnd()%100 < 25) {   // At level 2 have a fail chance. You loose your items if it fails.
            clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
            return 1;
        }


        memset(&tmp_item,0,sizeof(tmp_item));
        tmp_item.nameid = product;
        tmp_item.amount = add_amount;
        tmp_item.identify = 1;

        if (tmp_item.amount) {
            if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME))) {
                clif_additem(sd,0,0,flag);
                map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
            }
        }

    }

    return 0;
}

int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list)
{
    int i, j, k, c, p = 0, nameid, amount;

    nullpo_ret(sd);
    nullpo_ret(item_list);

    // Search for objects that can be created.
    for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
        if (skill_produce_db[i].itemlv == 26) {
            p = 0;
            do {
                c = 0;
                // Verification of overlap between the objects required and the list submitted.
                for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
                    if (skill_produce_db[i].mat_id[j] > 0) {
                        for (k = 0; k < n; k++) {
                            int idx = item_list[k*2+0]-2;
                            nameid = sd->status.inventory[idx].nameid;
                            amount = item_list[k*2+1];
                            if (nameid > 0 && sd->status.inventory[idx].identify == 0) {
                                clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
                                return 0;
                            }
                            if (nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
                                && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0)  // must be in exact amount
                                c++; // match
                        }
                    } else
                        break;  // No more items required
                }
                p++;
            } while (n == j && c == n);
            p--;
            if (p > 0) {
                skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
                return 1;
            }
        }
    }

    if (p == 0)
        clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);

    return 0;
}
/**
 * for Royal Guard's LG_TRAMPLE
 **/
static int skill_destroy_trap(struct block_list *bl, va_list ap)
{
    struct skill_unit *su = (struct skill_unit *)bl;
    struct skill_unit_group *sg;
    unsigned int tick;

    nullpo_ret(su);
    tick = va_arg(ap, unsigned int);

    if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
        switch (sg->unit_id) {
            case UNT_LANDMINE:
            case UNT_CLAYMORETRAP:
            case UNT_BLASTMINE:
            case UNT_SHOCKWAVE:
            case UNT_SANDMAN:
            case UNT_FLASHER:
            case UNT_FREEZINGTRAP:
            case UNT_CLUSTERBOMB:
            case UNT_FIRINGTRAP:
            case UNT_ICEBOUNDTRAP:
                map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
                break;
        }
        // Traps aren't recovered.
        skill_delunit(su);
    }
    return 0;
}
/*==========================================
 *
 *------------------------------------------*/
int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
{
    struct map_session_data *sd = map_id2sd(id);
    struct skill_cd *cd = NULL;

    if (data <= 0 || data >= MAX_SKILL)
        return 0;
    if (!sd) return 0;
    if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;

    if ((cd = idb_get(skillcd_db,sd->status.char_id))) {
        int i,cursor;
        ARR_FIND(0, cd->cursor+1, cursor, cd->skidx[cursor] == data);
        cd->duration[cursor] = 0;
        cd->skidx[cursor] = 0;
        cd->nameid[cursor] = 0;
        // compact the cool down list
        for (i = 0, cursor = 0; i < cd->cursor; i++) {
            if (cd->duration[i] == 0)
                continue;
            if (cursor != i) {
                cd->duration[cursor] = cd->duration[i];
                cd->skidx[cursor] = cd->skidx[i];
                cd->nameid[cursor] = cd->nameid[i];
            }
            cursor++;
        }
        if (cursor == 0)
            idb_remove(skillcd_db,sd->status.char_id);
        else
            cd->cursor = cursor;
    }

    sd->blockskill[data] = 0;
    return 1;
}

/**
 * flags a singular skill as being blocked from persistent usage.
 * @param   sd        the player the skill delay affects
 * @param   skillid   the skill which should be delayed
 * @param   tick      the length of time the delay should last
 * @param   load      whether this assignment is being loaded upon player login
 * @return  0 if successful, -1 otherwise
 */
int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
{
    int oskillid = skillid;
    struct skill_cd *cd = NULL;

    nullpo_retr(-1, sd);

    skillid = skill_get_index(skillid);
    if (skillid == 0)
        return -1;

    if (tick < 1) {
        sd->blockskill[skillid] = 0;
        return -1;
    }

    if (battle_config.display_status_timers)
        clif_skill_cooldown(sd, skillid, tick);

    if (!load) {
        // not being loaded initially so ensure the skill delay is recorded
        if (!(cd = idb_get(skillcd_db,sd->status.char_id))) {
            // create a new skill cooldown object for map storage
            CREATE(cd, struct skill_cd, 1);
            idb_put(skillcd_db, sd->status.char_id, cd);
        }

        // record the skill duration in the database map
        cd->duration[cd->cursor] = tick;
        cd->skidx[cd->cursor] = skillid;
        cd->nameid[cd->cursor] = oskillid;
        cd->cursor++;
    }

    sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
    return 0;
}

int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
{
    struct homun_data *hd = (TBL_HOM *) map_id2bl(id);
    if (data <= 0 || data >= MAX_SKILL)
        return 0;
    if (hd) hd->blockskill[data] = 0;

    return 1;
}

int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick)    //[orn]
{
    nullpo_retr(-1, hd);

    skillid = skill_get_index(skillid);
    if (skillid == 0)
        return -1;

    if (tick < 1) {
        hd->blockskill[skillid] = 0;
        return -1;
    }
    hd->blockskill[skillid] = 1;
    return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
}

int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data)  //[orn]
{
    struct mercenary_data *md = (TBL_MER *)map_id2bl(id);
    if (data <= 0 || data >= MAX_SKILL)
        return 0;
    if (md) md->blockskill[data] = 0;

    return 1;
}

int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
{
    nullpo_retr(-1, md);

    if ((skillid = skill_get_index(skillid)) == 0)
        return -1;
    if (tick < 1) {
        md->blockskill[skillid] = 0;
        return -1;
    }
    md->blockskill[skillid] = 1;
    return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
}
/**
 * Adds a new skill unit entry for this player to recast after map load
 **/
void skill_usave_add(struct map_session_data *sd, int skill_num, int skill_lv)
{
    struct skill_usave *sus = NULL;

    if (idb_exists(skillusave_db,sd->status.char_id)) {
        idb_remove(skillusave_db,sd->status.char_id);
    }

    CREATE(sus, struct skill_usave, 1);
    idb_put(skillusave_db, sd->status.char_id, sus);

    sus->skill_num = skill_num;
    sus->skill_lv = skill_lv;

    return;
}
void skill_usave_trigger(struct map_session_data *sd)
{
    struct skill_usave *sus = NULL;

    if (!(sus = idb_get(skillusave_db,sd->status.char_id))) {
        return;
    }

    skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);

    idb_remove(skillusave_db,sd->status.char_id);

    return;
}
/*
 *
 */
int skill_split_str(char *str, char **val, int num)
{
    int i;

    for (i = 0; i < num && str; i++) {
        val[i] = str;
        str = strchr(str,',');
        if (str)
            *str++=0;
    }

    return i;
}
/*
 *
 */
int skill_split_atoi(char *str, int *val)
{
    int i, j, diff, step = 1;

    for (i=0; i<MAX_SKILL_LEVEL; i++) {
        if (!str) break;
        val[i] = atoi(str);
        str = strchr(str,':');
        if (str)
            *str++=0;
    }
    if (i==0) //No data found.
        return 0;
    if (i==1) {
        //Single value, have the whole range have the same value.
        for (; i < MAX_SKILL_LEVEL; i++)
            val[i] = val[i-1];
        return i;
    }
    //Check for linear change with increasing steps until we reach half of the data acquired.
    for (step = 1; step <= i/2; step++) {
        diff = val[i-1] - val[i-step-1];
        for (j = i-1; j >= step; j--)
            if ((val[j]-val[j-step]) != diff)
                break;

        if (j>=step) //No match, try next step.
            continue;

        for (; i < MAX_SKILL_LEVEL; i++) {
            //Apply linear increase
            val[i] = val[i-step]+diff;
            if (val[i] < 1 && val[i-1] >=0) { //Check if we have switched from + to -, cap the decrease to 0 in said cases.
                val[i] = 1;
                diff = 0;
                step = 1;
            }
        }
        return i;
    }
    //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
    for (; i<MAX_SKILL_LEVEL; i++)
        val[i] = val[i-1];
    return i;
}

/*
 *
 */
void skill_init_unit_layout(void)
{
    int i,j,size,pos = 0;

    memset(skill_unit_layout,0,sizeof(skill_unit_layout));

    // standard square layouts go first
    for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
        size = i*2+1;
        skill_unit_layout[i].count = size*size;
        for (j=0; j<size*size; j++) {
            skill_unit_layout[i].dx[j] = (j%size-i);
            skill_unit_layout[i].dy[j] = (j/size-i);
        }
    }

    // afterwards add special ones
    pos = i;
    for (i=0; i<MAX_SKILL_DB; i++) {
        if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
            continue;
        if (i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX) {
            int skill = i;

            if (i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX) {
                skill -= EL_SKILLRANGEMIN;
                skill += EL_SKILLBASE;
            }
            if (skill == EL_FIRE_MANTLE) {
                static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
                static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
                skill_unit_layout[pos].count = 8;
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            }
        } else {
            switch (i) {
                case MG_FIREWALL:
                case WZ_ICEWALL:
                case WL_EARTHSTRAIN://Warlock
                    // these will be handled later
                    break;
                case PR_SANCTUARY:
                case NPC_EVILLAND: {
                        static const int dx[] = {
                            -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
                            0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1
                        };
                        static const int dy[]= {
                            -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
                            0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2
                        };
                        skill_unit_layout[pos].count = 21;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case PR_MAGNUS: {
                        static const int dx[] = {
                            -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
                            1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
                            -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1
                        };
                        static const int dy[] = {
                            -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
                            -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
                            1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3
                        };
                        skill_unit_layout[pos].count = 33;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case MH_POISON_MIST:
                case AS_VENOMDUST: {
                        static const int dx[] = {-1, 0, 0, 0, 1};
                        static const int dy[] = { 0,-1, 0, 1, 0};
                        skill_unit_layout[pos].count = 5;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case CR_GRANDCROSS:
                case NPC_GRANDDARKNESS: {
                        static const int dx[] = {
                            0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
                            -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
                            -1, 0, 1, 2,-1, 0, 1, 0, 0
                        };
                        static const int dy[] = {
                            -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
                            0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
                            1, 1, 1, 1, 2, 2, 2, 3, 4
                        };
                        skill_unit_layout[pos].count = 29;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case PF_FOGWALL: {
                        static const int dx[] = {
                            -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2
                        };
                        static const int dy[] = {
                            -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1
                        };
                        skill_unit_layout[pos].count = 15;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case PA_GOSPEL: {
                        static const int dx[] = {
                            -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
                            1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
                            -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
                            -1, 0, 1
                        };
                        static const int dy[] = {
                            -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
                            -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
                            1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
                            3, 3, 3
                        };
                        skill_unit_layout[pos].count = 33;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case NJ_KAENSIN: {
                        static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
                        static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
                        skill_unit_layout[pos].count = 24;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                case NJ_TATAMIGAESHI: {
                        //Level 1 (count 4, cross of 3x3)
                        static const int dx1[] = {-1, 1, 0, 0};
                        static const int dy1[] = { 0, 0,-1, 1};
                        //Level 2-3 (count 8, cross of 5x5)
                        static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
                        static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
                        //Level 4-5 (count 12, cross of 7x7
                        static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
                        static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
                        //lv1
                        j = 0;
                        skill_unit_layout[pos].count = 4;
                        memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
                        memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
                        skill_db[i].unit_layout_type[j] = pos;
                        //lv2/3
                        j++;
                        pos++;
                        skill_unit_layout[pos].count = 8;
                        memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
                        memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
                        skill_db[i].unit_layout_type[j] = pos;
                        skill_db[i].unit_layout_type[++j] = pos;
                        //lv4/5
                        j++;
                        pos++;
                        skill_unit_layout[pos].count = 12;
                        memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
                        memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
                        skill_db[i].unit_layout_type[j] = pos;
                        skill_db[i].unit_layout_type[++j] = pos;
                        //Fill in the rest using lv 5.
                        for (; j<MAX_SKILL_LEVEL; j++)
                            skill_db[i].unit_layout_type[j] = pos;
                        //Skip, this way the check below will fail and continue to the next skill.
                        pos++;
                    }
                    break;
                case GN_WALLOFTHORN: {
                        static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
                        static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
                        skill_unit_layout[pos].count = 16;
                        memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                        memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                    }
                    break;
                default:
                    ShowError("unknown unit layout at skill %d\n",i);
                    break;
            }
        }
        if (!skill_unit_layout[pos].count)
            continue;
        for (j=0; j<MAX_SKILL_LEVEL; j++)
            skill_db[i].unit_layout_type[j] = pos;
        pos++;
    }

    // firewall and icewall have 8 layouts (direction-dependent)
    firewall_unit_pos = pos;
    for (i=0; i<8; i++) {
        if (i&1) {
            skill_unit_layout[pos].count = 5;
            if (i&0x2) {
                int dx[] = {-1,-1, 0, 0, 1};
                int dy[] = { 1, 0, 0,-1,-1};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            } else {
                int dx[] = { 1, 1 ,0, 0,-1};
                int dy[] = { 1, 0, 0,-1,-1};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            }
        } else {
            skill_unit_layout[pos].count = 3;
            if (i%4==0) {
                int dx[] = {-1, 0, 1};
                int dy[] = { 0, 0, 0};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            } else {
                int dx[] = { 0, 0, 0};
                int dy[] = {-1, 0, 1};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            }
        }
        pos++;
    }
    icewall_unit_pos = pos;
    for (i=0; i<8; i++) {
        skill_unit_layout[pos].count = 5;
        if (i&1) {
            if (i&0x2) {
                int dx[] = {-2,-1, 0, 1, 2};
                int dy[] = { 2, 1, 0,-1,-2};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            } else {
                int dx[] = { 2, 1 ,0,-1,-2};
                int dy[] = { 2, 1, 0,-1,-2};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            }
        } else {
            if (i%4==0) {
                int dx[] = {-2,-1, 0, 1, 2};
                int dy[] = { 0, 0, 0, 0, 0};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            } else {
                int dx[] = { 0, 0, 0, 0, 0};
                int dy[] = {-2,-1, 0, 1, 2};
                memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
            }
        }
        pos++;
    }
    earthstrain_unit_pos = pos;
    for (i = 0; i < 8; i++) {
        // For each Direction
        skill_unit_layout[pos].count = 15;
        switch (i) {
            case 0:
            case 1:
            case 3:
            case 4:
            case 5:
            case 7: {
                    int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
                    int dy[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
                    memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                    memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                }
                break;
            case 2:
            case 6: {
                    int dx[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0};
                    int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
                    memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
                    memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
                }
                break;
        }
        pos++;
    }

}

int skill_block_check(struct block_list *bl, sc_type type , int skillid)
{
    int inf = 0;
    struct status_change *sc = status_get_sc(bl);

    if (!sc || !bl || skillid < 1)
        return 0; // Can do it

    switch (type) {
        case SC_STASIS:
            inf = skill_get_inf2(skillid);
            if (inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL)
                return 1; // Can't do it.
            switch (skillid) {
                case NV_FIRSTAID:
                case TF_HIDING:
                case AS_CLOAKING:
                case WZ_SIGHTRASHER:
                case RG_STRIPWEAPON:
                case RG_STRIPSHIELD:
                case RG_STRIPARMOR:
                case WZ_METEOR:
                case RG_STRIPHELM:
                case SC_STRIPACCESSARY:
                case ST_FULLSTRIP:
                case WZ_SIGHTBLASTER:
                case ST_CHASEWALK:
                case SC_ENERVATION:
                case SC_GROOMY:
                case WZ_ICEWALL:
                case SC_IGNORANCE:
                case SC_LAZINESS:
                case SC_UNLUCKY:
                case WZ_STORMGUST:
                case SC_WEAKNESS:
                case AL_RUWACH:
                case AL_PNEUMA:
                case WZ_JUPITEL:
                case AL_HEAL:
                case AL_BLESSING:
                case AL_INCAGI:
                case WZ_VERMILION:
                case AL_TELEPORT:
                case AL_WARP:
                case AL_HOLYWATER:
                case WZ_EARTHSPIKE:
                case AL_HOLYLIGHT:
                case PR_IMPOSITIO:
                case PR_ASPERSIO:
                case WZ_HEAVENDRIVE:
                case PR_SANCTUARY:
                case PR_STRECOVERY:
                case PR_MAGNIFICAT:
                case WZ_QUAGMIRE:
                case ALL_RESURRECTION:
                case PR_LEXDIVINA:
                case PR_LEXAETERNA:
                case HW_GRAVITATION:
                case PR_MAGNUS:
                case PR_TURNUNDEAD:
                case MG_SRECOVERY:
                case HW_MAGICPOWER:
                case MG_SIGHT:
                case MG_NAPALMBEAT:
                case MG_SAFETYWALL:
                case HW_GANBANTEIN:
                case MG_SOULSTRIKE:
                case MG_COLDBOLT:
                case MG_FROSTDIVER:
                case WL_DRAINLIFE:
                case MG_STONECURSE:
                case MG_FIREBALL:
                case MG_FIREWALL:
                case WL_SOULEXPANSION:
                case MG_FIREBOLT:
                case MG_LIGHTNINGBOLT:
                case MG_THUNDERSTORM:
                case MG_ENERGYCOAT:
                case WL_WHITEIMPRISON:
                case WL_SUMMONFB:
                case WL_SUMMONBL:
                case WL_SUMMONWB:
                case WL_SUMMONSTONE:
                case WL_SIENNAEXECRATE:
                case WL_RELEASE:
                case WL_EARTHSTRAIN:
                case WL_RECOGNIZEDSPELL:
                case WL_READING_SB:
                case SA_MAGICROD:
                case SA_SPELLBREAKER:
                case SA_DISPELL:
                case SA_FLAMELAUNCHER:
                case SA_FROSTWEAPON:
                case SA_LIGHTNINGLOADER:
                case SA_SEISMICWEAPON:
                case SA_VOLCANO:
                case SA_DELUGE:
                case SA_VIOLENTGALE:
                case SA_LANDPROTECTOR:
                case PF_HPCONVERSION:
                case PF_SOULCHANGE:
                case PF_SPIDERWEB:
                case PF_FOGWALL:
                case TK_RUN:
                case TK_HIGHJUMP:
                case TK_SEVENWIND:
                case SL_KAAHI:
                case SL_KAUPE:
                case SL_KAITE:

                    // Skills that need to be confirmed.
                case SO_FIREWALK:
                case SO_ELECTRICWALK:
                case SO_SPELLFIST:
                case SO_EARTHGRAVE:
                case SO_DIAMONDDUST:
                case SO_POISON_BUSTER:
                case SO_PSYCHIC_WAVE:
                case SO_CLOUD_KILL:
                case SO_STRIKING:
                case SO_WARMER:
                case SO_VACUUM_EXTREME:
                case SO_VARETYR_SPEAR:
                case SO_ARRULLO:
                    return 1;   // Can't do it.
            }
            break;
        case SC_KAGEHUMI:
            switch (skillid) {
                case TF_HIDING:
                case AS_CLOAKING:
                case GC_CLOAKINGEXCEED:
                case SC_SHADOWFORM:
                case MI_HARMONIZE:
                case CG_MARIONETTE:
                case AL_TELEPORT:
                case TF_BACKSLIDING:
                case RA_CAMOUFLAGE:
                case ST_CHASEWALK:
                case GD_EMERGENCYCALL:
                    return 1; // needs more info
            }
            break;
    }

    return 0;
}

int skill_get_elemental_type(int skill_id , int skill_lv)
{
    int type = 0;

    switch (skill_id) {
        case SO_SUMMON_AGNI:
            type = 2114;
            break;
        case SO_SUMMON_AQUA:
            type = 2117;
            break;
        case SO_SUMMON_VENTUS:
            type = 2120;
            break;
        case SO_SUMMON_TERA:
            type = 2123;
            break;
    }

    type += skill_lv - 1;

    return type;
}

/**
 * reload stored skill cooldowns when a player logs in.
 * @param   sd     the affected player structure
 */
void skill_cooldown_load(struct map_session_data *sd)
{
    int i;
    struct skill_cd *cd = NULL;

    // always check to make sure the session properly exists
    nullpo_retv(sd);

    if (!(cd = idb_get(skillcd_db, sd->status.char_id))) {
        // no skill cooldown is associated with this character
        return;
    }

    // process each individual cooldown associated with the character
    for (i = 0; i < cd->cursor; i++) {
        // block the skill from usage but ensure it is not recorded (load = true)
        skill_blockpc_start_(sd, cd->nameid[i], cd->duration[i], true);
    }
}

/*==========================================
 * sub-function of DB reading.
 * skill_db.txt
 *------------------------------------------*/

static bool skill_parse_row_skilldb(char *split[], int columns, int current)
{
    // id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
    int id = atoi(split[0]);
    int i;
    if ((id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
        || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
        || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
        || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX)) {
        ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
        return false;
    }

    i = skill_get_index(id);
    if (!i)  // invalid skill id
        return false;

    skill_split_atoi(split[1],skill_db[i].range);
    skill_db[i].hit = atoi(split[2]);
    skill_db[i].inf = atoi(split[3]);
    skill_split_atoi(split[4],skill_db[i].element);
    skill_db[i].nk = (int)strtol(split[5], NULL, 0);
    skill_split_atoi(split[6],skill_db[i].splash);
    skill_db[i].max = atoi(split[7]);
    skill_split_atoi(split[8],skill_db[i].num);

    if (strcmpi(split[9],"yes") == 0)
        skill_db[i].castcancel = 1;
    else
        skill_db[i].castcancel = 0;
    skill_db[i].cast_def_rate = atoi(split[10]);
    skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
    skill_split_atoi(split[12],skill_db[i].maxcount);
    if (strcmpi(split[13],"weapon") == 0)
        skill_db[i].skill_type = BF_WEAPON;
    else if (strcmpi(split[13],"magic") == 0)
        skill_db[i].skill_type = BF_MAGIC;
    else if (strcmpi(split[13],"misc") == 0)
        skill_db[i].skill_type = BF_MISC;
    else
        skill_db[i].skill_type = 0;
    skill_split_atoi(split[14],skill_db[i].blewcount);
    safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
    safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
    strdb_iput(skilldb_name2id, skill_db[i].name, id);

    return true;
}

static bool skill_parse_row_requiredb(char *split[], int columns, int current)
{
    // SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
    char *p;
    int j;

    int i = atoi(split[0]);
    i = skill_get_index(i);
    if (!i)  // invalid skill id
        return false;

    skill_split_atoi(split[1],skill_db[i].hp);
    skill_split_atoi(split[2],skill_db[i].mhp);
    skill_split_atoi(split[3],skill_db[i].sp);
    skill_split_atoi(split[4],skill_db[i].hp_rate);
    skill_split_atoi(split[5],skill_db[i].sp_rate);
    skill_split_atoi(split[6],skill_db[i].zeny);

    //Wich weapon type are required, see doc/item_db for types
    p = split[7];
    for (j = 0; j < 32; j++) {
        int l = atoi(p);
        if (l == 99) { // Any weapon
            skill_db[i].weapon = 0;
            break;
        } else
            skill_db[i].weapon |= 1<<l;
        p = strchr(p,':');
        if (!p)
            break;
        p++;
    }

    //FIXME: document this
    p = split[8];
    for (j = 0; j < 32; j++) {
        int l = atoi(p);
        if (l == 99) { // Any ammo type
            skill_db[i].ammo = 0xFFFFFFFF;
            break;
        } else if (l) // 0 stands for no requirement
            skill_db[i].ammo |= 1<<l;
        p = strchr(p,':');
        if (!p)
            break;
        p++;
    }
    skill_split_atoi(split[9],skill_db[i].ammo_qty);

    if (strcmpi(split[10],"hiding")==0) skill_db[i].state = ST_HIDING;
    else if (strcmpi(split[10],"cloaking")==0) skill_db[i].state = ST_CLOAKING;
    else if (strcmpi(split[10],"hidden")==0) skill_db[i].state = ST_HIDDEN;
    else if (strcmpi(split[10],"riding")==0) skill_db[i].state = ST_RIDING;
    else if (strcmpi(split[10],"falcon")==0) skill_db[i].state = ST_FALCON;
    else if (strcmpi(split[10],"cart")==0) skill_db[i].state = ST_CART;
    else if (strcmpi(split[10],"shield")==0) skill_db[i].state = ST_SHIELD;
    else if (strcmpi(split[10],"sight")==0) skill_db[i].state = ST_SIGHT;
    else if (strcmpi(split[10],"explosionspirits")==0) skill_db[i].state = ST_EXPLOSIONSPIRITS;
    else if (strcmpi(split[10],"cartboost")==0) skill_db[i].state = ST_CARTBOOST;
    else if (strcmpi(split[10],"recover_weight_rate")==0) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
    else if (strcmpi(split[10],"move_enable")==0) skill_db[i].state = ST_MOVE_ENABLE;
    else if (strcmpi(split[10],"water")==0) skill_db[i].state = ST_WATER;
    /**
     * New States
     **/
    else if (strcmpi(split[10],"dragon")==0) skill_db[i].state = ST_RIDINGDRAGON;
    else if (strcmpi(split[10],"warg")==0) skill_db[i].state = ST_WUG;
    else if (strcmpi(split[10],"ridingwarg")==0) skill_db[i].state = ST_RIDINGWUG;
    else if (strcmpi(split[10],"mado")==0) skill_db[i].state = ST_MADO;
    else if (strcmpi(split[10],"elementalspirit")==0) skill_db[i].state = ST_ELEMENTALSPIRIT;
    else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
    else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;

    /**
     * Unknown or no state
     **/
    else skill_db[i].state = ST_NONE;

    skill_split_atoi(split[11],skill_db[i].spiritball);
    for (j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++) {
        skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
        skill_db[i].amount[j] = atoi(split[13+ 2*j]);
    }

    return true;
}

static bool skill_parse_row_castdb(char *split[], int columns, int current)
{
    // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
    int i = atoi(split[0]);
    i = skill_get_index(i);
    if (!i)  // invalid skill id
        return false;

    skill_split_atoi(split[1],skill_db[i].cast);
    skill_split_atoi(split[2],skill_db[i].delay);
    skill_split_atoi(split[3],skill_db[i].walkdelay);
    skill_split_atoi(split[4],skill_db[i].upkeep_time);
    skill_split_atoi(split[5],skill_db[i].upkeep_time2);
    skill_split_atoi(split[6],skill_db[i].cooldown);
#ifdef RENEWAL_CAST
    skill_split_atoi(split[7],skill_db[i].fixed_cast);
#endif
    return true;
}

static bool skill_parse_row_castnodexdb(char *split[], int columns, int current)
{
    // Skill id,Cast,Delay (optional)
    int i = atoi(split[0]);
    i = skill_get_index(i);
    if (!i)  // invalid skill id
        return false;

    skill_split_atoi(split[1],skill_db[i].castnodex);
    if (split[2])  // optional column
        skill_split_atoi(split[2],skill_db[i].delaynodex);

    return true;
}

static bool skill_parse_row_nocastdb(char *split[], int columns, int current)
{
    // SkillID,Flag
    int i = atoi(split[0]);
    i = skill_get_index(i);
    if (!i)  // invalid skill id
        return false;

    skill_db[i].nocast |= atoi(split[1]);

    return true;
}

static bool skill_parse_row_unitdb(char *split[], int columns, int current)
{
    // ID,unit ID,unit ID 2,layout,range,interval,target,flag
    int i = atoi(split[0]);
    i = skill_get_index(i);
    if (!i)  // invalid skill id
        return false;

    skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
    skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
    skill_split_atoi(split[3],skill_db[i].unit_layout_type);
    skill_split_atoi(split[4],skill_db[i].unit_range);
    skill_db[i].unit_interval = atoi(split[5]);

    if (strcmpi(split[6],"noenemy")==0) skill_db[i].unit_target = BCT_NOENEMY;
    else if (strcmpi(split[6],"friend")==0) skill_db[i].unit_target = BCT_NOENEMY;
    else if (strcmpi(split[6],"party")==0) skill_db[i].unit_target = BCT_PARTY;
    else if (strcmpi(split[6],"ally")==0) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
    else if (strcmpi(split[6],"guild")==0) skill_db[i].unit_target = BCT_GUILD;
    else if (strcmpi(split[6],"all")==0) skill_db[i].unit_target = BCT_ALL;
    else if (strcmpi(split[6],"enemy")==0) skill_db[i].unit_target = BCT_ENEMY;
    else if (strcmpi(split[6],"self")==0) skill_db[i].unit_target = BCT_SELF;
    else if (strcmpi(split[6],"noone")==0) skill_db[i].unit_target = BCT_NOONE;
    else skill_db[i].unit_target = strtol(split[6],NULL,16);

    skill_db[i].unit_flag = strtol(split[7],NULL,16);

    if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
        skill_db[i].unit_target = BCT_NOENEMY;

    //By default, target just characters.
    skill_db[i].unit_target |= BL_CHAR;
    if (skill_db[i].unit_flag&UF_NOPC)
        skill_db[i].unit_target &= ~BL_PC;
    if (skill_db[i].unit_flag&UF_NOMOB)
        skill_db[i].unit_target &= ~BL_MOB;
    if (skill_db[i].unit_flag&UF_SKILL)
        skill_db[i].unit_target |= BL_SKILL;

    return true;
}

static bool skill_parse_row_producedb(char *split[], int columns, int current)
{
    // ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
    int x,y;

    int i = atoi(split[0]);
    if (!i)
        return false;

    skill_produce_db[current].nameid = i;
    skill_produce_db[current].itemlv = atoi(split[1]);
    skill_produce_db[current].req_skill = atoi(split[2]);
    skill_produce_db[current].req_skill_lv = atoi(split[3]);

    for (x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
        skill_produce_db[current].mat_id[y] = atoi(split[x]);
        skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
    }

    return true;
}

static bool skill_parse_row_createarrowdb(char *split[], int columns, int current)
{
    // SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
    int x,y;

    int i = atoi(split[0]);
    if (!i)
        return false;

    skill_arrow_db[current].nameid = i;

    for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++) {
        skill_arrow_db[current].cre_id[y] = atoi(split[x]);
        skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
    }

    return true;
}
static bool skill_parse_row_spellbookdb(char *split[], int columns, int current)
{
    // SkillID,PreservePoints

    int skillid = atoi(split[0]),
        points = atoi(split[1]),
        nameid = atoi(split[2]);

    if (!skill_get_index(skillid) || !skill_get_max(skillid))
        ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
    if (!skill_get_inf(skillid))
        ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
    if (points < 1)
        ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
    else {
        skill_spellbook_db[current].skillid = skillid;
        skill_spellbook_db[current].point = points;
        skill_spellbook_db[current].nameid = nameid;

        return true;
    }

    return false;
}
static bool skill_parse_row_improvisedb(char *split[], int columns, int current)
{
    // SkillID
    int i = atoi(split[0]);
    short j = atoi(split[1]);

    if (!skill_get_index(i) || !skill_get_max(i)) {
        ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
        return false;
    }
    if (!skill_get_inf(i)) {
        ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
        return false;
    }
    if (j < 1) {
        ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
        return false;
    }
    if (current >= MAX_SKILL_IMPROVISE_DB) {
        ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
    }
    skill_improvise_db[current].skillid = i;
    skill_improvise_db[current].per = j; // Still need confirm it.

    return true;
}
static bool skill_parse_row_magicmushroomdb(char *split[], int column, int current)
{
    int i = atoi(split[0]);

    if (!skill_get_index(i) || !skill_get_max(i)) {
        ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
        return false;
    }
    if (!skill_get_inf(i)) {
        ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
        return false;
    }

    skill_magicmushroom_db[current].skillid = i;

    return true;
}

static bool skill_parse_row_reproducedb(char *split[], int column, int current)
{
    int skillid = atoi(split[0]);

    skillid = skill_get_index(skillid);
    if (!skillid)
        return false;

    skill_reproduce_db[skillid] = true;

    return true;
}


static bool skill_parse_row_abradb(char *split[], int columns, int current)
{
    // SkillID,DummyName,RequiredHocusPocusLevel,Rate
    int i = atoi(split[0]);
    if (!skill_get_index(i) || !skill_get_max(i)) {
        ShowError("abra_db: Invalid skill ID %d\n", i);
        return false;
    }
    if (!skill_get_inf(i)) {
        ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
        return false;
    }

    skill_abra_db[current].skillid = i;
    skill_abra_db[current].req_lv = atoi(split[2]);
    skill_abra_db[current].per = atoi(split[3]);

    return true;
}

static bool skill_parse_row_changematerialdb(char *split[], int columns, int current)
{
    // SkillID
    int i = atoi(split[0]);
    short j = atoi(split[1]);
    int x,y;

    for (x=0; x<MAX_SKILL_PRODUCE_DB; x++) {
        if (skill_produce_db[x].nameid == i)
            if (skill_produce_db[x].req_skill == GN_CHANGEMATERIAL)
                break;
    }

    if (x >= MAX_SKILL_PRODUCE_DB) {
        ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
        return false;
    }

    if (current >= MAX_SKILL_PRODUCE_DB) {
        ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
    }

    skill_changematerial_db[current].itemid = i;
    skill_changematerial_db[current].rate = j;

    for (x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++) {
        skill_changematerial_db[current].qty[y] = atoi(split[x]);
        skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
    }

    return true;
}

/*===============================
 * DB reading.
 * skill_db.txt
 * skill_require_db.txt
 * skill_cast_db.txt
 * skill_castnodex_db.txt
 * skill_nocast_db.txt
 * skill_unit_db.txt
 * produce_db.txt
 * create_arrow_db.txt
 * abra_db.txt
 *------------------------------*/
static void skill_readdb(void)
{
    // init skill db structures
    db_clear(skilldb_name2id);
    memset(skill_db,0,sizeof(skill_db));
    memset(skill_produce_db,0,sizeof(skill_produce_db));
    memset(skill_arrow_db,0,sizeof(skill_arrow_db));
    memset(skill_abra_db,0,sizeof(skill_abra_db));
    memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
    memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
    memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
    memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));

    // load skill databases
    safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
    safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));

    sv_readdb(db_path, DBPATH"skill_db.txt"          , ',',  17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
    sv_readdb(db_path, DBPATH"skill_require_db.txt"  , ',',  32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
#ifdef RENEWAL_CAST
    sv_readdb(db_path, "re/skill_cast_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_castdb);
#else
    sv_readdb(db_path, "pre-re/skill_cast_db.txt"     , ',',   7,  7, MAX_SKILL_DB, skill_parse_row_castdb);
#endif
    sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',',   2,  3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
    sv_readdb(db_path, DBPATH"skill_unit_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_unitdb);

    sv_readdb(db_path, DBPATH"skill_nocast_db.txt"   , ',',   2,  2, MAX_SKILL_DB, skill_parse_row_nocastdb);

    skill_init_unit_layout();
    sv_readdb(db_path, "produce_db.txt"        , ',',   4,  4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
    sv_readdb(db_path, "create_arrow_db.txt"   , ',', 1+2,  1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
    sv_readdb(db_path, "abra_db.txt"           , ',',   4,  4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
    //Warlock
    sv_readdb(db_path, "spellbook_db.txt"      , ',',   3,  3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
    //Guillotine Cross
    sv_readdb(db_path, "magicmushroom_db.txt"  , ',',   1,  1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
    sv_readdb(db_path, "skill_reproduce_db.txt", ',',   1,  1, MAX_SKILL_DB, skill_parse_row_reproducedb);
    sv_readdb(db_path, "skill_improvise_db.txt"      , ',',   2,  2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
    sv_readdb(db_path, "skill_changematerial_db.txt"      , ',',   4,  4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);

}

void skill_reload(void)
{
    struct s_mapiterator *iter;
    struct map_session_data *sd;
    skill_readdb();
    /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
    iter = mapit_getallusers();
    for (sd = (TBL_PC *)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC *)mapit_next(iter))
        clif_skillinfoblock(sd);
    mapit_free(iter);

}

/*==========================================
 *
 *------------------------------------------*/
int do_init_skill(void)
{
    skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
    skill_readdb();

    group_db = idb_alloc(DB_OPT_BASE);
    skillunit_db = idb_alloc(DB_OPT_BASE);
    skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
    skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
    skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
    skill_timer_ers  = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);

    add_timer_func_list(skill_unit_timer,"skill_unit_timer");
    add_timer_func_list(skill_castend_id,"skill_castend_id");
    add_timer_func_list(skill_castend_pos,"skill_castend_pos");
    add_timer_func_list(skill_timerskill,"skill_timerskill");
    add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");

    add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);

    return 0;
}

int do_final_skill(void)
{
    db_destroy(skilldb_name2id);
    db_destroy(group_db);
    db_destroy(skillunit_db);
    db_destroy(skillcd_db);
    db_destroy(skillusave_db);
    ers_destroy(skill_unit_ers);
    ers_destroy(skill_timer_ers);
    return 0;
}