summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: 73303b25c01bb9dde8c6b10753860f8be6b6da8f (plain) (tree)
1
2
3
4
5
6
7
8
9
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
6654
6655
6656
6657
6658
6659
6660
6661
6662
6663
6664
6665
6666
6667
6668
6669
6670
6671
6672
6673
6674
6675
6676
6677
6678
6679
6680
6681
6682
6683
6684
6685
6686
6687
6688
6689
6690
6691
6692
6693
6694
6695
6696
6697
6698
6699
6700
6701
6702
6703
6704
6705
6706
6707
6708
6709
6710
6711
6712
6713
6714
6715
6716
6717
6718
6719
6720
6721
6722
6723
6724
6725
6726
6727
6728
6729
6730
6731
6732
6733
6734
6735
6736
6737
6738
6739
6740
6741
6742
6743
6744
6745
6746
6747
6748
6749
6750
6751
6752
6753
6754
6755
6756
6757
6758
6759
6760
6761
6762
6763
6764
6765
6766
6767
6768
6769
6770
6771
6772
6773
6774
6775
6776
6777
6778
6779
6780
6781
6782
6783
6784
6785
6786
6787
6788
6789
6790
6791
6792
6793
6794
6795
6796
6797
6798
6799
6800
6801
6802
6803
6804
6805
6806
6807
6808
6809
6810
6811
6812
6813
6814
6815
6816
6817
6818
6819
6820
6821
6822
6823
6824
6825
6826
6827
6828
6829
6830
6831
6832
6833
6834
6835
6836
6837
6838
6839
6840
6841
6842
6843
6844
6845
6846
6847
6848
6849
6850
6851
6852
6853
6854
6855
6856
6857
6858
6859
6860
6861
6862
6863
6864
6865
6866
6867
6868
6869
6870
6871
6872
6873
6874
6875
6876
6877
6878
6879
6880
6881
6882
6883
6884
6885
6886
6887
6888
6889
6890
6891
6892
6893
6894
6895
6896
6897
6898
6899
6900
6901
6902
6903
6904
6905
6906
6907
6908
6909
6910
6911
6912
6913
6914
6915
6916
6917
6918
6919
6920
6921
6922
6923
6924
6925
6926
6927
6928
6929
6930
6931
6932
6933
6934
6935
6936
6937
6938
6939
6940
6941
6942
6943
6944
6945
6946
6947
6948
6949
6950
6951
6952
6953
6954
6955
6956
6957
6958
6959
6960
6961
6962
6963
6964
6965
6966
6967
6968
6969
6970
6971
6972
6973
6974
6975
6976
6977
6978
6979
6980
6981
6982
6983
6984
6985
6986
6987
6988
6989
6990
6991
6992
6993
6994
6995
6996
6997
6998
6999
7000
7001
7002
7003
7004
7005
7006
7007
7008
7009
7010
7011
7012
7013
7014
7015
7016
7017
7018
7019
7020
7021
7022
7023
7024
7025
7026
7027
7028
7029
7030
7031
7032
7033
7034
7035
7036
7037
7038
7039
7040
7041
7042
7043
7044
7045
7046
7047
7048
7049
7050
7051
7052
7053
7054
7055
7056
7057
7058
7059
7060
7061
7062
7063
7064
7065
7066
7067
7068
7069
7070
7071
7072
7073
7074
7075
7076
7077
7078
7079
7080
7081
7082
7083
7084
7085
7086
7087
7088
7089
7090
7091
7092
7093
7094
7095
7096
7097
7098
7099
7100
7101
7102
7103
7104
7105
7106
7107
7108
7109
7110
7111
7112
7113
7114
7115
7116
7117
7118
7119
7120
7121
7122
7123
7124
7125
7126
7127
7128
7129
7130
7131
7132
7133
7134
7135
7136
7137
7138
7139
7140
7141
7142
7143
7144
7145
7146
7147
7148
7149
7150
7151
7152
7153
7154
7155
7156
7157
7158
7159
7160
7161
7162
7163
7164
7165
7166
7167
7168
7169
7170
7171
7172
7173
7174
7175
7176
7177
7178
7179
7180
7181
7182
7183
7184
7185
7186
7187
7188
7189
7190
7191
7192
7193
7194
7195
7196


                                                          
                                 



                              
                             
                            



                          
                 



                   
                       
                      
                
                
                   
                         









                   





                   
                                   

                                                           
                            
                                                          
                            
                                                         
                            
                                                          
 


                                                                                     

                                                           
                              











                                                                       



                                                                 









                                                                                   
 
                                                                    

                      


                                                                       

                                                                                                   
                                                       



                                                                   
 








                                                     

                                                          
                             
 
                                                                         


                                                                

                         
                                         

                                                          
            


                                                          


                                                          
                             









                                           
                                                  



                                    
                                                  

 
                                        






                                                                                 

           





                                                                                                 
                                                                                                                                                 
























                                                                                                      
                                                                                                    

                                                                                             
                                                                                                
                                                                                                
                                                                                                    



                                                                                                                
                                                                                                     
 

                                           
              
                                        





                                                                                                            

 
                                                             



                                                                                        

                                                                 


                                                                                                                           
                                                               



                                            
                               
















                                                                                  

                                                            
                  
                                                              



                                                                            


                                                                   


                                                    
 
                                                                                           



                                                       

                            
                            
                              
                      





                           
                                       
                                                                        




                                                                                        




                                      
                                                                         


                                                       

                                      
                                                                                                        
                      





























                                                                                     

         
                                         
                                                                                       


                     
                                                                                                             
 
                      

                                                              
                                 
 


                          
                                                                             
                        
                                                                   

                          
                                                   

                          
                                                   



                                                          
                  









                                                                                                                                                                                                                                                                                                                                                                                                                                                  
                                                                           
                                                   
                                                                                                                
                                                   

                      
 

                                                                                         
 
                                                              
                                   

                                                                 
                                   
 
                                   
                             
         



                                                                                                                                                    
         
 
                  


                                                 
                                                                              













                                                                                                                    
                                                                                       


                                                                      
                         
 



                                            
                                                         
 
                
                            
                     
                                     
 

                                             
 
                                                                                        



                                                                                       
 








                                                                                                                                                             

                                  





                                                                                                                                                     
                                            
                                                             
                         
                                                             
                         
                                                             
                         
                                                                      
                         
                                                                                                 

                         


                                                                                                                                

                             
                                                



                                                                 
                                 



                                                                 
                                                                                    


                                    
                                                 


                                                                 
                              

                                 
                                      


                                                   
                                                    


                                                                
                              





                                                                
                                      
                            
                                                                                                  
                                                                                                                  
                                                                                                                    
                                 



                                                                
















                                                                                              
         
                                     

 
                                                      
 
                                         
                          
 

                                             
 


                                  

                                               

 












                                                                
                                                                                                                  
 


                                                              





                                                                                                                                

                                               
                                                                                                      




                                                                    

                                                                       
 

                                                                                                            


                                            
  
                                              
                                                                                                                                                     
 

                                            


                                              
                            


                  

                        
 
                                 

                                                                                              


                                                               



                                    
 





                                                                                       
                         
 
                
                                                                                                            










                                                                                                                                                                          






                                                                                                                              






































                                                                                                          
                                                    

                         

                       

                                                 

                                                                                              


                                                                                                                        
                                                                      

                                                                                                                   
                         


                                                                                                                                                                                             
                               
                                                                 

                                                                                                
                                                                                   
                                                                                     

                                                                            

                                                                   

                                                             
                                                                                

                                                                                          
                                                                 
                                                                               

                                                                                          
                                                                 
                                                                               

                                                                                          
                                                                  

                                                                                    

                                                                                                                         
                                                                                                       
                                         



                                                                                             
                 
 
                         




                                                                                                                 
                                                                                                 


                                                                                   
                 


              
                     






                                                                                          



                                                                                          


                                                                          

                         
                                                                                                  




                                                        
                          


                                                                                             



                                                                                   


                                                                                             

                      
                          



                                                                                            




                                                                                                                                     




                                                                                        
 


                                                                                         
 
                             
                             


                                                                                               
                        


                                                                                               
                         
                         



                                                                                             
                                                                       

                      
                        
                        


                                                                                               
                             


                                                                                  
                           




                                                                                 
                          


                                                                                         

                               

                                                                                                                
                                                                                           
                                         




                                                                                                     
                                               




                                                                          
 
                             



                                                                                             
                                                                       

                      
                     



                                                                                              
                           






                                                                                               
                        












                                                                                                     
 
                               
                                                                    
                                                                    

                                                          





                               
                           
                                                                                                             
                      

                            
                                                                                                  



                                                                                               
                               






                                                                                     
                      
         
                                                     
                              

                                                                          
                            

                                                                         
                           

                                                                        
                             







                                                                                        
                             


                                                                                       
                            
                                                                                                 

                      
                        
                                                       


                                                                                                                
                                                                                                                


                                                                                                         
 
                          
                                                  
                                   
                                                                                                                             
                                         
                 
                      
                               












                                                                                                                                             
                             













                                                                                         
 
                         

                                                                                            





                                                                             
                 


                                                                                                                                  
                                                                 

                                                                                         
                                           

                                                                              
                      


                                                                                              


                                                                                                


                                                                                                   


                                                


                                                                                                  
                      








                                                                                           

































































































                                                                                                                                                                                                                                      

         





                                                                                                    





































                                                                                                                      
                                                         





                                                                                  
                                   
                                                             
         

                                       
                                     
 
                                                                                         
 



                                                                                              
 
                                                                                                       
 


                                                  


                                                                            

                                                                                                          
                                                
                                         
 
                                                                   
 


























                                                                                                              


                                                                                                                                      


                                                                                                                          
 

                                                                      
                                       









                                                                                                         
                                               


                                                     
                                                                           
                                                                                 
                                                                    
                                                                                        
                                                                                                          
                                 
                         

                 
 

                                         
         
                      
                                                                 
                 
                                                                  

                                                                      
                                         



                                                                                              
                                                              


                 

                                                            
                                                    
                                                 







                                                             
 







                                                                                             
 


                 

                                                                                                          
                                    




                                        



                                                                                    



                                                                      








                                                                                                  
                                                           
                                 
                                                                
 


























                                                                                                      

                                                                                                                                      
                                 
 
                                       
                                              
                                                              
                              




                                                                                                                        
                                               
                                       

         
                                          
         
                                                                  
                 
                                                                   
                                         
                                                                       
                                         
                                                                   
                                         
                                                               


                 


                 
                                                                            

                                                                              
                                                                             
                                                                             








                                                                                                                                                 
 

                        
 
                                 




                                                                                              
 

                                   
 



























                                                                                                      
                        
                              
                                                                                                    
                      
                           
                                                                                          
                      



                                                    


                                                                                                

                      



                                         
         
 



                                                                                              
                                                                        
                                                                              





                                                                                                                          
 
                                     

                                   











                                                                               
                              


                                                                                        

         
                                                                             
                                                                    
                                                                 


                                       
                                                    
 
                                                                                                 
 



                                                                                              
 
                                                                                                                     


                                                                                    


                                                         
 

                                                       
                                                
                                         


                                                                       



























                                                                                                                 
                                                                                                                                                                             
                                         
 

                                                                           
                                       









                                                                                                          
                                                  


                                                     
                                                                            
                                                                                 
                                                                    
                                                                                           
                                                                                                         
                                 
                         

                 


                                                                                                                          

                      
                                                                     
                 
                                                                      

                                                                          
                                         



                                                                                              
                                                                     


                 







                                                                            
                                                                                       
 


                                                                                                    


                                                     
                                

                             
 










                                                                                         
                                              
                                             
                                               
                                                                                       
                                             













                                                                             
                                                                  


                                                      
                                                                                             
                                                                                                        




                                       
                                               
                                               
                                                                                                      


                                         
                                                               

                                                                
                                                      

                                                                 

                                                                   
                                                

                                                                                                                 
                                              





                                                                   












                                                                      



                                                                                              


                                                                                                     





                               
                                                                                    

                         
                                                
                                                        
                                       


                             
                                                




                                                                            

                              

                                                                           




                                                                                                      
 
                           
                                     
 
                        
 
                                                                                           
                                                   
                       
                                                           
 

                             
                            

                                                                      
                                                          
                                         

                                                                                           
                 
                              
                           

                                                                             

                                                                                                                     
                                                                             
                                         
                 
                              
                              
                                                         
                                                                  
                                                                               


                              






                                                                                                           

         
                                                           

 
 
                                                           
                                                                            
                                                                                       
 
                                                     
                                                         
 

                                                                                           

                         


                          










                                                                                     
                                                                       
                         




                 

                                                                            




                                                                                     
                                                                           
                                                                              
                                                                         


                                                                               
                                                                             
                                                                                                                                                                 



                                              
                                          
                                  


                                                 


                                                                                                                          




                                                                                                                                       
                                                                            
                                                                                                                                                                                     
                                                                

                                 
 

                                 
 
                                              
                                             


                                                         
                                                                                                       
                                                                           
                         
                                                                                                        
                                                                     
                         
 
                                                                                

                                             
                             
                      
                                                    

                                                                                   
                                                                      

                                                           



                                                                                                                         




                                                    
                                                                                                                                     
                                                                                       
                                                                                                     



                                                                







                                                                                                              

                                                                                             
                                                
                                                                                  



                                                                             
                                 
                         






                                                                                                                  
                 
                                                                
                                                               
                                                     
                                                                                                                        
                                                                    


                                                                                                            
                                                                                             



                                          
 


                                                                                                    
                           
 

                                                                                                                                                                                              
                                                                               


                                                   
 
                            
                                                                           
                                            

                                  


                                                                    
                                        
         



                                                    
 
                
                                                                                      

                                                  





                                                                           
                                                                                  
                                                            

                                                                                 

                                                                                              
                                                                                                                       

                                              

                                                                            
                                
                                                                                            
                                                                                        




                                             

                                                                         
                                      
                                           
                                                                                               
                                               
                                      
                                            

                                                                                                            

                                                                                              
                                          

                                                                                                        
                                           
                                                                                                                                               
                                               
                                      
                                       
                                                                                                                             
                                 
                                                                                                                               
                                                                                         











                                                                                                     
                                                                         






                                                                                                         

                                                                   

                                                                        

                                                    


                         

                         
                                                               
                                                                                                                             
                      
                                                                                            
                            


                                           
                                                                                                                                        
                               

                               

                            

                                                                                                                    






                                                                                                                                                                
























                                                                                                                          
                


                                                                                                                                                   
                      
         
 



                                                   
                                                  
                                                  
                                                                                            















                                                                                                                              
                 
                                         
                                                                                                                        


                                                                               
                                                                         
                         


                                                                           
 

                                                                        

                                                                   
                                                                   
                                                           
                                                                                 
                                                   

                 

                                             



                                                               

                                                                               
                                                                                                    
         
 
                                                                                         






                                                                                  

                          
                                                                                    
                                                                                                                                                   
                                        
                                                                                                 
                                                                   
                                                                                              
         





                                                                                                             

                                                                                           

                                                                                                  




                                                                                           
                                                                                           
                                                                                           

                                                                                                                       


                                                               
 

                                                                                                       
                                                                                                                     
 












                                                                                                                          
                      
                                                                          


                                                                             

         






                                                                                              


                                                                    

                                                                                                                                                                                                       
                                                        
                                                                                                           
                    
                                                                                                            

         


                                 
                                                                                                             

                                                            
                                                                                           
                                                                                    
                                      
                                                                                              
                                                                                                                 
         












                                                                                                                                                                                                 
 
                        
                 


                                                                                                       

                                                             
         
                                                                                                                        
                                                                                                               



                               
                      


                                            

                                                
                        


                                      
                                              

                                                                                                





                                   
                       
 
                                           






                                                
         




                                                                                                                     
                                             
 
                                                                
         


                 
                                                                         























                                                                                
                                 
                                 
                                 


                                   
                                

                                     
                                     



                                     










                                        












                                                                                                                           
                                                                                                 









                                                                                                                   
                                                                                                                    

 
                                                                          





                            


                                                     

                         
                                                         

                         
                                                                                                           



                                                                                           
                                                                                                  

























                                                                                                                                    

                                                                    


                               
                                                                                     
 

                                                          
 
                                        
                                                                            
                                                                  

                                           
                                                                                     
                 
                         
         

                                                                          

 
                                            
                                                                                      


                                                                            
                                              
                                                                                              

                                   
                                           
                                                       
                                                                                                  
 

                                            
                       
 




                                                                
 

                                               
                         
 


                                                  


                                                  




                                            



                                                   
            


                                                          
            
                                                          
 













                                                                                                                   
         
 




                                                              

                                 


                                                              



                                 









                                                                         
                 
                       

                         

                                                  
         
                              


                                                                                       
                 
                                                         
                                 
                 
         
 
                        
                                                  
         
                                                                              

         
                    

                         

                                       



                 
                                            
  
                                              
                                                                                                                                   
 


                 

                                            
                                              
                                                                              





                                                       

                        
                                        
                        






                                                           
                                                                                                                                             

                                                                              
                                      










                                                                                                                    
                                                                                        


                                                                                             
                                                                                                  

                                              
                                                   
                                               
                                                                                              

                                                                                                                        
                                              







                                                                                                                                                                                                                                        



                                                                                                                                 
                                                                                                                                                   

                                                                                              
                                                        
                                                                                                             



                                                                                                                           
                                                 

                                              






















































                                                                                                                                                                                          







                                                                                                                          

                                               
                                               






                                                                                                                                  
                                         
                                                                                                                               

                                                                                                                           



                                                                                                                                   
                         

                                                                                                            








                                                   
                                              
                                                                                                                                            





                             
 

                                                                           
 















                                                                                      
                                              
                                                  


                             
                        
                             
                       
 









                                                                                      
                                                                












                                                                                                          

  
                                              
                                                                                                                                  
 
                                           
                                    
                                       



                                                  
                           





                             
 
                                 
 
                              

                         
                                                                                         
                                                                                

                                                       
                                                                  
                                                                                                                                                  
                         
         
 
                                

                                     
 
                                             
 



                             
                       
                     
                     
                          
                       
                       
                       

                          
                       
                               


                             
                            





                              


                                




                               

                              
                              



                              




                                   



                              





                               

                             
                             
                          

                             

                             

                           
                                               
                          





                                                           
                            

                              



                             
                                                                           


                           
                         

                                       

                               
                           




































                                                                             


                                                                             








                                                                                         
                                                                  
                                       
                                           
                                                                             

                      
                            
                                                                                                   

                                                                   
                                                                                      







                                                                                     
                                       
                                                          
                                                                               
                                                                                      

                      
                          
                 
                                                                                                      



                                                                    
                                                                                                                      









                                                                                                                                


                 

                      
                         


                                                                                     
                                                    
                 
                      
 

                                          
                              
                              


                                                                                        
                                            
                                                                                      
                                                                                                                   









                                                                                             
                                                                                                                   
                                                                                             

                      
                            
                                                                             
                                                                    

                      
                         


                                                                                                                     
                                                                                 
                                                                                                    

                                                                                           





                                                                
                                




                                                                                                                          
                 
                                                                    

                      
                           
                                                                             
                                                                    
                      
 
                      

                                                                 
                               
                              
                                                 
                 

                                                                                   
                 

                                                                             
                                                               
                                    
                                    
                                                                                                  

                                            



                                               









                                                                                      
                                                                                     

                                                                 









                                                                                       
                         
                 

                      

                               
                               

                                                                                                 
                         
                       
                       
                          
                       
                       

                           
                     
                             
                      
                          


                               
                            

                               
                              




























                                




                                                                                                 
                                                                     



                                                                                                                       
 





                                                                                                                  
                 



                                                                              
 


                                                    



                                                           

                                                                                               
                                                                                                              
                                                                                   
                                                                                                                                                                                                                                  
 
                                                                                        
                                                                                                                                                                                                                                                      
 



                                                                                                                           
                                                                                               

                                                                              
                                                                                                              



                                                                                                                       
                         

                      
 
                              
                         

                                                                                     
                                                                                                                       
                    
                                                                                                          

                      
                            
                            
                           

                                                      
                                           

                                                                                             
                        

                                                                 
                                                                                                    
                                         
                                                                                      
                                                                

                                                                                                                                                                                                            

                                                            
                                            

                                                                                                                                                                                                       



                                                                                  

                      
 
                          
                            

                                                       
                                                                                                 
                                                                            

                                                  

                                                             

                                                                                                           
                                                                                      
                                                                            

                                                                                   
                                                                                                           









                                                                                                                             
                                                                                 




                                                                           
                      

                                                                                                                                  
                                                                                                                 
                                                                                                       
                      
 



                                                                          


                                                                            









                              

                           
                             
                            


                           
 










                                 


                                                                            

                                                                            
                                                                                                   

                      


                                          
                                    






                                                            
                                                                                         

                      
                          
                                                                            
                 

                                                                              
                                      
                                 
                                                
 






                                                                          
 



                                                                                                        
                                         
                                                                                                                                                             
                                                                                      
                                                                                                                                                                                                     




                                                                                            
                                 
 


                                                                                                          

                      
                           




                                                                                                      
                    
                                                              

                     






                                                                                    

                            
                                       




                                  
                      
                         

                                                                           



                             



                                                                                   

                      
                            




                                                                                   




                                                                          
                                                                                            
                                                                      


                                                                       
                                                                                             
                                                                       
                 

                      











                                                                                                    
                         
                                                                             
                      
 
                           

                                                                                            

                         
                                                                             
                                                        

                                                                    
                                                          
                                                              
                 
                                                                 
                                                                             
                      



































































































































































































































































































































                                                                                                                                                                                                         



                                                                 
                                                                                                                     





                                                                                          
                                                                                                  





                                                                                        

                                                                                           
                                                                  



                                       
                               
        
                             




                                                                   
                                                                  


                                                                               
                                                          
                                                                
         
        



                                            
  
                                              

                                                                                                                                    

                                            
                              
                                   

                                              
                                         
 

                          
 







                                                                 


                                  
                                   
 

                                    


                            
                              
                         
 
                                                                                                                                      



                                              
 

                                                                                             
                                       
                                                 

                                                                         

                             

                                      




                                     

                                                                                          

                                                                                                 
                                                                        






                                                                                                                    
                        
                                                          
                                                                      
                                                                                                  

         
                                        
                                
                                                        
 
                                   
                                                                      
                                                              


                                                                                                                   


                             
                               
                     



                             
                 
                                                                                                                                                         
                                            



                                                                                  


                                                                                                                                      
                                       
 

                                                                                                                                                                        

                                               
                         

                                                                                     
                                                                             
                                                                                               






                                                                                                                        
                                                          
                                                                                                       
                         
                                                                   
                                                                        
 



                                                                                                 
                                                                               



















                                                                                             
                                                                                                       

                                                                                                                                                           


                                                                 

                                                 
                              
                                                                  



                                                                                                        
 
                              
                                                                               



                                                        

                                       
                 
                                              
                                                           

                                      
                                                                                 

                                      





                                              
                                                                              


                                                         
                                                                                                                                           
                                                                                     


                                                                                                                                                        
                                                                             


                                                                                                                                                             
                                                                             



                                                                                                                                                             
                                                                                      
                                 



                         
                       
                        
                                                               
                                                                                                                                                   


                       
                           
                                                                                                                                        
                      

                                                                                                            



                                                                          
                          

                           
                                                                  


                                                                                      
                      
 


                                                           
                            





                                                                                                   
                                                                                 
                                                                           
 

                                         
                                                        


                                                                                


                                      



                                                                       
                                                                                  


                                                                                              
                                                                                                  



                                                                         

                                                                                                           





                                                                                              
                                                                                                                 
















                                                                                                             






                                                                        
                                   





                                                                                

                                                              
                                                                                 


                                                              
                                                                                                            


                                                              
                                      





                                                              
                         
                          
                 

                                                               



                                                                
                                                                                      
                                                                      
                                                       

                                                               
                                                                                                                                                                                                           
                                                                                
                                                                                                           
                                                                      
                                                                                                            
                         


                      
                                                                



                                                        













                                                                                        


                                                                                        


                      
                           
                                                                                
                                                                                







                                                                                       
 
                           
                 
                                                                      
 












                                                                                                                                       

                                                                                      



                                                                                                                 

                                                                                             
                                 




                                                                                
















                                                                                                         
                                                                            
                                                                                         






                                                                          






                                                                              
                                                                        



                                                                                                                                              

                                                                                        

                      
                         







                                                                                       


                                                           
                                                                                                  

                      
                          
                                                        






                                                                       


                                                                                       

                                                                                      
 

                      
                      
                        




                                                                                       
                       
                                       
                                                                                                             
                                                                                             
                                                                
                                                                   


                                                                                              



                                                                                                                                                    

                         

                          



                                                                                   




                           
                        
                        
                            
                               
                        
                         
                             
                              
                              


                            



                                 

                         



                              
                              


                            
                          
                              



                               


                              

                           
                    
                          
                             
                         

                               

























                                


                                                                                       




                                                                                                  
                          
                                 
                                                        
                    

                                                                                               
                      
                      
                       
                       






                                                                                                
                        

                                                    
                                                                                                     
                                                                                                        
                      
                             
                                                           
                                                                                       
                                                             
                      













                                                                                      
                       







                                                                                            






                                                                                                                                       









                                                                                       
                             











                                                                                           
                                                                                                                                  
                                                                                            


                                                                
                                                                             






                                                                
                                                     



                                                                      
                              




                                                                                               
                                                    


                      
                        
                            


                                                                                                    



                                                                                                                
                                                                                                    
                                                                                                                                                                                       
                        
                 
                                





                                                                

                                       
                                                                        
                                                                            
                                                                               
                                                                       
                                                                           

                 

                           
                                                            
                                                                                      


                      
                         
                         
                 
                                      
                                                     










                                                                                                                                                        

                                                                                                                       


                                                                        


                                                       
 




                                                                                            
                                                







                                                                                     
                                 

                                                         
                         
                            
                                                                                   
 
                                                                      
                                                                                                                                                  
                                                 
                 

                      
                            





                                                                                     
                            















                                                                                          
                                                                                      
                                                                                                                                                      
                 
                      
 
                              


                                                                                                                                               
                                                  


                                                                                                                                        
                                             

                                                

                                                                  

                      
                            





                                                                      
                         
                        
                                                                   





                                                                      
                                                         



                                                                      
                           


                                                                                                           
                     
                                       

                                                              
                                                                               

                                                                   
                                                                 
                      
 

                               











                             
                                       
                                                              
                                                                                                                   
                                                                                                          

                                                                                                                    

                      





                                                                 
                            
                              

                               
                                                                                

                      
                              
                         
                                                                           
                      
 

                                             
                                                                

                                                              
                                                                            



                                                                   

                             
                          
                                                              
                                       
                                                          
                                                                               
                                                                                     

                      
                                       
                                 
                                                                          
                                                                                               
                                                                                 
                                          
                                                              
                                                                                              
                                                      
                                                                               
                                                            
                                                 
                                  


                                                               



                           


                            












                                                                                                                                                                                                


                      
                           
                            

                              
                                                                           
                                                                  
                                                                                                                 
                                









                                                                           
                         
                          
                          





                             

                             
                          
                 
                                                                                                               



                                                                                                                          






                                        
                                                                                                            
                                                                                       


                                                                                 








                                                                                           


                             
                                                                       



                                                                

                          
                         
                 
                                                                                                                                         

                                               




                                                                 

                                                                                                                                

                      

                         
                                                                                                               





                                                                                                                                                   
                      
                         




                               

                         
                                                                       







                                                                                  

                                                                 

                                                        

                      
                           
                                                 
                                                                      
                                                                         


                      
                           
                       

                                                                                               
 
                         

                                                                                                                                       

                                                                                                   



                                                   
                          
                                                                                                                            

                      
                          



                                                                                                                                     
                 





                                                                                                                                          





                                                                              
                      
                        
                                                        





                                                                              
                          
                        
                                                


                                                                                              
                                                                              

                          




                                                                
                           






                                                                        
 
                                                  
                                                                               


                                                                        


                                                                                



                                                                                            




                                                               
                         


                      
                         



                                                        
                     



                                                                      


                                                                   


                                                              
                         
                                                              

                                                                 

                      
                           



                                                                      
                                       



                                                                        
                 
                                                                        
                                                                       



                                                                                           
                                                                                                                

                                                              

                                                     

                      

                                      

                                                               


                                                              
                                                                  


                                                              
                                                                   


                                                              

                                                                 


                                                              

                                                               


                                                              

                                                                














                                                                                    
                           





                                                        
                 




                                                                  
                                               
                                  

                      
                             
                               


                                                        
                         









                                                    
                        

                                                                                                
                                                              
                                                                

                                                      
                                                                  
                         


                      
                         

                      
                                                                         


                                                                 
                                                                                                                               


                                                                                                 
 
                                                                                                                                                              
                         
                                                  
                                                                       
                                    
                                                                                                                                             
                                      
                         





                                                                                                                           
                      
                                                            

                      

                                                              
                                                    

                      
                          






                                                                              
 





                                                                      

                                                                  
                                                       





                                                           
                                                                                                 









                                                                                                          



                            
                          
                            

                                            


                                 




                                                                            




                                                                                        
 

                                    
                                    
                                              

                                    
                                              

                                   
                                             

                                  
                                            

                                  
                                                                            

                              

                                                                          
                                                                                                                                                                  




                                                   
                                                            
                                                                                                                                     




                                                                       
         
                      
 
                               
                              

                                                        




                                                                      

                                

                                                                                        
                                                                             
                                 



                                                                        
                                                                                                                                 
                                 



                                                                        
                                                                  

                                                                                                                          
                                         


                                                                                
                                         




                                                                                          
                                                                
                                                                                                            
                                                                       

                                                                            

                                                                                                                                                    

                                                   



                                                                                                                                                            



                                                           

                                                                                                                                                                   
                                                           

                                                                                                                    

                                                           

                                                                                                                                                                   
                                                           


                                                                                                                     

                                                                       
                                 

                                                                                          

                                 
                                                                           



                                                           
                         

                            

                                                                                 
                                           

                                                                                                    





                                                                                
                         

                                                                                   
                         
                                                                      
                                                                                
                                                                          
                                    








                                                                               
                                                                                                 
                                                                   



































                                                                                               
                        
                                                                           
                 
                                                                      

                                                                                                                                                  

                                                                                                                                            




                                                                        
                                                                      
                                      

                                             
                                                  
                                                 
                                            






















                                                                                                                      

                                                                                                                      

                                                                                                  
                                                 













                                                                                                                            



                                                                
                                 
                                                                                                                                                         
                                                                                 
                         
                              
                 



                                                                  



                                                                                                              
                                                                                           





                                                        


                                                                                          
                           





                                                                 
 
                                                                          
                                                                                                                        
                                                    
                                                              













                                                                               
                             

                               
                                                           
                                                                   
                                                                             

                                                       
                                                                                                      
                                                                                                   


                                                                      

                                                                           










                                                                                                                           
 








                                                                                              
 
                                                                     
                                                                     






                                                                    
                                                          

                                                                              
                          







                                                                                                      
                                                                                                         



















































                                                                                       
                                                           
                                                                                         

                                                                   
                              


                                                                                                  
                                                           
                                                                                         




                                                                   
                                                   









                                                                                               
                                                    






                                                                     

                                                 
                                                 



                                                           
                                                                                                            


                      




                                                                                                
                         



                                                                                   

                               



                                                                                            
                           
                                                     







                                                     
 






                                                                            
                                                                                     














                                                                        
                     



                                                                                                                                            
                                                                         

                                                                                                                          





                                             



                                                                                                      




                            






                                                                                              
                 
                                                                             
                                                                      
                                                                           

                                                                                                    

                                                                           

                                                                           



                                                                          
                         
                                                                                    
                                                           
                                                                                    
                      
 


                                                                                      
                                                                                    


                           
                                                                                                 
                                                           
                                                                                              
                      
 







                                                                                           
                                                                                                                                                        





                                                                                             
                                                                                                                                                      



                                                                                             
                             



















                                                                                                               
                                                     







                                                                          
 
                           
                           
                                                                                                       
                                                                  
                 

                                                    
                                                   
 





                                                                                                                                                                        
                                                                                 




                                                                                                         

                                                                                     
                                                                                                     

                                                                                                                          

                                                                                                                                                                
                                                                                                  
                                                                                                                                                                               


                                                                 


                                                            
                                                                     
                                                                                     
                                                                              
                                                                      

                                                                                                          
                                                                                  
                                                                                                                         


                                                 
                                                  


                         
                           



























                                                                                                               
                       




                                                                                          
                         

                                                                                 



                                                           

                                                                                                             








                                                                                                        
 
                                 





                                                                                                   


                                                                                                        
                         







                                                                        
                                                                                
                                                                                  
                                                                                       
                                                                               






















                                                                                            

                                                   



                                                                      
                       
                            
                                                                                                
                                                                                                                                                 
                              



                                                                 

                                       
                                                                                                                                        
                                       
                                                                                                                                         
                         
                                                               
                         

                                                                                   
                         
















                                                                               
                                                                                                    
                                                                                               








                                                                      

                               

                                                                                                                                             









                                                                                                       
                                                                                                                                                                



                                                                        


                                                       
                                                                                                                                   

                                                  
                                                                        


                                                        
                                                                                      








                                                                                                             
                                                                                                                          

                                                                                        

                                                                                                                 





                                                                                                            
                                                                     
                                                                 
                                                                                      








                                                                                         
                                                                                                     







                                                                                                                       
                                                    























                                                                                                               

                                              



















                                                                      
                                                                                                          



                                                                                



                                                                                              
                                                            

                                                                  














                                                                                                                               
                           







                                                                                    


                                                                                                                          

                                                                                        
                      
 



                                                                                
                                                                                               


                                                                      
                                                                          








                                                                                       
                                                                                               


                                                                      
                                                                          












                                                                                                    
                                                                          















                                                                                             
                                                                      

                                                                 
                                                                                                                  
                                                                                                        
                                                         

                                                                                                         
                                                                                                                        







                                                                                       
                                                                                       
                         
                                                          
                                                                  
                            
                                                                 
                 
                      

                     
                         
                                                                      
                                                                
                                                                


                      


                                                                      
                                                        




                                                                                        
 





                                                                             





                                                        

                       
                 



                                                                                  
                 
                      
 
                                       
                                                        
                 


                                   
                               
                                                                                                      
 
                                                                
                                                                                         
                                                             
                                                             

                                                                                               
                                                            
                                 
 


                                                                                           

                         




                                                                   


                                       
                                                                                             
                                             
                                          
                                                
                                         
                                                       




                                                                      
                                                                                      



                                                                
                 
                      




                                                  

                                                                                       
                       
                                                                                              
                      
 

                             









                                                                                                     
                              









                              
                                 
                           







                                                                                       
                 



                                                                                   
                      
                                                                 


                                                                           
                                                                                       


                                                           
                      


                                                              





                                                                                                                     
















































                                                                                                                                                    
 








                                                                                                      
 






























































































































































































































































































































































































































































































































































                                                                                                                                                                                                                     









                                                                                 












                                                                                                                     




                                                                   
                                                                  


                                                                               




                                                                

                 
 
                                            
  
                                              
                                                                       
 



                                        
                                        
                              
 












                                                                                      
 
                                  
                                  

                                 
                                               


                         

                                                       

                                                                                                     
                                                       

                                 
 
                                                                                                
                                               
                                                       


                                                           
                                               












                                                                         


                                                               
                                                            











                                                                                                
                                                   


                                                                           





                                                                                                    







                                                                                     
                                                                                 

                                                   

                                                                                                               


                                                                                               


                                           


                                                           
                                                  
                                                                                                
                                                                   

                                                   
                            
                                        

                                                                                     
                         
                                      
                                                                           



                                                                                                        
 





                                                                                                      
                                                                              
                                      

                                                                           
                                                       




                                                                                               
                 
 
                                                                    
                                                                                                

                              
                        
                                                                  

                                                                                         

                 





                                                                                                                                     
                                                                                                



                              




                                                                                          
                                                                                        
                 
 

                                                                                                                                        
 
                                                                    


                                               
                                 

                 
                                                                                                         
                                                 
 
                                                                                                     
                                                                                                                                                                            

                                                                                                           
                                                               
                                                                                                                           






                                                                                                    









                                                                                                                                                                          

                         
                                                                   
                                                                                                                                         
 
                                                                                
                                                                                                   
                                                                                          

                                     
                                                                     
                                                                                                
                    
                                                                                              

                                        
                                     
                                                     
                                                                                                                             
                                                                                     


                                                                           
                                                            
                                                                                           


                                                                                                       
                 
 
                                                                                                                             

                                                            
                                                      
                                                 
                                                                                                                        

                                                          
                                       

                         
 
                       
                                                                                   
                                                                             
                                    
                                                                         
                                         


                                    

                                                                                   
                 

                                                          






                                                
 
                                                                          
                                                               
                                                              
                                                                                                                               
                         
                                                            

                 
 
                                                        
                                                                                             
                                       


                                                                          



                                                    



                                            
  
                                              
                                                                        


                                               
                                    
                                               
                            
 
                       
 
                                  
                                  

                                 
                                               

                         
 
                                   

                                                                                             
                                               


                         
                                                                                        
                                       
                                               

                                                   
                                       
 
            
                                        
                              
 
                                                                   

                                                                                                 
                   

                                                                    
                              
                 
                                                              

                                                                                                  
                   

                                                                    
                              
                 
                                                               
                                                                                     





                                                                                           
                                           

                                                                            
                                      
                         

                 
                                        





                                                                                                                                                                 
                                                                                                


                                      
 




                                                                                          
                                                                                        
                 
 
                                                                                                                                        

                              
                        
                                                                  

                                                                                         




                                                                                                      
 
                                                   
                                                 
 
                                                                                                     

                                                                                               
                                                                                                                           








                                                                
                                                                                                                                 

                                     

                                                                                             
                                                                                                                              

                                                            
                                                      



                                                                                                                            
 
                                       


                         
                                                                                             
                                       
                                      
              
                                                    

                                   




                                            
  
                                              
                                                                                                                   
 

                                    
                                        
                                    

                          



                                                                 
                        



                              
                                 
 
                                
                                        
                                                     
 



                                          
                                   






                                                                                   
 

                       
                           

                                                       

                                                          

                                                                    

                                                            





                                                                      

                                                            



                                                                      
                          
                                                       

                                                           
                                                
                                                 

                                                            

                      




                                                                             
                                                                                                                                                                   











                                                                             
                           
                         
                             
 











                               
                         
                         
                         


                           
                        

                             
                             






                              



                                                             
                       


















                                
                        
                          
                        

                          

                             
                           
                          










                                
                                                                                                      

                                                                 
                      




                                                                        
                         
                                           
                                                                                              






                                                                                                            


                                           


                                                                                                

                        

                                                       
                                                                                         
                      
 
                       
                 
                                                                                
                                                                 

                                                           
                                                                                                     







                                                                                                                        
                                                                                                 

                                           
                                                                                                                                                             
 


                                          

                                                                                                   


                      
                     




                                                                                             
                                                                                 
                          
                 
                                                 







                                                                                                                         
                           
                                                                             



                                                        
                                                                 
                      

                            
                 

                                                                            



                                                                                    
                                                                                                   


                                                                                  

                                                                                        





                                                                                                                                          
                                



                                                                                    

                                                                                                                                                                        






                                                                                



                                                                       
                                                                       
                                                                  


                                                            
 

                                                                       

                                                                       




                                                                                            
                                               










                                                             
 

                                                                       

                                                                       







                                                                                            
                                      

                                                                           
                                                                                                                                




                                                                
 
                            
                                                                        
                                                                                                                
                        



                                     
                         


                                                                      

                                                                
                         
                                                                           
                                              
                                                                

                                                                                                                                               

                                                                               


                                                                                                
                                                                                                               
                                 
                                               
                         

                      
 


                          
                                           
                                                                                  
                                                                                                         



                        
                                                 
                 
                                                                         

                                 

                    
                                                                                    
                                       
                                
                                                                                                                         
                                                                                                                
                                                                                                          

                      
                             

                                                                                        
                      
 


                                       
                                                                             





                                                                















































































































                                                                                                                                                                                     
 

                                                                                   
                         

         
                                                             
 
                




                                                            
                                                                  


                                                                               
                                                            
                                                                

         



                                            
  
                                              
                                                                                     
 
                       

                             
                                                                      
                                         
                         
 

                                                    
                         
         




                                                       
                            





                                              
                                           





                                                                                                                

                                 
                         
         
 









                                                                                           
 

                         
                         
                                           
                                                       
                                                                                   
                                                                                                                             

                      
                     




                                                       
                                
                                                
 










                                                                  
                                                                                               









                                                                                                      
 
                                                                                                  

                                                      
 








                                                                          



                                                 

                                                                                    


                                                 
 

                                                                                                                          
 



                                                                                           

                                                             
                                                




                                               
                                                 



                   

                                                                          
 

                                                                
                                   
 


                                                                     


                                                                                                   
 
                                  
                                                                                               
                                
                                             
 
                                                                   
 





                                                                                
                                                          
 
                                                                          


                                                                           
 
                                                



                                                   
 
                                                                                                                

 
                                            

                                                                                            
                                              
                                                                 
 
                                                                   
                                              
                                                     
 
                                                            
                                                                       
                             
 








                                                                                                         
                   
                           

























                                                                                
         
 
                    


                                            


                                                                                                                  
                                              
                                                                                                                             


                                         
                                            
                                           



                                    
                     
 
                               







                                                                
                                 
                                             
                                                                                   
 
                         
         
                           

                               
                         
                                                  



                                          
                     


                                   








                                                                                                        
                      


                                                   
 
                          
                          
                                   

                      
                           









                                                                                             
                          
                                   
                        
                        

                             
                         
                         
                         


                             
                             
                          










                                
                                                                           
                                                                        
                                                                                                                       


                                         
                              





                                                                       






                                                                              

                                                                                           
                                                                    





















                                                                                                   
                                                                   


                                                                          
                                                                              
                                                                                              
                       

                                                                     


                             

                                                                                    
                       

                                                                   



                                                                            
                      
                                                                   

                              

                                                                                                                     
                       

                                                                                                       


                              
                                                                          
                      
                                                                     




















                                                                         











                                                     
                        
                                                                             
                                         
                      


                                          
 
                            


                                                                                 

                                       
                                               


















                                                
                 










                                                                                                          

         
                                                                                                                                                  




                                                          
                                                                                                                       
                                                                                                                                          
                                                                                                                                        

                                                                                             
                                                                        

                                
                                                          
                                                                          
                       
                                                                              
                                                                                                              
                                                                         

         





                                                    
                                                                                          





                                                                                                                  
                             
                                            
         
                                        



                                           





                                                                                                                                                          
 

                                 
                                 
                                

                                         
                                
                                                                        
                                                                         
                              
                                 
                                 


                                   
                                

                                     
                                     

                                  
                                 










                                        

                                    
                                  










                                                                                                     
                        
                                                        
                                                                                                         
                              
                 

                                
                                                                                                        










                                                                                
                 



                                                                                                                                   
         
 

                                                                                    
                                          

                            
 
 


                                                                



                                            
  
                                              
                                                                                                



                                    
                                        

                          
 

                        
 


                                                              

                                             
 
                                                                                                                                                     
                                                                 
 
                               
 

                                                                                                              
 
                                             
                                                     
                                                                                                              










                                                                                                                    
                                                                                                    












                                                                                                                   
                            
                         
                                                                                                  

                      




                                                                                       



                                                                                    






                                                                                        
                                                               
 
                                                                 
                                                                                                                 
                         




                                                                                 
                                                                                  
                 


                          
                        





                                                                                       
                        
                                                                     

                      
                        
                        
                                                           
                                                                                                                             


                                       


                                                                                                   






                                 
                                                                                 
                                                                                                                     
                                       
                         









                                                                                          
                                                                                                                     
                                 
                                  
                         
                                                                                          
                                          
                                                                              


                                                                                                  

                      
 
                         
                         


                                                                                                            
                                                                                                                     



                             
                         
                                                                                               
                      
 





                                                                             
 
                         
                                                                                
                                                                                                    


                                                                           
                                                                                                    

                      



                                            
  
                                              
                                                                                               


                                    
                    


                                              

                          

                   

                        
 
                                                               

                         

                                             
                                 

                                             
                                                      






                                                     
                                             




                                                                                                                                 


                                                   
                                                                                                                  









                                                                                                                  
 
                                                                                                       
                                                                                                 

                                                                       
                                                                    
                                        

                                                         
                                                                           
         
 


                                  
                              


                                                       

                                                                                                    
                          
                                                                                                                          

                                                                                                      
 

                                                   
                 

                      
                                   






                                                                                                                                                                     
                                                                                                 


                                                                          
                                                                    
                                              

                                                         

                                                                                    
                                                 

                                                   
                                           
                                                       
                              

                                  
                                                                                       
                                                                                                                                      

                                                                                
                                                                                                                     
                                
                                                                                                 

                                                                   





                                                                                    


                                                                                                            
                                      
                                                                                               
                              
 
                                    
                                             



                                                                       



                                                                       
                                                                                                                     
                                          
                                         



                                                                                                      





                                                                                                                                                         





                                                                                                                       
                                      

                                                                                                                                                              
                                                                                    

                                                                                                                                                   
                                      





                                                                                                                        
                                        
                                                                                                                                   
                         
                              
 

                                                                                              
                                           
                              
 

                                  
                                                                                                                          


                                                                              


                              
                                    
                                                  
                         
                                                                                     
                                                                                                             
                                 


                                                                                                                             
                                                                                     
                                                        


                                                          
                                                                       
                                                                







                                                                                                                                                  






                                                                         
                                                   
                                                                                                                                              


                                  

                                      



                                      
                                           









                                      
                                                                                                                                                 

                                                                                                                              
                                                                                                        
                                                                
                              
 
                                   
                                                 





                                                                              
                                              
                         
                              
 


                                             
                                                                                                                             
                              
 
                                                              
                                             
                                                                                                                                     
                              
 

                                                                                                     
                              
 


                                                             

                                                                                                                                   
                                                                                       

                                                                            
                              
                 
 
                                      
                                       
                                                                                                
                              

                                
                                                                     
                                      

                                                                    
                                         
                                                                         
                                                                                                  


                                                                 


                                                                                          


                                                                                
                                                                                     
                                                      
                                                                         
                                                                                      
                                                                                     
                                                      
                                                              
                                                                                        
                                                                                     
                                                      
                                                              
                                                                                        
                                                                                     
                                                      
                                                                
                                                                                         
                                                                                     
                                                      
                                                                    
                                                                                     
                                                      
                                                                        
                                                                                        
                                                      
                                                                                   
                                                                                    
                                                                                     
                                                      
                                                                                  
                                                                                      
                                                                                     
                                                      
                                                            
                                                                                       
                                                                                     
                                                      
                                                             
                                                                                        
                                                                                     
                                                      
                                                                

                                                                                    
                                                                                     

                                                      
                         

                                                                              
                                                                        
                                                                                       





                                                                                                                      
                                                                                 

                                                        
                                                                                 

                                                         
                                                                                  

                                                                   
                                                                                    

                                                            
                                                                                         

                                                            
                                                                                         

                                                             
                                                                                          

                                                                  
                                                                                                 

                                                      
                         
                              
 
                                  






                                                                                         
 


                                                                                                          
                              
 
                                     



                                                
                                                                                                                   

                              






                                                                                          
                                               
                                                     
                                                                               
                                                                
                              
































































                                                                                                                                                 

         
                                                                    
                                    

                                                         







                                                                                    
                                                  
                                              
                                                                                       


                                    
                                        
                          
 


                                  
                               
                                             
                                                     
 

                                                                                                                                                    



                            
                        
                                        
                        
                                                                   
                      
 
                          
                                                    
                                                                   
                      
                                                                   
                                                                              
                                                                   
                      
 
                           



                                                                        
                                                                     
                                                                                   








                                                                          
                                                                        
                                              
                                                                                     

                                 
                                        
                          



                               
 
                                         
                                                     





                                             
                                
                                                                           





                                        
                                       


                                  
                                                                                                         



                                                                                                                                             
                                                                                                                              
                                                                                                                                  
                                                                                 







                                    
                               
                                
                                                                           
                              
 





                                      
                                    
                                      
                                
                         
                                                                              

                                                                                                                             

                                                                                                                            


                                
                                
                         
                                                                           
                                                             

                                                                                                                                                 
                                                                                               
                                              

                                                                                                                          



                                         
         
 







                                                                          
                                              
                                                                
 

                                                                
                                                    
                                                    
                     
                        
 
                                                             

                         
                          
 
                                                 
 

                                                                                        
 
                            
                                                                                                  
         
                                                                                      
                                                                                               
         
            




                                                         
 


                                                              
 
                                                     
 



                                            
  
                                              
                                                                                                       


                                    

                                  
 









                              


                                  



                                                    






                           
                                            
  
                                              







                                                                             



                                                       






                                                                                                        
 





                          
                                                     
                         
 

                       
                                   







                                                                                                                                                   












                                                                                                                     










                                                                                                            
                                                                          








                                                                
                 



                                                           
                                              
                                                                                                                   



                                      




                                                                                              











                                                                               






                                                                                 
                                                                                     
                                                                                                           
                                 

                                                                                                                                                                              






                                                                                                       
 

                                        
                                       
                                                                                                                    






                                                                                                                                               
  
                                              
                                                                                   
 
                                      

                            





                                 
                                                                                                       
                                                                                
 
                                 
                       

                 

 
                                            
                                                             
                                     
                                              
                                                             

                
                                                   
                                                                                                                      
                                         


                                                                                                


          
                                                                                       


                                   

                                       
 
                       
 
                                            
 



                                                                                                                                


                         
                                             
         









                                     

         



                                    







                                                                                                         










                                                                               
                                                                                                                                                     
                                                        
                                                                           
                                                                                                                
                 

                         
 





                                              









                                                                                                                                                  
                                            
                         
 
                                                     
 
                                                                  
                                               
 


                                                      
                           
                                                        



                                                      
                     


                                                                                                       
                 
                      
                            




                                                      
                                
                      



                                                                                 
                      
                           

                                 
                                          
                              
                                                                                     

                              

                                                                                            

                                 

                                                                                             

                                 

                                               
                                 
                                                                                                          


                                 
                                                                                                                      
                                 



                                                  
                                                          
                                                    
                                                  
                                                   



                                                 
                 
                                                  





                                                                                                           


                                                                   



                                                      
 




                             

                                                                       








                                                      

                                                                                                       
                                               
                                                           







                                                                            






                                                     
                           
                 
                                 
                                                         



                                                              
                                                                     
                                           

                                                                                     
                                                                   





                                                              
 
                           



                                                                     

                      
 
                    
                                             
                                 
                      

                      
                                                                                    

                                 
 
                        
                                                                                                














                                                                                                 
                                 





                                

                                                                                                                 












                                                                                


                          



                                                  




                                              
                             
                             




                                                                                         



                                              
                                                                                      
                              
                                                                                                          
                                                                               
                                    
                 
                                                                  

                                                              
                                                                   
                 



                             
                                               


                                                      
                              
                                                                 

                                                                    
                      





































































































                                                                                                                                                                                  

                                 
                      



                                                                                                    

                                 
                      


                                                            

                                 
                      



                                                             

                                 
                      





                                                         


                                 

         
                               





























                                                      




                                                      












                                                      
                                                 




                                                      
                                                            



                                                      
                                  
                                                                                                                                                            




                                                      
                                                                                  
                                                                                                                                         
 
                                              




                                                      
                                                                       




                                                                          












































                                                           

         











                                                                                         




















                                                                                     
                                   


                                          
                       


                                   
 
                                                                                                                   


                                                                                                                                


                         









                                             



                                 
                                                                                    
                         
 





                                              





                                                             



                                                                                                                        













                                                                                                                                      

                                         
                 

                      

























                                                                                                                                                      

         

                                    

                                                     




                                                                       


















                                                                                                                         

                                        










                                                                                                 
 


                 

                                                     




                                                                                              
                       




                                                 

                                                                                                    

                                                            
 



                                                              
                 




                                                                                
                 

         
                    







                                                             


                                            

                                                                                                                                                               
 
                                                                              
                                                                   

                 



                 










                                                                                                



                                                                                            













                                                                                                                                                  






                                            







                                                            
                                      



















                                                                        
                                                  



                                                              















                                                                                                                         



                                         













                                                                                        
                                                          



                                                             
                                                                          







































                                                                                                         

























                                                                                                                                        




                   
                                            
                                                                          
                                              
                                                                     
 
                                                      

                                    
                       
                                
 
                                                    

                                                                       
                                                   


                                                                   

         
                                                           
                                                                

                      
                                         
                                                         
                                                                                        
                 
                                                             





                                                                         


                                                            





                                              
                                              
                                                                                  

                                                     






                                                       
                              

                                                                         

                                                                           
                                                                            
                 
                                            
                                 
                                                                 
                                                                                  
                 

                                                                          















                                                                                                                                                   
                                     
      


                                            
                                                                     
                                              
                                                                      
 
                                                                  
                                                       
                                    

                                                     
                       
                                
 


                                                          
                                                  
                                                           
 

                                                                                              
 
                           








                                                                        



                                                                                           
                
                                                                        
                                                                         
                                                                                          




                                                                                       
                                                                        
                                                                         





                                                                                          

         
                                        












                                                                                                                                     
                            
         
                                      

                                                                                  


                 

                                                           



                                                             


                                                                                               
                                                              


                                           
  
                                             





                                                                                
 




































































































                                
                                                                         
 
              

                        











                                                                          



                 














































                                                                                                                              

                                            
                                              
                                                              






                                                   
                                                 















                                                                                                                                                         
                                                 






                                                                                                                                    
                                                                         

                                  
                                                              






                                                                 
                                              
                                                          















                                                                                                     
                                              
                                                              






                                                      

                                            


                                                                  
                                                                





                                                                                               




                                                                              
                                                                                                                           
 
                                                   

                                                 



                                                                 
                                                                       
                                                         



                                                                

                                                                       
                                                                                                          
                                                                 












                                                                                                                                                   


                                                                 
                                                                       
                                                         
                                                           
                                                             





                                            
  
                                              
                                                              



                       
                       
 
                                    





                                                                                                        
                                                                                      

























                                                                   
                            
                                              
                                                              

                                    
                                 

                                        



                                                       
                         
 

                                                                                          
 


                 
                                                           

                                    

                                 

                                        

                         
 

                                                       
 

                                                                                           
                                 

                                                                      

         


                 
                                                            

                                    
                                 
                                        

                                                
                                      
                                 


                                                                      


                 
                                                     
 
                     
                          
                       
 
 
                                                      






                                                          
                                                          





                                                        
                  

                                                                                        
                

                                                                                        


                 
 
                                            
  
                                              
                                                              




                               

                                                      





                                     
                                           


                                                                            

                                                                                                            


                                                                                                   
                                                                                      
                                                                             
                                                                                      




                                            
  
                                              
                                                                                                              
 

                                                             
 


                                                                         


                                            
  
                                              
                                                         




                                               

                             

                                  

                                           

                               



                                     
 


                                                                                                                     


                                                             
 












                                                                                                 


                                            
                                              
                                                       




                                                           
                       










                                                                                                                                     
                                        
                                           

                                                                         







                                                                                                   
                                             

                     
 

                                                  
                                              



                                                                          
                       















                                                                
                                                             


                                     

                       




                                                                        
                                    



                 
                                                   




                                          

                                                          





                                                                                                                                 









































                                                                                                                                                                                 

                                            
  
                                              
                                                                









                                             
 
                                                                 

                         


                                      
                                                                       

                                                                                              
                                                    

                                         





                                                                                                  
                                   

                                                                  
                                                    





                                         








                                                                                       
                                                      
                                                                   


                                                    
                                                     

                                                 
  
                              













                                                                                                                       






                                                                                                                          
         
 
                                                        

                                                                       
                             

                         
 
                 


                                            
  
                                              


                                                                    
                                             

                                   







                                                                 




                                            
  
                                              
                                                                





                                    


                                             
 


                                              

                                               
 

                                                      
 


                                   
                                 
                                                                                                      
                              

















                                                                                                                  
                                                                                                        
                              








                                                                                                       
                        

                                                                                                              

                 


                                            
  
                                              


                                                                 
                                                                                                                                                                                
              

                                          

                                 


                                                       
                                                                     
 


                 
                                                                                 
 
                                                        
                                                        

                         
 






                                                                                                       
 




                                                           
                                                                                  













                                                             
                 

         
                    
 






























                                                                                                       
 
                                            
  
                                              
                                                                                                             



                                 
                                                                               




                                                  
                                            




                               
                      

                        
 
                                                 
                               
                                
 
                                 
                                  



                                                                              
                              
                                                                                                    

                         
                                                                                          
                      









                                                                                  
                
                                                                        

                                                     
         
 
                                 
 



                                            
  
                                              
                                           


                                       
                         
                          
                         

                      
                                      
 
                                                                     

                                             
                             

                                                                                                                           
 
                                   
                                  



                                                                   
                                                                           





                                                                                                                                   
                              
                                                                                                     

                         
                                                                                           
                      




                                 
                                                  

                                              
                                   
                                          



                                            
  
                                              








                                                                         
                                                 
 




















                                                                                                      
                                                                                                                                                    
 

                                                 

              
                                                  


                               
 




                                                                       






                                                                               
                                                     


                                                                         
 



                                                                               
                                                
                                                     
















                                                                                          

                                                                                               
 
                                                  



                                            
  
                                              
                                                                                                     
 
                               


                             




                                                                                                                                   
 
                                     
                             

                                                                                                                                       
                         
         
                                                                                

                                                              
                                               
                 
                                                                                                                                      
                                                                          


                 


                                                                                              
                                                              

                                                                                                  
                                                                         

                 
 





























                                                                                                               





                                                                                    








                                                        
                                     
                                     

         
                                              
                                                                                        



                            




                                                                            


                                                    

            
                                                                                                                              
 



                                            
  
                                              
                                                  


                                               
                       

                                
                                                     
 



                                            
  
                                              
                                                                                                                                




                                             
                       

                                
 


















                                                                                  
                                                                                 








                                                   
  
                                              
                                                                    
 


                                                                 
 
                                              

                         
                          
 
                                                                                                                                                 

                                                                 
                                                                       

                         
                                               
 
                 


                                            
  
                                              
                                                                   
 

                                                           
                                                    
                        
                                          
 
                          
                         
 
                          
 

                                                                                                         
                                                                  

                                        
                                           




                                                    
                                                                
                                                                                 

                                                                              

                              
                                            

                                                                               
                                                            

                                              
                                          






                                              







                                              
                         


                                                                                                                      

                                                                             

                                                                      
                                                                                                
                                 




                                                    
                                                                                       
                                                                                                           





                                                                                                                                           








                                                                             
                                                                                                                          




                                                                             
                                                                                                                          

                                                    
                         

                              
                                
                                                    

                 
            
                                      


                                         

                                                                                      

                                                                                               








                                              




                                                 








                                                                                                   
                 

         















                                                                                                                        
                                                        
                 





                                                                          




                                                     


                                            
                                                                         
                                              
                                                                       


                             
                                                                        





                               
                                                                                                                      
                                            
  
                                              
                                                           
 





                                                                  
 
                        
                     
              
 
                          
 
                                                  

                         


                                                                                                 
                                                 



                                                                                        


                                                                                                  
                         
         
 
                            
                                                                                                            
         
                                                                                
                                                                                         
                                    
                         
                                            

                                                                                                                       
                                                                              




                                                                       
                                            



                                                                                                                
                                            


                                                                                                                            
                         
 
                                    

                                                                        
 
                                                             
 

                         

            

                            
                                                                          








                                                                                                             
                                                                        




                                                                                                        
                                    

                                                                                                                    
                 
 


                                                                                                     
                                                             
 

                                                                
 

                         








                                                                                           
                                              
                                                                        
 
                       
 
                              

                         
                                 
                                   
                                                                    
         
 
                                                                                       
 

                                                               
                      


                                                                                





                                            
  
                                              
                                                                                      






                                      

                          




                                 




                                                              
 
                                                                 


























                                                                                                                           
                                                                                    
                                                              
                                                                                                                                  






                                                                                                










                                                                                                        







                                                                                                    
                                                                       
                                                                                       

                                                              
                                                                                                                                  





                      
                                            
  
                                              
                                                                                         


                
                       







                                                         
                                       

                         




                                                                    



                                                                                 
                                                                                          
                                                                                           





                                                                   

                                                                       
                         


                                            
                                                             








                                                                          
                                                                   






                                            
  
                                              
                                                                                                                       


                                                 
                                           

                                   
                       

                                                 
                                                             




                         
 

                                                                          
 


                                              



                      




                                                                                                 
                         

                                                        
                                               



                                                                                                    
                                               


                                                   





















                                                                                                                      
 



                                                               
                      
                                                                                              
                   




                                                                   
                                           
                                                       

                                                                                      
 

                                      








                                               

                                                                                                                  


                                                                                                                   
                                                                                                                 

                                                          
                                                                                                                  




                                                                                                                                                                            
                                                                                                                          






                                                                                    



                                        





                                                                                                                                
                                                                                 
                                                                                                     





                                                                                                                                                



                                                                  
                                                                                     
                                                      

                                                                                     




                                                                          













                                                                                                                                   





                                                                                          

                                                                                 
                                      












                                                                                               
                                
                                                                      
                                                                                          
                                                             
                                                                                             

                                                                                







                                                                                                                                                          

                                              

                                                












                                                                                                                                                                                                                                     
 
                                                        
                                                                                        


                                      
 

                                                                                      
                                                     



                                       
                                                     
                                                         

                                                                                 


                                                                                         








                                                                                         



                                                  
                                                                                         

                                                  



                                                
                                                                                         

                                              
                                                                                          

                                              
                                                                                          


                                              
                                                              
                                                   

                                                                                         

























                                                                                                                                  
                                                         




































                                                                                                                     




                                                                        
                                                                            

                                                                                                                    
                                                                                       


                                                                                                                                                                        





                                                                               
                                                                                                               



                                 
                 








                                                           
                                                                                                      
                                                                                   













                                                                                               




                                                                
                                

                                                                                                             
                                                                               


                                                                                                                                                                                                                                 




                 
                                                                



                              
                       












                                                                 
                               
                                           
                                                     


                                                                      
                                                               
                                                      
                                           

                                                                                 




                                                                       
                                                                                                       




                 






















































































































                                                                                                                                       


                                            
                                              
                                                                        

                                                    

                                    

                                           

                                                               
























                                                                               
                                 

                 
 

                                                                           

                                    

                             

                                           

                          




                                            


                                                       








                                                                

                                                                                                           

 
                                                                                       
 
                                                         


                                           
 


                 
                                                                                       

                             
 

                                           

                          



                                            
                                    
                                                                                     

 
                                                                                       











                                                                           
 









                                                                                    
 
  
  
   
                                                    


              

                                         

                                      
                         

                                 
 


                 
  
   
                                          
























                                                                                                 
 

                                                       
 














                                                                                                                                     
  
   
                                  


                             
                                                              

                                           







                                                                

                                      
                





                                                                                     
                                                     
                                                              

                                          
                                          















































































                                                                                      

                                        

                                                                                                                                  




                                                                                

                                             










                                                                                               
                                                                 























                                                                                                          

                                      









                                                                                 

                                                                    

                                
                          






                                                                                

                                                            


                                                                                
                        
                                                         
                                     



                                                                                
                                







                                                                                


                                                 
                          





                                                                                

                                                            


                                                                                

                                     



                                                                                
                                







                                                                                




































































                                                                                                                                        
 











                                                                                                                                      
 










                                                                        
                                            

               
                       
                    

                         
                    
                 

                      
                                              
 

                                                                                                                                     

                                


                                                                
         
                                                                                                                                              
                             
         
 
                                

                                    
 
























                                                           

                                                                                 
                                                                
 

                    
 



                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   
 



                                    
 





                                                       
 


                                 
         
                                
                                           
                 
                                               
                              
                 





                                                   
         
 


                                 
         
                                
                                              
                 
                                                      
                              
                 
                                                           


                                                 
                              
















                                                                                                        










                                                                                                  
                                         
 
                                                           
                                                       

                                                             
         
 

                    
 





                                                                                
 




                                                            
                                                        

                    
 





                                                                                
 












                                                                             
 




                                             





                                                                           
 




























                                                                                             
 

                    
 






                                                                                       




                                                                
 



                                                                                                             
         
 









                                                                                  

                                           
 
                                                                                                           
         

                                                                         
         
 

                    











































                                                                                                                             



                                                                           


                                                               
                             



                                                                                                      
                             
         
 


                                                       
 


                    
                              

                                   
                                  



                                                            

                                                                        
                               

                                                                                 

                                                                                                            
                                                                                                         


                                                                                                              





                                                                                                               
                                 


                                                                                                                                           




                                                                                                                                

 
                        

                       


                                            
  
                                              
                        
 
                                                         
                       
 
                                          
                                              
                                            

                                                                    
 




                                                                    
 
                                                                                                           



                 

                        
                                    
                             
                                 
                               



                                     
// 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/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/ers.h"

#include "skill.h"
#include "map.h"
#include "path.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "homunculus.h"
#include "mercenary.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>


#define SKILLUNITTIMER_INTERVAL	100

// ranges reserved for mapping skill ids to skilldb offsets
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
#define MC_SKILLRANGEMIN 800
#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
#define HM_SKILLRANGEMIN 700
#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)

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
 **/
DBMap* skillcd_db = NULL;
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;
};

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];
//Warlock
struct s_skill_spellbook_db {
	int nameid;
	int skillid;
	int points;
};

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_stasis_check(struct block_list *bl, int src_id, 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);
//Since only mob-casted splash skills can hit ice-walls
static inline int splash_target(struct block_list* bl)
{
	return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
}

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

	return (int)strdb_get(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) )
		return 0;

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

	// 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); }

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 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:
		hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
		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;
	#if REMODE
		/**
		 * 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 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + 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_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]
	}

	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;

	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 (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
		return 0; // GMs 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->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)
		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)
		return 1;
	if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
		return 1;
	if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
		return 1;
	if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
		return 1;
	if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
		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:
			if(map[m].flag.nowarp) {
				clif_skill_teleportmessage(sd,0);
				return 1;
			}
			return 0;
		case AL_TELEPORT:
			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,0,0);
				return 1;
			}
			break;
		case GC_DARKILLUSION:
			if( map_flag_gvg(m) ) {
				clif_skill_fail(sd,skillid,0,0);
				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,0,0);
				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(sd->sc.option&OPTION_MADOGEAR) {
				clif_skill_fail(sd,skillid,0,0);
				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;

	//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 &&
				rand()%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 && rand()%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 > rand()%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,0,0);
			}
			// 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_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
						(2000 - 4*sstatus->agi - 2*sstatus->dex));
				}
			}
		}

		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->val1,0,0,0,
					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->val1,0,0,0,
					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_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
			&&	sd && skillid==TF_POISON
		)
			clif_skill_fail(sd,skillid,0,0);
		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:
	case WZ_FROSTNOVA:
		sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
		break;

	case WZ_STORMGUST:
		 //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;
		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));
		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==1) //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 += rand()%(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(rand()%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,0,0,0,0,0);
		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;
	/**
	 * Rune Knight
	 **/
	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( rand()%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;
	/**
	 * Arch Bishop
	 **/
	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;
	/**
	 * Warlock
	 **/
	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;
	/**
	 * Ranger
	 **/
	case RA_WUGBITE:
		sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
		break;
	case RA_SENSITIVEKEEN:
		if( rand()%100 < 8 * skilllv )
			skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
		break;
	case RA_MAGENTATRAP:
	case RA_COBALTTRAP:
	case RA_MAIZETRAP:
	case RA_VERDURETRAP:
		if( dstmd && !(dstmd->status.mode&MD_BOSS) )
			sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
		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;
	/**
	 * Mechanic
	 **/
	case NC_PILEBUNKER:
		if( rand()%100 < 5 + 15*skilllv )
		{ //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
			status_change_end(bl, SC_KYRIE, -1);
			status_change_end(bl, SC_AUTOGUARD, -1);
			status_change_end(bl, SC_STEELBODY, -1);
			status_change_end(bl, SC_ASSUMPTIO, -1);
			status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
		}
		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_time2(skillid, skilllv));
		break;
	case NC_POWERSWING:
		sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
		if( rand()%100 < 5*skilllv )
			skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
		break;
	/**
	 * Guilotine Cross
	 **/
	case GC_WEAPONCRUSH:
		skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
		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, 0, 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->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->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;

		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;

			if (skillnotok(skill, sd))
				continue;

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

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

			if (rand()%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;i++) {
						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.

			sd->state.autocast = 1;
			skill_consume_requirement(sd,skill,skilllv,1);
			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( rand()%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->classchange && attack_type&BF_WEAPON &&
		dstmd && !(tstatus->mode&MD_BOSS) &&
		(rand()%10000 < sd->classchange))
	{
		struct mob_db *mob;
		int class_;
		skill = 0;
		do {
			do {
				class_ = rand() % MAX_MOB_DB;
			} while (!mobdb_checkid(class_));

			rate = rand() % 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;
	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;
		if( skillnotok(skill, sd) )
			continue;

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

		if( sd->autospell3[i].id >= 0 && bl == NULL )
			continue; // No target
		if( rand()%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;i++) {
					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( rand()%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;
	struct status_change *tsc;

	nullpo_ret(src);
	nullpo_ret(bl);

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

	tsc = status_get_sc(bl);
	if (tsc && !tsc->count)
		tsc = NULL;

	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,status_skill2sc(skillid),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,0x100,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 &&
		rand()%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->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->hp_gain_value;
		}
		if( attack_type&BF_MAGIC )
		{
			sp += sd->magic_sp_gain_value;
			hp += sd->magic_hp_gain_value;
		}
		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;

		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+rand()%(-skilllv);

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

			if (skillnotok(skillid, dstsd))
				continue;
			if (rand()%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;i++) {
						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( rand()%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->unbreakable_equip)
			where &= ~sd->unbreakable_equip;
		if (sd->unbreakable)
			rate -= rate*sd->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 (rand()%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;
			flag = 0;
			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[4]             = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
	const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
	const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
	int i;

	if (rand()%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.
 -------------------------------------------------------------------------*/
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( src != target && sd->special_state.no_knockback )
				return 0;
		}
			break;
		case BL_SKILL:
			su = (struct skill_unit *)target;
			if( 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&0x1);
}


//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);

	// item-based reflection
	if( sd && sd->magic_damage_return && type && rand()%100 < sd->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] && rand()%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.

			//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);
					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 RR_MAGIC_REFLECTION
			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);
			clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
		}
	}

	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 ) ) )
		&& skillid != WS_CARTTERMINATION )
		rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);

	//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)
					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;
		}	//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;
	/**
	 * Warlock
	 **/
	case WL_HELLINFERNO:
		dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
		break;
	case WL_SOULEXPANSION:
	case WL_COMET:
		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 WL_TETRAVORTEX_FIRE:
	case WL_TETRAVORTEX_WATER:
	case WL_TETRAVORTEX_WIND:
	case WL_TETRAVORTEX_GROUND:
		dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
		break;
	/**
	 * Arch Bishop
	 **/
	case AB_DUPLELIGHT_MELEE:
	case AB_DUPLELIGHT_MAGIC:
		dmg.amotion = 300;
	default:
		if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
			type = 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;
		}

		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 = 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( skillid != WZ_SIGHTRASHER &&
		skillid != WZ_SIGHTBLASTER &&
		skillid != AC_SHOWER && skillid != MA_SHOWER &&
		skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
		bl->type == BL_SKILL && damage > 0 )
	{
		struct skill_unit* su = (struct skill_unit*)bl;
		if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
			damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
	}

	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 && rand()%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)
		{
			case MG_FIREWALL:  direction = unit_getdir(bl); break; // backwards
			case WZ_STORMGUST: direction = unit_getdir(bl); break; // backwards
			case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
			case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;

		}
		skill_blown(dsrc,bl,dmg.blewcount,direction,0);
	}

	//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) )
		{
			clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
			status_fix_damage(NULL, 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(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
		int rate = 50 + skilllv * 5;
		rate = rate + (status_get_lv(src) - status_get_lv(bl));
		if(rand()%100 < rate)
			skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
	}

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

	if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )  && damage > 0 )
	{
		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( 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,dmg.div_>1?dmg.div_:1,4,0);
		//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 ) {
		if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
			skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
	
		if( skillid == GC_VENOMPRESSURE ) {
			struct status_change *ssc = status_get_sc(src);
			if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
				sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
				status_change_end(src,SC_POISONINGWEAPON,-1);
				clif_skill_nodamage(src,bl,skillid,skilllv,1);				
			}
		}
	}

	if (!(flag&2) &&
		(
			skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
		) &&
		(sc = status_get_sc(src)) &&
		sc->data[SC_DOUBLECAST] &&
		rand() % 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;
}

/*==========================================
 * �X�L����??U?�p(map_foreachinarea����Ă΂��)
 * flag�ɂ‚���?F16?i?���m�F
 * MSB <- 00fTffff ->LSB
 *	T	=�^?�Q�b�g�I?�p(BCT_*)
 *  ffff=���R�Ɏg�p�”\
 *  0	=�\��?B0�ɌŒ�
 *------------------------------------------*/
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 MG_SAFETYWALL:
		case AL_PNEUMA:
			if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
				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:
		/**
		 * 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:
			//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)
				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, StatusChangeFlagTable[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, 2, 0);
			return 0;
		}
		if( sp > 0 && status->sp <= (unsigned int)sp )
		{
			clif_skill_fail(sd, skill, 1, 0);
			return 0;
		}
	}

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

	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;
		if(skl->target_id) {
			target = map_id2bl(skl->target_id);
			if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
				target = src; //Required since it has to warp.
			if(target == NULL)
				break;
			if(target->prev == NULL)
				break;
			if(src->m != target->m)
				break;
			if(status_isdead(src))
				break;
			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:
					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);
					if( skl->type > 1 )
						skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
					break;
				case WZ_WATERBALL:
					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)) {
						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) {
							status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
							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
						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);
					if( skl->type >= 3 )
					{ // Final Hit
						status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
						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[rand()%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;
				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 WL_EARTHSTRAIN:
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
					break;

			}
			if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
				status_change_end(src,SC_MAGICPOWER,-1);
		}
	} 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);
	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_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, *tsc;

	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:
	/**
	 * Rune Knight
	 **/
	case RK_SONICWAVE:
	case RK_HUNDREDSPEAR:
	case RK_WINDCUTTER:
	/**
	 * Arch Bishop
	 **/
	case AB_DUPLELIGHT_MELEE:
	/**
	 * Ranger
	 **/
	case RA_AIMEDBOLT:
	/**
	 * Mechanic
	 **/
	case NC_AXEBOOMERANG:
	case NC_POWERSWING:
	/**
	 * Guilotinne Cross
	 **/
	case GC_CROSSIMPACT:
	case GC_VENOMPRESSURE:

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

	case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
		switch( rand()%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 TK_JUMPKICK:
		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);
		}
		break;

	case NC_FLAMELAUNCHER:
		if (sd) pc_overheat(sd,1);
	case SN_SHARPSHOOTING:
	case MA_SHARPSHOOTING:
	case NJ_KAMAITACHI:
		//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,0,0);
		}
		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);
		}
		//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:
	/**
	 * Rune Knight
	 **/
	case RK_IGNITIONBREAK:
	/**
	 * Arch Bishop
	 **/
	case AB_JUDEX:
	/**
	 * Warlock
	 **/
	case WL_SOULEXPANSION:
	case WL_CRIMSONROCK:
	case WL_COMET:
	/**
	 * Ranger
	 **/
	case RA_ARROWSTORM:
	case RA_WUGDASH:
	/**
	 * Mechanic
	 **/
	case NC_SELFDESTRUCTION:
	case NC_AXETORNADO:
	/**
	 * Guilotine Cross
	 **/
	case GC_ROLLINGCUTTER:
	case GC_COUNTERSLASH:
		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
		{
			if ( skillid == NJ_BAKUENRYU )
				clif_skill_nodamage(src,bl,skillid,skilllv,1);

			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 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 == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);

			//FIXME: Isn't EarthQuake a ground skill after all?
			if( skillid == NPC_EARTHQUAKE )
				skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);

			//FIXME: move this to skill_additional_effect or some such? [ultramage]
			if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
			{ // 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));
				if( bl->type == BL_MER )
					skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
			}
		}
		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:

	/**
	 * Arch Bishop
	 **/
	case AB_ADORAMUS:
	case AB_RENOVATIO:
	case AB_HIGHNESSHEAL:
	case AB_DUPLELIGHT_MAGIC:
	/**
	 * Warlock
	 **/
	case WL_HELLINFERNO:
		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=rand()%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:
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		{
			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) )
					{
						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)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != 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);
		}
		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,0,0);
			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:
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	/**
	 * Rune Knight
	 **/
	case RK_DRAGONBREATH:
		if( tsc && (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 HVAN_EXPLOSION:
	case NPC_SELFDESTRUCTION:
		if (src != bl)
			skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	// Celest
	case PF_SOULBURN:
		if (rand()%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;
	/**
	 * Rune Knight
	 **/
	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,0,0);
		} else //non-sd support
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;
	/**
	 * Guilotinne Cross
	 **/
	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( rand()%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,0x1f,0);
		break;

	case GC_CROSSRIPPERSLASHER:
		if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
			clif_skill_fail(sd,skillid,0x17,0);
		else
		{
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			status_change_end(src,SC_ROLLINGCUTTER,-1);
		}
		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;
	/**
	 * Warlock
	 **/
	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 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;

			heal = 8 * skilllv;
			if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100;	// Base level bonus.

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

			if( heal && rand()%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,0,0);
				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+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
				status_change_end(src, spheres[i], INVALID_TIMER);
			}
		}
		break;

	case WL_RELEASE:
		if( sd )
		{
			int i;
			// Priority is to release SpellBook
			ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
			if( i < MAX_SPELLBOOK )
			{ // SpellBook
				int rsb_skillid, rsb_skilllv;

				if( skilllv > 1 )
				{
					ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
					i--; // At skilllvl 2, Release uses the last learned skill in spellbook
				}

				rsb_skillid = sd->rsb[i].skillid;
				rsb_skilllv = sd->rsb[i].level;

				if( skilllv > 1 )
					sd->rsb[i].skillid = 0; // Last position - only remove it from list
				else
					memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));

				if( sd->rsb[0].skillid == 0 )
					status_change_end(src, SC_READING_SB, INVALID_TIMER);

				status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);

				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
					break;

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

				sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
				clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 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,0,0);
					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]);
						}

				status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);

				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:
		{
		struct status_change *tsc = status_get_sc(bl);
		if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
			break; // Doesn't hit/cause Freezing to invisible enemy
		// 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);
		}
		break;

	case WL_JACKFROST: {
		struct status_change *tsc = status_get_sc(bl);
		if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
			break; // Do not hit invisible enemy
		skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
		}
		break;
	/**
	 * Ranger
	 **/
	case RA_WUGSTRIKE:
	case RA_WUGBITE:
		if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
			if( skillid == RA_WUGSTRIKE ) {
				if( sd && pc_isridingwug(sd) && !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 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) || tsc->data[SC__INVISIBILITY]) )
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		}
		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 && sg->src_id != src->id &&
				battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
			{
				if( sd && !(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->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
					item_tmp.identify = 1;
					if( item_tmp.nameid )
						map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
				}
				skill_delunit(su);
			}
		}
		break;
	/**
	 * Mechanic
	 **/
	case NC_INFRAREDSCAN:
		if( flag&1 )
		{ //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
			if( rand()%100 < 50 )
				sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
			status_change_end(bl, SC_HIDING, -1);
			status_change_end(bl, SC_CLOAKING, -1);
			status_change_end(bl, SC_CLOAKINGEXCEED, -1); // 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 0:
		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->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;
	}

	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 auto-cast routines and skill requirement consumption
		skill_onskillusage(sd, bl, skillid, tick);
		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;
	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) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
		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,0,0) ;
	        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,0,0);
					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);
		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))) ||
					(skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_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])
					heal = 0; //Needed so that it actually displays 0 when healing.
			}
			heal_get_jobexp = status_heal(bl,heal,0,0);
			clif_skill_nodamage (src, bl, skillid, heal, 1);

			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,0,0);
				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,0,0);
				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,0,0);
			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 = rand() % 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
				rand()%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,"");
		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,0,0);
				break;
			}
			class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 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,0,0);
			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);
		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,0,0);
				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,0,0);
				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,0,0);

					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,0,0);
				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,0,0);
			if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
				clif_displaymessage(sd->fd,"You broke target's weapon");
		}
		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));
		break;
	case ASC_EDP:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 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 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:
	/**
	 * Rune Knight
	 **/
	case RK_DEATHBOUND:
	/**
	 * Arch Bishop
	 **/
	case AB_RENOVATIO:
	case AB_EXPIATIO:
	case AB_DUPLELIGHT:
	case AB_SECRAMENT:
	/**
	 * Mechanic
	 **/
	case NC_ACCELERATION:
	case NC_HOVERING:
	case NC_SHAPESHIFT:
	/**
	 * Warlock
	 **/
	case WL_RECOGNIZEDSPELL:
	/**
	 * Guillotine Cross
	 **/
	case GC_VENOMIMPRESS:

		clif_skill_nodamage(src,bl,skillid,skilllv,
			sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
		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,0,0);
		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,0,0);
					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 || rand()%100)) { //Cannot change target when already have one
				clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			id = mob_get_random_id(0,0xF, sd->status.base_level);
			if (!id) {
				clif_skill_fail(sd,skillid,0,0);
				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,0,0);
			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, 0, 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,0,0);
				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, 0, 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) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
		}
		break;

	case CH_SOULCOLLECT:
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			for (i = 0; i < 5; i++)
				pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
		}
		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) && rand() % 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:
	/**
	 * Rune Knight
	 **/
	case RK_STORMBLAST:
	/**
	 * Mechanic
	 **/
	case NC_AXETORNADO:
	/**
	 * Guilotine Cross
	 **/
	case GC_COUNTERSLASH:
		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 )
			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,-1);
		status_change_end(src,SC_OVERHEAT,-1);
		break;
	case NC_INFRAREDSCAN:
	case NPC_EARTHQUAKE:
	case NPC_VAMPIRE_GIFT:
	case NPC_HELLJUDGEMENT:
	case NPC_PULSESTRIKE:
		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,0,0);
				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:
		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,0,0);
			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 RA_CAMOUFLAGE:
	/**
	 * Guilotine Cross
	 **/
	case GC_CLOAKINGEXCEED:
		if (tsce)
		{
			i = status_change_end(bl, type, INVALID_TIMER);
			if( i )
				clif_skill_nodamage(src,bl,skillid,-1,i);
			else if( sd )
				clif_skill_fail(sd,skillid,0,0);
			map_freeblock_unlock();
			return 0;
		}
		i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
		if( i )
			clif_skill_nodamage(src,bl,skillid,-1,i);
		else if( sd )
			clif_skill_fail(sd,skillid,0,0);
		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_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
			else
			{
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				if(sd) clif_skill_fail(sd,skillid,0,0);
			}
		}
		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,0x0a,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,0,0);
		}
		break;

	case MG_STONECURSE:
		{
			if (tstatus->mode&MD_BOSS) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				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,0,0);
				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,0,0);
				// 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);
		}
		//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,0,0);
			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);
		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(pc_isGM(sd)) )
				clif_skill_fail(sd,skillid,0,0);
			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]
				clif_displaymessage(sd->fd, "Duel: Can't use teleport 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,0,0);
		}
		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);
			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:
	{
		unsigned short location = 0;
		int d = 0;
		
		//Rate in percent
		if ( skillid == ST_FULLSTRIP ) {
			i = 5 + 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
		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;
		}

		//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,0,0);
	}
		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,0,0);
					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,0,0);
					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,0,0);
						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 + rand()%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->data[SC_CRITICALWOUND] )
			{
				hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
				sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
			}
			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);
			status_heal(bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
	case AM_CP_SHIELD:
	case AM_CP_ARMOR:
	case AM_CP_HELM:
		{
			enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
			status_change_end(bl, scid, INVALID_TIMER);
			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,0,0);
		}
		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,0,0);
		}
		break;
	case AM_TWILIGHT3:
		if (sd) {
			//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
			) {
				clif_skill_fail(sd,skillid,0,0);
				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.
				|| rand()%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,0,0);
				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_GUILDAURA:		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:
					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) 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:
		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);
			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);
				clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
				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 (rand()%100 < 90)
					{
						if (sd) clif_skill_fail(sd,skillid,0,0);
						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:
		//It activates silently, no use animation.
		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 = rand()%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,0,0);
				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,0,0);
				break;
			}
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
			status_heal(bl,0,sp,2);
		}
		break;

	case MA_REMOVETRAP:
	case HT_REMOVETRAP:
		//FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
		clif_skill_nodamage(src, bl, skillid, skilllv, 1);
		{
			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) )
			{
				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])) )
								{
									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 = ITEMID_TRAP;
						item_tmp.identify = 1;
						if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
						{
							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);
			}
		}
		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 || tstatus-> hp > tstatus->max_hp*3/4) {
			if (sd) clif_skill_fail(sd,skillid,0,0);
			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,0,0);
				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,0,0);
					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;
			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->data[SC_CRITICALWOUND])
			{
				hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
				sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
			}
			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:
		{
			int i, skilltime;
			skilltime = skill_get_time(skillid,skilllv);
			if (!tsc) {
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
			for (i=0; i<4; i++) {
				status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
				sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
			}
			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( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
			{
				if( sd )
					clif_skill_fail(sd,skillid,0,0);

				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 = rand() % 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[rand()%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[rand()%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,0,0);
			break;
		}
		if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%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,0,0);
			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,0,0);
			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) {
					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,0,0);
		}
		break;

	case GS_GLITTERING:
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(rand()%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:
        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,0,0);
		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,0,0);
		}
		break;

	case HAMI_CASTLE:	//[orn]
		if(rand()%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, 0, 0);
		else if (sd)
			clif_skill_fail(sd, skillid, 0, 0);
		break;
	case HVAN_CHAOTIC:	//[orn]
		{
			static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
			int rnd = rand()%100;
			i = (skilllv-1)%5;
			if(rnd<per[i][0]) //Self
				bl = src;
			else if(rnd<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+rand()%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:
		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 = rand()%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 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);
		//if( skillid == LG_EARTHDRIVE )
		//{
		//	int dummy = 1;
		//	i = skill_get_splash(skillid,skilllv);
		//	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,skill_get_splash(skillid,skilllv),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,0,0);
		}
		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 = (rand()%100<50) ? 4 : ((rand()%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,0x02,0);
				break;
			}
			if( !status_charge(bl,heal,0) )
			{
				if( sd ) clif_skill_fail(sd,skillid,0x02,0);
				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);
				status_heal(bl, i, 0, 1);
				clif_skill_nodamage(bl, bl, skillid, i, 1);
			}
		}
		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]))&& (rand()%100 < 30+5*skilllv) )
			{
				status_change_end(bl, SC_FREEZE, -1);
				status_change_end(bl, SC_STONE, -1);
				status_change_end(bl, SC_BLIND, -1);
			}
			// Success rate only applies to the curing effect and not stat bonus.
			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_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
			{
				status_change_end(bl, SC_SLEEP, -1);
				status_change_end(bl, SC_STUN, -1);
				status_change_end(bl, SC_SILENCE, -1);
			}
			clif_skill_nodamage(bl, bl, skillid, skilllv,
				sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
			//Success rate only applies to the curing effect and not stat bonus.
		}
		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) || rand()%100 >= 30 + 10 * skilllv)
			{
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
				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_GUILDAURA:   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: */
					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,-1);
			}
			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_start2(bl,type,100,skilllv,src->id,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( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
		{
			int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
			i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(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,0,0);
		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,-1);
			else
				status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
		}
		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( rand()%100 < rate )
			{ // Success on First Target
				rate = 0;
				if( !tsc->data[SC_STONE] )
					rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
				else
				{
					rate = 1;
					status_change_end(bl,SC_STONE,-1);
				}

				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,0,0);
		}
		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,0x13,0);
				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 )
		{
			int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
			ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
			if( i == MAX_SPELLBOOK )
			{
				clif_skill_fail(sd,skillid,0x04,0);
				break;
			}
			for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
				preserved += sd->rsb[i].points;

			if( preserved >= max_preserve )
			{
				clif_skill_fail(sd,skillid,0x04,0);
				break;
			}

			sc_start(bl,SC_STOP,100,skilllv,-1); //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_isridingwug(sd) )
				clif_skill_fail(sd,skillid,0,0);
			else 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);
			} else if( sd ) {
				clif_skill_fail(sd,skillid,0,0);
			}
			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, -1));
			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( sd->sc.option&OPTION_MADOGEAR )
				pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
			skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
		}
		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);
			pc_overheat(sd,1);
		}
		clif_skill_nodamage(src,src,skillid,skilllv,i);
		break;

	case NC_REPAIR:
		if( sd )
		{
			int heal;
			if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
			{
				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_ >= 2042 && md->class_ <= 2046 )
				status_kill(bl);
			clif_skill_nodamage(src, bl, skillid, skilllv, 1);
		}
		break;
	case ALL_RIDING:
		if( sd ) {
			if( !(sd->sc.option&OPTION_MOUNTING) ) {
				pc_setoption(sd, sd->sc.option|OPTION_MOUNTING);
			} else {
				pc_setoption(sd, sd->sc.option&~OPTION_MOUNTING);
			}
			clif_skill_nodamage(src, src, skillid, skilllv, 1);
		}
		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 (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);
		}

		// perform auto-cast routines and skill requirement consumption
		skill_onskillusage(sd, bl, skillid, tick);
		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 )
	{// 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 )
		{// 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);
		}

		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 == 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
				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)
				break;

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

		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, -1);
			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 )
			skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
		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();
		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_MAGICPOWER] &&
				ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
				status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
			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 ) // Hocus-Pocus has 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);
		}
		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,0,0);
		}
	}

	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 )
	{// 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,0,0);
			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,0,0);
			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,0,0);
				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( 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);

		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:
			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);
	}

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

			if( sc && sc->data[SC_MAGICPOWER] )
				flag = flag|2; //Store the magic power flag for future use. [Skotlex]

			for( i = 0; i < 2 + (skilllv>>1); i++ )
			{
				// Creates a random Cell in the Splash Area
				tmpx = x - area + rand()%(area * 2 + 1);
				tmpy = y - area + rand()%(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,flag&2); //Only pass the Magic Power flag

				x1 = tmpx;
				y1 = tmpy;
			}

			skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
		}
		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)) {
			clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
//			clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
			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_,"");
			if (md) {
				md->master_id = src->id;
				md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
				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,0,0);
				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 (rand()%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,0,0);
			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) {
			int i;
			if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
			{
				clif_skill_fail(sd,skillid,0,0);
				return 1;
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			if (rand()%100 < 50) {
				clif_skill_fail(sd,skillid,0,0);
			} else {
				TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
				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,0,0);
				break;
			}
		}
		break;
	/**
	 * Mechanic
	 **/
	case NC_COLDSLOWER:
	case NC_ARMSCANNON:
	/**
	 * Rune Knight
	 **/
	case RK_DRAGONBREATH:
	case RK_WINDCUTTER:
		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;		
	/**
	 * Guilotine Cross
	 **/
	case GC_POISONSMOKE:
		if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
			if( sd )
				clif_skill_fail(sd,skillid,0x20,0);
			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,-1);
		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,BL_CHAR,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, sy = y;

			if( sc && sc->data[SC_MAGICPOWER] )
				flag = flag|2; //Store the magic power flag

			for( i = 0; i < wave; i++ )
			{
				switch( dir )
				{
				case 0: case 1: case 7: sy = src->y + i; break;
				case 3: case 4: case 5: sy = src->y - i; break;
				case 2: sx = src->x - i; break;
				case 6: sx = src->x + i; break;
				}
				skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
				//skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
			}
		}
		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_, "");
			if( md )
			{
				md->master_id = src->id;
				md->special_state.ai = 3;
				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;

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

	status_change_end(src, SC_MAGICPOWER, 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 auto-cast routines and skill requirement consumption
		skill_onskillusage(sd, NULL, skillid, tick);
		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.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] ||
		sd->sc.data[SC_BERSERK] ||
		sd->sc.data[SC_BASILICA] ||
		sd->sc.data[SC_MARIONETTE] ||
		/**
		 * Warlock
		 **/
		sd->sc.data[SC_WHITEIMPRISON] ||
		(sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
	 )) {
		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,0,0);
				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,0,0);
					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;
			}

			// 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;
}

/*==========================================
 * 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)
 * flag&2 is used to determine if this skill was casted with Magic Power 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;
	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 MG_SAFETYWALL:
		val2=skilllv+1;
		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:
		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:
		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
		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:
		val1 = (skilllv+1)*25;	//Watk increase
		val2 = (skilllv+1)*2;	//Def increase
		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[rand()%5];

		switch (val1)
		{
			case ELE_FIRE:
				subunt++;
			case ELE_WATER:
				subunt++;
			case ELE_POISON:
				subunt++;
			case ELE_DARK:
				subunt++;
			case ELE_WIND:
				break;
			default:
				subunt=rand()%5;
				break;
		}

		break;
		}
	/**
	 * Guilotine Cross
	 **/
	case GC_POISONSMOKE:
		if( !(sc && sc->data[SC_POISONINGWEAPON]) )
			return NULL;
		val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
		val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
		limit = 4000 + 2000 * skilllv;
		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.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
	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

  	//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:
		/**
		 * 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;
		default:
			if (group->state.song_dance&0x1)
				val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
			break;
		}

		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;
	}


	if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
		group->val1 = group->alive_count;

	return group;
}

/*==========================================
 *
 *------------------------------------------*/
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->group_id,sg->group_id,0,sg->limit);
		break;

	case UNT_PNEUMA:
		if (!sce)
			sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
		break;

	case UNT_WARP_WAITING:
		if(bl->type==BL_PC){
			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;
				unsigned short m = sg->val3;

				if( --sg->val1 <= 0 )
					skill_delunitgroup(sg);

				pc_setpos(sd,m,x,y,CLR_TELEPORT);
				sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
			}
		} 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)
			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))
			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;
	}
	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, *sstatus;
	struct status_change *tsc, *sc;
	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);
	tstatus = status_get_status_data(bl);
	if (sg->state.magic_power)  //For magic power.
	{
		sc = status_get_sc(ss);
		sstatus = status_get_status_data(ss);
	} else {
		sc = NULL;
		sstatus = NULL;
	}
	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:
				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);
	}
	//Temporarily set magic power to have it take effect. [Skotlex]
	if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
	{	//Store previous values.
		swap(sstatus->matk_min, sc->mp_matk_min);
		swap(sstatus->matk_max, sc->mp_matk_max);
		//Note to NOT return from the function until this is unset!
	}

	switch (sg->unit_id)
	{
		case UNT_FIREWALL:
		case UNT_KAEN:
		{
			int count=0;
			const int x = bl->x, y = bl->y;

			//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);
				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);
				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;
				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;

				case GS_DESPERADO:
					if (rand()%100 < src->val1)
						skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
				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:
			if( sg->val2 == 0 && tsc )
			{
				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?
				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_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_LANDMINE:
		case UNT_CLAYMORETRAP:
		case UNT_BLASTMINE:
		case UNT_SHOCKWAVE:
		case UNT_SANDMAN:
		case UNT_FLASHER:
		case UNT_FREEZINGTRAP:
		case UNT_FIREPILLAR_ACTIVE:
		/**
		 * Ranger
		 **/
		case UNT_CLUSTERBOMB:
		case UNT_MAGENTATRAP:
		case UNT_COBALTTRAP:
		case UNT_MAIZETRAP:
		case UNT_VERDURETRAP:
		case UNT_FIRINGTRAP:
		case UNT_ICEBOUNDTRAP:
			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);
			src->range = -1; //Disable range so it does not invoke a for each in area again.
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			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;
			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);
			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 (rand()%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 = rand()%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 = rand() %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 = rand()%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]) && rand()%100 < 20 )
				sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
			break;

		case UNT_EPICLESIS:
			if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
			{
				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, 0);
				if( tstatus->hp < tstatus->max_hp )
					clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
				if( tstatus->sp < tstatus->max_sp )
					clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
				sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
				sg->val2++;
				// Reveal hidden players every 5 seconds.
				if( sg->val2 >= 5 )
				{
					sg->val2 = 0;
					// TODO: check if other hidden status can be removed.
					status_change_end(bl,SC_HIDING,-1);
					status_change_end(bl,SC_CLOAKING,-1);
				}
			}
			/* 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) + 1500;
			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;
	}

	if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
	{	//Unset magic power.
		swap(sstatus->matk_min, sc->mp_matk_min);
		swap(sstatus->matk_max, sc->mp_matk_max);
	}

	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
		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 MG_SAFETYWALL:
		case AL_PNEUMA:
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
		case CG_HERMODE:
		case HW_GRAVITATION:
		case NJ_SUITON:
			if (sce)
				status_change_end(bl, type, INVALID_TIMER);
			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)
			{
				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;
	}

	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_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_SKIDTRAP:
	case UNT_LANDMINE:
	case UNT_SHOCKWAVE:
	case UNT_SANDMAN:
	case UNT_FLASHER:
	case UNT_FREEZINGTRAP:
	case UNT_TALKIEBOX:
	case UNT_ANKLESNARE:
	case UNT_ICEWALL:
		src->val1-=damage;
		break;
	case UNT_BLASTMINE:
	case UNT_CLAYMORETRAP:
		skill_blown(bl, &src->bl, 2, -1, 0);
		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)
		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)
		return 0;

	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( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
				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;

	if (!battle_config.player_skill_partner_check ||
		(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
		return 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;
			default: //Warning: Assuming Ensemble skills here (for speed)
				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));
	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) //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?2:3) )
		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( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && 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;
	}

	if( sd->menuskill_id == AM_PHARMACY )
	{
		switch( skill )
		{
		case AM_PHARMACY:
		case AC_MAKINGARROW:
		case BS_REPAIRWEAPON:
		case AM_TWILIGHT1:
		case AM_TWILIGHT2:
		case AM_TWILIGHT3:
			return 0;
		}
	}

	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] && rand()%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); // Rental usable items are not consumed until expiration
		}
		return 1;
	}

	if( pc_is90overweight(sd) )
	{
		clif_skill_fail(sd,skill,9,0);
		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:
		if( sc && sc->data[status_skill2sc(skill)] )
			return 1;
	}

	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 SA_CASTCANCEL:
		if(sd->ud.skilltimer == INVALID_TIMER) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AL_WARP:
		if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
			clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
			return 0;
		}
		break;
	case MO_CALLSPIRITS:
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:
	case GS_FLING:
		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] )
			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,0,0);
			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,0,0);
			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,0,0);
			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]))
			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)
		{	//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,0,0);
				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,0,0);
				return 0;
			}
		}
		break;

	case PR_BENEDICTIO:
		if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
		{
			clif_skill_fail(sd,skill,0,0);
			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,0,0);
			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,0,0);
					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,0,0); //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,0,0);
			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,0,0);
		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,0,0);
		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,1,0);
			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,0,0);
			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,0,0);
			return 0;
		}
		break;

	case NJ_ISSEN:
		if (status->hp < 2) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	case NJ_BUNSINJYUTSU:
		if (!(sc && sc->data[SC_NEN])) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
	  	}
		break;

	case NJ_ZENYNAGE:
		if(sd->status.zeny < require.zeny) {
			clif_skill_fail(sd,skill,5,0);
			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,0,0);
			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,0,0);
			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, 0x0c, 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,0,0);
	//		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,0x47,require.amount[0],require.itemid[0]);
			clif_skill_fail(sd,skill,0,0);
			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,0x13,0);
				return 0;
			}
		}
		break;
	/**
	 * Guilotine Cross
	 **/
	case GC_HALLUCINATIONWALK:
		if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
			clif_skill_fail(sd,skill,0x0,0);
			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, 0x1f, 0);
			return 0;
		}
		break;
	case GC_CROSSRIPPERSLASHER:
		if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
			clif_skill_fail(sd, skill, 0x17, 0);
			return 0;
		}
		break;
	case GC_POISONSMOKE:
	case GC_VENOMPRESSURE:
		if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
			clif_skill_fail(sd, skill, 0x20, 0);
			return 0;
		}
		break;
	/**
	 * Ranger
	 **/
	case RA_SENSITIVEKEEN:
		if(!pc_iswug(sd)) {
			clif_skill_fail(sd,skill,0x17,0);
			return 0;
		}
		break;
	}

	switch(require.state) {
	case ST_HIDING:
		if(!(sc && sc->option&OPTION_HIDE)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CLOAKING:
		if(!pc_iscloaking(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_HIDDEN:
		if(!pc_ishiding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_RIDING:
		if(!pc_isriding(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_FALCON:
		if(!pc_isfalcon(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CARTBOOST:
		if(!(sc && sc->data[SC_CARTBOOST])) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
	case ST_CART:
		if(!pc_iscarton(sd)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SHIELD:
		if(sd->status.shield <= 0) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_SIGHT:
		if(!(sc && sc->data[SC_SIGHT])) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
			clif_skill_fail(sd,skill,0,0);
			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,0,0);
			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,0,0);
			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,0,0);
		return 0;
	/**
	 * Rune Knight
	 **/
	case ST_RIDINGDRAGON:
		if( !(sd->sc.option&OPTION_DRAGON)) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	/**
	 * Wug
	 **/
	case ST_WUG:
		if( !(sd->sc.option&OPTION_WUG) ) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	/**
	 * Riding Wug
	 **/
	case ST_RIDINGWUG:
		if( !(sd->sc.option&OPTION_WUGRIDER) ){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	/**
	 * Mechanic
	 **/
	case ST_MADO:
		if( !(sd->sc.option&OPTION_MADOGEAR) ) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	/**
	 * Sorcerer
	 **/
	//case ST_ELEMENTALSPIRIT:
	//	if(!sd->ed) {
	//		clif_skill_fail(sd,skill,0x4f,0,0);
	//		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,2,0);
		return 0;
	}

	if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
		clif_skill_fail(sd,skill,6,0);
		return 0;
	}

	if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
		clif_skill_fail(sd,skill,1,0);
		return 0;
	}

	if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
		clif_skill_fail(sd,skill,5,0);
		return 0;
	}

	if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
		clif_skill_fail(sd,skill,0,0);
		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( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && 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;
	}

	if( sd->menuskill_id == AM_PHARMACY )
	{ // Cast start or cast end??
		switch( skill )
		{
		case AM_PHARMACY:
		case AC_MAKINGARROW:
		case BS_REPAIRWEAPON:
		case AM_TWILIGHT1:
		case AM_TWILIGHT2:
		case AM_TWILIGHT3:
			return 0;
		}
	}
	
	if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
		return 1;

	if( pc_is90overweight(sd) )
	{
		clif_skill_fail(sd,skill,9,0);
		return 0;
	}

	// perform skill-specific checks (and actions)
	switch( skill )
	{
	case PR_BENEDICTIO:
		skill_check_pc_partner(sd, skill, &lv, 1, 1);
		break;
	case AB_ADORAMUS:
		//if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
		//	sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
		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,0,0);
				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++ )
						i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
				}
				else
					i = 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, 0, 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,2,0);
		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] ||
			sd->status.inventory[i].amount < require.ammo_qty
		) {
			clif_arrow_fail(sd,0);
			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,6,0);
			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,7,0);// red gemstone required
			else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
				clif_skill_fail(sd,skill,8,0);// blue gemstone required
			else
				clif_skill_fail(sd,skill,0,0);
			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)
{
	int n,i;
	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);
		}
	}

	if( type&2 )
	{
		struct status_change *sc = &sd->sc;

		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);
		}
	}

	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;

	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:
		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;

	req.zeny = skill_db[j].zeny[lv-1];

	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;
		}

		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
			}
		}
	}

	// 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;
					}
				}
			}
			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);
	struct map_session_data *sd;

	nullpo_ret(bl);
	sd = BL_CAST(BL_PC, bl);

	// calculate base cast time (reduced by dex)
	if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
		int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
		if( scale > 0 )	// not instant cast
			time = time * scale / CONST_CASTRATE_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;
			}
		}
	}
	// config cast time multiplier
	if (battle_config.cast_rate != 100)
		time = time * battle_config.cast_rate / 100;
	// return final cast time
	return (time > 0) ? time : 0;
}

/*==========================================
 * Does cast-time reductions based on sc data.
 *------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
{
	struct status_change *sc = status_get_sc(bl);
#if RECASTING
	int fixed = skill_get_cast(skill_id, skill_lv);
	if( fixed > 1 )
		fixed = fixed * 20 / 100;
	else
		fixed = 0;
#endif
	if (sc && sc->count) {
		if (sc->data[SC_SLOWCAST])
			time += time * sc->data[SC_SLOWCAST]->val2 / 100;
		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 RECASTING
		/**
		 * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
		 **/
		if( sc->data[SC_SECRAMENT] )
			fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
#endif
	}
#if RECASTING
	/**
	 * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
	 **/
	if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
		fixed -= fixed * (5+(skill_lv*5)) / 100;
	return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
#else
	return (time > 0) ? time : 0;
#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)
		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:
		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( !(delaynodex&4) && sd && sd->delayrate != 100 )
		time = time * sd->delayrate / 100;

	if (battle_config.delay_rate != 100)
		time = time * battle_config.delay_rate / 100;

	if (time < status_get_amotion(bl))
		time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]

	return max(time, battle_config.min_skill_delay_limit);
}

/*=========================================
 *
 *-----------------------------------------*/
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);
	target_sd = map_id2sd(sd->menuskill_val);
	if (!target_sd) //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,pc_checkskill(sd, sd->menuskill_id)))){
		clif_item_repaireffect(sd,item->nameid,1);
		return;
	}

	if (itemdb_type(item->nameid)==IT_WEAPON)
		material = materials [itemdb_wlv(item->nameid)-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,0,0);
		return;
	}
	clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
	item->attribute=0;
	clif_equiplist(target_sd);
	pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
	clif_item_repaireffect(sd,item->nameid,0);
	if(sd!=target_sd)
		clif_item_repaireffect(target_sd,item->nameid,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)
{
	int i = 0, ep = 0, per;
	int material[5] = { 0, 1010, 1011, 984, 984 };
	struct item *item;

	nullpo_retv(sd);

	if (idx >= 0 && idx < MAX_INVENTORY)
	{
		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 >= MAX_REFINE		// 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,0,0);
				return;
			}

			per = percentrefinery [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);
			if (per > rand() % 100) {
				item->refine++;
				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 == MAX_REFINE &&
					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);
				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 (!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 && rand()%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;
			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:
				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->range = -1;
			unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
			break;
	}
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
	int skillid;
	int *alive;
	struct skill_unit *unit;
	struct block_list *src;

	skillid = va_arg(ap,int);
	alive = va_arg(ap,int *);
	src = va_arg(ap,struct block_list *);
	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:
			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;
	}

	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,BCT_ENEMY) <= 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(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
				clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
			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 };
	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;
	int i;

	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.
		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;
	int i;

	if( bl->type == BL_PC )
	{	//Check for walls.
		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, -1);
			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);
		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;
	/**
	 * Ranger
	 **/
	case RA_ELECTRICSHOCKER:
		{
			struct block_list* target = map_id2bl(group->val2);
			if( target )
				status_change_end(target, SC_ELECTRICSHOCKER, -1);
		}
		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
		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;
	}

	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 (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,-1);
				}
			}
			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,-1);
				}
			}
			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;
}

/*==========================================
 *
 *------------------------------------------*/
static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
{
	struct skill_unit* unit = (struct skill_unit*)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( (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:
			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:
				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:
			case UNT_CLAYMORETRAP:
			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 = 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;

			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_SKIDTRAP:
			case UNT_LANDMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_FREEZINGTRAP:
			case UNT_TALKIEBOX:
			case UNT_ANKLESNARE:
			/**
			 * Ranger
			 **/
			case UNT_ELECTRICSHOCKER:
			case UNT_CLUSTERBOMB:
				if( unit->val1 <= 0 ) {
					if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
						skill_delunit(unit);
					else {
						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( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
		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) )
	{	//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 )
		return 0; //Icewalls 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 )
			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;
		}
	}
	if((j=skill_produce_db[i].req_skill)>0 &&
		pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
		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,flag;
	int num = -1; // exclude the recipe
	struct status_data *status;

	nullpo_ret(sd);
	status = status_get_status_data(&sd->bl);

	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);
			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);
			ele=ele_table[slot[i]-994];
		}
	}
	if( skill_id == RK_RUNEMASTERY ) {
		int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
		if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
		else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
		else temp_qty = 1;
		for( i = 0; i < MAX_INVENTORY; i++ ) {
			if( sd->status.inventory[i].nameid == nameid ) {
				if( sd->status.inventory[i].amount >= MAX_RUNE ) {
					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 >= MAX_RUNE )
						temp_qty = MAX_RUNE - 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);
			} else
				ShowError("skill_produce_mix: material item error\n");

			x-=y;
		}while( j>=0 && x>0 );
	}

	if((equip=itemdb_isequip(nameid)))
		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+rand()%100)*10 + 2000;
						break;
					case 970: // Alcohol
						make_per += (1+rand()%100)*10 + 1000;
						break;
					case 7135: // Bottle Grenade
					case 7136: // Acid Bottle
					case 7137: // Plant Bottle
					case 7138: // Marine Sphere Bottle
						make_per += (1+rand()%100)*10;
						break;
					case 546: // Condensed Yellow Potion
						make_per -= (1+rand()%50)*10;
						break;
					case 547: // Condensed White Potion
					case 7139: // Glistening Coat
						make_per -= (1+rand()%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:
				make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
				break;
			/**
			 * Guilotine Cross
			 **/
			case GC_CREATENEWPOISON:
				make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
				qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
				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 * (rand()%(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 * (rand()%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(rand()%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 (rand()%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 (tmp_item.amount) { //Success
			if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
				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 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;
			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);
	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))) {
			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 t_lv = 0, chance, i;
	nullpo_ret(sd);
	if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0) ) {
		clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
		return 0;
	}
	switch( nameid )
	{ // t_lv used to take duration from skill_get_time2
		case PO_PARALYSE:      type = SC_PARALYSE;      t_lv = 1; break;
		case PO_PYREXIA:       type = SC_PYREXIA;       t_lv = 2; break;
		case PO_DEATHHURT:     type = SC_DEATHHURT;     t_lv = 3; break;
		case PO_LEECHESEND:    type = SC_LEECHESEND;    t_lv = 4; break;
		case PO_VENOMBLEED:    type = SC_VENOMBLEED;    t_lv = 6; break;
		case PO_TOXIN:         type = SC_TOXIN;         t_lv = 7; break;
		case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
		case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
		default:
			clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
			return 0;
	}

	chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
	sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));

	return 0;
}
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) )
	{
		clif_skill_fail(sd,NC_MAGICDECOY,0,0);
		return 0;
	}

	// Spawn Position
	pc_delitem(sd,i,1,0,0);
	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_, "");
	if( md ) {
		md->master_id = sd->bl.id;
		md->special_state.ai = 3;
		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, j, points, skillid, preserved = 0, max_preserve;
	nullpo_ret(sd);
	
	if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
	if( nameid <= 0 ) return 0;

	if( pc_search_inventory(sd,nameid) < 0 )
	{ // User with no item on inventory
		clif_skill_fail(sd,WL_READING_SB,0x04,0);
		return 0;
	}

	ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
	if( j == MAX_SPELLBOOK )
	{ // No more free slots
		clif_skill_fail(sd,WL_READING_SB,0x35,0);
		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 )
	{ // Fake nameid
		clif_skill_fail(sd,WL_READING_SB,0x04,0);
		return 0;
	}

	skillid = skill_spellbook_db[i].skillid;
	points = skill_spellbook_db[i].points;

	if( !pc_checkskill(sd,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,0x34,0);
		return 0;
	}

	max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
	for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
		preserved += sd->rsb[i].points;

	if( preserved + points >= max_preserve )
	{ // No more free points
		clif_skill_fail(sd,WL_READING_SB,0x04,0);
		return 0;
	}

	sd->rsb[j].skillid = skillid;
	sd->rsb[j].level = pc_checkskill(sd,skillid);
	sd->rsb[j].points = points;
	sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);

	return 1;
}


/*==========================================
 *
 *------------------------------------------*/
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);
			aFree(cd);
		} else
			cd->cursor = cursor;
	}

	sd->blockskill[data] = 0;
	return 1;
}

int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
{
	struct skill_cd * cd = NULL;
	int oskillid = skillid;
	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( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
		CREATE(cd,struct skill_cd,1);
		idb_put(skillcd_db, sd->status.char_id, cd);
	}
	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);
}

/*
 *
 */
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;
		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 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;
			}
			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 = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
		//skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
		switch( i )
		{
		case 0: case 1: case 3: case 4: case 5: case 7:
			{
				int dx[] = {-5, 0, 5};
				int dy[] = { 0, 0, 0};
				//int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
				//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};
				int dy[] = {-5, 0, 5};
				//int dx[] = { 0,  0,  0,  0,  0,  0,  0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
				//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++;
	}

}
// Stasis skill usage check. [LimitLine/3CeAM]
int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
{
	int inf = 0;
	if( !bl || skillid < 1 )
		return 0; // Can do it	
	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.

		default:
			return 0; // Can do it.
	}

	return 0; // Can Cast anything else like Weapon Skills
}
void skill_cooldown_load(struct map_session_data * sd) {
	struct skill_cd * cd = NULL;
	int i;
	if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
		return;//nothing for us here
	
	for( i = 0; i < cd->cursor; i++ ) {
		skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
	}
	return;
}
/*==========================================
 * 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 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) )
	{
		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_put(skilldb_name2id, skill_db[i].name, (void*)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);

	//FIXME: document this
	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;
	/**
	 * 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);
	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],"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].points = points;
		skill_spellbook_db[current].nameid = nameid;

		return true;
	}

	return false;
}
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_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 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));
	// 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, "skill_db.txt"          , ',',  17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
	sv_readdb(db_path, "skill_require_db.txt"  , ',',  32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
	sv_readdb(db_path, "skill_cast_db.txt"     , ',',   7,  7, MAX_SKILL_DB, skill_parse_row_castdb);
	sv_readdb(db_path, "skill_castnodex_db.txt", ',',   2,  3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
	sv_readdb(db_path, "skill_nocast_db.txt"   , ',',   2,  2, MAX_SKILL_DB, skill_parse_row_nocastdb);
	sv_readdb(db_path, "skill_unit_db.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_unitdb);
#if REMODE
	sv_readdb(db_path, "skill_db_re.txt"          , ',',  17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
	sv_readdb(db_path, "skill_require_db_re.txt"  , ',',  32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
	sv_readdb(db_path, "skill_cast_db_re.txt"     , ',',   7,  7, MAX_SKILL_DB, skill_parse_row_castdb);
	sv_readdb(db_path, "skill_unit_db_re.txt"     , ',',   8,  8, MAX_SKILL_DB, skill_parse_row_unitdb);
#endif
	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);

}

void skill_reload (void)
{
	skill_readdb();
}

/*==========================================
 *
 *------------------------------------------*/
int do_init_skill (void)
{
	skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
	skill_readdb();

	group_db = idb_alloc(DB_OPT_BASE);
	skillunit_db = idb_alloc(DB_OPT_BASE);
	skillcd_db = idb_alloc(DB_OPT_BASE);
	skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
	skill_timer_ers  = ers_new(sizeof(struct skill_timerskill));

	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);
	ers_destroy(skill_unit_ers);
	ers_destroy(skill_timer_ers);
	return 0;
}