summaryrefslogblamecommitdiff
path: root/src/map/skill.c
blob: faedbd39a7cce5e7a301c04380739062ccc0b08c (plain) (tree)
1
2
3
4
5
6
7
8
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
10167
10168
10169
10170
10171
10172
10173
10174
10175
10176
10177
10178
10179
10180
10181
10182
10183
10184
10185
10186
10187
10188
10189
10190
10191
10192
10193
10194
10195
10196
10197
10198
10199
10200
10201
10202
10203
10204
10205
10206
10207
10208
10209
10210
10211
10212
10213
10214
10215
10216
10217
10218
10219
10220
10221
10222
10223
10224
10225
10226
10227
10228
10229
10230
10231
10232
10233
10234
10235
10236
10237
10238
10239
10240
10241
10242
10243
10244
10245
10246
10247
10248
10249
10250
10251
10252
10253
10254
10255
10256
10257
10258
10259
10260
10261
10262
10263
10264
10265
10266
10267
10268
10269
10270
10271
10272
10273
10274
10275
10276
10277
10278
10279
10280
10281
10282
10283
10284
10285
10286
10287
10288
10289
10290
10291
10292
10293
10294
10295
10296
10297
10298
10299
10300
10301
10302
10303
10304
10305
10306
10307
10308
10309
10310
10311
10312
10313
10314
10315
10316
10317
10318
10319
10320
10321
10322
10323
10324
10325
10326
10327
10328
10329
10330
10331
10332
10333
10334
10335
10336
10337
10338
10339
10340
10341
10342
10343
10344
10345
10346
10347
10348
10349
10350
10351
10352
10353
10354
10355
10356
10357
10358
10359
10360
10361
10362
10363
10364
10365
10366
10367
10368
10369
10370
10371
10372
10373
10374
10375
10376
10377
10378
10379
10380
10381
10382
10383
10384
10385
10386
10387
10388
10389
10390
10391
10392
10393
10394
10395
10396
10397
10398
10399
10400
10401
10402
10403
10404
10405
10406
10407
10408
10409
10410
10411
10412
10413
10414
10415
10416
10417
10418
10419
10420
10421
10422
10423
10424
10425
10426
10427
10428
10429
10430
10431
10432
10433
10434
10435
10436
10437
10438
10439
10440
10441
10442
10443
10444
10445
10446
10447
10448
10449
10450
10451
10452
10453
10454
10455
10456
10457
10458
10459
10460
10461
10462
10463
10464
10465
10466
10467
10468
10469
10470
10471
10472
10473
10474
10475
10476
10477
10478
10479
10480
10481
10482
10483
10484
10485
10486
10487
10488
10489
10490
10491
10492
10493
10494
10495
10496
10497
10498
10499
10500
10501
10502
10503
10504
10505
10506
10507
10508
10509
10510
10511
10512
10513
10514
10515
10516
10517
10518
10519
10520
10521
10522
10523
10524
10525
10526
10527
10528
10529
10530
10531
10532
10533
10534
10535
10536
10537
10538
10539
10540
10541
10542
10543
10544
10545
10546
10547
10548
10549
10550
10551
10552
10553
10554
10555
10556
10557
10558
10559
10560
10561
10562
10563
10564
10565
10566
10567
10568
10569
10570
10571
10572
10573
10574
10575
10576
10577
10578
10579
10580
10581
10582
10583
10584
10585
10586
10587
10588
10589
10590
10591
10592
10593
10594
10595
10596
10597
10598
10599
10600
10601
10602
10603
10604
10605
10606
10607
10608
10609
10610
10611
10612
10613
10614
10615
10616
10617
10618
10619
10620
10621
10622
10623
10624
10625
10626
10627
10628
10629
10630
10631
10632
10633
10634
10635
10636
10637
10638
10639
10640
10641
10642
10643
10644
10645
10646
10647
10648
10649
10650
10651
10652
10653
10654
10655
10656
10657
10658
10659
10660
10661
10662
10663
10664
10665
10666
10667
10668
10669
10670
10671
10672
10673
10674
10675
10676
10677
10678
10679
10680
10681
10682
10683
10684
10685
10686
10687
10688
10689
10690
10691
10692
10693
10694
10695
10696
10697
10698
10699
10700
10701
10702
10703
10704
10705
10706
10707
10708
10709
10710
10711
10712
10713
10714
10715
10716
10717
10718
10719
10720
10721
10722
10723
10724
10725
10726
10727
10728
10729
10730
10731
10732
10733
10734
10735
10736
10737
10738
10739
10740
10741
10742
10743
10744
10745
10746
10747
10748
10749
10750
10751
10752
10753
10754
10755
10756
10757
10758
10759
10760
10761
10762
10763
10764
10765
10766
10767
10768
10769
10770
10771
10772
10773
10774
10775
10776
10777
10778
10779
10780
10781
10782
10783
10784
10785
10786
10787
10788
10789
10790
10791
10792
10793
10794
10795
10796
10797
10798
10799
10800
10801
10802
10803
10804
10805
10806
10807
10808
10809
10810
10811
10812
10813
10814
10815
10816
10817
10818
10819
10820
10821
10822
10823
10824
10825
10826
10827
10828
10829
10830
10831
10832
10833
10834
10835
10836
10837
10838
10839
10840
10841
10842
10843
10844
10845
10846
10847
10848
10849
10850
10851
10852
10853
10854
10855
10856
10857
10858
10859
10860
10861
10862
10863
10864
10865
10866
10867
10868
10869
10870
10871
10872
10873
10874
10875
10876
10877
10878
10879
10880
10881
10882
10883
10884
10885
10886
10887
10888
10889
10890
10891
10892
10893
10894
10895
10896
10897
10898
10899
10900
10901
10902
10903
10904
10905
10906
10907
10908
10909
10910
10911
10912
10913
10914
10915
10916
10917
10918
10919
10920
10921
10922
10923
10924
10925
10926
10927
10928
10929
10930
10931
10932
10933
10934
10935
10936
10937
10938
10939
10940
10941
10942
10943
10944
10945
10946
10947
10948
10949
10950
10951
10952
10953
10954
10955
10956
10957
10958
10959
10960
10961
10962
10963
10964
10965
10966
10967
10968
10969
10970
10971
10972
10973
10974
10975
10976
10977
10978
10979
10980
10981
10982
10983
10984
10985
10986
10987
10988
10989
10990
10991
10992
10993
10994
10995
10996
10997
10998
10999
11000
11001
11002
11003
11004
11005
11006
11007
11008
11009
11010
11011
11012
11013
11014
11015
11016
11017
11018
11019
11020
11021
11022
11023
11024
11025
11026
11027
11028
11029
11030
11031
11032
11033
11034
11035
11036
11037
11038
11039
11040
11041
11042
11043
11044
11045
11046
11047
11048
11049
11050
11051
11052
11053
11054
11055
11056
11057
11058
11059
11060
11061
11062
11063
11064
11065
11066
11067
11068
11069
11070
11071
11072
11073
11074
11075
11076
11077
11078
11079
11080
11081
11082
11083
11084
11085
11086
11087
11088
11089
11090
11091
11092
11093
11094
11095
11096
11097
11098
11099
11100
11101
11102
11103
11104
11105
11106
11107
11108
11109
11110
11111
11112
11113
11114
11115
11116
11117
11118
11119
11120
11121
11122
11123
11124
11125
11126
11127
11128
11129
11130
11131
11132
11133
11134
11135
11136
11137
11138
11139
11140
11141
11177
11178
11179
11180
11181
11182
11183
11184
11185
11186
11187
11188
11189
11190
11191
11192
11193
11194
11195
11196
11197
11198
11199
11200
11201
11202
11203
11204
11205
11206
11207
11208
11209
11210
11211
11212
11213
11214
11215
11216
11217
11218
11219
11220
11221
11222
11223
11224
11225
11226
11227
11228
11229
11230
11231
11232
11233
11234
11235
11236
11237
11238
11239
11240
11241
11242
11243
11244
11245
11246
11247
11248
11249
11250
11251
11252
11253
11254
11255
11256
11257
11258
11259
11260
11261
11262
11263
11264
11265
11266
11267
11268
11269
11270
11271
11272
11273
11274
11275
11276
11277
11278
11279
11280
11281
11282
11283
11284
11285
11286
11287
11288
11289
11290
11291
11292
11293
11294
11295
11296
11297
11298
11299
11300
11301
11302
11303
11304
11305
11306
11307
11308
11309
11310
11311
11312
11313
11314
11315
11316
11317
11318
11319
11320
11321
11322
11323
11324
11325
11326
11327
11328
11329
11330
11331
11332
11333
11334
11335
11336
11337
11338
11339
11340
11341
11342
11343
11344
11345
11346
11347
11348
11349
11350
11351
11352
11353
11354
11355
11356
11357
11358
11359
11360
11361
11362
11363
11364
11365
11366
11367
11368
11369
11370
11371
11372
11373
11374
11375
11376
11377
11378
11379
11380
11381
11382
11383
11384
11385
11386
11387
11388
11389
11390
11391
11392
11393
11394
11395
11396
11397
11398
11399
11400
11401
11402
11403
11404
11405
11406
11407
11408
11409
11410
11411
11412
11413
11414
11415
11416
11417
11418
11419
11420
11421
11422
11423
11424
11425
11426
11427
11428
11429
11430
11431
11432
11433
11434
11435
11436
11437
11438
11439
11440
11441
11442
11443
11444
11445
11446
11447
11448
11449
11450
11451
11452
11453
11454
11455
11456
11457
11458
11459
11460
11461
11462
11463
11464
11465
11466
11467
11468
11469
11470
11471
11472
11473
11474
11475
11476
11477
11478
11479
11480
11481
11482
11483
11484
11485
11486
11487
11488
11489
11490
11491
11492
11493
11494
11495
11496
11497
11498
11499
11500
11501
11502
11503
11504
11505
11506
11507
11508
11509
11510
11511
11512
11513
11514
11515
11516
11517
11518
11519
11520
11521
11522







                                                           




                               















                    




















































































































































































































































































































































































































































































































































                                                                               





























                                                                                                                                   
                                                                                                                                                                            

























































                                                                                                                                              





                                                                                                                       











                                                    


























































                                                                                                                     
                                                               












                                                                                                   



                                                                                                                                                                                 






                                                    





                                                                     





































                                                                                                                                          

                                             

                                   






                                     





























                                                                                                  
          

                                 
 


                                                                                        
 


                                                  















                                                                                                                                        
                                           
                                                                           
                                                                                                  

                                                                                                                
                                                                                                 

                                                                                                                    
                                                                                                 

                                                                                                                                                                    





                                                                                                                                           
                                                                                                        
                                                                                                                


                                  

                                         
                                                                            


                                                                                                                                            
                                                                                                  


                                                                                                                       
                  
                                  


                                                                                                   
                                                                                                                     







                                                                                                                           






                                                                             
                                                                          
                                                                                                      
                                                                                        







                                                                           




                                                                                  


                                                            
                                                               
                                                                           



                           

                                                           
                                                                                                                    




                                                              
                                                                                          

                                          

                                                                                   



                                                            

                                                   

                                                                                   


                        
                                                                                                            


                           

                                                                           


                                                          

                                                                           


                                         

                                                                           


                                                           
                                                               
                                                                           

                       


                                                                                   


                                                         

                                                                           


                                             
                                                                                                      


                                                     
                                                                                                    
                                                                                                     



                                                           

                                                                           





                                                             

                                                                                                                       



                            
                                                                                                                  

                                                                                                      


                               
                                                                           


                                                             
                                                               
                                                                           


                                                  

                                                               


                                                         
                                                               


                                                                           


                           

                                                                           


                        
                                                               
                                                                           


                                             
                                                                                                      



                             



                                                                             

                       

                                                                         
                                                                                                                         
                       

                                     
                                


                              


                                

                                                                                            








                                                                        

                                                      
                                                                            
                       
                             
                                                                           
                       
                            
                                                                          
                       
                              
                                                                            
                       

                           
                                                                                                            


                              
                                                                                                           


                                                          
                                                                                                                      


                                                           

                                                                                                               





                                                                               

                                                                                                                                




                                                                              

                                                                                      







                                                                         
                                                                                                         




                                                                                                                                              




                                                                                                                           
                                                                                                                          



                                                                                                                              



                                                                      
                                                                                                         


                                                            
                                                                                                            


                                   
                                                                                      


                          
                                                                                                     
                       

                          


















                                                                                                     


                                                                                                                                   
                                                                     
                                                                                                             









                                                                                                                                                                 

                                                           

                                                                                                
                                                          
                                                                                          
 
                                                                                                                  




                                                                                                                                    




                                                                            
 



                                                                                                        
 


                                                                                                           
 











                                                                                                               
                                                                                                         






                                                                                                     
                          
                                                                          














                                                                                                                                                  
                  





                                                            



































                                                                                                          




                                                                   
                                                                                                                                




                                                                                                                 


                                                           



                                                                                                         
                                                                                                                               
 

                                                                                                                                    
                                                                                                                               



                                                                                       
                                                                                                          


















                                                                                                                      
                         


                                                                                                                  









                                                                                                           




                          







































                                                                                              
 












































                                                                                                          














                                                                                               






















                                                                                                             


























                                                                                                                                  



































                                                                                                                                       
                                  
                                                     
                                      



                                                  






                                                                                                                                



                                                                                                  


                                                                                                                                                                              
                                                    

















                                                                                                                                    







                                                                                                                                             




                                                                                        

                                                                                                                                        
                                                    

                                                                    
                                        
                                                                              


                                                                                                    






















                                                                                                       
                                                                                                                                        



                                                                                                                 
                                                                                










                                                                                                            
                                                                                                                  
                  
                                                                                                                      























                                                                                                                                      
                                                                  








                                                                                                                              
                                                                                                           












                                                                                                              
                                                                                                         








                                                                                                      
                                                                                                                                                            



                                                                                                       
                                                                                                          








                                                                                                       
                                                                                                                                                            


                                                                                            
                                                                                                        








                                                                                                       
                                                                                                         








                                                                                                                               
                                                                                                          

















                                                                                                                                     
                                                                                       
                                                                                                                                      


                                       


                                                                           



                          



                                

                                                                                                           



                                                                                                                



























                                                                                                                                               
                                                                                               






































                                                                                                                                               
                                                                                                              







































































                                                                                                                                                                                                                    


                                                                    
          
                                                                                                                         



                                
                                          





























































































































































































                                                                                                                                     


                                                                             



                                                        
                                                                                       




















































                                                                                                                              
                                                     


                                                  
                                             


                                                    
                                             

                                                  
































                                                                                                                                   
                                       
                                  
                                                                            

















































                                                                                                                                
                                                                                       













                                                                                                                                            

                                                                                                                 































                                                                                                                                     
                    
                                    
                                             
                             















                                                                                     
          

                                                  
 







                                                                      
                            



                            







                                                  


                                             

                             














                                                                                     
                                  
          






                                                                              

                          




                                                                              





                          







                                                                                                                               
                                  













                                                                                                  


                              




                                                     
 

                                                                    
 



                                                                                   


                                         























































                                                                     
                               
                             
                              

                              






















                                                                              
                                                                                                               
                                                                    

                                                                            







                                                                                      

                                                                     


















                                                                                              

                                                                                               




                                                                                                                 
                                                              






                                                                                                                      
                                                                           
























                                                                                                                                   
                                                                      






                                                                                      
                                                                      





















































                                                                                                                                                                                           
                                                                            
                          
                                                                               
                                                                                         
                                                                        
                                                                                
                                                                                                                                   















                                                                                        
                                                   

                                                  


                                                                                   

                                                                             













                                                                                                                                  

                                                                             

                                                                                                              

                                                                             






                                                                          






                                                                                                

                                                                            



                                                                                        
                                                                                                     
















                                                                                                                   


                                                                                            





                                                                                  

                                                                                    





















                                                                                                                    
                                                                                    












                                                                                                                              

                                                                            






























                                                                                                                                   
                                                               





                                                                             
                                               

                                                                                                                                      

                                                                                               
















                                                                                            

                                                   




                                                                                                                
                         



                                                    
                                                                                               



                                                                                            

                                                  


                                                                  
                          

                                                                                                    
                                                                         



                                                                            









                                                                                                                  



                                                                             
                                                                                                          

                                                                             




                                                                               


                      
                                                                                    
                                                                                   













                                                                                                                                                

                                                                                     
                                                                                                       

                                                                             




                                                                          









                                                                            
                                                   
























                                                                                            
























                                                                                                               
                                                             

                                                                       
























                                                                                                                                     
                                   

                                       
                       
         
                                                
                                                                     
                                                                                                    











                                                                                    
                                                     
                                          
                                             

          
                                
                                                       
                                        
                                               



                             
                                                         
                          
                                                                                                                  
                          
 
                                                                                                             

                                                                                                                      

                                                                                        
                                                
                                                        

















                                                                                                        
                          
                               









                                                                                                                     
          

                                 







                                                                  












                                                                                                                                                                                      
                                                                                  

                                                                   
                                                                     



























                                                                                                                                    
                                                                       












                                                                                                                                  
                                                                       























































                                                                                                                                                              
                                                                
                                                       

                                                                                                   



                                
                                                                      
                                                             

                                                                                             
                         

                                                                             






                                                                               

                                                                        
                                                                            

                                                                         
                                                             
                                                                                               












































                                                                                                                                          
                                                            
                                                         
                                                                                     














































                                                                                                                
                                                            
                                                         
                                                                                    























                                                                                


                                                                                   


                                                             




                                                                                         
                          
                  


                                                                                       



                                                                      
                                                                      
                                                    
 
                                       


                                                                                                                                  

                                                                  



                                                                                                             












                                                                                 


                                                                                         





                                                                                                          
                                                        








                                                                                          

                                    












                                                                                                    

                                                                         
                                                     

                                                                                  
                                                                 



                                                                                         
                                                               


                                                           
                                   


                                                                       
                                                            
                                                         
                                                                                   


                           

                                 
                                                     

                                       
                                                    

                                       
                                                     

                                       
                                                    

                                       
                                                     

                                       
                                                      

                                       
                                                  

                                       
                                                            
                                                                                                           


                                                               
                                                           
                                                         
                                                                                   
                       











                                                                                             
                                                       

























                                                             


                              
                                                            
                                                         
                                                                                   

                       


                           
                                                            
                                                         
                                                                                                                         

                       










                                                                                                                                                                
                                                                                                           

                     

                                                                           






                                                                             
                                                            
                                                         
                                                                                   




                                                                  
                                                      




                                                                               


                                                                                                                                                    




                                                                                       
                                                            
                                                         
                                                                                   






                                                           
                                                            
                                                         
                                                                                   




























                                                                                                                                   
                                                                    
                                                                 
                                                                                           

                                                                             
                                                                   



                                                         




                                                                                                                                           

                                                                                                                 
                                                        


                                                                                      
                  




                                                                 




                                                                                                                  
 







                                                                                         
 


                                                                                     










                                                                                   
                                                                                                                                           













                                                                                                                 
                                                                    
                                                                 
                                                                                                                                    




































                                                                                                                                               
                                                            
                                                          
                                                                                   






















































                                                                                                      


                                                                             
                                                            
                                                                            
                                                                                    


                                                                 

                                                                     






                                                                            

                                                                     




















































                                                                                                           
























                                                                                      






                                                                            
                                                                   
                                                                 
                                                                                           


                                                              
                                                                       










                                                                            
                                                                   
                                                                 
                                                                                                          


                                                             
                                                                       














                                                                            

                          



                                                                                                              
                                                                       






                                         
                                                                                                                        



                                                                           
                                                                                           



                                                                 
                                                            
                                                         
                                                                                    

                                          




                                                                                         


                                                                   




                                                                                                                  

                       

                                                                     
                             
                                                                                                         
                                                                       

                                                          







                                                                                                              
































                                                                                     

                                                                                                             
                             
                                                                      


                                                                                    



                                                               
                                 

                                                                                       

                                                                                                              


                                                                                                                           
                  
                                                               


                                                               


                                                                       

















                                                                                                


                                                                             


                                           








                                                                                                            
                                                                        
                                                                                                   
                                        


                                                                               
                          
                  























                                                                                                             



                                                                         
                                                        
                                       


                                                                                             
                                                               
                                                                   

                                                                         
                          



                                                                                                  
                                                                 

                                                                                             
                          
                                  
                                                                                                                    
                                                                             

                                                                                                    

















                                                                                                                
                                                                                  










                                                                





















                                                                                                                





































                                                                                                 
                                                                                 







                                                                                                                



                                                                                                                                  
                                                                                                    

                                                             

                                                                
                                                                                          



                                                                                                    
                          
                                                                        











































                                                                                                           

























                                                                                                                
                                                                                                                                                                                                                                                

                                                                                                                                                                         
                                                                                                                                                                                                                                         

                                                                                                                                                                                       
                                                                                                                                                                           

                                                                                                               
                                                                                                                                                                        

















                                                                                                                 
                                                                                                                              




































                                                                                                                                                        
                                                                                                                       















































                                                                                                                                                                    
                                                               
                                                                  
                                                                    
                                                                 
                                                                                           




































                                                                                            
                                                                       




                                                                                                                                                                      




                                                                         
                                                               

                                               
                                                              







                                                                                                                           
                                                                                                                              













                                                                                                               


























                                                                                
                                
                                                                        

                                                                            
                                                                                     









                                                                                              
                                                                                                      





































































                                                                                                                                                                                                                          
                                                                                                   









                                                                                                       
                                                                                                                     





















                                                             
                                                                                                  






                                                                                 

                                                                                









































                                                                                           
                                                            
                                                         
                                                                                   





                                                                          
                                                                    
                                                                 
                                                                      







                                                                                           
                                                                
                                                                                              


                               


                                                                                                   









                                                                               
                                                            
                                                     
                                                                                                





























                                                                                                                                           

                                                                                                















































































                                                                                                                                    
                          
                                                                          
                                                                                              
                                           


                                                                       


                        


                                                                        




















































                                                                                                                                                            


                                                                                                                            













































































































































                                                                                                                                                                                         
                                                                                                 


                                                
                                                            
                                                         
                                                                                                  



                                                         





                                                                                                                                               


                                                                         
                                                                           


                                                                                           


                                                        






                                                                                                                          

                                                                   
                                                                            
                                                                                                 
                                                                           
                                                                  






























































                                                                                                                                                                                      
                                                                     



                                                                               
                                              
                                                                              
                                                                                        
                                                                                                         








                                                                       

                               
                                                                 
                                                     
                                                                                                  
                                                                 



                                

                                                                                                                                                     
                          
                                                                            
                                                                         
                                                                                                   




















                                                                                       
                                                                                                      








                                                                                                   
                                                                                                          


                                                      
                                                                                                     














                                                                                                                     
                                                                                                                


                                                                 


                                                                                                     

                                                 
                                                                                                        



                                                                                        


                                                                                                      





                                                                                 
                                                                                                  

                                                                                 




                                                                                                      























                                                                       
                                                                                 


                                                         



                                                                                                             





                                                                                                                                
                                                            
                                                         

                                                                                                             


                                     
                                                                                    
                                                                                   






                                                         
                                                                    
                                                                 
                                                                                           


                       
                                                                                    
                                                                                   


                                                         
                                                            
                                                         
                                                                                   


                       
                                                                                    
                                                                                   


                                                         
                                                            
                                                         

                                                                                                             













                                                                                                  
                                                                                                                




                                                                                                             

                                                                                     
















                                                                                                  
                                                                                                                




                                                                                                             

                                                                                     



























                                                                                                                                           

                                                                                     









































                                                                                                               
                                                                               
                                                                        

















































                                                                                                          























                                                                         
                                                                                                                                                               





































                                                                                                                                                           
                                                              
                                                                     
                                                                                                                                                        







                                                                                        
                                                                                                                                                                           



























































                                                                                                                                
                                                              
                                                                                      
             
                                                                                    
 
                                                                                                   
                                                                         

                                                                                   



                                                
                  
                    















                                                                                  
















































































                                                                                                                                                                



                                                                                   
                  
                    








                                                                                                                
                                  









                                                                  


                                                                  
         
                                   





                                                                    



                                                              
                                                        
                                                   
                                                           


                                                                     
                                                             





                                                                       

                                                                            
                                                           
                                                                              





                                                                               




                                                                       


                                                                               
                                                        
                                                            
                                                           
                                                               






































                                                                              

                                                                                          









                                                                
                                                                               
                                                                       



                                                                                                      


                                                                           


























                                                                                                                                                              
                                                                                                             











































































                                                                                                                                    
                                                                                
                                                                          
                                                                                









                                                                                                     

                                                                                                   










                                                                                 

                                                                                               
























                                                                                                                                         
                                                       















                                                                                   
                                                                      



                                                   
                                                        



                                    









                                                           
 
                                                                    
























                                                                                                    
                                                                                   







                                                                                    
                                   
























                                                                                                                       


                                               









                                                                     
                                                                                       
                                                                        

                                          

                                                        
                                                                                                 
                          

                                                  


                                                  


                                               
                         
                                                                                                               



                                                           
                                                                                                            











                                                                                                        
                                                 
                  
                    














                                                                                                                   
                                  










                                                                 


                                                                            






                                                                        
                                                             



















                                                                     

                        
                                                                                       


                                    
                                                                                    
















                                                                                              
                                                              


                                                                                                                          



                                                                                         







































































































                                                                                                                         
                                                                    






                                                               
                                                                                






















































                                                                                                          
                                                                             






































                                                                                                     
                                  
                  















                                                                     


                                                                            

                                                                                                        




                                                                                                                         
                                                      
                                                                                                          


                         
                                                      
                                                                                                    


















                                                                                                  
                                                   
                                                                                                    




                              
                                                   
                                                                                       










                                                                                  
                                                                                                                                 
                                             
                                                    
                                                                                                       










                                
                                                                                                                                 
                                  
                                                    
                                                                                                       







                                                                                                    
                                                    
                  
                                                                                                                           





                                                                                                             

                                                                                                                         







                                                                   


                                                                                                  
                                                                                               















                                                                                             
                                        












                                                                  

                                                    



















                                                                                                                                           
                                                                                                                        


                                                                                            

                                                                                     
                       
                                                                                                                        




                               

                                                                                             

                                                                                          





                                                                                                                             
















































                                                                                                                     

                                                                                   















                                                                                                                     
                                                                         
                                                                              
                                                  
                                                                                       





                                                                                                                   
                                                                






                                           
                                                      
                                                                                                                                     















                                                                                                        





                                                                                   




































































                                                                                                                     
                                                                                                                                        

                                                                 
                                                                                                                                           

                                                                            
                                                                                                                                       

                                                                           
                                                                                                                                         

                                                       
                                                                                                                                           

                                                       
                                                                                                                                           

                                                         
                                                                                                                                            

                                                    
                                                                                                                                          

                                                      
                                                                                                                                           

                                                         

                                                                                                                                       

                                                                   
                                                                                                                                         







                                                                                             
                                                                                                               
                                               
                                                 
                                                                                                                                    

                                                 
                                                                                                                                    

                                                  
                                                                                                                                     

                                                            
                                                                                                                                       

                                                     
                                                                                                                                            

                                                     
                                                                                                                                            

                                                      
                                                                                                                                             

                                                           
                                                                                                                                         





                                               
                                                                         










                                                                                                         

                                                                                                

                       
                                                                                                                      


                                     

                                                                                          
                       
                                                            























                                                                                     
                                  




                                       



                                







                                                                                                      
                                                    















                                                                                                                
                                                                                                                              






















                                                                                    
                                  

                  



                                






                                                 
                                                              









                                                                 
                                                                                                            














                                                                                                                                              
                                                              










                                                                 
                                                              
                          
                                                                                         

                                                                                                                              
                                                                                                                                       


                                 
                                                              

                                                               
                                                                  



                                                                                                                                                  

                                                                                                                                         




                                          
                                                                                                                                   































































































































                                                                                                   


                                                       
                    


                                                               
                 

                                                                                                         

                       

                                                                                                          



































                                                                                                         
                                                                                                          























                                                                                                                                                    
                                                                                      





























                                                                                                                      
                                                                          













                                                                                                        
                                                                                  
                                                                                                                                                                                  









                                                                                                        

                                                                        





























                                                                                                                                                
                             
                                 

                                    
                          
























                                                                                                                              
                            
















                                                      
                                               






















                                                                                                                  
                                                                                                                                   







                                                              
                           


                                                     






                                                                                                      









































                                                                         
                                                                                                         






















                                                                    
                                                                                                       






















                                                                                                  

                                                                         


                                                                                         





































                                                                                                        
                                                                


                                                                                 

                                                                                                       



                                                                         
                                                                                                     


                                                                                 
                                                                                                      


                                                                                  
                                                      
                                  
                                                                                                               


                                                                                
                                                                                                                                
                                  
                                                        
                                      

                                                                          
                                                
                                                                             
                                                
                                                                              



























                                                                                         
                                                                                             






                                                                       

                                                                                                                                                                                                                                                                      




















































































                                                                                                                                    
                                                                                             



                                                      
                                                                                             




















































                                                                                                

                                                                                   
                  

                                                       



                                                                                                  
                                                                         



























                                                                                                     
                       
                                          
                          
                                                                                            




                                               
                                                                                            




                                               
                                                                                            




                                               
                                                                                                                                                          



                                               
                                                                                                                                                           



                                               
                                                                                                                                                           



                                               


                                                                                                  




























                                                                                                 
                                                   








































                                                       
                                                                  




                                                       
                                                                   




                                                       
                                                                                












                                                                                                                                               




                                                                                                                                                 







                                                                                         
                                                             

















                                                                                                                     
                                                                                             













                                                                                                
                                                                                                                                                     










































                                                                                                            
                                  



































                                                                                           
                                
                           


                                                                                  


                                                                  

                                                                          










                                                                                  
                                         











                                                                               
                                                                                                             

























                                                                                                                             




                                                                          

                                                         
                                                                                     


                                                          
                                                                                                            















                                                                                           
                                  







                                         

                                        



                                                           

                                                                                                                 















                                                     

                                                                                                  







                                                                                      



                                                                      












































                                                                                                                                                                    
         

                                                                                    
         
















                                                                                                                           
                                                                                                                                                                     

                                                           
                  
                                             








































                                                                                                                                               
                                                                                                
                                                                                                                                                
































                                                                                                                         



                                                                      




























                                                                           
                                                                                                                 







                                                                           
                                                                       
                                       
                                                         




































                                                                                                                                                                        
                                                           
































                                                                                                              
                                  




                                       





                                                                                                                                 






                                                                                           
                                        

















































                                                                                                                
                                                                      
                                       
                                                       












                                                                                                       
                                                         

















































































































































































































































                                                                                                                              
                                            

                         
                                                 

                                     

                                                               

                                            
 


                                                      
 
                                                                                                                             



                                                           






                                                                                                                                     
          





                                                                  





































                                                                                                      
                                                                


                                                                                                                                     
                                                                          
























































                                                                                                                                                                                    
                                    



                                                                                            
                                                                                                  



















                                                                  
                                                                                                                 










                                                                                                
                                     
                                         
 

                                                                    





                                                               








                                                                    







                                                                  
                   

                            
                                                         
                          
                                                      

                                         


                                                                                        




                                                        

                                                                                        










                                                              
                                     
                                         
 

                                                                                                         



















                                                                                                         
                                         
                                      
                                  




                                                      
                   

                            




                                                                  

                          
         
                                            


                                                                                    





                                                    

                                                                                    






























                                                                             
                                                                               














































































                                                                                                    
                                          





                                             
                                                         

                                          



                                                                 



                              


                                                                                                                


















































































                                                                                                                                  


                                              

                                                 

                          
                                                                                     



                                                                               
                          
                 




                                                                                 
                                     

                                                         
                              






                                                                                                           














                                                                             


                                                             



                                                       
                  
















































































                                                                                                                               
                                  

                            
                                               
 


                                                                                                                       
                                                         
                                                                                                               
                                                        
                                                                                                           
                                                          
                                                                                                                   
                                                           
                                                                                                             
                                                          
                                                                                                               
                                                           
                                                                              
                                                            
                                                                            







                                                           
                                  





                                                                              

                                                    













                                                                                          

                                                                                                 
                                                                
                                                                         



                                                                             
                                                                  




















                                                                               
                                  



                                             
                                              
 
                                                           

                        

                                                                      
         
                                       
          


                                                                    






                                           
                                                                                   


















































































































































































                                                                                                
                                                                                                                                                


























                                                                                     

                                                                       
                          
                                                                                                                                              




                                                                             


                                                                                                          









































































                                                                                                                     

                                                              


































































                                                                                          











                                                      

                                            


                                                                                  














































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                                      

                                                    












                                                                      


                                                               
 
                                                 


                                                  



                                                           
                                                          
                                                         
                                                         
                                                        


                                                        
                                                                   

























































































































































































































































































































































                                                                                                                   

























































                                                                                                  








                                                                    




                                                                                                            
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

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

#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/grfio.h"

#include "skill.h"
#include "map.h"
#include "clif.h"
#include "pc.h"
#include "status.h"
#include "pet.h"
#include "mob.h"
#include "battle.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"

#define SKILLUNITTIMER_INVERVAL	100
#define swap(x,y) { int t; t = x; x = y; y = t; }

int skill_names_id[MAX_SKILL_DB];
const struct skill_name_db skill_names[] = {
 { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
 { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
 { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
 { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
 { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
 { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
 { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
 { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
 { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
 { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
 { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
 { AL_CURE, "AL_CURE", "Cure" } ,
 { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
 { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
 { AL_DP, "AL_DP", "Divine_Protection" } ,
 { AL_HEAL, "AL_HEAL", "Heal" } ,
 { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
 { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
 { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
 { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
 { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
 { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
 { AL_WARP, "AL_WARP", "Warp_Portal" } ,
 { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
 { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
 { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
 { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
 { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
 { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
 { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
 { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
 { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
 { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
 { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
 { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
 { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
 { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
 { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
 { AM_REST, "AM_REST", "Vaporize" } ,
 { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
 { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
 { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
 { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
 { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
 { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
 { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
 { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
 { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
 { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
 { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
 { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
 { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
 { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
 { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
 { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
 { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
 { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
 { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
 { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
 { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
 { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
 { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
 { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
 { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
 { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
 { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
 { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
 { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
 { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
 { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
 { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
 { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
 { BD_ENCORE, "BD_ENCORE", "Encore" } ,	
 { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
 { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
 { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
 { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
 { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
 { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
 { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
 { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
 { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
 { BS_AXE, "BS_AXE", "Smith_Axe" } ,
 { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
 { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
 { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
 { BS_GREED, "BS_GREED", "Greed" } ,
 { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
 { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
 { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
 { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
 { BS_MACE, "BS_MACE", "Smith_Mace" } ,
 { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
 { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
 { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
 { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
 { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
 { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
 { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
 { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
 { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
 { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
 { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
 { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
 { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
 { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
 { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
 { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
 { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
 { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
 { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
 { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
 { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
 { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
 { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
 { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
 { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
 { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
 { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
 { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
 { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
 { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
 { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
 { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
 { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
 { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
 { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
 { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
 { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
 { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
 { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
 { CR_TRUST, "CR_TRUST", "Faith" } ,
 { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
 { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
 { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
 { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
 { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
 { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
 { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
 { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
 { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
 { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
 { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
 { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
 { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
 { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
 { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
 { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
 { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
 { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
 { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
 { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
 { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
 { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
 { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
 { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
 { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
 { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
 { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
 { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
 { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
 { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
 { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
 { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
 { HT_DETECTING, "HT_DETECTING", "Detect" } ,
 { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
 { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
 { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
 { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
 { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
 { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
 { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
 { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
 { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
 { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
 { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
 { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
 { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
 { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
 { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
 { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
 { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
 { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
 { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
 { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
 { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
 { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
 { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
 { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
 { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
 { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
 { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
 { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
 { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
 { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
 { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
 { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
 { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
 { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
 { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
 { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
 { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
 { LK_PARRYING, "LK_PARRYING", "Parry" } ,
 { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
 { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
 { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
 { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
 { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
 { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
 { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
 { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
 { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
 { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
 { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
 { MC_VENDING, "MC_VENDING", "Vending" } ,
 { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
 { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
 { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
 { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
 { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
 { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
 { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
 { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
 { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
 { MG_SIGHT, "MG_SIGHT", "Sight" } ,
 { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
 { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
 { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
 { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
 { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
 { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
 { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
 { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
 { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
 { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
 { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
 { MO_DODGE, "MO_DODGE", "Flee" } ,
 { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
 { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
 { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
 { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
 { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
 { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
 { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
 { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
 { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
 { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
 { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
 { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
 { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
 { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
 { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
 { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
 { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
 { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
 { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
 { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
 { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
 { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
 { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
 { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
 { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
 { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
 { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
 { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
 { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
 { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
 { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
 { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
 { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
 { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
 { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
 { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
 { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
 { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
 { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
 { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
 { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
 { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
 { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
 { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
 { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
 { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
 { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
 { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
 { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
 { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
 { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
 { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
 { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
 { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
 { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
 { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
 { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
 { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
 { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
 { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
 { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
 { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
 { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
 { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
 { NPC_RUN, "NPC_RUN", "NPC_RUN" },
 { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
 { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
 { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
 { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
 { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
 { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
 { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
 { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
 { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
 { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
 { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
 { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
 { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
 { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
 { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
 { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
 { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
 { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
 { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
 { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
 { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
 { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
 { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
 { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
 { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
 { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
 { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
 { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
 { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
 { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
 { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
 { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
 { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
 { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
 { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
 { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
 { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
 { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
 { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
 { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
 { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
 { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
 { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
 { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
 { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
 { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
 { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
 { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
 { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
 { RG_CLEANER, "RG_CLEANER", "Remover" } ,
 { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
 { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
 { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
 { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
 { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
 { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
 { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
 { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
 { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
 { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
 { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
 { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
 { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
 { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
 { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
 { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
 { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
 { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
 { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
 { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
 { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
 { SA_COMA, "SA_COMA", "Coma" } ,
 { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
 { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
 { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
 { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
 { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
 { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
 { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
 { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
 { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
 { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
 { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
 { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
 { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
 { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
 { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
 { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
 { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
 { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
 { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
 { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
 { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
 { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
 { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
 { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
 { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
 { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
 { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
 { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
 { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
 { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
 { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
 { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
 { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
 { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
 { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
 { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
 { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
 { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
 { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
 { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
 { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
 { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
 { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
 { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
 { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
 { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
 { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
 { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
 { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
 { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
 { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
 { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
 { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
 { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
 { SL_KAINA, "SL_KAINA", "Kaina" } ,
 { SL_KAITE, "SL_KAITE", "Kaite" } ,
 { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
 { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
 { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
 { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
 { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
 { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
 { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
 { SL_SKA, "SL_SKA", "Eska" } ,
 { SL_SKE, "SL_SKE", "Eske" } ,
 { SL_SMA, "SL_SMA", "Esma" } ,
 { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
 { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
 { SL_STIN, "SL_STIN", "Estin" } ,
 { SL_STUN, "SL_STUN", "Estun" } ,
 { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
 { SL_SWOO, "SL_SWOO", "Eswoo" } ,
 { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
 { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
 { SM_BASH, "SM_BASH", "Bash" } ,
 { SM_ENDURE, "SM_ENDURE", "Endure" } ,
 { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
 { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
 { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
 { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
 { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
 { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
 { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
 { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
 { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
 { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
 { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
 { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
 { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
 { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
 { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
 { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
 { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
 { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
 { TF_HIDING, "TF_HIDING", "Hiding" } ,
 { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
 { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
 { TF_POISON, "TF_POISON", "Envenom" } ,
 { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
 { TF_STEAL, "TF_STEAL", "Steal" } ,
 { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
 { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
 { TK_DODGE, "TK_DODGE", "Sprint" } ,
 { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
 { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
 { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
 { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
 { TK_MISSION,  "TK_MISSION", "Mission" } ,
 { TK_POWER, "TK_POWER", "Kihop" } ,
 { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
 { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
 { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
 { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
 { TK_RUN, "TK_RUN", "Sprint" } ,
 { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
 { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
 { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
 { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
 { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
 { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
 { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
 { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
 { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
 { WE_MALE, "WE_MALE", "Undying_Love" } ,
 { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
 { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
 { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
 { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
 { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
 { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
 { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
 { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
 { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
 { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
 { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
 { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
 { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
 { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
 { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
 { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
 { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
 { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
 { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
 { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
 { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
 { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
 { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
};

static const int dirx[8]={0,-1,-1,-1,0,1,1,1};
static const int diry[8]={1,1,0,-1,-1,-1,0,1};

/* �X�L���f?�^�x?�X */
struct skill_db skill_db[MAX_SKILL_DB];

/* �A�C�e��?�?��f?�^�x?�X */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];

/* ��?�?��X�L���f?�^�x?�X */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];

/* �A�u���J�_�u��?���X�L���f?�^�x?�X */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];

// macros to check for out of bounds errors [celest]
// i: Skill ID, l: Skill Level, var: Value to return after checking
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
	if (i >= 10000 && i < 10015) {i -= 9500;} \
	if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
	if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
	{ skill_chk(i, l); 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_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
int	skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int	skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int	skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
int	skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
int	skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE) : 0; }
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_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_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_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 ){ skill_get (skill_db[id].maxcount, id, 1); }
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_delaynowalk( int id ,int lv ){ skill_get (skill_db[id].delaynowalk[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_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
int	skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
int	skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1); }
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); }
const char*	skill_get_name( int id ){ 
	if (id >= 10000 && id < 10015) id -= 9500;
	if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
	return skill_db[id].name; 
}

int skill_tree_get_max(int id, int b_class){
	int i, skillid;
	for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
		if (id == skillid) return skill_tree[b_class][i].max;
	return skill_get_max (id);
}

/* �v�?�g�^�C�v */
int skill_check_condition( struct map_session_data *sd,int type);
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
int skill_attack_area(struct block_list *bl,va_list ap);
int skill_clear_element_field(struct block_list *bl);
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);
int skill_landprotector(struct block_list *bl, va_list ap);
int skill_ganbatein(struct block_list *bl, va_list ap);
int skill_trap_splash(struct block_list *bl, va_list ap);
int skill_count_target(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);
int skill_unit_effect(struct block_list *bl,va_list ap);
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag);

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_SELF_SKILL|INF_SUPPORT_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 = skill_get_range(id, lv);
	if(range < 0) {
		if (battle_config.use_weapon_skill_range)
			return status_get_range(bl);
		range *=-1;
	}
	//TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE.
	if (id == AC_SHOWER || id == AC_DOUBLE || id == HT_BLITZBEAT || id == AC_CHARGEARROW
		|| id == SN_FALCONASSAULT || id == SN_SHARPSHOOTING || id == HT_POWER) {
		if (bl->type == BL_PC)
			range += pc_checkskill((struct map_session_data *)bl, AC_VULTURE);
		else
			range += 10; //Assume level 10?
	}
	return range;
}

// Making plagiarize check its own function [Aru]
int can_copy(struct map_session_data *sd, int skillid)
{
	// 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);
	}

	return 1;
}

// [MouseJstr] - skill ok to cast? and when?
int skillnotok(int skillid, struct map_session_data *sd)
{	
	nullpo_retr (1, sd);
	//if (sd == 0)
		//return 0; 
		//return 1;
	// I think it was meant to be "no skills allowed when not a valid sd"
	
	if (!(skillid >= 10000 && skillid < 10015))
		if ((skillid > MAX_SKILL) || (skillid < 0))
			return 1;

	{
		int i = skillid;
		if (i >= 10000 && i < 10015)
			i -= 9500;
		if (sd->blockskill[i] > 0)
			return 1;
	}

	if (pc_isGM(sd) >= 20 && battle_config.gm_skilluncond)
		return 0;  // gm's can do anything damn thing they want

	// Check skill restrictions [Celest]
	if(!map_flag_vs(sd->bl.m) && skill_get_nocast (skillid) & 1)
		return 1;
	if(map[sd->bl.m].flag.pvp && skill_get_nocast (skillid) & 2)
		return 1;
	if(map_flag_gvg(sd->bl.m) && skill_get_nocast (skillid) & 4)
		return 1;
	if (agit_flag && skill_get_nocast (skillid) & 8)
		return 1;
	if (battle_config.pk_mode && !map[sd->bl.m].flag.nopvp && skill_get_nocast (skillid) & 16)
		return 1;
//printf("skill %d, flag restricted=%d, zone=%d, zone*8=%d, skill_get_nocast (skillid)=%d, skill_get_nocast (skillid)&8*zone=%d\n",
//	skillid,map[sd->bl.m].flag.restricted,map[sd->bl.m].zone,map[sd->bl.m].zone*8, skill_get_nocast (skillid),skill_get_nocast (skillid) & (8*map[sd->bl.m].zone)); 	
	if(map[sd->bl.m].flag.restricted && map[sd->bl.m].zone && skill_get_nocast (skillid) & (8*map[sd->bl.m].zone))
		return 1;

	switch (skillid) {
		case AL_WARP:
		case AL_TELEPORT:
		case MC_VENDING:
		case MC_IDENTIFY:
			return 0; // always allowed
		case WZ_ICEWALL:
			// noicewall flag [Valaris]
			if (map[sd->bl.m].flag.noicewall) {
				clif_skill_fail(sd,sd->skillid,0,0);
				return 1;
			}
		default:
			return (map[sd->bl.m].flag.noskill);
	}
}

/* �X�L�����j�b�g�̔z�u?���Ԃ� */
struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;

struct 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)
		return &skill_unit_layout[pos];

	if (src->x == x && src->y == y)
		dir = 2;
	else
		dir = map_calc_dir(src,x,y);

	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];

	ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
	return &skill_unit_layout[0];
}

/*==========================================
 * �X�L���lj�?��
 *------------------------------------------
 */
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
	struct map_session_data *sd=NULL;
	struct map_session_data *dstsd=NULL;
	struct status_change *sc;
	struct status_change *tsc;
	struct mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
	struct pet_data *pd=NULL;

	int skill,skill2;
	int rate;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if(skillid < 0) 
	{	// remove the debug print when this case is finished
		ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,attack_type,tick);
		return 0;
	}
	if(skillid > 0 && skilllv <= 0) return 0;	// don't forget auto attacks! - celest

	switch (src->type) {
	case BL_PC:
		sd = (struct map_session_data *)src;
		break;
	case BL_MOB:
		md = (struct mob_data *)src;
		break;
	case BL_PET:
		pd = (struct pet_data *)src; // [Valaris]
		break;
	}
	
	switch (bl->type) {
	case BL_PC:
		dstsd=(struct map_session_data *)bl;
		break;
	case BL_MOB:
		dstmd=(struct mob_data *)bl;
		break;
	}
	sc = status_get_sc(src);
	tsc = status_get_sc(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;	

	switch(skillid){
	case 0: // Normal attacks (no skill used)
	{
		if(sd) {
			// Automatic trigger of Blitz Beat
			if (pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
				rand()%1000 <= sd->paramc[5]*10/3+1 ) {
				int lv=(sd->status.job_level+9)/10;
				skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000);
			}
			// Gank
			if(dstmd && !dstmd->state.steal_flag && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
				(skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) {
				if(pc_steal_item(sd,bl))
					clif_skill_nodamage(src,bl,TF_STEAL,skill2,1);
				else if (battle_config.display_snatcher_skill_fail)
					clif_skill_fail(sd,skillid,0,0);
			}
			// Chance to trigger Taekwon kicks [Dralnu]
			if(sd->sc.count) {
				if(sd->sc.data[SC_READYSTORM].timer != -1)
					status_change_start(src,SC_COMBO, 15, TK_STORMKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src)),0);
				else if(sd->sc.data[SC_READYDOWN].timer != -1)
					status_change_start(src,SC_COMBO, 15, TK_DOWNKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src)),0);
				else if(sd->sc.data[SC_READYTURN].timer != -1 && sd->sc.data[SC_COMBO].timer == -1)
					status_change_start(src,SC_COMBO, 15, TK_TURNKICK,0,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src)),0);
				else if(sd->sc.data[SC_READYCOUNTER].timer != -1 && sd->sc.data[SC_COMBO].timer == -1) //additional chance from SG_FRIEND [Komurka]
				{	
					rate = 20;
					if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
						rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
						status_change_end(src,SC_SKILLRATE_UP,-1);
					} 
					status_change_start(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
						(2000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src)),0);
				}
			}
		}
	
		if (sc && sc->count) {	
		// Enchant Poison gives a chance to poison attacked enemies
			if(sc->data[SC_ENCPOISON].timer != -1)
				status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val1,
					sc->data[SC_ENCPOISON].val1,0,0,0,skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
			// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
			if(sc->data[SC_EDP].timer != -1)
				status_change_start(bl,SC_DPOISON,sc->data[SC_EDP].val2,
					sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1),0);
		}
		if (tsc->count) {
			if (tsc->data[SC_SPLASHER].timer != -1)
				status_change_start(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
					tsc->data[SC_SPLASHER].val1,0,0,0,
					skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1),0);
			if(tsc->data[SC_KAAHI].timer != -1) {
				if (dstsd && dstsd->status.sp < 5*tsc->data[SC_KAAHI].val1)
					; //Not enough SP to cast
				else {
					battle_heal(bl, bl, 200*tsc->data[SC_KAAHI].val1, -5*tsc->data[SC_KAAHI].val1, 1);
					if(dstsd && dstsd->fd)
						clif_heal(dstsd->fd,SP_HP,200*tsc->data[SC_KAAHI].val1);
				}
			}
		}
	}
	break;

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

	case AS_VENOMKNIFE:
		if (sd) //Poison chance must be that of Envenom. [Skotlex]
			skilllv = pc_checkskill(sd, TF_POISON);
	case TF_POISON:			/* �C���x�i�� */
	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if(!status_change_start(bl,SC_POISON,(2*skilllv+10),
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),0)
			&&	sd && skillid==TF_POISON
		)
			clif_skill_fail(sd,skillid,0,0);
		break;

	case AS_SONICBLOW:		/* �\�j�b�N�u�?? */
		status_change_start(bl,SC_STUN,(2*skilllv+10),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case AS_GRIMTOOTH:
		{
			int type = sd?SC_SLOWDOWN:SC_STOP;
			if (tsc->data[type].timer == -1)
				status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time2(skillid, skilllv),0);
			break;
		}
	case MG_FROSTDIVER:		/* �t�?�X�g�_�C�o? */
	case WZ_FROSTNOVA:		/* �t�?�X�g�m���@ */
		{
			rate = (skilllv*3+35)-(status_get_int(bl)+status_get_luk(bl))/15;
			if (rate <= 5)
				rate = 5;
			status_change_start(bl,SC_FREEZE,rate,
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case WZ_STORMGUST:		/* �X�g?���K�X�g */
		tsc->data[SC_FREEZE].val3++;
		if(tsc->data[SC_FREEZE].val3 >= 3)
			status_change_start(bl,SC_FREEZE,100,
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
		break;

	case WZ_METEOR:
		status_change_start(bl,SC_STUN,3*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case WZ_VERMILION:
		status_change_start(bl,SC_BLIND,4*skilllv,
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
		
	case HT_FREEZINGTRAP:	/* �t��?�W���O�g���b�v */
		status_change_start(bl,SC_FREEZE,(3*skilllv+35),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	 case HT_FLASHER:  /* Flasher */
		status_change_start(bl,SC_BLIND,(10*skilllv+30),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_LANDMINE:		/* �����h�}�C�� */
		status_change_start(bl,SC_STUN,(5*skilllv+30),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case HT_SHOCKWAVE:	//it can't affect mobs, because they have no SP...
		if(dstsd)
			pc_damage_sp(dstsd, 0, 15*skilllv+5);
		break;

	case HT_SANDMAN:		/* �T���h�}�� */
		status_change_start(bl,SC_SLEEP,(10*skilllv+40),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case TF_SPRINKLESAND:	/* ?��܂� */
		status_change_start(bl,SC_BLIND,20,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case TF_THROWSTONE:		/* ?��� */
		status_change_start(bl,SC_STUN,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		status_change_start(bl,SC_BLIND,3,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case NPC_DARKCROSS:
	case CR_HOLYCROSS:		/* �z?��?�N���X */
		status_change_start(bl,SC_BLIND,3*skilllv,
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case CR_GRANDCROSS:		/* �O�����h�N�?�X */
	case NPC_GRANDDARKNESS:	/*�ŃO�����h�N�?�X*/
		{
			int race = status_get_race(bl);
			if(battle_check_undead(race,status_get_elem_type(bl)) || race == 6)
				status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		}
		break;

	case AM_ACIDTERROR:
		status_change_start(bl,SC_BLEEDING,(skilllv*3),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
			clif_emotion(bl,23);
		break;

	case AM_DEMONSTRATION:
		skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
		break;
		
	case CR_SHIELDCHARGE:		/* �V?���h�`��?�W */
		status_change_start(bl,SC_STUN,(15+skilllv*5),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case PA_PRESSURE:	/* �v���b�V��? */
		if (dstsd)
			pc_damage_sp(dstsd, 0, 15 +5*skilllv);
		break;

	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
		status_change_start(bl,SC_STUN,(10+3*skilllv),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		status_change_start(bl,SC_BLIND,(10+3*skilllv),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case BA_FROSTJOKE:
		status_change_start(bl,SC_FREEZE,(15+5*skilllv),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case DC_SCREAM:
		status_change_start(bl,SC_STUN,(25+5*skilllv),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case BD_LULLABY:	/* �q��S */
		status_change_start(bl,SC_SLEEP,15,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case DC_UGLYDANCE:
		if (dstsd) {
			int skill, sp = 5+5*skilllv;
			if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
			    sp += 5+skill;
			pc_damage_sp(dstsd, sp, 0);
		}
  		break;
	case SL_STUN:
		if (status_get_size(bl)==1) //Only stuns mid-sized mobs.
			status_change_start(bl,SC_STUN,(30+10*skilllv),skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		break;
			
	/* MOB�̒lj�?�ʕt���X�L�� */
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_BLINDATTACK:
	case NPC_POISON:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
		status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,
			src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv),0);
		break;

	case NPC_MENTALBREAKER:
		if(dstsd) {
			int sp = dstsd->status.max_sp*(10+skilllv)/100;
			if(sp < 1) sp = 1;
			pc_heal(dstsd,0,-sp);
		}
		break;
	// Equipment breaking monster skills [Celest]
	case NPC_BREAKWEAPON:
		skill_break_equip(bl, EQP_WEAPON, 1000*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKARMOR:
		skill_break_equip(bl, EQP_ARMOR, 1000*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKHELM:
		skill_break_equip(bl, EQP_HELM, 1000*skilllv, BCT_ENEMY);
		break;
	case NPC_BREAKSHIELD:
		skill_break_equip(bl, EQP_SHIELD, 1000*skilllv, BCT_ENEMY);
		break;

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

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

	case ST_REJECTSWORD:	/* �t��?�W���O�g���b�v */
		status_change_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case PF_FOGWALL:		/* �z?��?�N�?�X */
		if (src != bl && tsc->data[SC_DELUGE].timer == -1)
			status_change_start(bl,SC_BLIND,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
		break;

	case LK_HEADCRUSH:				/* �w�b�h�N���b�V�� */
		{
			//?�?���ǂ�������Ȃ��̂œK?��
			int race = status_get_race(bl);
			if (!(battle_check_undead(race, status_get_elem_type(bl)) || race == 6))
				status_change_start(bl, SC_BLEEDING,50, skilllv, 0, 0, 0, skill_get_time2(skillid,skilllv), 0);
		}
		break;

	case LK_JOINTBEAT:				/* �W���C���g�r?�g */
		//?�?���ǂ�������Ȃ��̂œK?��
		status_change_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),
			skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case PF_SPIDERWEB:		/* �X�p�C�_?�E�F�b�u */
		{
			int sec = skill_get_time2(skillid,skilllv);
			if(map[src->m].flag.pvp) //PvP�ł�?S�����Ԕ���?H
				sec = sec/2;
			battle_stopwalking(bl,1);
			status_change_start(bl,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,sec,0);
		}
		break;

	case ASC_METEORASSAULT:			/* �?�e�I�A�T���g */
		//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:
				status_change_start(bl,SC_BLIND,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,1),0);
				break;
			case 1:
				status_change_start(bl,SC_STUN,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,2),0);
				break;
			default:
				status_change_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,3),0);
  		}
		break;

	case HW_NAPALMVULCAN:			/* �i�p?���o���J�� */
		// skilllv*5%�̊m���Ŏ�
		status_change_start(bl,SC_CURSE,5*skilllv,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
		break;

	case WS_CARTTERMINATION:	// Cart termination
		status_change_start(bl,SC_STUN,5*skilllv,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;

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

	case TK_DOWNKICK:
		status_change_start(bl,SC_STUN,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		break;
			
	case TK_JUMPKICK:
		//Cancel out Soul Linker status of the target. [Skotlex]
		if (tsc->count) {
			if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
				break;	
			//Remove pitched potions effect.
			if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
				status_change_end(bl, SC_ASPDPOTION0, -1);
			if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
				status_change_end(bl, SC_ASPDPOTION1, -1);
			if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
				status_change_end(bl, SC_ASPDPOTION2, -1);
			if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
				status_change_end(bl, SC_ASPDPOTION3, -1);
			if (tsc->data[SC_SPIRIT].timer != -1)
				status_change_end(bl, SC_SPIRIT, -1);
			if (tsc->data[SC_ONEHAND].timer != -1)
				status_change_end(bl, SC_ONEHAND, -1);
			if (tsc->data[SC_ADRENALINE2].timer != -1)
				status_change_end(bl, SC_ADRENALINE2, -1);
		}		
		break;
	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...
			status_change_start(bl,SC_STUN,70,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0);
		break;
	}

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

	if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i, type;
		for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
			type=i-SC_COMMON_MIN;
			rate = sd->addeff[type]+(sd->state.arrow_atk?sd->arrow_addeff[type]:0);
			if (!rate)
				continue; //Code Speedup.
			rate/=100; //For some reason user effects are on a 10000 scale...

			status_change_start(bl,i,rate,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
		}
	}

	//Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
	//Here we use the nk value to trigger spells only on damage causing skills (otherwise stuff like AL_HEAL will trigger them)
	if(sd && !status_isdead(bl) && src != bl &&
		!(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
		struct block_list *tbl;
		int i;
		for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {

			skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
			//Prevents skill from retriggering themselves. [Skotlex]
			if (skill == skillid)
				continue;

			//skill2 reused to store skilllv.
			skill2 = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
			rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;

			if (rand()%1000 > rate)
				continue;
			if (sd->autospell[i].id < 0)
				tbl = src;
			else
				tbl = bl;
			
			if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skill2)))
				continue; //Autoskills DO check for target-src range. [Skotlex]
			rate = skill_get_inf(skill);
			switch (skill_get_casttype(skill)) {
				case CAST_GROUND:
					skill_castend_pos2(src, tbl->x, tbl->y, skill, skill2, tick, 0);
					break;
				case CAST_NODAMAGE:
					skill_castend_nodamage_id(src, tbl, skill, skill2, tick, 0);
					break;
				case CAST_DAMAGE:
					skill_castend_damage_id(src, tbl, skill, skill2, tick, 0);
					break;
			}
			break; //Only one auto skill comes off at a time.
		}
	}
	return 0;
}

/* 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 mob_data *md=NULL;
	struct mob_data *dstmd=NULL;
//	struct pet_data *pd=NULL; Pet's can't be inflicted!

	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if(skillid < 0) 
	{	// remove the debug print when this case is finished
		ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,attack_type,tick);
		return 0;
	}
	if(skillid > 0 && skilllv <= 0) return 0;	// don't forget auto attacks! - celest

	switch (src->type) {
		case BL_PC:
			sd = (struct map_session_data *)src;
			break;
		case BL_MOB:
			md = (struct mob_data *)src;
			break;
		case BL_PET:	//Only mobs/players can be affected. [Skotlex]
//			pd = (struct pet_data *)src;
//			break;
		default:
			return 0;
	}
	
	switch (bl->type) {
		case BL_PC:
			dstsd=(struct map_session_data *)bl;
			break;
		case BL_MOB:
			dstmd=(struct mob_data *)bl;
			break;
		default:
			return 0;
	}

	switch(skillid){
	case 0: //Normal Attack - Nothing here yet.
		break;
	case MO_EXTREMITYFIST:			/* ��?C���e���? */
		//��?C�����g����5���Ԏ��R�񕜂��Ȃ��悤�ɂȂ�
		status_change_start(src,SkillStatusChangeTable[skillid],100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
		break;
	}
	
	if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){	/* �J?�h�ɂ��lj�?�� */
		int i, type;

		for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
			type=i-SC_COMMON_MIN;
			
			
			rate = sd?(sd->addeff2[type]+(sd->state.arrow_atk?sd->arrow_addeff2[type]:0)):0;
			if (rate) //Self infliced status from attacking.
				status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);

			rate = dstsd?dstsd->addeff3[type]:0;
			if (rate && (dstsd->addeff3_type[type] == 1 || ((sd && sd->state.arrow_atk) || (status_get_range(src)>2))))
				status_change_start(src,i,rate/100,7,0,0,0,skill_get_time2(StatusSkillChangeTable[type],7),0);
		}
	}

	//Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
	if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) 
	{
		struct block_list *tbl;
		int i, skillid, skilllv, rate;

		for (i = 0; i < MAX_PC_BONUS; i++) {
			if (dstsd->autospell2[i].id == 0)
				break;

			skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
			skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
			rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
				dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
			
			if (rand()%1000 > rate)
				continue;
			if (dstsd->autospell2[i].id < 0)
				tbl = bl;
			else
				tbl = src;
			
			if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skillid, skilllv)))
				continue; //Autoskills DO check for target-src range. [Skotlex]
			
			switch (skill_get_casttype(skillid)) {
				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;
			}
		}
	}
	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) {
	static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
	static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM };
	static int 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;
	BL_CAST(BL_PC, bl, sd);
	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 0:	//Bare fists should not break :P
				case 7:
				case 8: // Axes and Maces can't be broken [DracoRPG]
				case 10:
				case 15: //Rods and Books can't be broken [Skotlex]
					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]].timer != -1)
				where&=~where_list[i];
			else if (rand()%10000 > rate)
				where&=~where_list[i];
			else if (!sd) //Cause Strip effect.
				status_change_start(bl,scatk[i],100,0,0,0,0,
					skill_get_time(StatusSkillChangeTable[scatk[i]],1),0);
		}
	}
	if (!where) //Nothing to break.
		return 0;
	if (sd) {
		for (i = 0; i < 11; 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 6: //Upper Head
					flag = (where&EQP_HELM);
					break;
				case 7: //Body
					flag = (where&EQP_ARMOR);
					break;
				case 8: //Left/Right hands
				case 9:
					flag = (
						(where&EQP_WEAPON && sd->inventory_data[j]->type == 4) ||
						(where&EQP_SHIELD && sd->inventory_data[j]->type == 5));
					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.
}
/*=========================================================================
 Used to knock back players, monsters, traps, etc
 If count&0xf00000, the direction is send in the 6th byte.
 If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
 If count&0x20000, position update packets must not be sent.
-------------------------------------------------------------------------*/
int skill_blown( struct block_list *src, struct block_list *target,int count)
{
	int dx=0,dy=0,nx,ny;
	int x=target->x,y=target->y;
	int dir,ret;
	struct map_session_data *sd=NULL;
	struct mob_data *md=NULL;
	struct pet_data *pd=NULL;
	struct skill_unit *su=NULL;

	nullpo_retr(0, src);
	nullpo_retr(0, target);

	if (src != target && map_flag_gvg(target->m) && target->type != BL_SKILL)
		return 0; //No knocking back in WoE, except for skills... because traps CAN be knocked back.

	switch (target->type) {
		case BL_PC:
			sd=(struct map_session_data *)target;
			break;
		case BL_MOB:
			md=(struct mob_data *)target;
			break;
		case BL_PET:
			pd=(struct pet_data *)target;
			break;
		case BL_SKILL:
			su=(struct skill_unit *)target;
			break;
		default:
			return 0;
	}

	if (count&0xf00000)
		dir = (count>>20)&0xf;
	else if (count&0x10000 || (target->x==src->x && target->y==src->y))
		dir = status_get_dir(target);
	else
		dir = map_calc_dir(target,src->x,src->y);
	if (dir>=0 && dir<8){
		dx = -dirx[dir];
		dy = -diry[dir];
	}

	ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
	nx=ret>>16;
	ny=ret&0xffff;
	
	battle_stopwalking(target,0); 

	dx = nx - x;
	dy = ny - y;

	if(sd)	/* ?�ʊO��?o���̂�?��� */
		map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
	else if(md)
		map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
	else if(pd)
		map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd);
		
	if(su){
		skill_unit_move_unit_group(su->group,target->m,dx,dy);
	}else{
		map_moveblock(target, nx, ny, gettick());
	}

	if(sd)	/* ?��?�ɓ����Ă����̂ŕ\�� */
		map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_ALL,sd);
	else if(md)
		map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md);
	else if(pd)
		map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd);

	if(!(count&0x20000)) 
		clif_blown(target);

	return 0;
}

/*
 * =========================================================================
 * �X�L��?U??��?�?�܂Ƃ�
 * flag��?��?B16?i?
 *	00XRTTff
 *  ff	= magic�Ōv�Z�ɓn�����?j
 *	TT	= �p�P�b�g��type����(0�Ńf�t�H���g?j
 *  X   = �p�P�b�g�̃X�L��Lv
 *  R	= �\��?iskill_area_sub�Ŏg�p����?j
 *-------------------------------------------------------------------------
 */

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_change *sc;
	struct map_session_data *sd=NULL, *tsd=NULL;
	int type,lv,damage,rdamage=0;
	static int tmpdmg = 0;

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

	nullpo_retr(0, src);	//Source is the master behind the attack (player/mob/pet)
	nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
	nullpo_retr(0, bl); //Target to be attacked.

	if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL)
		return 0;
	//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
	if (
		(src != dsrc || battle_config.skill_caster_check) &&
		!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 1)
	)
		return 0;
	
	//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 (flag && skill_get_nk(skillid)&NK_SPLASH
		&& !status_check_skilluse(dsrc, bl, skillid, 1))
		return 0;

	//uncomment the following to do a check between caster and target. [Skotlex]
	//eg: if you want storm gust to do no damage if the caster runs to another map after invoking the skill.
//	if(src->m != bl->m) 
//		return 0;

	//Uncomment the following to disable trap-ground skills from hitting when the caster is dead [Skotlex]
	//eg: You cast meteor and then are killed, if you uncomment the following the meteors that fall afterwards cause no damage.
//	if(src != dsrc && status_isdead(src))
//		return 0;

	if (dsrc->type == BL_PC)
		sd = (struct map_session_data *)dsrc;
	if (bl->type == BL_PC)
		tsd = (struct map_session_data *)bl;

// 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) //�g�p�X�L�����t�?�X�g�m���@��?Adsrc��bl������?�?��Ȃ牽�����Ȃ�
		return 0;
	if(sd && sd->chatID) //�p�҂�PC�Ń`���b�g���Ȃ牽�����Ȃ�
		return 0;

//�������Ȃ����肱���܂�

	sc= status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL; //Don't need it.
	
	if (attack_type&BF_MAGIC && sc && sc->data[SC_KAITE].timer != -1 && src == dsrc
		&& !(status_get_mode(src)&MD_BOSS) && (sd || status_get_lv(dsrc) <= 80) //Works on players or mobs with level under 80.
	) { //Bounce back the skill.
		if (--sc->data[SC_KAITE].val2 <= 0)
			status_change_end(bl, SC_KAITE, -1);
		bl = src; //Just make the skill attack yourself @.@
		sc = status_get_sc(bl);
		tsd = (bl->type == BL_PC)?(struct map_session_data *)bl:NULL;
		if (sc && !sc->count)
			sc = NULL; //Don't need it.
		if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
			return 0; //Spirit of Wizard blocks bounced back spells.
	}
	
	type=-1;
	lv=(flag>>20)&0xf;
	dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //�_�??�W�v�Z

	//Skotlex: Adjusted to the new system
	if(src->type==BL_PET && (struct pet_data *)src)
	{ // [Valaris]
		struct pet_data *pd = (struct pet_data *)src;
		if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
		{
			int element = skill_get_pl(skillid);
			if (skillid == -1)
				element = status_get_attack_element(src);
			dmg.damage=battle_attr_fix(src, bl, skilllv, element, status_get_element(bl));
			dmg.damage2=0;
			dmg.div_= pd->a_skill->div_;
		}
	}

//�}�W�b�N���b�h?����������
	if(attack_type&BF_MAGIC && sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) { //���@�U?�Ń}�W�b�N���b�h?�Ԃ�src=dsrc�Ȃ�
		dmg.damage = dmg.damage2 = 0; //�_��?�W0
		dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
		if(tsd) {
			int sp = skill_get_sp(skillid,skilllv); //�g�p���ꂽ�X�L����SP���z?
			sp = sp * sc->data[SC_MAGICROD].val2 / 100; //�z?���v�Z
			if(skillid == WZ_WATERBALL && skilllv > 1) //�E�H?�^?�{?��Lv1�ȏ�
				sp = sp/((skilllv|1)*(skilllv|1)); //����Ɍv�Z�H
			if(sp > 0x7fff) sp = 0x7fff; //SP�������̏ꍇ�͗��_�ő�l
			else if(sp < 1) sp = 1; //1�ȉ��̏ꍇ��1
			if(tsd->status.sp + sp > tsd->status.max_sp) { //��SP+���݂�SP��MSP���傫���ꍇ
				sp = tsd->status.max_sp - tsd->status.sp; //SP��MSP-����SP�ɂ���
				tsd->status.sp = tsd->status.max_sp; //���݂�SP��MSP����
			}
			else //��SP+���݂�SP��MSP��菬�����ꍇ�͉�SP�����Z
				tsd->status.sp += sp;
			clif_heal(tsd->fd,SP_SP,sp); //SP�񕜃G�t�F�N�g�̕\��
			tsd->canact_tick = tick + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1, 0);
		}
		clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1); //�}�W�b�N���b�h�G�t�F�N�g��\��
	}
//�}�W�b�N���b�h?�������܂�

	damage = dmg.damage + dmg.damage2;

	if(lv==15)
		lv=-1;

	if( flag&0xff00 )
		type=(flag&0xff00)>>8;

	if((damage <= 0 || damage < dmg.div_)
			&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
		dmg.blewcount = 0;

	if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//�O�����h�N���X
		if(battle_config.gx_disptype) dsrc = src;	// �G�_��?�W�������\��
		if(src == bl) type = 4;	// �����̓_��?�W��?�V�����Ȃ�
	}

//�g�p�҂�PC��?�?���?�?��������
	if(sd) {
		//Sorry for removing the Japanese comments, but they were actually distracting 
		//from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
		if (skillid && sd->sc.data[SC_COMBO].timer != -1)
			status_change_end(src,SC_COMBO,-1); //Interrupt previous combo if you used a skill already. [Skotlex]
		switch(skillid)
		{
			case MO_TRIPLEATTACK:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if (damage < status_get_hp(bl) &&
					pc_checkskill(sd, MO_CHAINCOMBO) > 0)
					delay += 300 * battle_config.combo_delay_rate / 100;
				status_change_start(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay,0);
				sd->attackabletime = sd->canmove_tick = tick + delay;
				clif_combo_delay(src, delay);
				
				if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
					party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
				break;
			}
			case MO_CHAINCOMBO:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
					(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
					delay += 300 * battle_config.combo_delay_rate /100;
				status_change_start(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay,0);
				sd->attackabletime = sd->canmove_tick = tick + delay;
				clif_combo_delay(src,delay);
				break;
			}
			case MO_COMBOFINISH:
			{
				int delay = 700 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
				(
					(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
					(pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
					(pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
				))
					delay += 300 * battle_config.combo_delay_rate /100;
				status_change_start(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay,0);
				sd->attackabletime = sd->canmove_tick = tick + delay;
				clif_combo_delay(src,delay);
				break;
			}
			case CH_TIGERFIST:
			{	//Tigerfist is now a combo-only skill. [Skotlex]
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl) &&
				(
					(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
					(pc_checkskill(sd, CH_CHAINCRUSH) > 0)
				))
					delay += 300 * battle_config.combo_delay_rate /100;
				status_change_start(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay,0);
				sd->attackabletime = sd->canmove_tick = tick + delay;
				clif_combo_delay(src,delay);
				break;
			}
			case CH_CHAINCRUSH:
			{
				int delay = 1000 - 4 * status_get_agi(src) - 2 *  status_get_dex(src);
				if(damage < status_get_hp(bl))
					delay += 300 * battle_config.combo_delay_rate /100;
				status_change_start(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay,0);
				sd->attackabletime = sd->canmove_tick = tick + delay;
				clif_combo_delay(src,delay);
				break;
			}
			case AC_DOUBLE:
			{
				int race = status_get_race(bl);
				if((race == 2 || race == 4) && damage < status_get_hp(bl) && pc_checkskill(sd, HT_POWER)) {
					//TODO: This code was taken from Triple Blows,is this even how it should be? [Skotlex]
					status_change_start(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000,0);
					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);
			}
			case TK_STORMKICK:
			case TK_DOWNKICK:
			case TK_TURNKICK:
			// Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
				sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
				break;
			case SL_STIN:
			case SL_STUN:
				if (skilllv >= 7 && sd->sc.data[SC_COMBO].timer == -1)
					status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid, skilllv),0);
				break;
		}	//Switch End
	}

	if (damage > 0 && src != bl && src == dsrc)
		rdamage = battle_calc_return_damage(bl, damage, dmg.flag);

//����X�L���H�����܂�
	switch(skillid){
	case AS_SPLASHER:
	case ASC_METEORASSAULT:
	case SG_SUN_WARM:
	case SG_MOON_WARM:
	case SG_STAR_WARM:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
		break;
	case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
		break;

	case ASC_BREAKER:	// [celest]
		if (attack_type&BF_WEAPON) { // the 1st attack won't really deal any damage
			tmpdmg = damage;	// store the temporary weapon damage
		} else {	// only display damage for the 2nd attack
			if (tmpdmg == 0 || damage == 0)	// if one or both attack(s) missed, display a 'miss'
				clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, 0, dmg.div_, skillid, skilllv, type);
			damage += tmpdmg;	// add weapon and magic damage
			tmpdmg = 0;	// clear the temporary weapon damage
			if (damage > 0)	// if both attacks missed, do not display a 2nd 'miss'
				clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
		}
		break;
	case NPC_SELFDESTRUCTION:
		if(src->type==BL_PC)
			dmg.blewcount = 10;
		break;
	case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
	case SN_SHARPSHOOTING:
	case TF_DOUBLE:
		clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
		break;
	default:
		clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
	}
	
	map_freeblock_lock();

	if(damage > 0 && dmg.flag&BF_SKILL && tsd
		&& pc_checkskill(tsd,RG_PLAGIARISM) && sc && sc->data[SC_PRESERVE].timer == -1
		&& damage < tsd->status.hp)
	{	//Updated to not be able to copy skills if the blow will kill you. [Skotlex]
		if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
			can_copy(tsd,skillid))	// Split all the check into their own function [Aru]
		{
			//?��?��ł���X�L��������ΊY?�X�L��������
			if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
				tsd->status.skill[tsd->cloneskill_id].id = 0;
				tsd->status.skill[tsd->cloneskill_id].lv = 0;
				tsd->status.skill[tsd->cloneskill_id].flag = 0;
			}
			tsd->cloneskill_id = skillid;
			tsd->status.skill[skillid].id = skillid;
			tsd->status.skill[skillid].lv = skilllv;
			if ((lv = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
				tsd->status.skill[skillid].lv = lv;
			tsd->status.skill[skillid].flag = 13;//cloneskill flag
			pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
			pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
			clif_skillinfoblock(tsd);
		}
	}
	if (skillid != WZ_HEAVENDRIVE && 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; //Only Heaven's drive may damage traps. [Skotlex]
	}
	if ((skillid || flag) && !(attack_type&BF_WEAPON)) {  // do not really deal damage for ASC_BREAKER's 1st attack
		battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
		if (!status_isdead(bl) && (dmg.dmg_lv == ATK_DEF || damage > 0))
			skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
	}

	//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
	if (dmg.blewcount > 0 && !status_isdead(bl))
		skill_blown(dsrc,bl,dmg.blewcount);
	
	//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
	if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) {  // do not really deal damage for ASC_BREAKER's 1st attack
		battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
	}

	if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
		int s_lv = status_get_lv(src),t_lv = status_get_lv(bl);
		int rate = 50 + skilllv * 5;
		rate = rate + (s_lv - t_lv);
		if(rand()%100 < rate)
			skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
	}

	if (dmg.dmg_lv == ATK_DEF || damage > 0) //Counter status effects [Skotlex] 
		skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
	
	/* �_�??�W������Ȃ�lj�?�ʔ��� */	
	if(!status_isdead(bl) && bl->type==BL_MOB && src!=bl)	/* �X�L���g�p?����MOB�X�L�� */
	{
		struct mob_data *md=(struct mob_data *)bl;
//		nullpo_retr(0, md); //Just so you know.. these are useless. When you cast a pointer, the pointer still is the same, so if bl is not null, the after-casted pointer will never be nulll :/ [Skotlex]
		if(battle_config.mob_changetarget_byskill && sd)
		{
			int target ;
			target=md->target_id;
			md->target_id=src->id;
			mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
			md->target_id=target;
		}
		else
			mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16));
	}

	if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
		int hp = 0,sp = 0;
		if(sd->right_weapon.hp_drain_rate && sd->right_weapon.hp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.hp_drain_rate) {
			hp += (dmg.damage * sd->right_weapon.hp_drain_per)/100;
			if(sd->right_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
			else if(sd->right_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
		}
		if(sd->left_weapon.hp_drain_rate && sd->left_weapon.hp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.hp_drain_rate) {
			hp += (dmg.damage2 * sd->left_weapon.hp_drain_per)/100;
			if(sd->left_weapon.hp_drain_rate > 0 && hp < 1) hp = 1;
			else if(sd->left_weapon.hp_drain_rate < 0 && hp > -1) hp = -1;
		}
		if(sd->right_weapon.sp_drain_rate > 0 && sd->right_weapon.sp_drain_per > 0 && dmg.damage > 0 && rand()%1000 < sd->right_weapon.sp_drain_rate) {
			sp += (dmg.damage * sd->right_weapon.sp_drain_per)/100;
			if(sd->right_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
			else if(sd->right_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
		}
		if(sd->left_weapon.sp_drain_rate > 0 && sd->left_weapon.sp_drain_per > 0 && dmg.damage2 > 0 && rand()%1000 < sd->left_weapon.sp_drain_rate) {
			sp += (dmg.damage2 * sd->left_weapon.sp_drain_per)/100;
			if(sd->left_weapon.sp_drain_rate > 0 && sp < 1) sp = 1;
			else if(sd->left_weapon.sp_drain_rate < 0 && sp > -1) sp = -1;
		}
		if(hp || sp)
			pc_heal(sd,hp,sp);
		if (sd->sp_drain_type && bl->type == BL_PC)
			battle_heal(NULL,bl,0,-sp,0);
	}

	if (/*(skillid || flag) &&*/ rdamage>0) { //Is the skillid/flag check really necessary? [Skotlex]
		if (attack_type&BF_WEAPON)
			battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
		else
			battle_damage(bl,src,rdamage,0);
		clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
		//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
		skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
	}

	if (!(flag & 1) &&
		(	
			skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
		) &&
		(sc = status_get_sc(src)) &&
		sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
		rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
	{
		skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
	}

	map_freeblock_unlock();

	return damage;	/* ?�_�?��Ԃ� */
}

/*==========================================
 * �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�
 *------------------------------------------
 */
static int skill_area_temp[8];	/* �ꎞ???B�K�v�Ȃ�g��?B */
static int skill_unit_temp[8];	/* For storing skill_unit ids as players move in/out of them. [Skotlex] */
static int skill_unit_index=0;	//Well, yeah... am too lazy to pass pointers around :X
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_retr(0, bl);
	nullpo_retr(0, ap);

	if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL)
		return 0;

	src=va_arg(ap,struct block_list *); //�����ł�src�̒l��??Ƃ��Ă��Ȃ��̂�NULL�`�F�b�N�͂��Ȃ�
	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)
		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 *c;
	int skillid,g_skillid;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit = (struct skill_unit *)bl);
	nullpo_retr(0, c = va_arg(ap,int *));

	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 HT_LANDMINE:
		case HT_ANKLESNARE:
		case HT_SHOCKWAVE:
		case HT_SANDMAN:
		case HT_FLASHER:
		case HT_FREEZINGTRAP:
		case HT_BLASTMINE:
		case HT_CLAYMORETRAP:
		case HT_TALKIEBOX:
		case HP_BASILICA:
			//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;
	}

	(*c)++;

	return 1;
}

int skill_check_unit_range(int m,int x,int y,int skillid,int skilllv)
{
	int c = 0;
	int range = skill_get_unit_range(skillid);
	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;
	}

	// �Ƃ肠����?����`�̃��j�b�g���C�A�E�g�̂ݑΉ�
	range += layout_type;
	map_foreachinarea(skill_check_unit_range_sub,m,
			x-range,y-range,x+range,y+range,BL_SKILL,&c,skillid);

	return c;
}

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


	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, c = va_arg(ap,int *));

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

	if(status_isdead(bl))
		return 0;

	skillid = va_arg(ap,int);
	if (skillid==HP_BASILICA && bl->type==BL_PC)
		return 0;

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

	return 1;
}

int skill_check_unit_range2(struct block_list *bl, int m,int x,int y,int skillid, int skilllv)
{
	int c = 0, 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;
			}
			// �Ƃ肠����?����`�̃��j�b�g���C�A�E�g�̂ݑΉ�
			range = skill_get_unit_range(skillid) + 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;

	map_foreachinarea(skill_check_unit_range2_sub, m,
		x - range, y - range, x + range, y + range,
		type, &c, skillid);

	return c;
}

int skill_guildaura_sub (struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	int gid, id, *flag;
	
	nullpo_retr(0, sd = (struct map_session_data *)bl);
	nullpo_retr(0, ap);

	id = va_arg(ap,int);
	gid = va_arg(ap,int);
	if (sd->status.guild_id != gid)
		return 0;
	nullpo_retr(0, flag = va_arg(ap,int *));

	if (flag && *flag > 0) {
		if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
			if (sd->sc.data[SC_GUILDAURA].val4 != *flag) {
				sd->sc.data[SC_GUILDAURA].val4 = *flag;
				status_calc_pc (sd, 0);
			}
			return 0;
		}
		status_change_start(&sd->bl, SC_GUILDAURA,100, 1, id, 0, *flag, 0, 0);
	}

	return 0;
}

/*=========================================================================
 * ��?�X�L���g�p?�??�������������
 */
/* ??ۂ�?���J�E���g����?B?iskill_area_temp[0]��?��������Ă�������?j */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
	if(skill_area_temp[0] < 0xffff)
		skill_area_temp[0]++;
	return 1;
}

int skill_count_water(struct block_list *src,int range)
{
	int i,x,y,cnt = 0,size = range*2+1;
	struct skill_unit *unit;

	for (i=0;i<size*size;i++) {
		x = src->x+(i%size-range);
		y = src->y+(i/size-range);
		if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
			cnt++;
			continue;
		}
		unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
		if (unit) {
			cnt++;
			skill_delunit(unit);
		}
	}
	return cnt;
}

/*==========================================
 *
 *------------------------------------------
 */
static int skill_timerskill(int tid, unsigned int tick, int id,int data )
{
	struct map_session_data *sd = NULL;
	struct mob_data *md = NULL;
	struct pet_data *pd = NULL;
	struct block_list *src = map_id2bl(id),*target;
	struct skill_timerskill *skl = NULL;
	int range;

	nullpo_retr(0, src);

	if(src->type == BL_PC) {
		sd = (struct map_session_data *)src;
		skl = &sd->skilltimerskill[data];
	}
	else if(src->type == BL_MOB) {
		md = (struct mob_data *)src;
		skl = &md->skilltimerskill[data];
	}
	else if(src->type == BL_PET) { // [Valaris]
		pd = (struct pet_data *)src;
		skl = &pd->skilltimerskill[data];
	}
	else
		return 0;

	nullpo_retr(0, skl);

	skl->timer = -1;

	if (sd) {
		sd->timerskill_count--;
	}

	//Check moved here because otherwise the timer is not reset to -1 and later on we'll see problems when clearing. [Skotlex]
	if(src->prev == NULL)
		return 0;

	if(skl->target_id) {
		struct block_list tbl;
		target = map_id2bl(skl->target_id);
		if(skl->skill_id == RG_INTIMIDATE) {
			if(target == NULL) {
				target = &tbl; //?��������ĂȂ��̂ɃA�h���X�˂�?��ł����̂���?H
				target->type = BL_NUL;
				target->m = src->m;
				target->prev = target->next = NULL;
			}
		}
		if(target == NULL)
			return 0;

		if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
			return 0;
		if(src->m != target->m)
			return 0;
		if(status_isdead(src))
			return 0;
		if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE)
			return 0;

		switch(skl->skill_id) {
			case RG_INTIMIDATE:
				if(sd && !map[src->m].flag.noteleport) {
					int x,y,i,j;
					pc_randomwarp(sd,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = sd->bl.x + dirx[j];
						y = sd->bl.y + diry[j];
						if(map_getcell(sd->bl.m,x,y,CELL_CHKPASS))
							break;
					}
					if(i >= 16) {
						x = sd->bl.x;
						y = sd->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[sd->bl.m].index,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				else if(md && !map[src->m].flag.monster_noteleport) {
					int x,y,i,j;
					mob_warp(md,-1,-1,-1,3);
					for(i=0;i<16;i++) {
						j = rand()%8;
						x = md->bl.x + dirx[j];
						y = md->bl.y + diry[j];
						if(map_getcell(md->bl.m,x,y,CELL_CHKPASS))
							break;
					}
					if(i >= 16) {
						x = md->bl.x;
						y = md->bl.y;
					}
					if(target->prev != NULL) {
						if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target))
							pc_setpos((struct map_session_data *)target,map[md->bl.m].index,x,y,3);
						else if(target->type == BL_MOB)
							mob_warp((struct mob_data *)target,-1,x,y,3);
					}
				}
				break;

			case BA_FROSTJOKE:			/* �����W��?�N */
			case DC_SCREAM:				/* �X�N��?�� */
				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 WZ_WATERBALL:
				if (skl->type>1) {
					skl->timer = 0;	// skill_addtimerskill�Ŏg�p����Ȃ��悤��
					skill_addtimerskill(src,tick+150,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
					skl->timer = -1;
				}
				skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
				if (skl->type <= 1) {	// partial fix: it still doesn't end if the target dies
					// should put outside of the switch, but since this is the only
					// mage targetted spell for now,
					struct status_change *sc = status_get_sc(src);
					if(sc && sc->data[SC_MAGICPOWER].timer != -1)	//�}�W�b�N�p�??��?��?I��
						status_change_end(src,SC_MAGICPOWER,-1);
				}
				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)
			return 0;
		switch(skl->skill_id) {
			case WZ_METEOR:
				if(skl->type >= 0) {
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
					clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
				}
				else
					skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
				break;
		}
	}

	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, max;
	unsigned short *count=NULL;
	struct skill_timerskill *sts = NULL;
	nullpo_retr(1, src);
	switch (src->type) {
		case BL_PC:
			sts = ((struct map_session_data *)src)->skilltimerskill;
			max = MAX_SKILLTIMERSKILL;
			count = &((struct map_session_data *)src)->timerskill_count;
		break;
		case BL_MOB:
			sts = ((struct mob_data *)src)->skilltimerskill;
			max = MAX_MOBSKILLTIMERSKILL;
		break;
		case BL_PET:
			sts = ((struct pet_data *)src)->skilltimerskill;
			max =  MAX_MOBSKILLTIMERSKILL;
		break;
		default:
			return 1;
	}
	for(i=0;i<max && sts[i].timer != -1;i++);
	if (i>=max) return 1;

	sts[i].timer = add_timer(tick, skill_timerskill, src->id, i);
	sts[i].src_id = src->id;
	sts[i].target_id = target;
	sts[i].skill_id = skill_id;
	sts[i].skill_lv = skill_lv;
	sts[i].map = src->m;
	sts[i].x = x;
	sts[i].y = y;
	sts[i].type = type;
	sts[i].flag = flag;
	if (count)
		(*count)++;
	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int skill_cleartimerskill(struct block_list *src)
{
	int i, max;
	unsigned short *count=NULL;
	struct skill_timerskill *sts = NULL;

	nullpo_retr(0, src);
	switch (src->type) {
		case  BL_PC:
			sts = ((struct map_session_data *)src)->skilltimerskill;
			max = MAX_SKILLTIMERSKILL;
			count = &((struct map_session_data *)src)->timerskill_count;
		break;
		case BL_MOB:
			sts = ((struct mob_data *)src)->skilltimerskill;
			max = MAX_MOBSKILLTIMERSKILL;
		break;
		case BL_PET:
			sts = ((struct pet_data *)src)->skilltimerskill;
			max =  MAX_MOBSKILLTIMERSKILL;
		break;
		default:
			return 0;
	}
		
	if (count) {
		for(i=0;i<max && *count > 0;i++) {
			if(sts[i].timer != -1) {
				delete_timer(sts[i].timer, skill_timerskill);
				sts[i].timer = -1;
				(*count)--;
			}
		}
	} else {
		for(i=0;i<max;i++) {
			if(sts[i].timer != -1) {
				delete_timer(sts[i].timer, skill_timerskill);
				sts[i].timer = -1;
			}
		}
	}
	return 0;
}

/*==========================================
 * �X�L���g�p?i�r?�����?AID�w��?U?�n?j
 * ?i�X�p�Q�b�e�B�Ɍ����ĂP?�O?i?I(�_�?�|)?j
 *------------------------------------------
 */
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, *tsd = NULL;
	struct status_change *sc;

	if(skillid < 0)	
	{	// remove the debug print when this case is finished
		ShowDebug("skill_castend_damage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,tick,flag);
		return 0;
	}
	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;
	
	if (src->type == BL_PC)
		sd = (struct map_session_data *)src;
	if (bl->type == BL_PC)
		tsd = (struct map_session_data *)bl;

	if (status_isdead(src) || (src != bl && status_isdead(bl)))
		return 1;

	if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
		//GTB makes all targetted skills silently fail.
		return 1;

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

	switch(skillid)
	{
	/* �?��?U?�n�X�L�� */
	case SM_BASH:			/* �o�b�V�� */
	case MC_MAMMONITE:		/* �?�}?�i�C�g */
	case TF_DOUBLE:
	case AC_DOUBLE:			/* �_�u���X�g���C�t�B���O */
	case AC_SHOWER:			/* �A�??�V���?? */
	case AS_SONICBLOW:		/* �\�j�b�N�u�?? */
	case KN_PIERCE:			/* �s�A?�X */
	case KN_SPEARBOOMERANG:	/* �X�s�A�u?�?���� */
	case KN_BRANDISHSPEAR:		/* �u�����f�B�b�V���X�s�A */
	case TF_POISON:			/* �C���x�i�� */
	case TF_SPRINKLESAND:	/* ?��܂� */
	case AC_CHARGEARROW:	/* �`��?�W�A�?? */
	case RG_RAID:		/* �T�v���C�Y�A�^�b�N */
	case RG_INTIMIDATE:		/* �C���e�B�~�f�C�g */
	case AM_ACIDTERROR:		/* �A�V�b�h�e��? */
	case BA_MUSICALSTRIKE:	/* �~��?�W�J���X�g���C�N */
	case DC_THROWARROW:		/* ��?�� */
	case BA_DISSONANCE:		/* �s���a�� */
	case CR_HOLYCROSS:		/* �z?��?�N�?�X */
	case NPC_DARKCROSS:
	case CR_SHIELDCHARGE:
	case CR_SHIELDBOOMERANG:
	/* �ȉ�MOB?�p */
	/* ???U??ASP��?�?U??A������?U??A�h�䖳��?U??A���i?U? */
	case NPC_PIERCINGATT:
	case NPC_MENTALBREAKER:
	case NPC_RANGEATTACK:
	case NPC_CRITICALSLASH:
	case NPC_COMBOATTACK:
	/* �K��?U??A��?U??A��??U??A��??U??A�X�^��?U? */
	case NPC_GUIDEDATTACK:
	case NPC_POISON:
	case NPC_BLINDATTACK:
	case NPC_SILENCEATTACK:
	case NPC_STUNATTACK:
	/* ?Ή�?U??A��?U??A?���?U??A�����_��ATK?U? */
	case NPC_PETRIFYATTACK:
	case NPC_CURSEATTACK:
	case NPC_SLEEPATTACK:
	case NPC_RANDOMATTACK:
	/* ?�??�?U??A�n??�?U??A��??�?U??A��??�?U? */
	case NPC_WATERATTACK:
	case NPC_GROUNDATTACK:
	case NPC_FIREATTACK:
	case NPC_WINDATTACK:
	/* ��??�?U??A?�??�?U??A��??�?U??A�O??�?U??ASP��?�?U? */
	case NPC_POISONATTACK:
	case NPC_HOLYATTACK:
	case NPC_DARKNESSATTACK:
	case NPC_TELEKINESISATTACK:
	case NPC_UNDEADATTACK:
	case NPC_BREAKARMOR:
	case NPC_BREAKWEAPON:
	case NPC_BREAKHELM:
	case NPC_BREAKSHIELD:
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_SPIRALPIERCE:	/* �X�p�C�����s�A?�X */
	case LK_HEADCRUSH:	/* �w�b�h�N���b�V�� */
	case LK_JOINTBEAT:	/* �W���C���g�r?�g */
	case CG_ARROWVULCAN:			/* �A�??�o���J�� */
	case HW_MAGICCRASHER:		/* �}�W�b�N�N���b�V��? */
	case ASC_METEORASSAULT:	/* �?�e�I�A�T���g */
	case ITM_TOMAHAWK:
	case MO_TRIPLEATTACK:
	case CH_CHAINCRUSH:		/* �A����? */
	case CH_TIGERFIST:		/* ���Ռ? */
	case PA_SHIELDCHAIN:	// Shield Chain
	case PA_SACRIFICE:	// Sacrifice, Aru's style.
	case WS_CARTTERMINATION:	// Cart Termination
	case AS_VENOMKNIFE:
	case HT_PHANTASMIC:
	case HT_POWER:
	case TK_DOWNKICK:
	case TK_COUNTER:
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case MO_COMBOFINISH:
		if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && 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),BL_CHAR,
				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);
		map_foreachinrange(skill_attack_area, src,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);	
		break;
	case TK_JUMPKICK:
		if(sd) {
			if (!pc_can_move(sd))
				return 0;
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			pc_movepos(sd,bl->x,bl->y,0); 
			clif_slide(src,bl->x,bl->y);
		}
		break;
	case ASC_BREAKER:				/* �\�E���u��?�J? */	// [DracoRPG]
		// Separate weapon and magic attacks
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;
	
	case SN_SHARPSHOOTING:			/* �V��?�v�V��?�e�B���O */
		// Does it stop if touch an obstacle? it shouldn't shoot trough walls
			map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
				skill_get_splash(skillid, skilllv),BL_CHAR,
				BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY);	// varargs		
		break;

	case MO_INVESTIGATE:	/* ?�� */
		skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		if (sc && sc->data[SC_BLADESTOP].timer != -1)
			status_change_end(src,SC_BLADESTOP,-1);
		break;

	case RG_BACKSTAP:		/* �o�b�N�X�^�u */
		{
			int dir = map_calc_dir(src, bl->x, bl->y), t_dir = status_get_dir(bl);
			if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
				if (sc && sc->data[SC_HIDING].timer != -1)
					status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O��?�
				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
				dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
				if (tsd)
					tsd->dir = dir;
				else if (bl->type == BL_MOB) {
					struct mob_data *tmd = (struct mob_data *)bl;
					if (tmd) tmd->dir = dir;
				}
				clif_changed_dir(bl);
			}
			else if (sd)
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MO_FINGEROFFENSIVE:	/* �w? */
		{
			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);
				sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
			}
			if (sc && sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;

	case MO_CHAINCOMBO:		/* �A��?� */
		{
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
			if (sc && sc->data[SC_BLADESTOP].timer != -1)
				status_change_end(src,SC_BLADESTOP,-1);
		}
		break;
	
	case KN_CHARGEATK:
	case MO_EXTREMITYFIST:	/* ��?C���e�P�? */
		{
			if(sd && !check_distance_bl(src, bl, 1)) { //Need to move to target.
				struct walkpath_data wpd;
				int dx,dy,speed;

				if (!pc_can_move(sd)) { //You need to be able to move to attack/reach target.
					clif_skill_fail(sd,skillid,0,0);
					break;
				}
				dx = bl->x - sd->bl.x;
				dy = bl->y - sd->bl.y;
				if(dx > 0) dx++;
				else if(dx < 0) dx--;
				if (dy > 0) dy++;
				else if(dy < 0) dy--;
				if(dx == 0 && dy == 0) dx++;
				if (path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
					dx = bl->x - sd->bl.x;
					dy = bl->y - sd->bl.y;
					if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) {
						clif_skill_fail(sd,skillid,0,0);
						break;
					}
				}
				sd->to_x = sd->bl.x + dx;
				sd->to_y = sd->bl.y + dy;
				if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
					flag = wpd.path_len; //Path_len is a pretty good approximate of the distance.
				if (skillid != MO_EXTREMITYFIST || battle_check_target(src, bl, BCT_ENEMY) > 0) //Check must be done here because EF should be broken this way.. [Skotlex]
					skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
				else
					clif_skill_fail(sd,skillid,0,0);
				speed = sd->speed;
				sd->speed = 20; //Simulate ultra fast walk speed. [Skotlex]
//				clif_updatestatus(sd, SP_SPEED); //Not sure yet if this is needed.
				clif_walkok(sd);
				clif_movechar(sd);
				if(dx < 0) dx = -dx;
				if(dy < 0) dy = -dy;
				sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
				if(sd->canact_tick < sd->canmove_tick)
					sd->canact_tick = sd->canmove_tick;
				sd->speed = speed;
//				clif_updatestatus(sd, SP_SPEED);
				pc_movepos(sd,sd->to_x,sd->to_y,1);
			}
			else //Assume minimum distance of 1 for Charge.
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
			if (skillid == MO_EXTREMITYFIST && sc && sc->count)
			{
				if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
					status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
				if (sc->data[SC_BLADESTOP].timer != -1)
					status_change_end(src,SC_BLADESTOP,-1);
				if (sc->data[SC_COMBO].timer != -1) //This is one is here to make combo end even if skill failed. 
					status_change_end(src,SC_COMBO,-1);
			}
		}
		break;

	/* �?��n��??U?�X�L�� */
	case AS_GRIMTOOTH:		/* �O�����g�D?�X */
	case MC_CARTREVOLUTION:	/* �J?�g�����H����?�V���� */
	case NPC_SPLASHATTACK:	/* �X�v���b�V���A�^�b�N */
		if(flag&1){
			/* �•ʂɃ_�??�W��?���� */
			if(bl->id!=skill_area_temp[1]){
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
					0x0500);				
			}
		} else {
			skill_area_temp[1]=bl->id;
			skill_area_temp[2]=bl->x;
			skill_area_temp[3]=bl->y;
			/* �܂��^?�Q�b�g��?U?�������� */
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
			/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�?��?s�� */
			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 AS_SPLASHER:
		if (flag & 1) {	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
			if (bl->id != skill_area_temp[1])
				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
			else
				skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0);
		} else {
			skill_area_temp[0] = 0;
			skill_area_temp[1] = bl->id;
			map_foreachinrange(skill_area_sub, bl, 
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
			skill_area_temp[0]--; //Substract one, the original target shouldn't count. [Skotlex]
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;


	case SM_MAGNUM:
		if(flag&1)
			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
		else {
			//If we get here, someone changed magnum to be a enemy targetted skill,
			//so treat it as such.
			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);
			//Initiate 10% of your damage becomes fire element.
			clif_skill_nodamage (src,bl,skillid,skilllv,
				status_change_start (src,SC_WATK_ELEMENT,100,
					3,20,0,0,skill_get_time2(skillid, skilllv),0));
			if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
		}
		break;

	case KN_BOWLINGBASH:	/* �{�E�����O�o�b�V�� */
		if(flag&1){
			/* �•ʂɃ_�??�W��?���� */
			if(bl->id!=skill_area_temp[1])
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
		} else {
				int i,c;	/* ��?l���畷���������Ȃ̂ŊԈ���Ă�”\?���?�?����?������?�?� */
				/* �܂��^?[�Q�b�g��?U���������� */
				c = skill_get_blewcount(skillid,skilllv);
				if(map_flag_gvg(bl->m) || status_get_mexp(bl)) 
					c = 0;
				for(i=0;i<c;i++){
					skill_blown(src,bl,0x20000|1);
					skill_area_temp[0]=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;
				}
				clif_blown(bl); //Update target pos.
				skill_area_temp[1]=bl->id;
				/* ���̌�^?�Q�b�g�ȊO�̔�??�̓G�S?��?�?��?s�� */
				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);
				skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
		}
		break;
	
	case KN_SPEARSTAB:		/* �X�s�A�X�^�u */
		if(flag&1){
			/* �•ʂɃ_�??[�W��^���� */
			if (bl->id==skill_area_temp[1])
				break;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
				skill_blown(src,bl,skill_area_temp[2]);
		} else {
			int x=bl->x,y=bl->y,i,dir;
			/* �܂��^?[�Q�b�g��?U���������� */
			dir = map_calc_dir(bl,src->x,src->y);
			skill_area_temp[1] = bl->id;
			skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
			if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0) && !status_get_mexp(bl))
				skill_blown(src,bl,skill_area_temp[2]);
			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,0))
			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),0,0,1,4,0); //Displays MISS, but better than nothing :X
		skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
		break;	

	case ALL_RESURRECTION:		/* ���U���N�V���� */
	case PR_TURNUNDEAD:			/* �^?���A���f�b�h */
		if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl)))
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	/* ���@�n�X�L�� */
	case MG_SOULSTRIKE:			/* �\�E���X�g���C�N */
	case NPC_DARKSTRIKE:		/*�Ń\�E���X�g���C�N*/
	case MG_COLDBOLT:			/* �R?[���h�{���g */
	case MG_FIREBOLT:			/* �t�@�C�A?[�{���g */
	case MG_LIGHTNINGBOLT:		/* ���C�g�j���O�{���g */
	case WZ_EARTHSPIKE:			/* �A?[�X�X�p�C�N */
	case AL_HEAL:				/* �q?[�� */
	case AL_HOLYLIGHT:			/* �z?[��?[���C�g */
	case WZ_JUPITEL:			/* ���s�e���T���_?[ */
	case NPC_DARKTHUNDER:			/*���s�e��*/
	case NPC_MAGICALATTACK:		/* MOB:���@��??U? */
	case PR_ASPERSIO:			/* �A�X�y���V�I */
	case MG_FROSTDIVER:		/* �t�?�X�g�_�C�o?[ */
	case WZ_SIGHTBLASTER:
	case WZ_SIGHTRASHER:		/* �T�C�g���b�V��?[ */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case WZ_WATERBALL:			/* �E�H?�^?�{?�� */
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		if (skilllv>1) {
			int range = skilllv/2;
			//Rain doesn't affect WATERBALL (Rain has been removed at kRO) [Lupus]
			//int cnt = (!map[src->m].flag.rain) ? skill_count_water(src,range) - 1 : skill_get_num(skillid,skilllv) - 1;
			int cnt = (src->type==BL_PC)?skill_count_water(src,range):range*range;
			cnt--;
			if (cnt > 0)
				skill_addtimerskill(src,tick+150,bl->id,0,0,
					skillid,skilllv,cnt,flag);
		}
		break;

	case PR_BENEDICTIO:			/* ?�??~�� */
	{	//Should attack undead and demons. [Skotlex]
		int race = status_get_race(bl);
		if (battle_check_undead(race, status_get_elem_type(bl)) || race == 6)
			skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
	}
	break;

	/* ���@�n��??U?�X�L�� */
	case MG_NAPALMBEAT:			/* �i�p?���r?�g */
	case MG_FIREBALL:			/* �t�@�C��?�{?�� */
		if (flag & 1) {
			/* �•ʂɃ_�??�W��?���� */
			if (bl->id == skill_area_temp[1])
				break;
			if(skillid == MG_FIREBALL) //Store distance.	
				skill_area_temp[0] = distance_blxy(bl, skill_area_temp[2], skill_area_temp[3]);
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500);
		} else {
			skill_area_temp[0]=0;
			skill_area_temp[1]=bl->id;
			switch (skillid) {
				case MG_NAPALMBEAT:
					/* �i�p?[���r?[�g�͕��U�_�??[�W�Ȃ̂œG��?���?����� */
					map_foreachinrange(skill_area_sub, bl,
						skill_get_splash(skillid, skilllv),BL_CHAR,
						src,skillid,skilllv,tick,flag|BCT_ENEMY,
						skill_area_sub_count);
					break;
				case MG_FIREBALL:
					skill_area_temp[2]=bl->x;
					skill_area_temp[3]=bl->y;
					break;
			}
			/* �^?[�Q�b�g��?U����������(�X�L���G�t�F�N�g�\��) */
			skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
			/* �^?[�Q�b�g�ȊO�͈͓̔��̓G�S�̂�?��?��?s�� */
			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 HW_NAPALMVULCAN: // Fixed By SteelViruZ
		if (flag & 1) {
			if (bl->id != skill_area_temp[1])
				skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
		} else {
			skill_area_temp[0] = 0;
			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,
				skill_area_sub_count);
			skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
			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 SL_STIN:
	case SL_STUN:
	case SL_SMA:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
		break;
		
	/* ���̑� */
	case HT_BLITZBEAT:			/* �u���b�c�r?�g */
		if (flag & 1) {	//Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
			skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
		} else {
			skill_area_temp[0] = 0;
			skill_area_temp[1] = bl->id;
			if (flag & 0xf00000) //Warning, 0x100000 is currently BCT_NEUTRAL, so don't mix it when asking for the enemy. [Skotlex]
				map_foreachinrange(skill_area_sub, bl, 
					skill_get_splash(skillid, skilllv), BL_CHAR,
					src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
			map_foreachinrange(skill_area_sub, bl,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src, skillid, skilllv, tick, BCT_ENEMY|1,
				skill_castend_damage_id);
		}
		break;

	case NPC_DARKBREATH:
		clif_emotion(src,7);
		skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
		break;

	case SN_FALCONASSAULT:			/* �t�@���R���A�T���g */
	case PA_PRESSURE:	/* �v���b�V��? */
	case CR_ACIDDEMONSTRATION:  // Acid Demonstration
	case TF_THROWSTONE:			/* ?��� */
	case NPC_SMOKING:			/* �X��?�L���O */
	case NPC_SELFDESTRUCTION:	/* ���� */
		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,0 );
			if (tsd) {
				tsd->status.sp = 0;
				clif_updatestatus(tsd,SP_SP);
			}
		} else {
			clif_skill_nodamage(src,src,skillid,skilllv,1);
			if (skilllv == 5)
				skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,0 );
			if (sd) {
				sd->status.sp = 0;
				clif_updatestatus(sd,SP_SP);
			}
		}		
		if (sd) pc_blockskill_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
		break;

	/* HP�z?/HP�z?���@ */
	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){
				struct block_list tbl;
				tbl.id = 0;
				tbl.type = BL_NUL;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl, src, AL_HEAL, heal, 1);
				battle_heal(NULL, src, heal, 0, 0);
			}
		}
		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, 0x0500);
			} 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);
			}
		}
		break;

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

	map_freeblock_unlock();	

	return 0;
}

/*==========================================
 * �X�L���g�p?i�r?�����?AID�w��x���n?j
 *------------------------------------------
 */
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 = NULL;
	struct map_session_data *dstsd = NULL;
	struct status_change *tsc;
	struct mob_data *md = NULL;
	struct mob_data *dstmd = NULL;
	int i,type=-1;
	
	if(skillid < 0 || skillid > MAX_SKILL) 
	{	// remove the debug print when this case is finished
		ShowDebug("skill_castend_nodamage_id: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
						src, bl,skillid,skilllv,tick,flag);
		return 0;
	}
	if(skillid > 0 && skilllv <= 0) return 0;	// celest

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

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

	if (src->type == BL_PC) {
		sd = (struct map_session_data *)src;
	} else if (src->type == BL_MOB) {
		md = (struct mob_data *)src;
	}

	if (bl->type == BL_PC){
		dstsd = (struct map_session_data *)bl;
	} else if (bl->type == BL_MOB){
		dstmd = (struct mob_data *)bl;
	}

	if(bl->prev == NULL)
		return 1;
	if(status_isdead(src) && skillid != NPC_REBIRTH)
		return 1;
	if(status_isdead(bl) && skillid != NPC_REBIRTH && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
		return 1;

	//Self skill with target changed? We assume these are offensive auto-select-target skills. [Skotlex]
	//But only do this on the first call (flag&~1)
	if (!(flag&1) && skill_get_inf(skillid)&INF_SELF_SKILL && src != bl && !(skill_get_nk(skillid)&NK_NO_DAMAGE))
		return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
	
	if (skillid > 0 && skillid < MAX_SKILL)
		type = SkillStatusChangeTable[skillid];
	
	//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
	switch (skillid) {
		case AL_HEAL:
		case ALL_RESURRECTION:
		case PR_ASPERSIO:
			if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {
				if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
				  	//Offensive heal does not works on non-enemies. [Skotlex]
					if (sd) clif_skill_fail(sd,skillid,0,0);
					return 0;
				}
				if(!sd) {
					//Prevent non-players from casting offensive heal. [Skotlex]
					clif_emotion(src, 4); 
					return 0;
				}
				return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
			}
			break;
		case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
			return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
		case CR_GRANDCROSS:
		case NPC_GRANDDARKNESS:
			//These two are actually ground placed.
			if(sd)
				sd->canmove_tick = tick + 900;
			else if(md)
				mob_changestate(md,MS_DELAY,900);
			return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
	}
	tsc = status_get_sc(bl);

	map_freeblock_lock();
	switch(skillid)
	{
	case AL_HEAL:				/* �q?�� */
		{
			int heal = skill_calc_heal(src, skilllv);
			int heal_get_jobexp;
			int skill;
	
			if (skilllv > 10)
				heal = 9999; //9999�q?[��
			if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
				heal=0;	/* ?��峃J?�h?i�q?���ʂO?j */
			if (sd) {
				if ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) // �?�f�B�e�C�e�B�I
					heal += heal * skill * 2 / 100;
				if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
					(sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //������?�ۂ�PC�A?�ۂ������̃p?�g�i?�A�������X�p�m�r�A���������Ȃ�
					heal = heal*2;	//�X�p�m�r�̉ł��U�߂Ƀq?�������2�{�ɂȂ�
			}

			if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1 
				&& !(status_get_mode(src)&MD_BOSS)
			) { //Bounce back heal
				if (--tsc->data[SC_KAITE].val2 <= 0)
					status_change_end(bl, SC_KAITE, -1);
				if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
				clif_skill_nodamage (src, src, skillid, heal, 1);
				heal_get_jobexp = battle_heal(NULL,src,heal,0,0);
			} else {
				clif_skill_nodamage (src, bl, skillid, heal, 1);
				heal_get_jobexp = battle_heal(NULL,bl,heal,0,0);
			}

			// JOB??�l�l��
			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;
				if (bl->type == BL_PC)	// Give heal experience only when healing players [Harbin]
					pc_gainexp (sd, 0, heal_get_jobexp);
			}
		}
		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.nopenalty) { //Apply penalty
				sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
				sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
				clif_updatestatus(sd,SP_BASEEXP);
				clif_updatestatus(sd,SP_JOBEXP);
			}
			pc_heal(sd, 1-sd->status.hp, 1-sd->status.sp);
			break;
		} else if (dstsd && pc_isdead(dstsd) && 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:		/* ���U���N�V���� */
		if(sd && map_flag_gvg(bl->m))
		{	//No reviving in WoE grounds!
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		if(dstsd) {
			int per = 0;
			if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
				break;			/* PVP�ŕ����s�”\?�� */

			if (pc_isdead(dstsd)) {	/* ���S���� */
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				switch(skilllv){
				case 1: per=10; break;
				case 2: per=30; break;
				case 3: per=50; break;
				case 4: per=80; break;
				}
				dstsd->status.hp = dstsd->status.max_hp * per / 100;
				if (dstsd->status.hp <= 0) dstsd->status.hp = 1;
				if (dstsd->special_state.restart_full_recover) {	/* �I�V���X�J?�h */
					dstsd->status.hp = dstsd->status.max_hp;
					dstsd->status.sp = dstsd->status.max_sp;
				}
				pc_setstand(dstsd);
				if(battle_config.pc_invincible_time > 0)
					pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
				clif_updatestatus(dstsd, SP_HP);
				clif_resurrection(bl, 1);
				if(sd && 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) {
						exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
						if (exp < 1) exp = 1;
					}
					if(jlv > 0) {
						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, exp, jexp);
				}
			}
		}
		break;

	case AL_DECAGI:			/* ���x��?� */
		clif_skill_nodamage (src, bl, skillid, skilllv,
			status_change_start (bl, type,
				(40 + skilllv * 2 + (status_get_lv(src) + status_get_int(src))/5),
				skilllv, 0, 0, 0, skill_get_time(skillid,skilllv),0));
		break;

	case AL_CRUCIS:
		if (flag & 1) {
			if (battle_check_target (src, bl, BCT_ENEMY))
				status_change_start(bl,type,
					23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
					skilllv,0,0,0,0,0);
		} 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:		/* ���b�N�X�f�B�r?�i */
		if (tsc && tsc->count && tsc->data[type].timer != -1) {
			status_change_end(bl,type, -1);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
		} else 
			clif_skill_nodamage (src, bl, skillid, skilllv, 
		  		status_change_start(bl,type,
					100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case SA_ABRACADABRA:
		{
			int abra_skillid = 0, abra_skilllv;
			if (sd)
			{ //Crash-fix [Skotlex]
				//require 1 yellow gemstone even with mistress card or Into the Abyss
				if ((i = pc_search_inventory(sd, 715)) < 0 )
				{ //bug fixed by Lupus (item pos can be 0, too!)
					clif_skill_fail(sd,skillid,0,0);
					break;
				}
				pc_delitem(sd, i, 1, 0);
			}
			do {
				abra_skillid = rand() % MAX_SKILL_ABRA_DB;
				if (skill_abra_db[abra_skillid].req_lv > skilllv ||
					rand()%10000 >= skill_abra_db[abra_skillid].per ||		//db�Ɋ�Â����x��?�m������
					(abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) ||	//NPC�X�L���̓_�?
					skill_get_unit_flag(abra_skillid) & UF_DANCE)	//���t�X�L���̓_�?
						abra_skillid = 0;	// reset to get a new id
			} while (abra_skillid == 0);
			abra_skilllv = skill_get_max(abra_skillid) >  skilllv ? skilllv : skill_get_max(abra_skillid);
			clif_skill_nodamage (src, bl, skillid, skilllv, 1);
			if (sd)
			{	//Crash-protection against Abracadabra casting pets
				sd->skillitem = abra_skillid;
				sd->skillitemlv = abra_skilllv;
				sd->state.abra_flag = 1;
				clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
			} else if(src->type == BL_PET)
			{	// [Skotlex]
				struct pet_data *pd = (struct pet_data *)src;
				int inf = skill_get_inf(abra_skillid);
				if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) { 
					nullpo_retr(1,(struct map_session_data *)pd->msd);
					petskill_use(pd, &pd->msd->bl, abra_skillid, abra_skilllv, tick); 
				} else //Assume offensive skills
					petskill_use(pd, bl, abra_skillid, abra_skilllv, tick); 
			}
		}
		break;

	case SA_COMA:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ));
		break;
	case SA_FULLRECOVERY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (status_isimmune(bl))
			break;
		if (dstsd) pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
		else if (dstmd) dstmd->hp = status_get_max_hp(bl);
		break;
	case SA_SUMMONMONSTER:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd) mob_once_spawn(sd,map[src->m].name,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, pc_nextbaseexp(sd) * 10 / 100, 0);
		break;
	case SA_INSTANTDEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		battle_damage(NULL,src,status_get_hp(src)-1,0);
		break;
	case SA_QUESTION:
	case SA_GRAVITY:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		break;
	case SA_CLASSCHANGE:
		{
			//�N���X�`�F���W�p�{�X�����X�^?ID
			static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
				,1157,1159,1190,1272,1312,1373,1492};
			int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstmd) mob_class_change(dstmd,class_);
		}
		break;
	case SA_MONOCELL:
		{
			static int poringclass[]={1002};
			int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstmd) mob_class_change(dstmd,class_);
		}
		break;
	case SA_DEATH:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		battle_damage(NULL,bl,status_get_max_hp(bl),1);
		break;
	case SA_REVERSEORCISH:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
		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) {
			for (i = 0; i < MAX_PET_DB; i++) {
				if (dstmd->class_ == pet_db[i].class_) {
					pet_catch_process1 (sd, dstmd->class_);
					break;
				}
			}
		}
		break;

	case AL_INCAGI:			/* ���x?�� */
	case AL_BLESSING:		/* �u���b�V���O */
	case PR_SLOWPOISON:
	case PR_IMPOSITIO:		/* �C���|�V�e�B�I�}�k�X */
	case PR_LEXAETERNA:		/* ���b�N�X�G?�e���i */
	case PR_SUFFRAGIUM:		/* �T�t���M�E�� */
	case PR_BENEDICTIO:		/* ?�??~�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case CR_PROVIDENCE:		/* �v�?���B�f���X */
		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,
			status_change_start(bl,type,
				100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;
		
	case CG_MARIONETTE:		/* �}���I�l�b�g�R���g�??�� */
		{
			struct status_change *sc= status_get_sc(src);
			int type2 = SC_MARIONETTE2;

			if(sc && tsc){
				if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
					status_change_start (src,type,100,skilllv,0,bl->id,0,skill_get_time(skillid,skilllv),0);
					status_change_start (bl,type2,100,skilllv,0,src->id,0,skill_get_time(skillid,skilllv),0);
					clif_marionette(src, bl);
				}
				else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
					sc->data[type].val3 == bl->id && tsc->data[type2].val3 == src->id) {
					status_change_end(src, type, -1);
					status_change_end(bl, type2, -1);
					clif_marionette(src, 0);
				}
				else {
					if (sd) clif_skill_fail(sd,skillid,0,0);
					map_freeblock_unlock();
					return 1;
				}
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			}
		}
		break;

	case RG_CLOSECONFINE:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start (bl,type,100,
				skilllv,src->id,0,0,skill_get_time(skillid,skilllv),0));
		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 == 0 ||
				(dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
				(	//Allow re-enchanting to lenghten time. [Skotlex]
					dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
					dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
					dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
					dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
					dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
					dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
					dstsd->sc.data[SC_ENCPOISON].timer != -1
				))
				) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
		}
		if (sd) {
			int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
			if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
		}
		// 100% success rate at lv4 & 5, but lasts longer at lv5
		i = skilllv <4?(60+skilllv*10):100;
		i = status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		if(!i) {
			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");
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;

	case PR_ASPERSIO:		/* �A�X�y���V�I */
		if (sd && dstmd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case TK_SEVENWIND:
		switch(skilllv){
			case 1:
				type=SC_EARTHWEAPON;
				break;
			case 2:
				type=SC_WINDWEAPON;
				break;
			case 3:
				type=SC_WATERWEAPON;
				break;
			case 4:
				type=SC_FIREWEAPON;
				break;
			case 5:
				type=SC_GHOSTWEAPON;
				break;
			case 6:
				type=SC_SHADOWWEAPON;
				break;
			case 7:
				type=SC_ASPERSIO;
				break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case PR_KYRIE:			/* �L���G�G���C�\�� */
		clif_skill_nodamage(bl,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;
	//Passive Magnum, should had been casted on yourself.
	case SM_MAGNUM:
		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);
 //Initiate 10% of your damage becomes fire element.
		clif_skill_nodamage (src,src,skillid,skilllv,
			status_change_start (src,SC_WATK_ELEMENT,100,
				3,20,0,0,skill_get_time2(skillid, skilllv),0));
		if (sd) pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
		break;
	case LK_BERSERK:		/* �o?�T?�N */
	case KN_AUTOCOUNTER:		/* �I?�g�J�E���^? */
	case KN_TWOHANDQUICKEN:	/* �c?�n���h�N�C�b�P�� */
	case KN_ONEHAND:
	case CR_SPEARQUICKEN:	/* �X�s�A�N�C�b�P�� */
	case CR_REFLECTSHIELD:
	case AS_POISONREACT:	/* �|�C�Y�����A�N�g */
	case MC_LOUD:			/* ���E�h�{�C�X */
	case MG_ENERGYCOAT:		/* �G�i�W?�R?�g */
	case MG_SIGHT:			/* �T�C�g */
	case AL_RUWACH:			/* ���A�t */
	case MO_EXPLOSIONSPIRITS:	// �����g��
	case MO_STEELBODY:		// ��?�
	case LK_AURABLADE:		/* �I?���u��?�h */
	case LK_PARRYING:		/* �p���C���O */
	case LK_CONCENTRATION:	/* �R���Z���g��?�V���� */
	case WS_CARTBOOST:		/* �J?�g�u?�X�g */
	case SN_SIGHT:			/* �g�D��?�T�C�g */
	case WS_MELTDOWN:		/* �?���g�_�E�� */
	case WS_OVERTHRUSTMAX:	// Overthrust Max [Celest]
	case ST_REJECTSWORD:	/* ���W�F�N�g�\?�h */
	case HW_MAGICPOWER:		/* ���@��?�? */
	case PF_MEMORIZE:		/* �?�����C�Y */
	case PA_SACRIFICE:
	case ASC_EDP:			// [Celest]
	case NPC_STOP:
	case WZ_SIGHTBLASTER:
	case SG_SUN_COMFORT:
	case SG_MOON_COMFORT:
	case SG_STAR_COMFORT:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case SG_SUN_WARM:
	case SG_MOON_WARM:
	case SG_STAR_WARM:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,skillid,skill_get_splash(skillid,skilllv),skill_get_time(skillid,skilllv),0));
		break;

	case CG_MOONLIT:		/* ������̐�ɗ�����Ԃт� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if (sd && battle_config.player_skill_partner_check) {
			skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
		} else
			skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
		
		break;
	
	case HP_ASSUMPTIO:
		if (flag&1)
			status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		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:			/* �C���f���A */
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		if (sd)
			pc_blockskill_start (sd, skillid, 10000);
		break;

	case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
		if (sd && dstsd && dstsd->sc.count) {
			if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
				dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
				dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
				dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
				dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
				dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
			//	dstsd->sc.data[SC_ENCPOISON].timer != -1 //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,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case LK_TENSIONRELAX:	/* �e���V���������b�N�X */
		if (sd) {
			pc_setsit(sd);
			clif_sitting(sd);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		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_mob(sd, sd->mission_mobid, sd->mission_count);
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
			id = mob_get_random_id(0,0, 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_mob(sd, id, 0);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case AC_CONCENTRATION:	/* ?W���͌�?� */
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
			map_foreachinrange( status_change_timer_sub, src,
				skill_get_splash(skillid, skilllv), BL_CHAR,
				src,status_get_sc(src),type,tick);
		}
		break;

	case SM_PROVOKE:		/* �v�?�{�b�N */
		/* MVPmob�ƕs���ɂ�?���Ȃ� */
		if((status_get_mode(bl)&MD_BOSS) || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) { //�s���ɂ�?���Ȃ�
			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,skilllv,
			(i=status_change_start(bl,type,
				50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0)));
		if (!i)
		{
			if (sd) 
				clif_skill_fail(sd,skillid,0,0);
			map_freeblock_unlock();
			return 0;
		}
		if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel)	// �r?��W�Q
			skill_castcancel(bl,0);
		if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
			&& dstsd->state.skillcastcancel	&& !dstsd->special_state.no_castcancel2)
			skill_castcancel(bl,0);

		if(tsc && tsc->count){
			if(tsc->data[SC_FREEZE].timer!=-1)
				status_change_end(bl,SC_FREEZE,-1);
			if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
				status_change_end(bl,SC_STONE,-1);
			if(tsc->data[SC_SLEEP].timer!=-1)
				status_change_end(bl,SC_SLEEP,-1);
		}

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

	case CR_DEVOTION:		/* �f�B�{?�V���� */
		if(sd && dstsd)
		{
			//??���{�q��?�?��̌���?E�Ƃ��Z?o����

			int lv = sd->status.base_level - dstsd->status.base_level;
			if (lv < 0) lv = -lv;
			if (lv > battle_config.devotion_level_difference ||
				(dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
				(dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			//Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
			for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
			if (i == skilllv)
			{
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 1;
			}
			sd->devotion[i] = bl->id;
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000,0));
			clif_devotion(sd);
		}
		else
			if (sd)
				clif_skill_fail(sd,skillid,0,0);
		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) {
			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));
			skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
		}
		break;	

	case MO_BLADESTOP:	// ��?n���
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(src,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case MO_ABSORBSPIRITS:	// ?�D
		i = 0;
		if (dstsd && dstsd->spiritball > 0 &&
			((sd && sd == dstsd) || map_flag_vs(src->m)))
		{
			i = dstsd->spiritball * 7;
			pc_delspiritball(dstsd,dstsd->spiritball,0);
		} else if (dstmd && //??ۂ������X�^?��?�?�
			//20%�̊m����??ۂ�Lv*2��SP���񕜂���?B?��������Ƃ��̓^?�Q�b�g(��?�D?)��????!!
			!(status_get_mode(bl)&MD_BOSS) && rand() % 100 < 20)
		{
			i = 2 * dstmd->db->lv;
			mob_target(dstmd,src,0);
		}
		if (sd){
			if (i > 0x7FFF)
				i = 0x7FFF;
			if (sd->status.sp + i > sd->status.max_sp)
				i = sd->status.max_sp - sd->status.sp;
			if (i) {
				sd->status.sp += i;
				clif_heal(sd->fd,SP_SP,i);
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,0);
		break;

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

	case AM_PHARMACY:			/* �|?�V����?�?� */
		if(sd) {
			clif_skill_produce_mix_list(sd,22);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case SA_CREATECON:
		if(sd) {
			clif_skill_produce_mix_list(sd,23);
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	case BS_HAMMERFALL:		/* �n���}?�t�H?�� */
		if(dstsd && dstsd->special_state.no_weapon_damage) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKLANDPROTECTOR))
			break; //Land Protector blocks Hammer Fall [Skotlex]
		
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,SC_STUN,(20 + 10 * skilllv),
				skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
		break;
	case RG_RAID:			/* �T�v���C�Y�A�^�b�N */
		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|1,
			skill_castend_damage_id);
		status_change_end(src, SC_HIDING, -1);	// �n�C�f�B���O��?�
		break;

	case ASC_METEORASSAULT:	/* �?�e�I�A�T���g */
		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|1,
			skill_castend_damage_id);
		break;

	case KN_BRANDISHSPEAR:	/*�u�����f�B�b�V���X�s�A*/
		{
			int c,n=4,ar;
			int dir = map_calc_dir(src,bl->x,bl->y);
			struct square tc;
			int x=bl->x,y=bl->y;
			ar=skilllv/3;
			skill_brandishspear_first(&tc,dir,x,y);
			skill_brandishspear_dir(&tc,dir,4);
			/* ��?�C */
			if(skilllv == 10){
				for(c=1;c<4;c++){
					map_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],BL_CHAR,
						src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
						skill_castend_damage_id);
				}
			}
			/* ��?�B�A */
			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_foreachinarea(skill_area_sub,
						bl->m,tc.val1[c],tc.val2[c],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_foreachinarea(skill_area_sub,
					bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],BL_CHAR,
					src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
					skill_castend_damage_id);
			}
		}
		break;
	
	case WZ_SIGHTRASHER:
		//Passive side of the attack.
		status_change_end(src,SC_SIGHT,-1);
		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 WZ_FROSTNOVA:
		map_foreachinrange(skill_attack_area, src,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
		break;

	case NPC_SELFDESTRUCTION:
		clif_skill_nodamage(src, src, skillid, -1, 1);
		map_foreachinrange(skill_area_sub, bl,
			skill_get_splash(skillid, skilllv), BL_CHAR,
			src, skillid, skilllv, tick, flag|BCT_ENEMY,
			skill_castend_damage_id);
		battle_damage(src, src, skill_area_temp[2], 0);
		break;

	/* �p?�e�B�X�L�� */
	case AL_ANGELUS:		/* �G���W�F���X */
	case PR_MAGNIFICAT:		/* �}�O�j�t�B�J?�g */
	case PR_GLORIA:			/* �O�?���A */
	case SN_WINDWALK:		/* �E�C���h�E�H?�N */
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		} else if (sd) {
			/* �p?�e�B�S?�ւ�?�? */
			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_ADRENALINE:		/* �A�h���i�������b�V�� */
	case BS_ADRENALINE2:
	case BS_WEAPONPERFECT:	/* �E�F�|���p?�t�F�N�V���� */
	case BS_OVERTHRUST:		/* �I?�o?�g���X�g */
		if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
			/* �•ʂ�?�? */
			clif_skill_nodamage(bl,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0));
		} else if (sd) {
			/* �p?�e�B�S?�ւ�?�? */
			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 CR_AUTOGUARD:
	case TK_READYSTORM:
	case TK_READYDOWN:
	case TK_READYTURN:
	case TK_READYCOUNTER:
	case TK_DODGE:
	case CR_SHRINK:
	case ST_PRESERVE:
	case SG_FUSION:
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case SL_KAITE:
	case SL_KAAHI:
	case SL_KAIZEL:
	case SL_KAUPE:
		if (sd) {
			if (!dstsd || !(
				(sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
				dstsd->char_id == sd->char_id ||
				dstsd->char_id == sd->status.partner_id ||
				dstsd->char_id == sd->status.child
			)) {
				status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
				clif_skill_fail(sd,skillid,0,0);
				break;
			}
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid, skilllv),0));
		break;
	case SM_AUTOBERSERK:	// Celest
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);				
		else
			i = status_change_start(bl,type,100,skilllv,0,0,0,0,0);
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case TF_HIDING:			/* �n�C�f�B���O */
	case ST_CHASEWALK:			/* �n�C�f�B���O */
		if (tsc && tsc->data[type].timer != -1)
			i = status_change_end(bl, type, -1);
		else
			i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		clif_skill_nodamage(src,bl,skillid,-1,i); // Don't display the skill name as it is a hiding skill
		break;
	case TK_RUN:
			if (tsc && tsc->data[type].timer != -1)
				i = status_change_end(bl, type, -1);
			else
				i = status_change_start(bl,type,100,skilllv,status_get_dir(bl),0,0,0,0);
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;
	case AS_CLOAKING:		/* �N�??�L���O */
		if(tsc && tsc->data[type].timer!=-1 )
			/* ��?����� */
			i = status_change_end(bl, type, -1);
		else
			i = status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0);
		clif_skill_nodamage(src,bl,skillid,-1,i);
		if (!i && sd)
			clif_skill_fail(sd,skillid,0,0);
		break;

	/* ?�n�X�L�� */
	case BD_LULLABY:			/* �q��S */
	case BD_RICHMANKIM:			/* �j�����h�̉� */
	case BD_ETERNALCHAOS:		/* �i����?��� */
	case BD_DRUMBATTLEFIELD:	/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:		/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:			/* �?�L�̋��� */
	case BD_INTOABYSS:			/* ?[���̒��� */
	case BD_SIEGFRIED:			/* �s��?g�̃W?�N�t��?�h */
	case BA_DISSONANCE:			/* �s���a�� */
	case BA_POEMBRAGI:			/* �u���M�̎? */
	case BA_WHISTLE:			/* ���J */
	case BA_ASSASSINCROSS:		/* �[�z�̃A�T�V���N�?�X */
	case BA_APPLEIDUN:			/* �C�h�D���̗ь� */
	case DC_UGLYDANCE:			/* ����?���ȃ_���X */
	case DC_HUMMING:			/* �n�~���O */
	case DC_DONTFORGETME:		/* ����Y��Ȃ���?c */
	case DC_FORTUNEKISS:		/* ?K�^�̃L�X */
	case DC_SERVICEFORYOU:		/* �T?�r�X�t�H?��? */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
		break;

	case HP_BASILICA:			/* �o�W���J */
	case CG_HERMODE:			// Wand of Hermod
		{
			struct skill_unit_group *sg;
			battle_stopwalking(src,1);
			skill_clear_unitgroup(src);
			sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			if(skillid == CG_HERMODE)
				i = status_change_start(src,SC_DANCING,100,
						skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv),0);
			else
				i = status_change_start(src,type,100,
						skilllv,0,BCT_SELF,sg->group_id,
						skill_get_time(skillid,skilllv),0);
			clif_skill_nodamage(src,bl,skillid,skilllv,i);
		}
		break;

	case PA_GOSPEL:				/* �S�X�y�� */
		if (!tsc) break;
		if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
			i = status_change_end(bl,SC_GOSPEL,-1);
		} else {
			struct skill_unit_group *sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
			if (tsc->data[type].timer != -1)
				status_change_end(bl,type,-1); //Was under someone else's Gospel. [Skotlex]
			i = status_change_start(bl,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv),0);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,i);
		break;

	case BD_ADAPTATION:			/* �A�h���u */
		if(tsc && tsc->data[SC_DANCING].timer!=-1){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			skill_stop_dancing(bl);
		}
		break;

	case BA_FROSTJOKE:			/* �����W��?�N */
	case DC_SCREAM:				/* �X�N��?�� */
		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) {	// Mob�͒?��Ȃ�����?A�X�L���������΂��Ă݂�
			char temp[128];
			if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
				break; //Message won't fit on buffer. [Skotlex]
			sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
			clif_GlobalMessage(&md->bl,temp);
		}
		break;


	case BA_PANGVOICE://�p���{�C�X
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,SC_CONFUSION,50,
				7,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case DC_WINKCHARM://���f�̃E�B���N
		if(dstsd){
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,SC_CONFUSION,30,
					7,0,0,0,skill_get_time2(skillid,skilllv),0));
		}else if(dstmd)
		{
			int race = status_get_race(bl);
			if(status_get_lv(src)>status_get_lv(bl) && (race == 6 || race == 7 || race == 8)) {
				clif_skill_nodamage(src,bl,skillid,skilllv,
					status_change_start(bl,type,70,
						skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
				} else{
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				if(sd)
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;

	case TF_STEAL:			// �X�e�B?��
		if(sd) {
			if(pc_steal_item(sd,bl))
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
			else
				clif_skill_fail(sd,skillid,0x0a,0);
		}
		break;

	case RG_STEALCOIN:		// �X�e�B?���R�C��
		if(sd) {
			if(pc_steal_coin(sd,bl)) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				mob_target((struct mob_data *)bl,src,skill_get_range2(src,skillid,skilllv));
			}
			else
				clif_skill_fail(sd,skillid,0,0);
		}
		break;

	case MG_STONECURSE:			/* �X�g?���J?�X */
		{
			if (status_get_mode(bl)&MD_BOSS) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc)
				break;
			if (dstmd)
				mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
			
			if (tsc->data[SC_STONE].timer != -1) {
				status_change_end(bl,SC_STONE,-1);
				if (sd) clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if (status_change_start(bl,SC_STONE,
				(skilllv*4+20),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0))
					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) break;
			}
			if (sd) {
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
					break; //Do not delete the gemstone.
				if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
					pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
			}
		}
		break;

	case NV_FIRSTAID:			/* ?�}��? */
		clif_skill_nodamage(src,bl,skillid,5,1);
		battle_heal(NULL,bl,5,0,0);
		break;

	case AL_CURE:				/* �L���A? */
		if(status_isimmune(bl)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		status_change_end(bl, SC_SILENCE	, -1 );
		status_change_end(bl, SC_BLIND	, -1 );
		status_change_end(bl, SC_CONFUSION, -1 );
		if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			status_change_start(bl, SC_CONFUSION,100,1,0,0,0,6000,0);
		}
		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	, -1 );
		status_change_end(bl, SC_DPOISON	, -1 );
		break;

	case PR_STRECOVERY:			/* ���J�o��? */
		if(status_isimmune(bl)) {
			clif_skill_nodamage(src,bl,skillid,skilllv,0);
			break;
		}
		status_change_end(bl, SC_FREEZE	, -1 );
		status_change_end(bl, SC_STONE	, -1 );
		status_change_end(bl, SC_SLEEP	, -1 );
		status_change_end(bl, SC_STUN	, -1 );
		//Is this equation really right? It looks so... special.
		if( battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ){//�A���f�b�h�Ȃ�È�?��
			status_change_start(bl, SC_BLIND,
				(100-(status_get_int(bl)/2+status_get_vit(bl)/3+status_get_luk(bl)/10)),
				1,0,0,0,
				1000 * 30 * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(dstmd){
			dstmd->attacked_id=0;
			dstmd->target_id=0;
			dstmd->state.targettype = NONE_ATTACKABLE;
			dstmd->state.skillstate=MSS_IDLE;
			dstmd->next_walktime=tick+rand()%3000+3000;
		}
		break;

	case WZ_ESTIMATION:			/* �����X�^??�� */
		if(sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			clif_skill_estimation((struct map_session_data *)src,bl);
		}
		break;

	case BS_REPAIRWEAPON:			/* �?��?C�? */
		if(sd && dstsd)
			clif_item_repair_list(sd,dstsd);
		break;

	case MC_IDENTIFY:			/* �A�C�e���Ӓ� */
		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:			/* �I�X�J?� */
		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
				clif_openvendingreq(sd,2+sd->skilllv);
		}
		break;

	case AL_TELEPORT:			/* �e���|?�g */
		if(sd) {
			if (map[bl->m].flag.noteleport) {	/* �e���|�֎~ */
				clif_skill_teleportmessage(sd,0);
				break;
			}
			if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
				clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
				break;
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(skilllv == 1) {
				// possibility to skip menu [LuzZza]
				if(!battle_config.skip_teleport_lv1_menu &&
					sd->skillid == AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
					clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
				else
					pc_randomwarp(sd,3);
			} else {
				if (sd->skillid == AL_TELEPORT)
					clif_skill_warppoint(sd,skillid,skilllv,"Random",
						mapindex_id2name(sd->status.save_point.map),"","");
				else //Autocasted Teleport level 2??
					pc_setpos(sd,sd->status.save_point.map,
						sd->status.save_point.x,sd->status.save_point.y,3);
			}
		} else if(dstmd && !map[bl->m].flag.monster_noteleport)
			mob_warp(dstmd,-1,-1,-1,3);
		break;

	case AL_HOLYWATER:			/* �A�N�A�x�l�f�B�N�^ */
		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 = 7049;
			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,NULL,NULL,NULL,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:		/* �X�g���b�v�E�F�|�� */
	case RG_STRIPSHIELD:		/* �X�g���b�v�V?[���h */
	case RG_STRIPARMOR:			/* �X�g���b�v�A?[�}?[ */
	case RG_STRIPHELM:			/* �X�g���b�v�w���� */
	case ST_FULLSTRIP:			// Rewritten most of the code [DracoRPG]
		{
		int strip_fix, equip = 0;
		int sclist[4] = {0,0,0,0};

		if (skillid == RG_STRIPWEAPON || skillid == ST_FULLSTRIP)
		   equip |= EQP_WEAPON;
		if (skillid == RG_STRIPSHIELD || skillid == ST_FULLSTRIP)
		   equip |= EQP_SHIELD;
		if (skillid == RG_STRIPARMOR || skillid == ST_FULLSTRIP)
		   equip |= EQP_ARMOR;
		if (skillid == RG_STRIPHELM || skillid == ST_FULLSTRIP)
		   equip |= EQP_HELM;

		strip_fix = status_get_dex(src) - status_get_dex(bl);
		if(strip_fix < 0)
			strip_fix=0;
		if (rand()%100 >= 5+2*skilllv+strip_fix/5)
		{
			if (sd)
				clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,1);

		if (dstsd) {
			for (i=0;i<11;i++) {
				if (dstsd->equip_index[i]>=0 && dstsd->inventory_data[dstsd->equip_index[i]]) {
					if (equip &EQP_WEAPON && (i == 9 || (i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 4)) && !(dstsd->unstripable_equip &EQP_WEAPON) && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)) {
						sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					} else if (equip &EQP_SHIELD && i == 8 && dstsd->inventory_data[dstsd->equip_index[8]]->type == 5 && !(dstsd->unstripable_equip &EQP_SHIELD) && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)) {
						sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					} else if (equip &EQP_ARMOR && i == 7 && !(dstsd->unstripable_equip &EQP_ARMOR) && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)) {
						sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					} else if (equip &EQP_HELM && i == 6 && !(dstsd->unstripable_equip &EQP_HELM) && !(tsc && tsc->data[SC_CP_HELM].timer != -1)) {
						sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
						pc_unequipitem(dstsd,dstsd->equip_index[i],3);
					}
				}
			}
		} else if (dstmd && !(status_get_mode(bl)&MD_BOSS)) {
			if (equip &EQP_WEAPON)
				sclist[0] = SC_STRIPWEAPON;
			if (equip &EQP_SHIELD)
				sclist[1] = SC_STRIPSHIELD;
			if (equip &EQP_ARMOR)
				sclist[2] = SC_STRIPARMOR;
			if (equip &EQP_HELM)
				sclist[3] = SC_STRIPHELM;
		}

		for (i=0;i<4;i++) {
			if (sclist[i] != 0) // Start the SC only if an equipment was stripped from this location
			   status_change_start(bl,sclist[i],100,skilllv,0,0,0,skill_get_time(skillid,skilllv)+strip_fix/2,0);
		}

		break;
		}

	/* PotionPitcher */
	case AM_BERSERKPITCHER:
	case AM_POTIONPITCHER:		/* �|?�V�����s�b�`��? */
		{
			struct block_list tbl;
			int i,x,hp = 0,sp = 0,bonus=100;
			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) { //Does not override use-level, and cannot be used on bows.
					if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == 11)) {
						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);
				pc_delitem(sd,i,skill_db[skillid].amount[x],0);
				potion_flag = potion_target = 0;
				if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
					bonus += sd->status.base_level;
				if(potion_per_hp > 0 || potion_per_sp > 0) {
					hp = status_get_max_hp(bl) * 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 + (status_get_vit(bl)<<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 + (status_get_int(bl)<<1)) / 100;
						if(dstsd)
							sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
					}
				}
			}
			else {
				hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
				hp = hp * (100 + (status_get_vit(bl)<<1)) / 100;
				if(dstsd)
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
			}
			tbl.id = 0;
			tbl.m = src->m;
			tbl.x = src->x;
			tbl.y = src->y;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
			if(sp > 0)
				clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1);
			battle_heal(src,bl,hp,sp,0);
		}
		break;
	case AM_CP_WEAPON:
	case AM_CP_SHIELD:
	case AM_CP_ARMOR:
	case AM_CP_HELM:
		{
			int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
			if(tsc && tsc->data[scid].timer != -1)
				status_change_end(bl, scid, -1 );
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		}
		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:			/* �f�B�X�y�� */
		{
			int i;
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			i = status_get_sc_def_mdef(bl);
			if (i >= 10000 ||
				tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
			//Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
				rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
			{
				if (sd)
					clif_skill_fail(sd,skillid,0,0);
				break;
			}
			if(status_isimmune(bl) || !tsc->count)
				break;
			for(i=0;i<SC_MAX;i++){
				if (tsc->data[i].timer == -1)
					continue;
				if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
					|| i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
					|| i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
					|| i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_STEELBODY || i==SC_EDP
					|| i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
					)
					continue;
				if(i==SC_BERSERK) tsc->data[i].val4=1; //Mark a dispelled berserk to avoid setting hp to 100.
				status_change_end(bl,i,-1);
			}
		}
		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)|0x10000);
		break;

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

			if (md && !mob_can_move(md))
				return 0;

			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_getcell(src->m,x,y,CELL_CHKPASS)) {
				if (sd) pc_movepos(sd,x,y,0);
				if (md) mob_warp(md, src->m, x, y, 0);
				clif_slide(src,x,y);
			}
		}
		break;

	case SA_CASTCANCEL:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		skill_castcancel(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;
			pc_heal(sd,0,-sp);
		}
		break;
	case SA_SPELLBREAKER:	// �X�y���u���C�J?
		{
			int sp;
			if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
				if(dstsd) {
					sp = skill_get_sp(skillid,skilllv);
					sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
					if(sp > 0x7fff) sp = 0x7fff;
					else if(sp < 1) sp = 1;
					if(dstsd->status.sp + sp > dstsd->status.max_sp) {
						sp = dstsd->status.max_sp - dstsd->status.sp;
						dstsd->status.sp = dstsd->status.max_sp;
					}
					else
						dstsd->status.sp += sp;
					clif_heal(dstsd->fd,SP_SP,sp);
				}
				clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
				if(sd) {
					sp = sd->status.max_sp/5;
					if(sp < 1) sp = 1;
					pc_heal(sd,0,-sp);
				}
			}
			else {
				int bl_skillid=0,bl_skilllv=0,hp = 0;
				if(bl->type == BL_PC) {
					if(dstsd && dstsd->skilltimer != -1) {
						bl_skillid = dstsd->skillid;
						bl_skilllv = dstsd->skilllv;
						if (map_flag_vs(bl->m))
							hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
					}
				}
				else if(bl->type == BL_MOB) {
					if(dstmd && dstmd->skilltimer != -1) {
						if (status_get_mode(bl) & MD_BOSS)
						{	//Only 10% success chance against bosses. [Skotlex]
							if (rand()%100 < 90)
							{
								if (sd) clif_skill_fail(sd,skillid,0,0);
								break;
							}
						} else
							hp = status_get_max_hp(bl)/50; //Recover 2% HP [Skotlex]
						bl_skillid = dstmd->skillid;
						bl_skilllv = dstmd->skilllv;
					}
				}
				if(bl_skillid > 0 /*&& bl_skillid != PA_PRESSURE && skill_db[bl_skillid].skill_type == BF_MAGIC*/) { //Reports indicate Spell Break cancels any type of skill, except Pressure. [Skotlex]
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					skill_castcancel(bl,0);
					sp = skill_get_sp(bl_skillid,bl_skilllv);
					if(dstsd)
						pc_heal(dstsd,-hp,-sp);
					if(sd) {
						sp = sp*(25*(skilllv-1))/100;
						if(skilllv > 1 && sp < 1) sp = 1;
						if(sp > 0x7fff) sp = 0x7fff;
						else if(sp < 1) sp = 1;
						if(sd->status.sp + sp > sd->status.max_sp) {
							sp = sd->status.max_sp - sd->status.sp;
							sd->status.sp = sd->status.max_sp;
						}
						else
							sd->status.sp += sp;

						if (hp && skilllv > 5)
						{	//Recover half damaged HP at levels 6-10 [Skotlex]
							hp /=2;
							if(sd->status.hp + hp > sd->status.max_hp) {
								hp = sd->status.max_hp - sd->status.hp;
								sd->status.hp = sd->status.max_hp;
							}
							else
								sd->status.hp += hp;

							clif_heal(sd->fd,SP_HP,hp);
						}
						clif_heal(sd->fd,SP_SP,sp);
					}
				}
				else if(sd)
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	case SA_MAGICROD:
		status_change_start(bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		break;
	case SA_AUTOSPELL:			/* �I?�g�X�y�� */
		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].timer != -1 && 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)
				status_change_start(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
					skill_get_time(SA_AUTOSPELL,skilllv),0);
		}
		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(dstmd && !(status_get_mode(bl)&MD_BOSS)){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			dstmd->def_ele = skill_get_pl(skillid);
			dstmd->def_ele += (1+rand()%4)*20;
		}
		break;

	/* �����_��??�?��?A?�??�?��?A�n?A��?A�� */
	case NPC_ATTRICHANGE:
	case NPC_CHANGEWATER:
	case NPC_CHANGEGROUND:
	case NPC_CHANGEFIRE:
	case NPC_CHANGEWIND:
	/* ��?A?�?A�O?A�� */
	case NPC_CHANGEPOISON:
	case NPC_CHANGEHOLY:
	case NPC_CHANGEDARKNESS:
	case NPC_CHANGETELEKINESIS:
	case NPC_CHANGEUNDEAD:
		if(md){
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			md->def_ele = skill_get_pl(skillid);
			if (md->def_ele == 0)			/* �����_��?��?A������?A*/
				md->def_ele = rand()%10;	/* �s��??���?��� */
			md->def_ele += (1+rand()%4)*20;	/* ??����x���̓����_�� */
		}
		break;

	case NPC_PROVOCATION:
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(md)
			clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
		break;

	case NPC_HALLUCINATION:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case NPC_KEEPING:
	case NPC_BARRIER:
		{
			int skill_time = skill_get_time(skillid,skilllv);
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,0,0,0,skill_time,0));
			if (md)
				mob_changestate(md,MS_DELAY,skill_time);
			else if (sd)
				sd->attackabletime = sd->canmove_tick = tick + skill_time;
		}
		break;

	case NPC_REBIRTH:
		//New rebirth System uses Kaizel lv1. [Skotlex]
		status_change_start(bl,type,100,1,0,0,0,skill_get_time(SL_KAIZEL,skilllv),0);
		break;

	case NPC_DARKBLESSING:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,
				(50+skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
		break;

	case NPC_LICK:
		if (dstsd) {
			if (dstsd->special_state.no_weapon_damage ) {
				clif_skill_nodamage(src,bl,skillid,skilllv,0);
				break;
			}
			pc_heal(dstsd,0,-100);
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,
				(skilllv*5),skilllv,0,0,0,skill_get_time2(skillid,skilllv),0));
		break;

	case NPC_SUICIDE:			/* ���� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		battle_damage(NULL,src,status_get_hp(bl),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
		break;

	case NPC_SUMMONSLAVE:		/* �艺?��� */
	case NPC_SUMMONMONSTER:		/* MOB?��� */
		if(md)
			mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
		break;

	case NPC_CALLSLAVE:		//��芪���Ăі߂�
		mob_warpslave(src,AREA_SIZE/2);
		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,
				status_change_start(bl,i,100,skilllv,0,0,0,skilllv * 60000,0));
		}
		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, md->db->range);
		}
		break;

	case NPC_RUN:		//���
		if(md) {
			int dist = skilllv; //Run skillv tiles.
			int dir = (bl == src)?md->dir:map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
			int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};

			md->attacked_id = 0;
			md->attacked_count = 0;
			md->target_id = 0;
			md->state.targettype = NONE_ATTACKABLE;
			md->state.skillstate = MSS_IDLE;			
			mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
		}
		break;

	case NPC_TRANSFORMATION:
	case NPC_METAMORPHOSIS:
		if(md) {
			if (skilllv > 1)
			{	//Multiply skilllv times, the original instance must be silently killed. [Skotlex] 
				mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
				mob_delete(md);
			}
			else
			{	//Transform into another class.
				int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
				if (class_) mob_class_change(md, class_);
			}
		}
		break;

	case NPC_EMOTION_ON:
	case NPC_EMOTION:
		if(md)
		{
			clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
			if(!md->special_state.ai && (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
			{ //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
				//val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
				//NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
				int mode, mode2;
				mode = status_get_mode(src);
				mode2 =  (md->db->skill[md->skillidx].val[1])?(md->db->skill[md->skillidx].val[1]):mode;
				if (md->db->skill[md->skillidx].val[2]) { //Alter the mode.
					if (skillid == NPC_EMOTION_ON) //Add a mode
						mode2|= md->db->skill[md->skillidx].val[2];
					else	//Remove a mode
						mode2&= ~(md->db->skill[md->skillidx].val[2]);
				}
				if (mode == mode2)
					break; //No change
				md->mode = mode2;
				if (md->mode == md->db->mode)
					md->mode = 0; //Fallback to the db's mode.
				//Since mode changed, reset their state.
				mob_stopattack(md);
				mob_stop_walking(md,0);
			}
		}
		break;

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

	case NPC_POWERUP:
		// +20% attack per skill level? It's a guess... [Skotlex]
		status_change_start(bl,SC_INCATKRATE,100,40*skilllv,0,0,0,skilllv * 60000,0);
		// another random guess xP
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,SC_INCALLSTATUS,100,
				skilllv * 5,0,0,0,skilllv * 60000,0));
		break;

	case NPC_AGIUP:
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,SC_INCAGI,100,
				skilllv * 10,0,0,0,skilllv * 60000,0));
		break;

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

	case WE_MALE:				/* �N�����͌��� */
		if(sd && dstsd){
			int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
			int gain_hp=dstsd->status.max_hp*abs(hp_rate)/100;// The earned is the same % of the target HP than it costed the caster. [Skotlex]
			gain_hp = battle_heal(NULL,bl,gain_hp,0,0);
			clif_skill_nodamage(src,bl,skillid,gain_hp,1);
		}
		break;
	case WE_FEMALE:				/* ���Ȃ���?��??��ɂȂ�܂� */
		if(sd && dstsd){
			int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
			int gain_sp=dstsd->status.max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
			gain_sp = battle_heal(NULL,bl,0,gain_sp,0);
			clif_skill_nodamage(src,bl,skillid,gain_sp,1);
		}
		break;

	case WE_CALLPARTNER:			/* ���Ȃ���?������ */
		if(sd){
			if((dstsd = pc_get_partner(sd)) == NULL){
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
				clif_skill_teleportmessage(sd,1);
				map_freeblock_unlock();
				return 0;
			}
			skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0);
			pc_blockskill_start (sd, skillid, skill_get_time(skillid, skilllv));
		}
		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,100,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
			if (f_sd) status_change_start(&f_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
			if (m_sd) status_change_start(&m_sd->bl,type,100,skilllv,0,0,0,skill_get_time(skillid,skilllv),0 );
		}
		break;

	case WE_CALLPARENT:
		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;
			}
			if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto)
			{
				clif_skill_teleportmessage(sd,1);
				map_freeblock_unlock();
				return 0;
			}
			if((!f_sd && m_sd && map[m_sd->bl.m].flag.nowarp) ||
				(!m_sd && f_sd && map[f_sd->bl.m].flag.nowarp))
			{	//Case where neither one can be warped.
				clif_skill_teleportmessage(sd,1);
				map_freeblock_unlock();
				return 0;
			}
			//Warp those that can be warped.
			if (f_sd && !map[f_sd->bl.m].flag.nowarp)
				pc_setpos(f_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
			if (m_sd && !map[m_sd->bl.m].flag.nowarp)
				pc_setpos(m_sd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
		}
		break;

	case WE_CALLBABY:
		if(sd && dstsd)
		{
			if(map[sd->bl.m].flag.nomemo || map[sd->bl.m].flag.nowarpto || map[dstsd->bl.m].flag.nowarp){
				clif_skill_teleportmessage(sd,1);
				map_freeblock_unlock();
				return 0;
			}
			pc_setpos(dstsd,map[sd->bl.m].index,sd->bl.x,sd->bl.y,3);
		}
		break;

	case PF_HPCONVERSION:			/* ���C�t�u������ */
		clif_skill_nodamage(src, bl, skillid, skilllv, 1);
		if (sd) {
			int hp, sp;
			hp = sd->status.max_hp / 10; //��{��HP��10%
			sp = hp * 10 * skilllv / 100;
			if (sd->status.sp + sp > sd->status.max_sp)
				sp = sd->status.max_sp - sd->status.sp;
			// we need to check with the sp that was taken away when casting too
			if (sd->status.sp + skill_get_sp(skillid, skilllv) >= sd->status.max_sp)
				hp = sp = 0;
			pc_heal(sd, -hp, sp);
			clif_heal(sd->fd, SP_SP, sp);
			clif_updatestatus(sd, SP_SP);
		}
		break;
	case HT_REMOVETRAP:				/* ����?�u�g���b�v */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		{
			struct skill_unit *su=NULL;
			struct item item_tmp;
			int flag;
			if((bl->type==BL_SKILL) &&
			   (su=(struct skill_unit *)bl) &&
			   (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
				(skill_get_inf2(su->group->skill_id) & INF2_TRAP))
			{	
				if(sd && su->group->val3 != BD_INTOABYSS)
				{	//Avoid collecting traps when it does not costs to place them down. [Skotlex]
					if(battle_config.skill_removetrap_type){
						for(i=0;i<10;i++) {
							if(skill_db[su->group->skill_id].itemid[i] > 0){
								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,NULL,NULL,NULL,0);
								}
							}
						}
					}else{
						memset(&item_tmp,0,sizeof(item_tmp));
						item_tmp.nameid = 1065;
						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,NULL,NULL,NULL,0);
						}
					}
				}
				if(su->group->unit_id == UNT_ANKLESNARE && su->group->val2){
					struct block_list *target=map_id2bl(su->group->val2);
					if(target && (target->type == BL_PC || target->type == BL_MOB))
						status_change_end(target,SC_ANKLE,-1);
				}
				skill_delunit(su);
			}
		}
		break;
	case HT_SPRINGTRAP:				/* �X�v�����O�g���b�v */
		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_changelook(bl,LOOK_BASE,su->group->unit_id);
						su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
						su->limit=DIFF_TICK(tick+1500,su->group->tick);
				}
			}
		}
		break;
	case BD_ENCORE:					/* �A���R?�� */
		clif_skill_nodamage(src,bl,skillid,skilllv,1);
		if(sd)
			skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance);
		break;

	case AS_SPLASHER:		/* �x�i���X�v���b�V��? */
		if(status_get_max_hp(bl)*3/4 < status_get_hp(bl)) { //HP��2/3��?�?���Ă����玸�s
			map_freeblock_unlock();
			return 1;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000,0));
		break;

	case PF_MINDBREAKER:		/* �v�?�{�b�N */
		{
			/* MVPmob�ƕs���ɂ�?���Ȃ� */
			if(status_get_mode(bl)&MD_BOSS || battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) //�s���ɂ�?���Ȃ�
			{
				map_freeblock_unlock();
				return 1;
			}
	
			//Has a 55% + skilllv*5% success chance.
			if (!clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,55 +5*skilllv,
					skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
			{	
				if (sd) clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}

			if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel)	// �r?��W�Q
				skill_castcancel(bl,0);
			if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map_flag_gvg(bl->m))
				&& dstsd->state.skillcastcancel	&& !dstsd->special_state.no_castcancel2)
				skill_castcancel(bl,0);

			if(tsc && tsc->count){
				if(tsc->data[SC_FREEZE].timer!=-1)
					status_change_end(bl,SC_FREEZE,-1);
				if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
					status_change_end(bl,SC_STONE,-1);
				if(tsc->data[SC_SLEEP].timer!=-1)
					status_change_end(bl,SC_SLEEP,-1);
			}

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

	case PF_SOULCHANGE:
		{
			int sp1 = 0, sp2 = 0;
			if (sd) {
				if (dstsd) {
					sp1 = sd->status.sp > dstsd->status.max_sp ? dstsd->status.max_sp : sd->status.sp;
					sp2 = dstsd->status.sp > sd->status.max_sp ? sd->status.max_sp : dstsd->status.sp;
					sd->status.sp = sp2;
					dstsd->status.sp = sp1;
					clif_heal(sd->fd,SP_SP,sp2);
					clif_updatestatus(sd,SP_SP);
					clif_heal(dstsd->fd,SP_SP,sp1);
					clif_updatestatus(dstsd,SP_SP);
				} else if (dstmd) {
					if (dstmd->state.soul_change_flag) {
						clif_skill_fail(sd,skillid,0,0);
						map_freeblock_unlock();
						return 0;
					}
					sp2 = sd->status.max_sp * 3 /100;
					if (sd->status.sp + sp2 > sd->status.max_sp)
						sp2 = sd->status.max_sp - sd->status.sp;
					sd->status.sp += sp2;
					clif_heal(sd->fd,SP_SP,sp2);
					clif_updatestatus(sd,SP_SP);
					dstmd->state.soul_change_flag = 1;
				}
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

	// Slim Pitcher
	case CR_SLIMPITCHER:
		{
			if (sd && flag&1) {
				struct block_list tbl;
				int hp = potion_hp * (100 + pc_checkskill(sd,CR_SLIMPITCHER)*10 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100;
				hp = hp * (100 + (status_get_vit(bl)<<1))/100;
				if (dstsd) {
					hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
				}
				tbl.id = 0;
				tbl.m = src->m;
				tbl.x = src->x;
				tbl.y = src->y;
				clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1);
				battle_heal(NULL,bl,hp,0,0);
			}
		}
		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++) {
				if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
					status_change_end(bl, SC_STRIPWEAPON + i, -1 );
				status_change_start(bl,SC_CP_WEAPON + i,100,skilllv,0,0,0,skilltime,0 );
			}
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
		}
		break;

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


	case PF_DOUBLECASTING:
		if (!clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,
				30+ 10*skilllv,skilllv,0,0,0,skill_get_time(skillid,skilllv),0)))
			if (sd) clif_skill_fail(sd,skillid,0,0);
		break;

	case CG_LONGINGFREEDOM:
		{
			if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
				&& tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
			{
				clif_skill_nodamage(src,bl,skillid,skilllv,
					status_change_start(bl,type,100,
						skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
			}
		}
		break;

	case CG_TAROTCARD:
		{
			int eff, count = -1;
			if (rand() % 100 > skilllv * 8) {
				if (sd) clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			do {
				eff = rand() % 14;
				clif_specialeffect(bl, 523 + eff, 0);
				switch (eff)
				{
				case 0:	// heals SP to 0
					if (dstsd) pc_heal(dstsd,0,-dstsd->status.sp);
					break;
				case 1:	// matk halved
					status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
					break;
				case 2:	// all buffs removed
					status_change_clear_buffs(bl);
					break;
				case 3:	// 1000 damage, random armor destroyed
					{
						int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
						battle_damage(src, bl, 1000, 0);
						clif_damage(src,bl,tick,0,0,1000,0,0,0);
						skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
					}
					break;
				case 4:	// atk halved
					status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
					break;
				case 5:	// 2000HP heal, random teleported
					battle_heal(src, src, 2000, 0, 0);
					if(sd && !map[src->m].flag.noteleport) pc_setpos(sd,sd->mapindex,-1,-1,3);
					else if(md && !map[src->m].flag.monster_noteleport) mob_warp(md,-1,-1,-1,3);
					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
					{
						int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
						status_change_start(bl,sc[rand()%3],100,skilllv,0,0,0,30000,0);
					}
					break;
				case 8:	// curse coma and poison
					status_change_start(bl,SC_COMA,100,skilllv,0,0,0,30000,0);
					status_change_start(bl,SC_CURSE,100,skilllv,0,0,0,30000,0);
					status_change_start(bl,SC_POISON,100,skilllv,0,0,0,30000,0);
					break;
				case 9:	// chaos
					status_change_start(bl,SC_CONFUSION,100,skilllv,0,0,0,30000,0);
					break;
				case 10:	// 6666 damage, atk matk halved, cursed
					battle_damage(src, bl, 6666, 0);
					clif_damage(src,bl,tick,0,0,6666,0,0,0);
					status_change_start(bl,SC_INCATKRATE,100,-50,0,0,0,30000,0);
					status_change_start(bl,SC_INCMATKRATE,100,-50,0,0,0,30000,0);
					status_change_start(bl,SC_CURSE,skilllv,100,0,0,0,30000,0);
					break;
				case 11:	// 4444 damage
					battle_damage(src, bl, 4444, 0);
					clif_damage(src,bl,tick,0,0,4444,0,0,0);
					break;
				case 12:	// stun
					status_change_start(bl,SC_STUN,100,skilllv,0,0,0,5000,0);
					break;
				case 13:	// atk,matk,hit,flee,def reduced
					status_change_start(bl,SC_INCATKRATE,100,-20,0,0,0,30000,0);
					status_change_start(bl,SC_INCMATKRATE,100,-20,0,0,0,30000,0);
					status_change_start(bl,SC_INCHITRATE,100,-20,0,0,0,30000,0);
					status_change_start(bl,SC_INCFLEERATE,100,-20,0,0,0,30000,0);
					status_change_start(bl,SC_INCDEFRATE,100,-20,0,0,0,30000,0);
					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:
		if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,SC_SPIRIT,100,
				skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
		status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
		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,
			status_change_start(bl,type,100,
				skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
		status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
		break;

	case SL_SKA: // [marquis007]
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		if (sd && status_get_mode(bl)&MD_BOSS)
			clif_skill_fail(sd,skillid,0,0);
		else
		{
			clif_skill_nodamage(src,bl,skillid,skilllv,
				status_change_start(bl,type,100,
					skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		}
		break;
	case SL_SWOO:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,0,0,0,skill_get_time(skillid,skilllv),0));
		break;

	case SL_SKE:
		if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
			status_change_start(src,SC_STUN,100,skilllv,0,0,0,3000,8);
			clif_skill_fail(sd,skillid,0,0);
			break;
		}
		clif_skill_nodamage(src,bl,skillid,skilllv,
			status_change_start(bl,type,100,
				skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0));
		status_change_start(src,SC_COMBO,100,SL_SMA,skilllv,0,0,skill_get_time2(skillid,skilllv),0);
		break;
		
	// New guild skills [Celest]
	case GD_BATTLEORDER:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					status_change_start(&dstsd->bl,SC_BATTLEORDERS,100,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==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_GUILD|1,
					skill_castend_nodamage_id);
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
			}
		}
		break;
	case GD_REGENERATION:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					status_change_start(&dstsd->bl,SC_REGENERATION,100,skilllv,0,0,0,0,0 );
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==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_GUILD|1,
					skill_castend_nodamage_id);
				guild_block_skill(sd,skill_get_time2(skillid,skilllv));
			}
		}
		break;
	case GD_RESTORE:
		{
			struct guild *g = NULL;
			// Only usable during WoE
			if (!agit_flag) {
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			if(flag&1) {
				if (dstsd && dstsd->status.guild_id == sd->status.guild_id)	{
					int hp, sp;
					hp = dstsd->status.max_hp*9/10;
					sp = dstsd->status.max_sp*9/10;
					sp = dstsd->status.sp + sp <= dstsd->status.max_sp ? sp : dstsd->status.max_sp - dstsd->status.sp;
					clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
					battle_heal(NULL,bl,hp,sp,0);
				}
			}
			else if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
				strcmp(sd->status.name,g->master)==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_GUILD|1,
					skill_castend_nodamage_id);
				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;
			if (!sd || !sd->state.gmaster_flag)
				break;
			//Reports say this particular skill is usable anywhere! o.o [Skotlex]
			//And now people say that's not true... MEH. Will they EVER make up their mind?
			if	(/*map[sd->bl.m].flag.nowarpto &&*/ !map_flag_gvg(sd->bl.m))
			{	//if not allowed to warp to the map (castles are always allowed)
				clif_skill_fail(sd,skillid,0,0);
				map_freeblock_unlock();
				return 0;
			}
			// i don't know if it actually summons in a circle, but oh well. ;P
			g = sd->state.gmaster_flag;
			for(i = 0; i < g->max_member; i++, j++) {
				if (j>8) j=0;
				if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
					 if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
						 continue;
					clif_skill_nodamage(src,bl,skillid,skilllv,1);
					if(map_getcell(sd->bl.m,sd->bl.x+dx[j],sd->bl.y+dy[j],CELL_CHKNOPASS))
						dx[j] = dy[j] = 0;
					pc_setpos(dstsd, sd->mapindex, sd->bl.x+dx[j], sd->bl.y+dy[j], 2);
				}
			}
			guild_block_skill(sd,skill_get_time2(skillid,skilllv));
		}
		break;

	case SG_FEEL:
		if (sd) {
			if(!sd->feel_map[skilllv-1].index) {
				clif_skill_nodamage(src,bl,skillid,skilllv,1);
				clif_parse_ReqFeel(sd->fd,sd, skilllv);
			}
			else
				clif_feel_info(sd, skilllv-1);
		}
		break;	

	case SG_HATE:
		if (sd) {
			clif_skill_nodamage(src,bl,skillid,skilllv,1);
			if(dstsd)  //PC
			{
				sd->hate_mob[skilllv-1] = dstsd->status.class_;
				pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
				clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
			}
			else if(dstmd) // mob
			{ 
				switch(skilllv)
				{
				case 1:
					if (status_get_size(bl)==0)
					{
						sd->hate_mob[0] = dstmd->class_;
						pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
						clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
					} else clif_skill_fail(sd,skillid,0,0);
					break;
				case 2:
					if (status_get_size(bl)==1 && status_get_max_hp(bl)>=6000)
					{
						sd->hate_mob[1] = dstmd->class_;
						pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
						clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
					} else clif_skill_fail(sd,skillid,0,0);
					break;
				case 3:
					if (status_get_size(bl)==2 && status_get_max_hp(bl)>=20000)
					{
						sd->hate_mob[2] = dstmd->class_;
						pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
						clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
					} else clif_skill_fail(sd,skillid,0,0);
					break;
				default:
					clif_skill_fail(sd,skillid,0,0);
					break;
				}
			}
		}
		break;

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

	map_freeblock_unlock();
	return 0;
}

/*==========================================
 * �X�L���g�p?i�r?�����?AID�w��?j
 *------------------------------------------
 */
int skill_castend_id( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/;
	struct block_list *bl;
	int delay,inf2;

	nullpo_retr(0, sd);

//Code cleanup.
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
	{	/* �^�C�}ID�̊m�F */
		ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", sd->skilltimer, tid);
		sd->skilltimer = -1;
		return 0;
	}

	if( sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv == -1)
	{	//Finished casting between maps, or the skill has failed after starting casting{
		sd->skilltimer = -1;
		skill_failed(sd);
		return 0;
	}

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
		status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);

	if(sd->skillid != SA_CASTCANCEL)
		sd->skilltimer=-1;

	if((bl=map_id2bl(sd->skilltarget))==NULL ||
		bl->prev==NULL || sd->bl.m != bl->m) {
		skill_failed(sd);
		return 0;
	}
	
	if(sd->skillid == RG_BACKSTAP) {
		int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
		if(bl->type != BL_SKILL && (check_distance_bl(&sd->bl, bl, 0) || map_check_dir(dir,t_dir))) {
			clif_skill_fail(sd,sd->skillid,0,0);
			skill_failed(sd);
			return 0;
		}
	}

	if (sd->skillid == PR_LEXDIVINA)
	{
		struct status_change *sc = status_get_sc(bl);
		if (battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 &&
			(!sc || sc->data[SC_SILENCE].timer == -1)) //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
		{
			clif_skill_nodamage (&sd->bl, bl, sd->skillid, sd->skilllv, 0);
			skill_failed(sd);
			return 0;
		}
	} else {
		inf2 = skill_get_inf(sd->skillid);
		if((inf2&INF_ATTACK_SKILL ||
			(inf2&INF_SELF_SKILL && sd->bl.id != bl->id && !(skill_get_nk(sd->skillid)&NK_NO_DAMAGE))) //Self skills that cause damage (EF, Combo Skills, etc)
			&& battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0
		) {
			skill_failed(sd);
			return 0;
		}
	}
	if (tid != -1 && !status_check_skilluse(&sd->bl, bl, sd->skillid, 1))
	{	//Avoid doing double checks for instant-cast skills.
		if(sd->skillid == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
			clif_skill_fail(sd,sd->skillid,0,0);
		skill_failed(sd);
		return 0;
	}

	inf2 = skill_get_inf2(sd->skillid);
	if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && sd->bl.id != bl->id) {
		int fail_flag = 1;
		if(inf2 & INF2_PARTY_ONLY && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0)
			fail_flag = 0;
		else if(inf2 & INF2_GUILD_ONLY && battle_check_target(&sd->bl,bl, BCT_GUILD) > 0)
			fail_flag = 0;
		
		if (sd->skillid == PF_SOULCHANGE && map_flag_vs(sd->bl.m))
			//Soul Change overrides this restriction during pvp/gvg [Skotlex]
			fail_flag = 0;
		
		if(fail_flag) {
			clif_skill_fail(sd,sd->skillid,0,0);
			skill_failed(sd);
			return 0;
		}
	}

	if(!check_distance_bl(&sd->bl, bl, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range))
	{
		clif_skill_fail(sd,sd->skillid,0,0);
		if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
			skill_check_condition(sd,1);
			
		skill_failed(sd);
		return 0;
	}

	if(!skill_check_condition(sd,1)) {		/* �g�p?�?�`�F�b�N */
		skill_failed(sd);
		return 0;
	}

	if(battle_config.pc_skill_log)
		ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
	pc_stop_walking(sd,0);

	if (sd->skillid == SA_MAGICROD)
		delay = 0;
	else
		delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
		
	sd->canact_tick = tick + delay;
	if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
		sd->canmove_tick = tick + delay;
	if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
		skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
	else
		skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);

	if(sd->sc.count && sd->sc.data[SC_MAGICPOWER].timer != -1 && sd->skillid != HW_MAGICPOWER)
		status_change_end(&sd->bl,SC_MAGICPOWER,-1);		

	//Clean this up for future references to battle_getcurrentskill. [Skotlex]
	if (sd->skilltimer == -1) {
		sd->skillid = sd->skilllv = -1;
		sd->skilltarget = 0;
	}
	return 0;
#undef skill_failed
}

/*---------------------------------------------------------------------------- */

/*==========================================
 * �X�L���g�p?i�r?�����?A?�?��w��?j
 *------------------------------------------
 */
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
{
	struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/;
	int delay,maxcount;

	nullpo_retr(0, sd);

//Code cleanup.
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }

	if( sd->skilltimer != tid )
	{	/* �^�C�}ID�̊m�F */
		ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", sd->skilltimer, tid);
		sd->skilltimer = -1;
		return 0;
	}

	if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && (delay = pc_checkskill(sd,SA_FREECAST) > 0)) //Hope ya don't mind me borrowing delay :X
		status_quick_recalc_speed(sd, SA_FREECAST, delay, 0);

	sd->skilltimer=-1;
	if (sd->bl.prev == NULL || sd->skillid == -1 || sd->skilllv <= 0)
	{	// skill has failed after starting casting
		return 0;
	}

	if (!battle_config.pc_skill_reiteration &&
			skill_get_unit_flag(sd->skillid)&UF_NOREITERATION &&
			skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
		clif_skill_fail(sd,sd->skillid,0,0);
		skill_failed(sd);
		return 0;
	}

	if (battle_config.pc_skill_nofootset &&
			skill_get_unit_flag(sd->skillid)&UF_NOFOOTSET &&
			skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,sd->skillid,sd->skilllv)) {
		clif_skill_fail(sd,sd->skillid,0,0);
		skill_failed(sd);
		return 0;
	}
	if(battle_config.pc_land_skill_limit) {
		maxcount = skill_get_maxcount(sd->skillid);
		if(maxcount > 0) {
			int i,c;
			for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
				if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid)
					c++;
			}
			if(c >= maxcount) {
				clif_skill_fail(sd,sd->skillid,0,0);
				skill_failed(sd);
				return 0;
			}
		}
	}

	if(tid != -1)
	{	//Avoid double checks on instant cast skills. [Skotlex]
		if (!status_check_skilluse(&sd->bl, NULL, sd->skillid, 1))
		{
			skill_failed(sd);
			return 0;
		}
		if(!check_distance_blxy(&sd->bl, sd->skillx, sd->skilly, skill_get_range2(&sd->bl,sd->skillid,sd->skilllv)+battle_config.pc_skill_add_range)) {
			clif_skill_fail(sd,sd->skillid,0,0);
			if(battle_config.skill_out_range_consume) //Consume items anyway.
				skill_check_condition(sd,1);
			
			skill_failed(sd);
			return 0;
		}
	}

	if(!skill_check_condition(sd,1)) {		/* �g�p?�?�`�F�b�N */
		skill_failed(sd);
		return 0;
	}
	if(battle_config.pc_skill_log)
		ShowInfo("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid);
	pc_stop_walking(sd,0);

	delay = skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
	sd->canact_tick = tick + delay;
	if (skill_get_delaynowalk(sd->skillid, sd->skilllv)) //Skills that block you from moving until delay ends. [Skotlex]
		sd->canmove_tick = tick + delay;

	skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);

  	//Clean this up for future references to battle_getcurrentskill. [Skotlex]
	if (sd->skilltimer == -1) {
		sd->skillid = sd->skilllv = -1;
	}
	return 0;
#undef skill_failed
}

/*==========================================
 * �X�L���g�p?i�r?�����?A?�?��w���??ۂ�?�??j
 *------------------------------------------
 */
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=NULL;
	struct status_change *sc;
	int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0;

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

	nullpo_retr(0, src);

	if(src->type==BL_PC)
		sd=(struct map_session_data *)src;

	sc = status_get_sc(src); //Needed for Magic Power checks.
	if (sc && !sc->count)
		sc = NULL; //Unneeded.
	
	if(skillid != WZ_METEOR &&
		skillid != AM_CANNIBALIZE &&
		skillid != AM_SPHEREMINE &&
		skillid != CR_CULTIVATION &&
		skillid != AC_SHOWER)
		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 AC_SHOWER:
		{	//One of the few skills that can attack traps.
			i = skill_get_splash(skillid, skilllv);
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			map_foreachinarea (skill_area_sub,
				src->m, x-i, y-i, x+i, y+i, BL_CHAR|BL_SKILL,
				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:				/* �f�B�e�N�e�B���O */
		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,status_get_sc(src),SC_SIGHT,tick);
		break;

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
	case MG_THUNDERSTORM:		/* �T���_?�X�g?�� */
	case AL_PNEUMA:				/* �j��?�} */
	case WZ_ICEWALL:			/* �A�C�X�E�H?�� */
	case WZ_FIREPILLAR:			/* �t�@�C�A�s��? */
	case WZ_QUAGMIRE:			/* �N�@�O�}�C�A */
	case WZ_VERMILION:			/* �??�h�I�u���@?�~���I�� */
	case WZ_STORMGUST:			/* �X�g?���K�X�g */
	case WZ_HEAVENDRIVE:		/* �w�����Y�h���C�u */
	case PR_SANCTUARY:			/* �T���N�`���A�� */
	case PR_MAGNUS:				/* �}�O�k�X�G�N�\�V�Y�� */
	case CR_GRANDCROSS:			/* �O�����h�N�?�X */
	case NPC_GRANDDARKNESS:		/*�ŃO�����h�N�?�X*/
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case AS_VENOMDUST:			/* �x�m���_�X�g */
	case AM_DEMONSTRATION:			/* �f�����X�g��?�V���� */
	case PF_FOGWALL:			/* �t�H�O�E�H?�� */
	case PF_SPIDERWEB:			/* �X�p�C�_?�E�F�b�u */
	case HT_TALKIEBOX:			/* �g?�L?�{�b�N�X */
		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);
		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 SA_VOLCANO:		/* �{���P?�m */
	case SA_DELUGE:			/* �f����?�W */
	case SA_VIOLENTGALE:	/* �o�C�I�����g�Q�C�� */
	case SA_LANDPROTECTOR:	/* �����h�v�?�e�N�^? */
		skill_unitsetting(src,skillid,skilllv,x,y,0);
		break;

	case WZ_METEOR:				//�?�e�I�X�g?��
		{
			int flag=0, area = skill_get_splash(skillid, skilllv);
			if (sc && sc->data[SC_MAGICPOWER].timer != -1)
				flag = flag|2; //Store the magic power flag for future use. [Skotlex]
			for(i=0;i<2+(skilllv>>1);i++) {
				int j=0;
				do {
					
					tmpx = x + (rand()%area - area/2);
					tmpy = y + (rand()%area - area/2);
					if(tmpx < 0)
						tmpx = 0;
					else if(tmpx >= map[src->m].xs)
						tmpx = map[src->m].xs - 1;
					if(tmpy < 0)
						tmpy = 0;
					else if(tmpy >= map[src->m].ys)
						tmpy = map[src->m].ys - 1;
					j++;
				} while((map_getcell(src->m,tmpx,tmpy,CELL_CHKNOPASS)) && j<100);
				if(j >= 100)
					continue;
				if(!(flag&1)){
					clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
					flag=flag|1;
				}
				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); //Only pass the Magic Power flag
		}
		break;

	case AL_WARP:				/* �??�v�|?�^�� */
		if(sd) {
			clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
				(sd->skilllv>1)?mapindex_id2name(sd->status.memo_point[0].map):"",
				(sd->skilllv>2)?mapindex_id2name(sd->status.memo_point[1].map):"",
				(sd->skilllv>3)?mapindex_id2name(sd->status.memo_point[2].map):"");
		}
		break;

	case MO_BODYRELOCATION:
		if (sd) {
			pc_movepos(sd, x, y, 1);
			pc_blockskill_start (sd, MO_EXTREMITYFIST, 2000);
		} else if (src->type == BL_MOB) {
			struct mob_data *md = (struct mob_data *)src;
			mob_warp(md, -1, x, y, 0);
			clif_spawnmob(md);
		}
		break;
	case AM_CANNIBALIZE:	// �o�C�I�v�����g
		if(sd) {
			int id;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			struct mob_data *md;

			// Correct info, don't change any of this! [celest]
			id = mob_once_spawn (sd, "this", x, y, sd->status.name, summons[skilllv-1] ,1,"");

			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id = sd->bl.id;
				// different levels of HP according to skill level
				md->hp = 1500 + skilllv * 200 + sd->status.base_level * 10;
				md->max_hp = md->hp; //Update the max, too! [Skotlex]
				md->special_state.ai = 1;
				//��ړ��ŃA�N�e�B�u�Ŕ�������[0x0:��ړ� 0x1:�ړ� 0x4:ACT 0x8:��ACT 0x40:������ 0x80:�����L]
				md->mode = MD_CANATTACK|MD_AGGRESSIVE;
				md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
			}
			// To-do: ?��҂���郂���X�^?[�ɂ�?��҂����v��?[��?[�̖��O���t���܂�
			// (attach name of player?)
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		break;
	case AM_SPHEREMINE:	// �X�t�B�A?�}�C��
		if(sd){
			int id;
			struct mob_data *md;

			id = mob_once_spawn(sd, "this", x, y, sd->status.name, 1142, 1, "");
			if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){
				md->master_id = sd->bl.id;
				md->hp = 2000 + skilllv * 400;
				md->max_hp = md->hp; //Update the max, too! [Skotlex]
				md->mode = md->db->mode|MD_CANMOVE; //Needed for the skill
				md->special_state.ai = 2;
				md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, id, 0);
			}
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
		}
		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;
				run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
				pc_delitem(sd,j,skill_db[skillid].amount[i],0);
				potion_flag = 0;
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
				if(potion_hp > 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) {
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			i = skill_get_splash(skillid, skilllv);
			map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
		} else {
			clif_skill_fail(sd,skillid,0,0);
			return 1;
		}
		break;
	
	case HW_GRAVITATION:
		{
			struct skill_unit_group *sg;
			clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
			sg = skill_unitsetting(src,skillid,skilllv,x,y,0);	
			status_change_start(src,SkillStatusChangeTable[skillid],100,
				skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv),0);
		}
		break;

	// Plant Cultivation [Celest]
	case CR_CULTIVATION:
		{
			if (sd) {
				int i = skilllv - 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;
				}
				pc_delitem(sd,j,skill_db[skillid].amount[i],0);
				clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
				if (rand()%100 < 50)
					mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
				else
					clif_skill_fail(sd,skillid,0,0);
			}
		}
		break;
	}

	if (sc && sc->data[SC_MAGICPOWER].timer != -1)
		status_change_end(&sd->bl,SC_MAGICPOWER,-1);

	return 0;
}

/*==========================================
 * �X�L���g�p?i�r?�����?Amap�w��?j
 *------------------------------------------
 */
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
{
	int x=0,y=0;

	nullpo_retr(0, sd);

//Simplify skill_failed code.
#define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }

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

	if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
		skill_failed(sd);
		return 0;
	}
	//�X�L�����g���Ȃ�?�Ԉ�?풆
	if(sd->sc.count && (
		sd->sc.data[SC_SILENCE].timer!=-1 ||
		sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
		sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
		sd->sc.data[SC_STEELBODY].timer != -1 ||
		sd->sc.data[SC_DANCING].timer!=-1 ||
		sd->sc.data[SC_BERSERK].timer != -1 ||
		sd->sc.data[SC_MARIONETTE].timer != -1
	 ))
		return 0;

	if( skill_num != sd->menuskill_id) /* �s?��p�P�b�g�炵�� */
		return 0;

	if (strlen(map) > MAP_NAME_LENGTH-1)
	{	//Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
		if (battle_config.error_log)
			ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
		skill_failed(sd);
		return 0;
	}

	pc_stopattack(sd);

	if(battle_config.pc_skill_log)
		ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
	pc_stop_walking(sd,0);

	if(strcmp(map,"cancel")==0) {
		skill_failed(sd);
		return 0;
	}
	
	switch(skill_num){
	case AL_TELEPORT:		/* �e���|?�g */
		if(strcmp(map,"Random")==0)
			pc_randomwarp(sd,3);
		else if (sd->menuskill_lv > 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,3);
		break;

	case AL_WARP:			/* �??�v�|?�^�� */
		{
			const struct point *p[4];
			struct skill_unit_group *group;
			int i, lv;
			int maxcount=0;
			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)) > 0) {
				int c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill_num)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill_num,0,0);
					skill_failed(sd);
					return 0;
				}
			}
			lv = sd->menuskill_lv;
			if(lv <= 0) return 0;
			for(i=0;i<lv;i++){
				if(mapindex == p[i]->map){
					x=p[i]->x;
					y=p[i]->y;
					break;
				}
			}
			if(x==0 || y==0) {	/* �s?��p�P�b�g?H */
				skill_failed(sd);
				return 0;
			}
			//FIXME:  What about when you use another ground skill? skillx
			//and skilly are messed up already... [Skotlex]
			i = sd->skillid;
			lv = sd->skilllv;
			sd->skillid = sd->menuskill_id;
			sd->skilllv = sd->menuskill_lv;
			if(!skill_check_condition(sd,3)) //This checks versus skillid/skilllv...
			{
				sd->skillid = i;
				sd->skilllv = lv;
				skill_failed(sd);
				return 0;
			}
			sd->skillid = i;
			sd->skilllv = lv;
			lv = sd->menuskill_lv;
			
			if(skill_check_unit_range2(&sd->bl,sd->bl.m,sd->skillx,sd->skilly,skill_num,lv) > 0) {
				clif_skill_fail(sd,0,0,0);
				skill_failed(sd);
				return 0;
			}
			if((group=skill_unitsetting(&sd->bl,skill_num,lv,sd->skillx,sd->skilly,0))==NULL) {
				skill_failed(sd);
				return 0;
			}
			//Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
			group->val3 = mapindex;
//			group->valstr=(char *)aCallocA(MAP_NAME_LENGTH,sizeof(char));
//			memcpy(group->valstr,map,MAP_NAME_LENGTH-1);
			group->val2=(x<<16)|y;
		}
		break;
	}

	sd->menuskill_id = sd->menuskill_lv = 0;
	return 0;
#undef skill_failed
}

/*==========================================
 * 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, int skillid,int skilllv,int x,int y,int flag)
{
	struct skill_unit_group *group;
	int i,limit,val1=0,val2=0,val3=0;
	int count=0;
	int target,interval,range,unit_flag;
	struct skill_unit_layout *layout;
	struct status_change *sc;
	int active_flag=1;

	nullpo_retr(0, src);

	limit = skill_get_time(skillid,skilllv);
	range = skill_get_unit_range(skillid);
	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);

	sc= status_get_sc(src);	// for traps, firewall and fogwall - celest
	if (sc && !sc->count)
		sc = NULL;

	switch(skillid){	/* ?ݒ� */

	case MG_SAFETYWALL:			/* �Z�C�t�e�B�E�H?�� */
		val2=skilllv+1;
		break;
	case MG_FIREWALL:			/* �t�@�C��?�E�H?�� */
		if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
			limit = limit*3/2;
		val2=4+skilllv;
		break;

	case AL_WARP:				/* �??�v�|?�^�� */
		val1=skilllv+6;
		if(!(flag&1))
			limit=2000;
		active_flag=0;
		break;

	case PR_SANCTUARY:			/* �T���N�`���A�� */
		val1=(skilllv+3)*2;
		val2=(skilllv>6)?777:skilllv*100;
		break;

	case WZ_FIREPILLAR:			/* �t�@�C�A?�s��? */
		if((flag&1)!=0)
			limit=1000;
		val1=skilllv+2;
		break;
	case WZ_METEOR:
		if (skilllv > skill_get_max(skillid))			//?L�͈̓?�e�I
			range = 10;
		break;
	case WZ_VERMILION:
		if (skilllv > skill_get_max(skillid))			//?L�͈�LOV
			range = 25;
		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)
			target = BCT_ALL;
		break;
	case HT_SHOCKWAVE:			/* �V���b�N�E�F?�u�g���b�v */
		val1=skilllv*15+10;
	case HT_SANDMAN:			/* �T���h�}�� */
	case HT_CLAYMORETRAP:		/* �N���C���A?�g���b�v */
	case HT_SKIDTRAP:			/* �X�L�b�h�g���b�v */
	case HT_LANDMINE:			/* �����h�}�C�� */
	case HT_ANKLESNARE:			/* �A���N���X�l�A */
	case HT_FLASHER:			/* �t���b�V��? */
	case HT_FREEZINGTRAP:		/* �t��?�W���O�g���b�v */
	case HT_BLASTMINE:			/* �u���X�g�}�C�� */
		if (sc && sc->data[SC_INTOABYSS].timer != -1)
			val3 = BD_INTOABYSS;	//Store into abyss state, to know it shouldn't give traps back. [Skotlex]
		if (map_flag_gvg(src->m))
			limit *= 4; // longer trap times in WOE [celest]
		if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
			&& src->type != BL_MOB) 
			//Change target to all with the exception of mob traps [Skotlex]
			target = BCT_ALL;
		break;

	case SA_LANDPROTECTOR:	/* �O�����h�N�?�X */
		{
			int aoe_diameter;	// -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
			val1=skilllv*15+10;
			aoe_diameter=skilllv+skilllv%2+5;
			count=aoe_diameter*aoe_diameter;	// -- this will not function if changed to ^2 (moonsoul)
		}
	//No break because we also have to check if we use gemstones. [Skotlex]
	case SA_VOLCANO:
	case SA_DELUGE:
	case SA_VIOLENTGALE:
	{
		struct skill_unit_group *old_sg;
		if ((old_sg = skill_locate_element_field(src)) != NULL)
		{
			if (old_sg->skill_id == skillid && 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_element_field(src);
		}
		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_get_agi(src)/10); // Flee increase
		val2 = ((skilllv+1)/2)+(status_get_luk(src)/10); // Perfect dodge increase
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_HUMMING:
        val1 = 2*skilllv+(status_get_dex(src)/10); // Hit increase
		if(src->type == BL_PC)
			val1 += 2*pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		break;
	case BA_POEMBRAGI:
		val1 = 3*skilllv+(status_get_dex(src)/10); // Casting time reduction
		val2 = 3*skilllv+(status_get_int(src)/10); // After-cast delay reduction
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_DONTFORGETME:
		val1 = 3*skilllv+(status_get_dex(src)/10); // ASPD decrease
		val2 = 2*skilllv+(status_get_agi(src)/10); // Movement speed decrease
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		}
		break;
	case BA_APPLEIDUN:
		val1 = 5+2*skilllv+(status_get_vit(src)/10); // MaxHP percent increase
		val2 = 30+5*skilllv+5*(status_get_vit(src)/10); // HP recovery
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
			val2 += 5*pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		}
		break;
	case DC_SERVICEFORYOU:
		val1 = 10+skilllv+(status_get_int(src)/10); // MaxSP percent increase
		val2 = 10+3*skilllv+(status_get_int(src)/10); // SP cost reduction
		if(src->type == BL_PC){
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
			val2 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		}
		break;
	case BA_ASSASSINCROSS:
		val1 = 10+skilllv+(status_get_agi(src)/10); // ASPD increase
		if(src->type == BL_PC)
			val1 += pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON);
		break;
	case DC_FORTUNEKISS:
		val1 = 10+skilllv+(status_get_luk(src)/10); // Critical increase
		if(src->type == BL_PC)
			val1 += pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON);
		break;
	case BD_LULLABY:
		val1 = 11;	//FIXME: This value is not used anywhere, what is it for? [Skotlex]
		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_SIEGFRIED:
		val1 = 55 + skilllv*5;	//Elemental Resistance
		val2 = skilllv*10;	//Status ailment resistance
		break;
	case BD_ETERNALCHAOS:
		break;
	case PF_FOGWALL:	/* �t�H�O�E�H?�� */
		if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
		break;

	case RG_GRAFFITI:			/* Graffiti */
		count=1;	// Leave this at 1 [Valaris]
		break;
	}

	if (val3==0 && (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)))
		val3 = HW_MAGICPOWER; //Store the magic power flag. [Skotlex]
		
	nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
		skillid,skilllv,skill_get_unit_id(skillid,flag&1)));
	group->limit=limit;
	group->val1=val1;
	group->val2=val2;
	group->val3=val3;
	group->target_flag=target;
	group->bl_flag= skill_get_unit_bl_target(skillid);
	group->interval=interval;
	if(skillid==HT_TALKIEBOX ||
	   skillid==RG_GRAFFITI){
		group->valstr=(char *) aCallocA(MESSAGE_SIZE, sizeof(char));
		if(group->valstr==NULL){
			ShowFatalError("skill_castend_map: out of memory !\n");
			exit(1);
		}
		memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
	}

	//Why redefine local variables when the ones of the function can be reused? [Skotlex]
	val1=skilllv;
	val2=0;
	limit=group->limit;
	for(i=0;i<layout->count;i++){
		struct skill_unit *unit;
		int ux,uy,alive=1;
		ux = x + layout->dx[i];
		uy = y + layout->dy[i];
		switch (skillid) {
		case MG_FIREWALL:		/* �t�@�C��?�E�H?�� */
			val2=group->val2;
			break;
		case WZ_ICEWALL:		/* �A�C�X�E�H?�� */
			if(skilllv <= 1)
				val1 = 500;
			else
				val1 = 200 + 200*skilllv;
			break;
		case RG_GRAFFITI:	/* Graffiti [Valaris] */
			ux+=(i%5-2);
			uy+=(i/5-2);
			break;
		}
		//��?�X�L����?�?�?ݒu?��W?�Ƀ����h�v�?�e�N�^?���Ȃ����`�F�b�N
		if(range<=0)
			map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
		
		if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
			alive = 0;
		
		if (alive && battle_config.skill_wall_check) {
			//Check if there's a path between cell and center of casting.
			struct walkpath_data wpd;
			if (path_search2(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
				alive = 0;
		}
					
		if(alive && skillid == WZ_ICEWALL) {
			if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
				alive=0;
			else {
				val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
				if(val2==5 || val2==1)
					alive=0;
				else
					clif_changemapcell(src->m,ux,uy,5,0);
			}
		}

		if(alive){
			nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy));
			unit->val1=val1;
			unit->val2=val2;
			unit->limit=limit;
			unit->range=range;
				
			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);
		}
	}
	
	return group;
}

/*==========================================
 * �X�L�����j�b�g��?���C�x���g
 *------------------------------------------
 */
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;
	int type;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);
	
	if(bl->prev==NULL || !src->alive || status_isdead(bl))
		return 0;

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));

	if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
		return 0; //AoE skills are ineffective. [Skotlex]
	
	if (battle_check_target(&src->bl,bl,sg->target_flag)<=0)
		return 0;
	
	sc = status_get_sc(bl);
	
	if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
		return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
	
	type = SkillStatusChangeTable[sg->skill_id];

	switch (sg->unit_id) {
	case UNT_SAFETYWALL:
		//TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
		if (sc && sc->data[type].timer == -1)
			status_change_start(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit,0);
		break;

	case UNT_PNEUMA:
		if (sc && sc->data[type].timer == -1)
			status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
		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->to_x == src->bl.x && sd->to_y == src->bl.y) {
				if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
					if (--sg->val1<=0 || sg->src_id == bl->id)
						skill_delunitgroup(sg);
				}
			}
		} else if(bl->type==BL_MOB && battle_config.mob_warpportal){
			int m = map_mapindex2mapid(sg->val3);
			mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3);
		}
		break;

	case UNT_QUAGMIRE:
		if(sc && sc->data[type].timer==-1)
			status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit,0);
		break;

	case UNT_VOLCANO:
	case UNT_DELUGE:
	case UNT_VIOLENTGALE:
		if(sc && sc->data[type].timer==-1)
			status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,
				skill_get_time2(sg->skill_id,sg->skill_lv),0);
		break;

	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].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
			return sg->skill_id;
		if (sc && sc->data[type].timer==-1)
			status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
		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:
	case UNT_HERMODE:
		if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
			return 0;
		if (sc && sc->data[type].timer==-1)
			status_change_start(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit,0);
		break;

	case UNT_BASILICA:
		if (!(status_get_mode(bl)&MD_BOSS) && battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
			skill_blown(&src->bl,bl,1);
		break;

	case UNT_FOGWALL:
		if (sc && sc->data[type].timer==-1)
		{
			status_change_start (bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit, 0);
			if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
				skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
		}
		break;

	case UNT_GRAVITATION:
		if (sc && sc->data[type].timer==-1)
			status_change_start(bl,type,100,sg->skill_lv,5*sg->skill_lv,BCT_ENEMY,sg->group_id,sg->limit,0);
		break;
	
	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_GOSPEL:
		if (sg->src_id != bl->id && sc && sc->data[type].timer==-1
			&& battle_check_target(ss,bl,BCT_PARTY)>0)
			//Start Gospel Effect to prevent item usage affects party only. [Skotlex]
			status_change_start(bl,type,100,sg->skill_lv,0,0,BCT_ALL,sg->limit,0);
		break;
	}

	return sg->skill_id;
}

/*==========================================
 * �X�L�����j�b�g�̔����C�x���g(�^�C�}?[����)
 *------------------------------------------
 */
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;
	struct map_session_data *sd = NULL;
	int splash_count=0;
	struct status_change *tsc, *sc;
	struct skill_unit_group_tickset *ts;
	int type;
	int diff=0;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);

	if (bl->prev==NULL || !src->alive || status_isdead(bl))
		return 0;

	nullpo_retr(0, sg=src->group);
	nullpo_retr(0, ss=map_id2bl(sg->src_id));
	if (ss->type == BL_PC) sd = (struct map_session_data*)ss;
	sc = status_get_sc(ss); //For magic power. 
	tsc = status_get_sc(bl);
	type = SkillStatusChangeTable[sg->skill_id];

	if (sg->interval == -1 && (sg->unit_id == UNT_ANKLESNARE || sg->unit_id == UNT_SPIDERWEB || sg->unit_id == UNT_FIREPILLAR_ACTIVE))
		//Ok, this case only happens with Ankle Snare/Spider Web (only skills that sets its interval to -1), 
		//and only happens when more than one target is stepping on the trap at the moment it was triggered
		//(yet only the first mob standing on the trap will be captured) [Skotlex]
		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;
		
		// GX��?d�Ȃ��Ă�����3HIT���Ȃ�
		if ((sg->skill_id==CR_GRANDCROSS || sg->skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
			ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
	}
	//Temporarily set magic power to have it take effect. [Skotlex]
	if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer == -1 && sc->data[SC_MAGICPOWER].val1 > 0)
	{
		if (sd)
		{	//This is needed since we are not going to recall status_calc_pc...
			sd->matk1 += sd->matk1 * 5*sc->data[SC_MAGICPOWER].val1/100;
			sd->matk2 += sd->matk2 * 5*sc->data[SC_MAGICPOWER].val1/100;
		} else
			sc->data[SC_MAGICPOWER].timer = -2; //Note to NOT return from the function until this is unset!
	}
	
	switch (sg->unit_id) {
	case UNT_FIREWALL:
		{
			int count=0, t_ele = status_get_elem_type(bl);
			if (t_ele == 3 || battle_check_undead(status_get_race(bl), t_ele)) {
				//This is the best Aegis approximation we can do without 
				//changing the minimum skill unit interval. [Skotlex]
				while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
					skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
			} else {
				skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
				src->val2--;
			}
			if (src->val2<=0)
				skill_delunit(src);
		break;
		}
	case UNT_SANCTUARY:
		{
			int race = status_get_race(bl);

			if (battle_check_undead(race, status_get_elem_type(bl)) || race==6) {
				if (skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0)) {
					// reduce healing count if this was meant for damaging [hekate]
					sg->val1 -= 2;
				}
			} else {
				int heal = sg->val2;
				if (status_get_hp(bl) >= status_get_max_hp(bl))
					break;
				if (status_isimmune(bl))
					heal = 0;	/* ����峃J?[�h?i�q?[���ʂO?j */
				clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
				battle_heal(NULL, bl, heal, 0, 0);
				if (diff >= 500)
					sg->val1--;	// ?V�K�ɓ��������j�b�g�����J�E���g
			}
			if (sg->val1 <= 0)
				skill_delunitgroup(sg);
			break;
		}

	case UNT_MAGNUS:
		{
			int race = status_get_race(bl);
			if (!battle_check_undead(race,status_get_elem_type(bl)) && race!=6)
				break;
			skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
			src->val2++;
			break;
		}

	case UNT_MAGIC_SKILLS:
		skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		break;

	case UNT_FIREPILLAR_WAITING:
		skill_delunit(src);
		skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
		break;

	case UNT_FIREPILLAR_ACTIVE:
		map_foreachinrange(skill_attack_area,bl,
			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
			BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY);  // area damage [Celest]
		sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
		sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
		break;

	case UNT_SKIDTRAP:
		{
			skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
			sg->unit_id = UNT_USED_TRAPS;
			clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
			sg->limit=DIFF_TICK(tick,sg->tick)+1500;
			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		}
		break;

	case UNT_ANKLESNARE:
		if(sg->val2==0 && tsc && tsc->data[SC_ANKLE].timer==-1){
		 	int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
			battle_stopwalking(bl,1);
			status_change_start(bl,SC_ANKLE,100,sg->skill_lv,0,0,0,sec,0);
			map_moveblock(bl, src->bl.x, src->bl.y, tick);
			clif_fixpos(bl);
			//clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
			// 01AC: long ID
			// Indicates that an object is trapped, but ID is not a
			// valid monster or player ID.
			sg->limit=DIFF_TICK(tick,sg->tick)+sec;
			sg->val2=bl->id;
			sg->interval = -1;
			src->range = 0;
		}
		break;

	case UNT_VENOMDUST:
		if(tsc && tsc->data[type].timer==-1 )
			status_change_start(bl,type,100,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
		break;

	case UNT_LANDMINE:
		skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
		sg->unit_id = UNT_USED_TRAPS;
		clif_changelook(&src->bl,LOOK_BASE,UNT_FIREPILLAR_ACTIVE);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		break;

	case UNT_BLASTMINE:
	case UNT_SHOCKWAVE:
	case UNT_SANDMAN:
	case UNT_FLASHER:
	case UNT_FREEZINGTRAP:
	case UNT_CLAYMORETRAP:
		map_foreachinrange(skill_count_target,&src->bl,
			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
			&src->bl,&splash_count);
		map_foreachinrange(skill_trap_splash,&src->bl,
			skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
			&src->bl,tick,splash_count);
		sg->unit_id = UNT_USED_TRAPS;
		clif_changelook(&src->bl,LOOK_BASE,sg->unit_id);
		sg->limit=DIFF_TICK(tick,sg->tick)+1500;
		sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		break;
		
	case UNT_TALKIEBOX:
		if (sg->src_id == bl->id) //����������ł��������Ȃ�
			break;
		if (sg->val2 == 0){
			clif_talkiebox(&src->bl, sg->valstr);
			sg->unit_id = UNT_USED_TRAPS;
			clif_changelook(&src->bl, LOOK_BASE, sg->unit_id);
			sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
			sg->val2 = -1; //����
			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		}
		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, tick);
		break;

	case UNT_UGLYDANCE:	//Ugly Dance [Skotlex]
		if (ss->id == bl->id)
			break;
		if (bl->type == BL_PC)
			skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, 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)
			break;
		heal = sg->val2;
		clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
		battle_heal(NULL, bl, heal, 0, 0);
		break;	
	}

	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)
			break;
		if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
			int i = rand()%13; // Positive buff count
			switch (i)
			{
				case 0: // Heal 1~9999 HP
					{
						int heal = rand() %9999+1;
						clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
						battle_heal(NULL,bl,heal,0,0);
					}
					break;
				case 1: // End all negative status
					status_change_clear_debuffs (bl);
					break;
				case 2: // Level 10 Blessing
					status_change_start(bl,SC_BLESSING,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 3: // Level 10 Increase AGI
					status_change_start(bl,SC_INCREASEAGI,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 4: // Enchant weapon with Holy element
					status_change_start(bl,SC_ASPERSIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 5: // Enchant armor with Holy element
					status_change_start(bl,SC_BENEDICTIO,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 6: // MaxHP +100%
					status_change_start(bl,SC_INCMHPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
				case 7: // MaxSP +100%
					status_change_start(bl,SC_INCMSPRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
				case 8: // All stats +20
					status_change_start(bl,SC_INCALLSTATUS,100,20,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
   				case 9: // DEF +25%
					status_change_start(bl,SC_INCDEFRATE,100,25,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
				case 10: // ATK +100%
					status_change_start(bl,SC_INCATKRATE,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
				case 11: // HIT/Flee +50
					status_change_start(bl,SC_INCHIT,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					status_change_start(bl,SC_INCFLEE,100,50,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
				    break;
				case 12: // Immunity to all status
					status_change_start(bl,SC_SCRESIST,100,100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
			}
		}			
		else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
			int i = rand()%9; // Negative buff count
			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
					status_change_start(bl,SC_CURSE,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 2: // Blind
					status_change_start(bl,SC_BLIND,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 3: // Poison
					status_change_start(bl,SC_POISON,100,1,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 4: // Level 10 Provoke
					status_change_start(bl,SC_PROVOKE,100,10,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 5: // DEF -100%
					status_change_start(bl,SC_INCDEFRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
   				case 6: // ATK -100%
					status_change_start(bl,SC_INCATKRATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
   				case 7: // Flee -100%
					status_change_start(bl,SC_INCFLEERATE,100,-100,0,0,0,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
				case 8: // Speed/ASPD -25%
				    status_change_start(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv),0);
					break;
			}
		}
		break;

	case UNT_SPIDERWEB:
		if(sg->val2==0 && (!tsc || tsc->data[type].timer==-1 )){
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
			map_moveblock(bl, src->bl.x, src->bl.y, tick);
 			clif_fixpos(bl);
			sg->limit = DIFF_TICK(tick,sg->tick)+skill_get_time2(sg->skill_id,sg->skill_lv);
			sg->val2=bl->id;
			sg->interval = -1;
			src->range = 0;
		}
		break;

	case UNT_GRAVITATION:
		if (skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0))
			skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MAGIC,tick);
		break;
	}
	if (sg->val3 == HW_MAGICPOWER && sc && sc->data[SC_MAGICPOWER].timer < 0 && sc->data[SC_MAGICPOWER].val1 > 0)
	{	//Unset Magic Power.
		if (sd)
		{
			sd->matk1 = 100*sd->matk1/(100 + 5*sc->data[SC_MAGICPOWER].val1);
			sd->matk2 = 100*sd->matk2/(100 + 5*sc->data[SC_MAGICPOWER].val1);
		} else
			sc->data[SC_MAGICPOWER].timer = -1;
	}
	
	if (bl->type == BL_MOB && ss != bl) {	/* �X�L���g�p?�?��MOB�X�L�� */
		struct mob_data *md = (struct mob_data *)bl;
		if (!md) return 0;
		if (battle_config.mob_changetarget_byskill == 1) {
			int target = md->target_id;
			if (ss->type == BL_PC)
				md->target_id = ss->id;
			mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
			md->target_id = target;
		} else
			mobskill_use(md, tick, MSC_SKILLUSED|(sg->skill_id << 16));
	}

	return sg->skill_id;
}
/*==========================================
 * �X�L�����j�b�g���痣?����(�������͂��Ă���)?�?�
 *------------------------------------------
 */
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
	struct skill_unit_group *sg;
	struct status_change *sc;
	int type;

	nullpo_retr(0, src);
	nullpo_retr(0, bl);
	nullpo_retr(0, sg=src->group);
	sc = status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;
	
	type = SkillStatusChangeTable[sg->skill_id];

	if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
		(status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
		return 0;

	switch(sg->unit_id){
	case UNT_SAFETYWALL:
		if (sc && sc->data[type].timer!=-1)
			status_change_end(bl,type,-1);
		break;
	case UNT_ANKLESNARE:
	{
		struct block_list *target = map_id2bl(sg->val2);
		if(target && target == bl){
			status_change_end(bl,SC_ANKLE,-1);
			sg->limit=DIFF_TICK(tick,sg->tick)+1000;
			sg->val3 = BD_INTOABYSS; //Prevent Remove Trap from giving you the trap back. [Skotlex]
		}
		else
			return 0;
		break;
	}
	case UNT_BASILICA: //Clear basilica if the owner moved [Skotlex]
	case UNT_HERMODE:	//Clear Hermode if the owner moved.
		if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
			status_change_end(bl,type,-1);
		break;
		
	case UNT_SPIDERWEB:	/* �X�p�C�_?�E�F�b�u */
		{
			struct block_list *target = map_id2bl(sg->val2);
			if (target && target==bl)
			{
				status_change_end(bl,SC_SPIDERWEB,-1);
				sg->limit = DIFF_TICK(tick,sg->tick)+1000;
			}
			break;
		}
	}
	return sg->skill_id;
}

/*==========================================
 * Triggered when a char steps out of a skill group [Skotlex]
 *------------------------------------------
 */
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick)
{
	struct status_change *sc;
	int type;

	sc = status_get_sc(bl);
	if (sc && !sc->count)
		sc = NULL;
	
	type = SkillStatusChangeTable[skill_id];

	switch (skill_id)
	{
		case WZ_QUAGMIRE:
			if (bl->type==BL_MOB)
				break;
			if (sc && sc->data[type].timer != -1)
				status_change_end(bl, type, -1);
			break;

		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].timer != -1 && sc->data[SC_DANCING].val1 == 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.
				skill_stop_dancing(bl);
			}
		case MG_SAFETYWALL:
		case AL_PNEUMA:
		case SA_VOLCANO:
		case SA_DELUGE:
		case SA_VIOLENTGALE:
		case CG_HERMODE:
		case HW_GRAVITATION:
			if (sc && sc->data[type].timer != -1)
				status_change_end(bl, type, -1);
			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 (sc && sc->data[type].timer != -1)
			{
				delete_timer(sc->data[type].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.
				sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
			}
			break;
		case PF_FOGWALL:
			if (sc && sc->data[type].timer != -1)
			{
				status_change_end(bl,type,-1);
				if (sc->data[SC_BLIND].timer!=-1)
				{
					if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
						status_change_end(bl, SC_BLIND, -1);
					else {
						delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
						sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
					}
				}
			}
			break;
	case UNT_GOSPEL:
		if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
			status_change_end(bl, type, -1);
		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)
 *------------------------------------------
 */
int skill_unit_effect(struct block_list *bl,va_list ap)
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	int flag;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit=va_arg(ap,struct skill_unit*));
	tick = va_arg(ap,unsigned int);
	flag = va_arg(ap,unsigned int);

	if (!unit->alive || bl->prev==NULL)
		return 0;

	nullpo_retr(0, group=unit->group);

	if (flag&1)
		skill_unit_onplace(unit,bl,tick);
	else
		skill_unit_onout(unit,bl,tick);

	if (flag&4) skill_unit_onleft(group->skill_id, bl, tick);
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�̌��E�C�x���g
 *------------------------------------------
 */
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
{
	struct skill_unit_group *sg;
	nullpo_retr(0, src);
	nullpo_retr(0, sg=src->group);

	switch(sg->unit_id){
	case UNT_WARP_ACTIVE:	/* �??�v�|?�^��(?���O) */
		{
			struct skill_unit_group *group=
				skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
					src->bl.x,src->bl.y,1);
			if(group == NULL)
				return 0;
			group->val2=sg->val2; //Copy the (x,y) position you warp to
			group->val3=sg->val3; //as well as the mapindex to warp to.
		}
		break;

	case UNT_ICEWALL:	/* �A�C�X�E�H?�� */
		clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
		break;
	case UNT_CALLPARTNER:	/* ���Ȃ���?������ */
		{
			struct map_session_data *sd = NULL;
			if((sd = map_id2sd(sg->src_id)) == NULL)
				return 0;
			if((sd = pc_get_partner(sd)) == NULL)
				return 0;

			pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
		}
		break;
	}

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�̃_�??�W�C�x���g
 *------------------------------------------
 */
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
	int damage,unsigned int tick)
{
	struct skill_unit_group *sg;

	nullpo_retr(0, src);
	nullpo_retr(0, sg=src->group);

	if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
		skill_delunitgroup(sg);
	else 
	switch(sg->unit_id){
	case UNT_ICEWALL:
		src->val1-=damage;
		break;
	default:
		damage = 0;
		break;
	}
	return damage;
}

static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
	struct block_list *src = va_arg(ap, struct block_list*);
	struct block_list *partner = va_arg(ap, struct block_list*);
	int blowcount = va_arg(ap, int);
	if (bl == src || bl == partner)
		return 0;
	skill_blown(src, bl, blowcount);
	return 1;
}

/*==========================================
 * Starts the moonlit effect by first knocking back all other characters in the vecinity.
 * partner may be null, but src cannot be.
 *------------------------------------------
 */
static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv)
{
	int range = skill_get_range2(src, CG_MOONLIT, skilllv);
	int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
	
	map_foreachinrange(skill_moonlit_sub,src,
		skill_get_splash(CG_MOONLIT, skilllv),
		BL_CHAR,src,partner,blowcount);
	if(partner)
		map_foreachinrange(skill_moonlit_sub,partner,
			skill_get_splash(CG_MOONLIT, skilllv),
			BL_CHAR,src,partner,blowcount);
		
	status_change_start(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000,0);
	status_change_start(src,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
	
	if (partner) {
		status_change_start(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000,0);
		status_change_start(partner,SkillStatusChangeTable[CG_MOONLIT],100,skilllv,0,0,0,time,0);
	}
	
}
/*==========================================
 * ��??�L������?݊m�F����?�?(foreachinarea)
 *------------------------------------------
 */

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.
	unsigned int tick = gettick();

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, tsd=(struct map_session_data*)bl);
	nullpo_retr(0, src=va_arg(ap,struct block_list *));
	nullpo_retr(0, 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.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.data[SC_STUN].timer != -1))
		return 0;
	
	switch(skillid)
	{
		case PR_BENEDICTIO:				/* ?�??~�� */
		{
			int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
			dir = (status_get_dir(&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;
		}
		default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
			{
				int skilllv;
				if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
					return 0;
				if (sd->status.sex != tsd->status.sex &&
						(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
						(skilllv = pc_checkskill(tsd, skillid)) > 0 &&
						(tsd->weapontype1==13 || tsd->weapontype1==14) &&
						sd->status.party_id && tsd->status.party_id &&
						sd->status.party_id == tsd->status.party_id &&
						tsd->sc.data[SC_DANCING].timer == -1)
				{
					p_sd[(*c)++]=tsd->bl.id;
					return skilllv;
				} else {
					return 0;
				}
			}
			break;
	}
	return 0;
}

/*==========================================
 * Checks and stores partners for ensemble skills [Skotlex]
 *------------------------------------------
 */
static int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
{
	static int c=0;
	static int p_sd[2] = { 0, 0 };
	int i;
	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)
						pc_damage_sp(tsd, 10, 0);
				}
				return c;
			case CG_MOONLIT:
				if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
				{
					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
					skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
					tsd->skillid_dance = tsd->skillid = skill_id;
					tsd->skilllv_dance = tsd->skilllv = *skill_lv;
				}
				return c;
			default: //Warning: Assuming Ensemble skills here (for speed)
				if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
				{
					sd->sc.data[SC_DANCING].val4= tsd->bl.id;
					status_change_start(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000,0);
					clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
					tsd->skillid_dance = tsd->skillid = skill_id;
					tsd->skilllv_dance = tsd->skilllv = *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;
}

/*==========================================
 * ��??�o�C�I�v�����g?A�X�t�B�A�}�C���pMob��?݊m�F����?�?(foreachinarea)
 *------------------------------------------
 */

static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap)
{
	int *c,src_id=0,mob_class=0;
	struct mob_data *md;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, md=(struct mob_data*)bl);
	nullpo_retr(0, src_id=va_arg(ap,int));
	nullpo_retr(0, mob_class=va_arg(ap,int));
	nullpo_retr(0, c=va_arg(ap,int *));

	if(md->class_==mob_class && md->master_id==src_id)
		(*c)++;
	return 0;
}

static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
{
	struct npc_data *nd;
	nd=(struct npc_data*)bl;

	if (nd->bl.subtype == WARP)
		return 1;
	return 0;
}

/*==========================================
 * �X�L���g�p?�??i?�Ŏg�p���s?j
 *------------------------------------------
 */
int skill_check_condition(struct map_session_data *sd,int type)
{
	int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp;
	int index[10],itemid[10],amount[10];
	int arrow_flag = 0;
	int force_gem_flag = 0;
	int delitem_flag = 1, checkitem_flag = 1;

	nullpo_retr(0, sd);

	if( battle_config.gm_skilluncond>0 &&
		pc_isGM(sd)>= battle_config.gm_skilluncond &&
		sd->skillitem != sd->skillid)
	{	//GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
		sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}

	if( sd->sc.opt1 ) {
		clif_skill_fail(sd,sd->skillid,0,0);
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}
	if(pc_is90overweight(sd)) {
		clif_skill_fail(sd,sd->skillid,9,0);
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if (sd->state.abra_flag)
	{
		sd->skillitem = sd->skillitemlv = -1;
		if(type&1) sd->state.abra_flag = 0;
		return 1;
	}

	if (sd->menuskill_id == AM_PHARMACY &&
		(sd->skillid == AM_PHARMACY || sd->skillid == AC_MAKINGARROW || sd->skillid == BS_REPAIRWEAPON ||
		sd->skillid == AM_TWILIGHT1 || sd->skillid == AM_TWILIGHT2  || sd->skillid == AM_TWILIGHT3 
	)) {
		sd->skillitem = sd->skillitemlv = -1;
		return 0;
	}

	if(sd->skillitem == sd->skillid) {	/* �A�C�e����?�?���?�??��� */
		if(!type) //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(sd->skillid == WZ_EARTHSPIKE 
				&& sd->sc.data[SC_TKDORI].timer != -1 && rand()%100 > sd->sc.data[SC_TKDORI].val2) // [marquis007]
				; //Do not consume item.
			else
				pc_delitem(sd,i,1,0);
		}
		if (type&1) //Casting finished
			sd->skillitem = sd->skillitemlv = -1;
		return 1;
	}
	if( sd->sc.opt1 ){
		clif_skill_fail(sd,sd->skillid,0,0);
		return 0;
	}
	if(sd->sc.count){
		if( sd->sc.data[SC_SILENCE].timer!=-1 ||
			sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
			(sd->sc.data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) ||
			sd->sc.data[SC_STEELBODY].timer != -1 ||
			sd->sc.data[SC_BERSERK].timer != -1 ||
			(sd->sc.data[SC_MARIONETTE].timer != -1 && sd->skillid != CG_MARIONETTE)){
			clif_skill_fail(sd,sd->skillid,0,0);
			return 0;	/* ?�Ԉ�?�Ⓘ?�Ȃ� */
		}
	}

	skill = sd->skillid;
	lv = sd->skilllv;
	if (lv <= 0) return 0;
	// for the guild skills [celest]
	if (skill >= 10000 && skill < 10015) skill-= 9500;
	hp = skill_get_hp(skill, lv);	/* ?���HP */
	sp = skill_get_sp(skill, lv);	/* ?���SP */
	if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
		sp=sp/2;	//�A���R?������SP?������
	hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1];
	sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1];
	zeny = skill_get_zeny(skill,lv);
	weapon = skill_db[skill].weapon;
	state = skill_db[skill].state;
	spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1];
	mhp = skill_get_mhp(skill, lv);	/* ?���HP */
	for(i = 0; i < 10; i++) {
		itemid[i] = skill_db[skill].itemid[i];
		amount[i] = skill_db[skill].amount[i];
	}
	if(mhp > 0)
		hp += (sd->status.max_hp * mhp)/100;
	if(hp_rate > 0)
		hp += (sd->status.hp * hp_rate)/100;
	else
		hp += (sd->status.max_hp * abs(hp_rate))/100;
	if(sp_rate > 0)
		sp += (sd->status.sp * sp_rate)/100;
	else
		sp += (sd->status.max_sp * abs(sp_rate))/100;

	switch(skill) { // Check for cost reductions due to skills & SCs
		case MC_MAMMONITE:
			if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
				zeny -= zeny*10/100;
			break;
		case AL_HOLYLIGHT:
			if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
				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)
				sp -= sp*7*kaina_lv/100;
			else if(sd->status.base_level>=80)
				sp -= sp*5*kaina_lv/100;
			else if(sd->status.base_level>=70)
				sp -= sp*3*kaina_lv/100;
		}
			break;
		case MO_TRIPLEATTACK:
		case MO_CHAINCOMBO:
		case MO_COMBOFINISH:
		case CH_TIGERFIST:
		case CH_CHAINCRUSH:
			if(sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK)
				sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
			break;
	}

	if(sd->dsprate!=100)
		sp=sp*sd->dsprate/100;	/* ?���SP?C?� */

	switch(skill) {
	case SA_CASTCANCEL:
		if(sd->skilltimer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case BS_MAXIMIZE:		/* �}�L�V�}�C�Y�p�?? */
	case NV_TRICKDEAD:		/* ���񂾂ӂ� */
	case TF_HIDING:			/* �n�C�f�B���O */
	case AS_CLOAKING:		/* �N�??�L���O */
	case CR_AUTOGUARD:				/* �I?�g�K?�h */
	case CR_DEFENDER:				/* �f�B�t�F���_? */
	case ST_CHASEWALK:
	case PA_GOSPEL:
	case CR_SHRINK:
	case TK_RUN:
		if(sd->sc.data[SkillStatusChangeTable[skill]].timer!=-1)
			return 1;			/* ��?�����?�?���SP?���Ȃ� */
		break;

	case AL_WARP:
		if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
			delitem_flag = 0;
		if(map[sd->bl.m].flag.nowarp) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		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 AL_TELEPORT:
		if(map[sd->bl.m].flag.noteleport) {
			clif_skill_teleportmessage(sd,0);
			return 0;
		}
		break;
	case MO_CALLSPIRITS:	/* ?�� */
		if(sd->spiritball >= lv) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case CH_SOULCOLLECT:	/* ��?�� */
		if(sd->spiritball >= 5) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case MO_FINGEROFFENSIVE:				//�w?
		if (sd->spiritball > 0 && sd->spiritball < spiritball) {
			spiritball = sd->spiritball;
			sd->spiritball_old = sd->spiritball;
		}
		else sd->spiritball_old = lv;
		break;
	case MO_BODYRELOCATION:
		if (sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
			spiritball = 0;
		break;
	case MO_CHAINCOMBO:			//�A��?�			
		if(sd->sc.data[SC_BLADESTOP].timer==-1){
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_TRIPLEATTACK)
			return 0;
		}
		break;
	case MO_COMBOFINISH:					//�җ��?
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_CHAINCOMBO)
			return 0;
		break;
	case CH_TIGERFIST:						//���Ռ?
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH)
			return 0;
		break;
	case CH_CHAINCRUSH:						//�A����?
		if(sd->sc.data[SC_COMBO].timer == -1)
			return 0;
		if(sd->sc.data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc.data[SC_COMBO].val1 != CH_TIGERFIST)
			return 0;
		break;
	case MO_EXTREMITYFIST:					// ��?C���e�P�?
//		if(sd->sc.data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
//			return 0;
		if(sd->sc.data[SC_BLADESTOP].timer!=-1)
			spiritball--;
		else if (sd->sc.data[SC_COMBO].timer != -1) {
			if (sd->sc.data[SC_COMBO].val1 == MO_COMBOFINISH)
				spiritball = 4;
			else if (sd->sc.data[SC_COMBO].val1 == CH_TIGERFIST)
				spiritball = 3;
			else if (sd->sc.data[SC_COMBO].val1 == CH_CHAINCRUSH)
				spiritball = sd->spiritball?sd->spiritball:1;
			//It should consume whatever is left as long as it's at least 1.
		}
		break;

	case TK_MISSION: //Does not works on Non-Taekwon
		if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
			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) {
			//They do not work on Soul Linkers.
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;

	case TK_TURNKICK:
	case TK_STORMKICK:
	case TK_DOWNKICK:
	case TK_COUNTER:
		if(sd->sc.data[SC_COMBO].timer != -1 && sd->sc.data[SC_COMBO].val1 == skill)
			break; //Combo ready.
		if (pc_istop10fame(sd->char_id,MAPID_TAEKWON))
			break; //Unlimited Combo
		return 0;
	case BD_ADAPTATION:				/* �A�h���u */
		{
			struct skill_unit_group *group=NULL;
			if(sd->sc.data[SC_DANCING].timer==-1 ||
				((group=(struct skill_unit_group*)sd->sc.data[SC_DANCING].val2) && (skill_get_time(sd->sc.data[SC_DANCING].val1,group->skill_lv) - sd->sc.data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //�_���X���Ŏg�p��5�b��?�̂�?H
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case PR_BENEDICTIO:				/* ?�??~�� */
		{
			if (!battle_config.player_skill_partner_check)
				break; //No need to do any partner checking [Skotlex]
			if (!(type&1))
			{	//Started casting.
				if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
				{
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
			else
			{	//Done casting
				//Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
				skill_check_pc_partner(sd, skill, &lv, 1, 1);
			}
		}
		break;
	case WE_CALLPARTNER:		/* ���Ȃ��Ɉ������� */
		if(!sd->status.partner_id){
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case AM_CANNIBALIZE:		/* �o�C�I�v�����g */
	case AM_SPHEREMINE:			/* �X�t�B�A?�}�C�� */
		if(type&1){
			int c=0;
			int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
			int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
			int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
			if(battle_config.pc_land_skill_limit && maxcount>0) {
				map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class,&c );
				if(c >= maxcount){
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case MG_FIREWALL:		/* �t�@�C�A?�E�H?�� */
	case WZ_QUAGMIRE:
	case PF_FOGWALL:
		/* ??��� */
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case WZ_FIREPILLAR: // celest
		if (lv <= 5)	// no gems required at level 1-5
			itemid[0] = 0;
		if(battle_config.pc_land_skill_limit) {
			int maxcount = skill_get_maxcount(skill);
			if(maxcount > 0) {
				int i,c;
				for(i=c=0;i<MAX_SKILLUNITGROUP;i++) {
					if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill)
						c++;
				}
				if(c >= maxcount) {
					clif_skill_fail(sd,skill,0,0);
					return 0;
				}
			}
		}
		break;
	case SL_SMA:
		if(type) break; //Only do the combo check when the target is selected (type == 0)
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
			return 0;
		break;	
	// skills require arrows as of 12/07 [celest]
	case HT_POWER:
		if(sd->sc.data[SC_COMBO].timer == -1 || sd->sc.data[SC_COMBO].val1 != skill)
			return 0;
	case AC_DOUBLE:
	case AC_SHOWER:
	case AC_CHARGEARROW:
	case BA_MUSICALSTRIKE:
	case DC_THROWARROW:
	case SN_SHARPSHOOTING:
	case CG_ARROWVULCAN:
		arrow_flag = 1; //Venom Knife does not gets the arrow deleted because 
		//it gets deleted as part of the skill requirements. [Skotlex]
	case AS_VENOMKNIFE:
		if(sd->equip_index[10] < 0) {
			clif_arrow_fail(sd,0);
			return 0;
		}
		break;
	case RG_BACKSTAP:
		if(sd->status.weapon == 11) {
			if (sd->equip_index[10] < 0) {
				clif_arrow_fail(sd,0);
				return 0;
			}
			arrow_flag = 1;
		}
		break;
	case HW_GANBANTEIN:
		force_gem_flag = 1;
		break;
	case AM_POTIONPITCHER:
	case CR_SLIMPITCHER:
	case MG_STONECURSE:
	case CR_CULTIVATION:
	case SA_FLAMELAUNCHER:
	case SA_FROSTWEAPON:
	case SA_LIGHTNINGLOADER:
	case SA_SEISMICWEAPON:
		delitem_flag = 0;
		break;
	case SA_DELUGE:
	case SA_VOLCANO:
	case SA_VIOLENTGALE:
	case SA_LANDPROTECTOR:
	{	//Does not consumes if the skill is already active. [Skotlex]
		struct skill_unit_group *sg;
		if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
		{
			if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
				checkitem_flag = delitem_flag = 0;
			else sg->limit = 0; //Disable it.
		}
		break;
	}
	case CG_HERMODE:
		if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
			skill_get_splash(skill, lv), BL_NPC) < 1)
		{
			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 && sd->status.base_exp*100/exp < 1) ||
				((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/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;
	//SHOULD BE OPTIMALIZED [Komurka]
	case SG_SUN_WARM:
		if ((sd->bl.m == sd->feel_map[0].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
		break;
	case SG_MOON_WARM:
		if ((sd->bl.m == sd->feel_map[1].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
		break;
	case SG_STAR_WARM:
		if ((sd->bl.m == sd->feel_map[2].m) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
		break;
	case SG_SUN_COMFORT:
		if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_MOON_COMFORT:
		if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_STAR_COMFORT:
		if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sd->sc.data[SC_MIRACLE].timer!=-1))
			break;
		clif_skill_fail(sd,skill,0,0);
		return 0;
	case SG_FUSION:
		if (sd->sc.data[SC_FUSION].timer!=-1)
			return 1;
		if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_STAR)
			break;
		return 0;
	}

	if(!(type&2)){
		if( hp>0 && sd->status.hp < hp) {				/* HP�`�F�b�N */
			clif_skill_fail(sd,skill,2,0);		/* HP�s��?F���s�ʒm */
			return 0;
		}
		if( sp>0 && sd->status.sp < sp) {				/* SP�`�F�b�N */
			clif_skill_fail(sd,skill,1,0);		/* SP�s��?F���s�ʒm */
			return 0;
		}
		if( zeny>0 && sd->status.zeny < zeny) {
			clif_skill_fail(sd,skill,5,0);
			return 0;
		}
		if(!(weapon & (1<<sd->status.weapon) ) ) {
			clif_skill_fail(sd,skill,6,0);
			return 0;
		}
		if( spiritball > 0 && sd->spiritball < spiritball) {
			clif_skill_fail(sd,skill,0,0);		// �����s��
			return 0;
		}
	}

	switch(state) {
	case ST_HIDING:
		if(!(sd->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_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(sd->sc.data[SC_SIGHT].timer == -1 && type&1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_EXPLOSIONSPIRITS:
		if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_CARTBOOST:
		if(!pc_iscarton(sd) || sd->sc.data[SC_CARTBOOST].timer == -1) {
			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 >= battle_config.natural_heal_weight_rate) {
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;
	case ST_MOVE_ENABLE:
		{
			struct walkpath_data wpd;
			if(!pc_can_move(sd)) {
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			if (skill_get_inf(skill)&INF_GROUND_SKILL && path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) {
				clif_skill_fail(sd,skill,0,0);
				return 0;
			}
		}
		break;
	case ST_WATER:
		//?�?ꔻ��
		//(!map[sd->bl.m].flag.rain) && //they have removed RAIN effect. [Lupus]
		if ( (sd->sc.data[SC_DELUGE].timer == -1) &&
			(!map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER)))
		{
			clif_skill_fail(sd,skill,0,0);
			return 0;
		}
		break;

	}

	if (checkitem_flag) {
		for(i=0;i<10;i++) {
			int x = lv%11 - 1;
			index[i] = -1;
			if(itemid[i] <= 0)
				continue;
			if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone && !force_gem_flag)
				continue;
			if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
				&& sd->sc.data[SC_INTOABYSS].timer != -1 && !force_gem_flag)
				continue;
			if((skill == AM_POTIONPITCHER ||
				skill == CR_SLIMPITCHER ||
				skill == CR_CULTIVATION) && i != x)
				continue;

			index[i] = pc_search_inventory(sd,itemid[i]);
			if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
				if(itemid[i] == 716 || itemid[i] == 717)
					clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
				else
					clif_skill_fail(sd,skill,0,0);
				return 0;
			}
			if((itemid[i] >= 715 && itemid[i] <= 717) && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
				index[i] = -1; //Gemstones are checked, but not substracted from inventory.
				
		}
	}

	if(!(type&1))
		return 1;

	if(delitem_flag) {
		for(i=0;i<10;i++) {
			if(index[i] >= 0)
				pc_delitem(sd,index[i],amount[i],0);		// �A�C�e��?���
		}
		if (arrow_flag && battle_config.arrow_decrement)
			pc_delitem(sd,sd->equip_index[10],1,0);
	}

	if(type&2)
		return 1;

	if(sp > 0) {					// SP?���
		sd->status.sp-=sp;
		clif_updatestatus(sd,SP_SP);
	}
	if(hp > 0) {					// HP?���
		sd->status.hp-=hp;
		clif_updatestatus(sd,SP_HP);
	}
	if(zeny > 0)					// Zeny?���
		pc_payzeny(sd,zeny);
	if(spiritball > 0)				// ����?���
		pc_delspiritball(sd,spiritball,0);


	return 1;
}

/*==========================================
 * �r?����Ԍv�Z
 *------------------------------------------
 */
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv, int time)
{
	struct status_change *sc;
	
	nullpo_retr(0, bl);

	if (!time && bl->type != BL_MOB)
		time = skill_get_cast(skill_id, skill_lv);
	
	if (bl->type == BL_PC){
		struct map_session_data *sd = (struct map_session_data*)bl;
		nullpo_retr(0, sd);

		// calculate base cast time (reduced by dex)
		if (!skill_get_castnodex(sd->skillid, sd->skilllv) > 0) {
			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
			if (scale > 0)	// not instant cast
				time = time * scale / battle_config.castrate_dex_scale;
			else return 0;	// instant cast
		}

		// config cast time multiplier
		if (battle_config.cast_rate != 100)
			time = time * battle_config.cast_rate / 100;

		// calculate cast time reduced by card bonuses
		if (sd->castrate != 100)
			time -= time * (100 - sd->castrate) / 100;
	} else if (bl->type == BL_PET) { //Skotlex: Simple scaling
		int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
		if (scale > 0)	// not instant cast
			time = time * scale / battle_config.castrate_dex_scale;
		else return 0;	// instant cast
		
		if (battle_config.cast_rate != 100)
			time = time * battle_config.cast_rate / 100;
	}

	// calculate cast time reduced by skill bonuses
	sc = status_get_sc(bl);
	/* �T�t���M�E�� */
	if (sc && sc->count) {
		if (sc->data[SC_SUFFRAGIUM].timer != -1) {
			time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
			status_change_end(bl, SC_SUFFRAGIUM, -1);
		}
		/* �u���M�̎? */
		if (sc->data[SC_POEMBRAGI].timer != -1)
			time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
	}

	// return final cast time
	return (time > 0) ? time : 0;
}
/*==========================================
 * �f�B���C�v�Z
 *------------------------------------------
 */
int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv, int time )
{
	struct status_change *sc;	

	nullpo_retr(0, bl);

	if (!time && bl->type != BL_MOB)
		time = skill_get_delay(skill_id, skill_lv);
	
	if (bl->type == BL_PC){
		struct map_session_data *sd = (struct map_session_data*)bl;
		nullpo_retr(0, sd);

		// instant cast attack skills depend on aspd as delay [celest]
		if (time == 0) {
			if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
				time = status_get_amotion(bl); //Use attack animation as default delay.
			else
				time = 300;	// default delay, according to official servers
		} else if (time < 0)
			time = abs(time) + status_get_amotion(bl);	// if set to <0, the attack motion is added.

		if (battle_config.delay_dependon_dex &&	/* dex�̉e�����v�Z���� */
			!skill_get_delaynodex(skill_id, skill_lv))	// if skill casttime is allowed to be reduced by dex
		{
			int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
			if (scale < 0)
				scale = 0;
			time = time * scale / battle_config.castrate_dex_scale;
		}

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

		if (sd->delayrate != 100)
			time = time * sd->delayrate / 100;

		if (time < battle_config.min_skill_delay_limit)	// check minimum skill delay
			time = battle_config.min_skill_delay_limit;
	}

	/* �u���M�̎? */
	sc= status_get_sc(bl);
	if (sc && sc->count) {
		if (sc->data[SC_POEMBRAGI].timer != -1)
			time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
		if (sc->data[SC_SPIRIT].timer != -1)
			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) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
						time /= 2;
					break;
			}
	}

	return (time > 0) ? time : 0;
}

/*==========================================
 * �X�L���g�p?iID�w��?j
 *------------------------------------------
 */
int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int skill_lv)
{
	struct map_session_data* tsd = NULL;
	struct block_list *bl = NULL;
	struct status_change *sc;
	int casttime, forcecast = 0;	
	unsigned int tick = gettick();

	nullpo_retr(0, sd);

	if (skill_lv <= 0)
		return 0;

	sc = sd->sc.count?&sd->sc:NULL;
	
	switch(skill_num)
	{	//Check for skills that auto-select target
	case MO_CHAINCOMBO:
		target_id = sd->attacktarget;
		if (sc && sc->data[SC_BLADESTOP].timer != -1){
			if ((bl=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) //�^?�Q�b�g�����Ȃ��H
				return 0;
			target_id = bl->id;
		}
		break;
	case MO_COMBOFINISH:
	case CH_CHAINCRUSH:
	case CH_TIGERFIST:
	case TK_STORMKICK: // Taekwon kicks [Dralnu]
	case TK_DOWNKICK:
	case TK_TURNKICK:
		target_id = sd->attacktarget;
		break;

	case TK_JUMPKICK:
	case TK_COUNTER:
	case HT_POWER:
		if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
			target_id = sc->data[SC_COMBO].val2;
		else if (skill_num == TK_COUNTER) //This one is for Ranking TKers
			target_id = sd->attacktarget;
		else if (skill_num == HT_POWER)
			return 0;
		break;
// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*���C���e�P��*/
		if (sc && sc->data[SC_COMBO].timer != -1 &&
			(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
			sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
			sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
			target_id = sd->attacktarget;
		break;
	case WE_MALE:
	case WE_FEMALE:
		if (!sd->status.partner_id)
			return 0;
		tsd = map_charid2sd(sd->status.partner_id);
		bl = (struct block_list *)tsd;
		if (bl)
			target_id = bl->id;
		else
		{
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}
		break;
	case WE_CALLBABY:
		tsd = pc_get_child(sd);
		bl = (struct block_list *)tsd;
		if (bl)
			target_id = bl->id;
		else
		{
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}
		break;
	}
	if (bl == NULL && (bl = map_id2bl(target_id)) == NULL)
		return 0;
	
	if (bl->type == BL_PC)
		tsd = (struct map_session_data*)bl;
	
	if (bl->prev == NULL) //Prevent targeting enemies that are not in the map. [Skotlex]
		return 0;
	
	if(sd->bl.m != bl->m)
		return 0;

	if(sd->skilltimer != -1 && skill_num != SA_CASTCANCEL) //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
		return 0;
	
	if(skillnotok(skill_num, sd)) // [MouseJstr]
		return 0;
	
	if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && sd->bl.id == target_id)
		return 0;
	
	if(!status_check_skilluse(&sd->bl, bl, skill_num, 0))
	{
		if(skill_num == PR_LEXAETERNA) //Eh.. assuming skill failed due to opponent frozen/stone-cursed. [Skotlex]
			clif_skill_fail(sd,skill_num,0,0);
		return 0;
	}
	
	//���O�̃X�L��������?����K�v�̂���X�L��
	switch (skill_num) {
	case SA_CASTCANCEL:
		if (sd->skillid != skill_num){ //�L���X�g�L�����Z����?��?���Ȃ�
			sd->skillid_old = sd->skillid;
			sd->skilllv_old = sd->skilllv;
		}
		break;

	case BD_ENCORE:					/* �A���R?�� */
		if (!sd->skillid_dance || pc_checkskill(sd, sd->skillid_dance) <= 0) { //Prevent using the dance skill if you no longer have the skill in your tree.
			clif_skill_fail(sd,skill_num,0,0);
			return 0;
		}
		sd->skillid_old = skill_num;
		break;

	case GD_BATTLEORDER:
	case GD_REGENERATION:
	case GD_RESTORE:
	case GD_EMERGENCYCALL:
		{
			if (!sd->status.guild_id || !sd->state.gmaster_flag)
				return 0;
			skill_lv = guild_checkskill(sd->state.gmaster_flag, skill_num);
			if (skill_lv <= 0) return 0;
		}
		break;

	case BD_LULLABY:				/* �q��� */
	case BD_RICHMANKIM:				/* �j�����h�̉� */
	case BD_ETERNALCHAOS:			/* �i����?��� */
	case BD_DRUMBATTLEFIELD:		/* ?���ۂ̋��� */
	case BD_RINGNIBELUNGEN:			/* �j?�x�����O�̎w�� */
	case BD_ROKISWEIL:				/* �?�L�̋��� */
	case BD_INTOABYSS:				/* ?[���̒��� */
	case BD_SIEGFRIED:				/* �s��?g�̃W?�N�t��?�h */
	case CG_MOONLIT:				/* �������?�ɗ�����Ԃт� */
		{
			if (battle_config.player_skill_partner_check)
			{
				if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) //Note that skill_lv is automatically updated.
				{
					clif_skill_fail(sd,skill_num,0,0);
					return 0;
				}
			}
			break;
		}
	}

	sd->skillid = skill_num;
	sd->skilllv = skill_lv;
	if (!skill_check_condition(sd,0)) return 0;	

	if(sd->bl.id != target_id){ // Don't check range for self skills, this is useless...
		if(!battle_check_range(&sd->bl,bl,skill_get_range2(&sd->bl, skill_num,skill_lv)
		+(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is expoitable thanks to this extra range "feature" of the client. [Skotlex]
			return 0;
	}

	if ((skill_num != MO_CHAINCOMBO &&
		skill_num != MO_COMBOFINISH &&
		skill_num != MO_EXTREMITYFIST &&
		skill_num != CH_TIGERFIST &&
		skill_num != CH_CHAINCRUSH &&
		skill_num != TK_STORMKICK &&
		skill_num != TK_DOWNKICK &&
		skill_num != TK_TURNKICK &&
		skill_num != TK_COUNTER) ||
		(skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
		pc_stopattack(sd);

	casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
	sd->state.skillcastcancel = skill_get_castcancel(skill_num);

	switch (skill_num) {	/* ���������?�?���K�v */
	case ALL_RESURRECTION:	/* ���U���N�V���� */
		if (battle_check_undead(status_get_race(bl),status_get_elem_type(bl))) {	/* �G���A���f�b�h�Ȃ� */
			forcecast = 1;	/* �^?���A���f�b�g�Ɠ����r?����� */
			casttime = skill_castfix(&sd->bl, PR_TURNUNDEAD, skill_lv, 0);
		}
		break;

	case MO_FINGEROFFENSIVE:	/* �w? */
		casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
		break;

// -- moonsoul	(altered to allow proper usage of extremity from new champion combos)
//
	case MO_EXTREMITYFIST:	/*��?C���e�P�?*/
		if (sc && sc->data[SC_COMBO].timer != -1 &&
			(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
			sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
			sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
			casttime = 0;
		forcecast = 1;
		break;

	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		forcecast = 1;
		break;

	case KN_CHARGEATK:
		casttime *= distance_bl(&sd->bl, bl);
		break;

	// parent-baby skills
	case WE_BABY:
	case WE_CALLPARENT:
		{
			struct map_session_data *f_sd = pc_get_father(sd);
			struct map_session_data *m_sd = pc_get_mother(sd);
			
			// set target as any one of the parent
			if (f_sd) target_id = f_sd->bl.id;
			else if (m_sd) target_id = m_sd->bl.id;
			else return 0;	// neither are found
		}
		break;
	case HP_BASILICA:		/* �o�W���J */
		{
			// cancel Basilica if already in effect
			if (sc && sc->data[SC_BASILICA].timer != -1 && sc->data[SC_BASILICA].val3 == BCT_SELF) {
				status_change_end(&sd->bl,SC_BASILICA,-1);
				return 0;
			}
		}
		break;
	}

	//�?�����C�Y?�ԂȂ�L���X�g�^�C����1/3
	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
		casttime = casttime/2;
		if ((--sc->data[SC_MEMORIZE].val2) <= 0)
			status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}

	if (battle_config.pc_skill_log)
		ShowInfo("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
			sd->bl.id, target_id, skill_num, skill_lv, casttime);

	if (casttime > 0 || forcecast) {
		struct mob_data *md;
		int mode;
		if(sd->disguise) { // [Valaris]
			clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,0);
			clif_skillcasting(&sd->bl,-sd->bl.id, target_id, 0,0, skill_num,casttime);
		}
		else
			clif_skillcasting(&sd->bl,sd->bl.id, target_id, 0,0, skill_num,casttime);
		/* �r?���?�����X�^? */
		if (bl->type == BL_MOB && (mode = status_get_mode(bl))&MD_CASTSENSOR && (md = (struct mob_data *)bl) &&
			(!md->special_state.ai || skill_get_inf(skill_num) != INF_SUPPORT_SKILL) //Avoid having summons target master from supportive skills. [Skotlex]
		) {
			switch (md->state.skillstate) {
				case MSS_ANGRY:
				case MSS_RUSH:
				case MSS_FOLLOW:
					if (!(mode&(MD_AGGRESSIVE|MD_ANGRY)))
						break; //Only Aggressive mobs change target while chasing.
				case MSS_IDLE:
				case MSS_WALK:
					md->target_id = sd->bl.id;
					md->state.targettype = ATTACKABLE;
					md->state.aggressive = (mode&MD_ANGRY)?1:0;
					md->min_chase = md->db->range3;
			}
		}
	}

	if (!(battle_config.pc_cloak_check_type&2) &&
		sc && sc->data[SC_CLOAKING].timer != -1 &&
		sd->skillid != AS_CLOAKING)
		status_change_end(&sd->bl,SC_CLOAKING,-1);

	sd->skilltarget = target_id;
	sd->skillx = 0;
	sd->skilly = 0;
	sd->canact_tick = tick + casttime + 100;
	//Recycling forcecast to store the skill's level. [Skotlex]
	sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);

	if (casttime > 0) {
		sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
		if (forcecast > 0)
			status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
		else
			pc_stop_walking(sd,0);
	} else {
		sd->state.skillcastcancel = 0;	/* �r?��̖������̂̓L�����Z������Ȃ� */
		if (skill_num != SA_CASTCANCEL)
			sd->skilltimer = -1;
		skill_castend_id(sd->skilltimer,tick,sd->bl.id,0);
	}

	return 0;
}

/*==========================================
 * �X�L���g�p?i?�?��w��?j
 *------------------------------------------
 */
int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int skill_num, int skill_lv)
{
	struct block_list bl;
	struct status_change *sc;
	int casttime, skill = 0;
	unsigned int tick = gettick();

	nullpo_retr(0, sd);

	if (skill_lv <= 0)
		return 0;
	if (sd->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
		return 0;
	if (skillnotok(skill_num, sd)) // [MouseJstr]
		return 0;
	if (map_getcell(sd->bl.m, skill_x, skill_y, CELL_CHKNOPASS))
	{	//prevent casting ground targeted spells on non-walkable areas. [Skotlex] 
		
		clif_skill_fail(sd,skill_num,0,0);
		return 0;
	}
	
	sc = sd->sc.count?&sd->sc:NULL;

	if (!status_check_skilluse(&sd->bl, NULL, skill_num, 0))
		return 0;

	sd->skillid = skill_num;
	sd->skilllv = skill_lv;
	sd->skillx = skill_x;
	sd->skilly = skill_y;
	if (!skill_check_condition(sd,0)) return 0;

	/* �˒���?�Q���`�F�b�N */
	bl.type = BL_NUL;
	bl.m = sd->bl.m;
	bl.x = skill_x;
	bl.y = skill_y;

	if(!battle_check_range(&sd->bl,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1))
		return 0;
		
/* Previous code body, left here in case we have to rollback. [Skotlex]
	{
		int check_range_flag = 0;

		range = skill_get_range(skill_num,skill_lv);
		if(range < 0)
			range = status_get_range(&sd->bl) - (range + 1);
		// be lenient if the skill was cast before we have moved to the correct position [Celest]
		if (sd->walktimer != -1)
			range ++;
		else check_range_flag = 1;
		if(!battle_check_range(&sd->bl,&bl,range)) {
			if (check_range_flag && pc_can_move(sd) && battle_check_range(&sd->bl,&bl,range + 1)) {
				int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
				int dir = map_calc_dir(&sd->bl,bl.x,bl.y);
				pc_walktoxy (sd, sd->bl.x + mask[dir][0], sd->bl.y + mask[dir][1]);
			} else
				return 0;
		}
	}
*/
	pc_stopattack(sd);

	casttime = skill_castfix(&sd->bl, skill_num, skill_lv, 0);
	sd->state.skillcastcancel = skill_db[skill_num].castcancel;

	if (battle_config.pc_skill_log)
		ShowInfo("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
			sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);

	//�?�����C�Y?�ԂȂ�L���X�g�^�C����1/3
	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
		casttime = casttime/3;
		if ((--sc->data[SC_MEMORIZE].val2)<=0)
			status_change_end(&sd->bl, SC_MEMORIZE, -1);
	}
	
	if( casttime>0 ) {	/* �r?����K�v */
		if(sd->disguise) { // [Valaris]
			clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,0);
			clif_skillcasting(&sd->bl,-sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
		}
		else
			clif_skillcasting(&sd->bl,sd->bl.id, 0, skill_x,skill_y, skill_num,casttime);
	}

	if (!(battle_config.pc_cloak_check_type&2) &&
		sc && sc->data[SC_CLOAKING].timer != -1)
		status_change_end(&sd->bl,SC_CLOAKING,-1);

	sd->skilltarget	= 0;
	sd->canact_tick = tick + casttime + 100;
	sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);

	if (casttime > 0) {
		sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
		if (skill > 0)
			status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
		else
			pc_stop_walking(sd,0);
	} else {
		sd->state.skillcastcancel = 0;	/* �r?��̖������̂̓L�����Z������Ȃ� */
		sd->skilltimer = -1;
		skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0);
	}

	return 0;
}

/*==========================================
 * �X�L���r?��L�����Z��
 *------------------------------------------
 */
int skill_castcancel (struct block_list *bl, int type)
{
	int ret = 0;

	nullpo_retr(0, bl);

	if (bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data *)bl;
		unsigned long tick = gettick();
		nullpo_retr(0, sd);
		sd->canact_tick = tick;
		sd->canmove_tick = tick;
		if (sd->skilltimer != -1) {
			if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
				status_quick_recalc_speed(sd, SA_FREECAST, ret, 0);	//Updated to use calc_speed [Skotlex]
			}
			if (!type) {
				if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
					ret = delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret = delete_timer( sd->skilltimer, skill_castend_id );
				if (ret < 0)
					ShowError("delete timer error : skillid : %d\n", sd->skillid);
			} else {
				if (skill_get_inf( sd->skillid_old ) & INF_GROUND_SKILL)
					ret = delete_timer( sd->skilltimer, skill_castend_pos );
				else
					ret = delete_timer( sd->skilltimer, skill_castend_id );
				if (ret < 0)
					ShowError("delete timer error : (old) skillid : %d\n", sd->skillid_old);
			}
			sd->skillid = sd->skilllv = -1;
			sd->skilltimer = -1;
			clif_skillcastcancel(bl);
		}
		return 0;
	} else if (bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data *)bl;
		nullpo_retr(0, md);
		if (md->skilltimer != -1) {
			if (skill_get_inf( md->skillid ) & INF_GROUND_SKILL)
				ret = delete_timer( md->skilltimer, mobskill_castend_pos );
			else
				ret = delete_timer( md->skilltimer, mobskill_castend_id );
			md->skillid = md->skilllv = -1;
			md->skilltimer = -1;
			clif_skillcastcancel(bl);
		}
		if (ret < 0)
			ShowError("delete timer error : skillid : %d\n", md->skillid);
		return 0;
	} if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data*)bl;
		pd->state.casting_flag = 0;
		clif_skillcastcancel(bl);
		if (pd->timer != -1)
		{	//Free the data attached to casting. [Skotlex]
			struct TimerData *td = get_timer(pd->timer);
			if (td && td->data)
			{
				aFree((struct cast_end_delay*)td->data);
				td->data = 0;
			}
		}
		//The timer is not deleted as the pet's attack will be resumed.
		return 0;
	}

	return 1;
}
/*=========================================
 * �u�����f�B�b�V���X�s�A ?�����?����
 *----------------------------------------
 */
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;
	}

}

/*=========================================
 * �u�����f�B�b�V���X�s�A �������� ��??��
 *-----------------------------------------
 */
void skill_brandishspear_dir(struct square *tc,int dir,int are){

	int c;

	nullpo_retv(tc);

	for(c=0;c<5;c++){
		if(dir==0){
			tc->val2[c]+=are;
		}else if(dir==1){
			tc->val1[c]-=are; tc->val2[c]+=are;
		}else if(dir==2){
			tc->val1[c]-=are;
		}else if(dir==3){
			tc->val1[c]-=are; tc->val2[c]-=are;
		}else if(dir==4){
			tc->val2[c]-=are;
		}else if(dir==5){
			tc->val1[c]+=are; tc->val2[c]-=are;
		}else if(dir==6){
			tc->val1[c]+=are;
		}else if(dir==7){
			tc->val1[c]+=are; tc->val2[c]+=are;
		}
	}
}

/*==========================================
 * 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_lv);
	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->skillid,sd->skilllv))){
		clif_item_repaireffect(sd,item->nameid,1);
		return;
	}

	if (itemdb_type(item->nameid)==4)
		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->skillid,0,0);
		return;
	}
	item->attribute=0;
	clif_equiplist(target_sd);
	pc_delitem(sd,pc_search_inventory(sd,material),1,0);
	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 == 4) {
			if (item->refine >= sd->menuskill_lv ||
				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 ) { //fixed by Lupus (item pos can be = 0!)
				clif_skill_fail(sd,sd->menuskill_id,0,0);
				return;
			}

			per = percentrefinery [ditem->wlv][(int)item->refine];
			per += (sd->status.job_level-50)/2; //Updated per the new kro descriptions. [Skotlex]

			if (per > rand() % 100) {
				item->refine++;
				pc_delitem(sd, i, 1, 0);
				if(item->equip) {
					ep = item->equip;
					pc_unequipitem(sd,idx,3);
				}
				clif_refine(sd->fd,sd,0,idx,item->refine);
				clif_delitem(sd,idx,1);
				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] == 0x00ff && MakeDWord(item->card[2],item->card[3]) == sd->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 {
				pc_delitem(sd, i, 1, 0);
				item->refine = 0;
				if(item->equip)
					pc_unequipitem(sd,idx,3);
				clif_refine(sd->fd,sd,1,idx,item->refine);
				pc_delitem(sd,idx,1,0);
				clif_misceffect(&sd->bl,2);
				clif_emotion(&sd->bl, 23);
			}
		}
	}
}

/*==========================================
 * �I?�g�X�y��
 *------------------------------------------
 */
int skill_autospell(struct map_session_data *sd,int skillid)
{
	int skilllv;
	int maxlv=1,lv;

	nullpo_retr(0, sd);

	skilllv = sd->menuskill_lv;
	if(skilllv <= 0) return 0;

	if(skillid==MG_NAPALMBEAT)	maxlv=3;
	else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
		if (sd->sc.data[SC_SPIRIT].timer != -1 && 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=pc_checkskill(sd,skillid)))
		maxlv = lv;

	status_change_start(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,	// val1:�X�L��ID val2:�g�p?ő�Lv
		skill_get_time(SA_AUTOSPELL,skilllv),0);// �ɂ��Ă݂�����bscript��?����Ղ�????H
	return 0;
}

/*==========================================
 * �M�����O�X�^?�p���_�C�X����?�?(foreachinarea)
 *------------------------------------------
 */

static int skill_gangster_count(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	sd=(struct map_session_data*)bl;

	if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		return 1;
	return 0;
}

static int skill_gangster_in(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	sd=(struct map_session_data*)bl;
	if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
		sd->state.gangsterparadise=1;
	return 0;
}

static int skill_gangster_out(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	sd=(struct map_session_data*)bl;
	if(sd && sd->state.gangsterparadise)
		sd->state.gangsterparadise=0;
	return 0;
}

int skill_gangsterparadise(struct map_session_data *sd ,int type)
{
	int range;
	nullpo_retr(0, sd);

	if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
		return 0;
	range = skill_get_splash(RG_GANGSTER, range);

	if(type==1) {/* ?���������?�? */
		if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
	  	{	/*�M�����O�X�^??��������玩���ɂ��M�����O�X�^???��t?*/
			map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
			sd->state.gangsterparadise = 1;
		}
		return 0;
	}
	else if(type==0) {/* ����?オ�����Ƃ���?�? */
		if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
			map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
		sd->state.gangsterparadise = 0;
		return 0;
	}
	return 0;
}
/*==========================================
 * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
 *------------------------------------------
 */
static int skill_rest_count(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	sd=(struct map_session_data*)bl;

	if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0  ))
		return 1;
	return 0;
}

static int skill_rest_in(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	sd=(struct map_session_data*)bl;
	if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
		sd->state.rest=1;
		status_calc_pc(sd,0);
	}		
	return 0;
}

static int skill_rest_out(struct block_list *bl,va_list ap)
{
	struct map_session_data *sd;
	sd=(struct map_session_data*)bl;
	if(sd && sd->state.rest != 0)
		sd->state.rest=0;
	return 0;
}

int skill_rest(struct map_session_data *sd ,int type)
{
	int range;
	nullpo_retr(0, sd);

	if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
		range = skill_get_splash(TK_HPTIME, range);
	else if ((range =	pc_checkskill(sd,TK_SPTIME)) > 0)
		range = skill_get_splash(TK_SPTIME, range);
	else
		return 0;

	
	if(type==1) {	//When you sit down
		if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
		{
			map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
			sd->state.rest = 1;
			status_calc_pc(sd,0);
		}
		return 0;
	}
	else if(type==0) {	//When you stand up
		if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
			map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
		sd->state.rest = 0;
		status_calc_pc(sd,0);
		return 0;
	}
	return 0;
}
/*==========================================
 * �����W��?�N?�X�N��?������?�?(foreachinarea)
 *------------------------------------------
 */
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
{
	struct block_list *src;
	int skillnum,skilllv;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, 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 ||	//�����ɂ�?���Ȃ�
		bl->prev == NULL ||
		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 && pc_isGM(sd) > 0)
			return 0;
	}
	//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,tick);
	else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
		skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);

	return 0;
}

/*==========================================
 * �o�W���J�̃Z����?ݒ肷��
 *------------------------------------------
 */
void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int flag)
{
	int i,x,y,range = skill_get_unit_range(skill_num);
	int size = range*2+1;

	for (i=0;i<size*size;i++) {
		x = src->bl.x+(i%size-range);
		y = src->bl.y+(i/size-range);
		map_setcell(src->bl.m,x,y,flag);
	}
}

/*==========================================
 * Sets a map cell around the caster, according to the skill's range.
 *------------------------------------------
 */
void skill_setmapcell(struct block_list *src, int skill_num, int skill_lv, int flag)
{
	int i,x,y,range = skill_get_range2(src, skill_num, skill_lv);
	int size = range*2+1;

	for (i=0;i<size*size;i++) {
		x = src->x+(i%size-range);
		y = src->y+(i/size-range);
		map_setcell(src->m,x,y,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;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	atk_type = va_arg(ap,int);
	if((src=va_arg(ap,struct block_list*)) == NULL)
		return 0;
	if((dsrc=va_arg(ap,struct block_list*)) == NULL)
		return 0;
	skillid=va_arg(ap,int);
	skilllv=va_arg(ap,int);
	if(skillid > 0 && skilllv <= 0) return 0;	// celest
	tick=va_arg(ap,unsigned int);
	flag=va_arg(ap,int);
	type=va_arg(ap,int);

	if(battle_check_target(dsrc,bl,type) > 0)
		skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);

	return 0;
}
/*==========================================
 *
 *------------------------------------------
 */
int skill_clear_element_field(struct block_list *bl)
{
	struct skill_unit_group *ug=NULL;
	int i,max,skillid;

	nullpo_retr(0, bl);

	if (bl->type==BL_MOB) {
		max = MAX_MOBSKILLUNITGROUP;
		ug = ((struct mob_data *)bl)->skillunit;
	} else if(bl->type==BL_PC) {
		max = MAX_SKILLUNITGROUP;
		ug = ((struct map_session_data *)bl)->skillunit;
	} else if(bl->type==BL_PET) {
		max = MAX_MOBSKILLUNITGROUP;
		ug = ((struct pet_data*)bl)->skillunit;
	} else
		return 0;

	for (i=0;i<max;i++) {
		skillid=ug[i].skill_id;
		if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
			skill_delunitgroup(&ug[i]);
	}
	return 0;
}

/*==========================================
 * Returns the first element field found [Skotlex]
 *------------------------------------------
 */
struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
{
	struct mob_data *md=NULL;
	struct map_session_data *sd=NULL;
	int i,max,skillid;

	nullpo_retr(0, bl);

	if (bl->type==BL_MOB) {
		max = MAX_MOBSKILLUNITGROUP;
		md = (struct mob_data *)bl;
	} else if(bl->type==BL_PC) {
		max = MAX_SKILLUNITGROUP;
		sd = (struct map_session_data *)bl;
	} else
		return NULL;

	for (i=0;i<max;i++) {
		if(sd){
			skillid=sd->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				return &sd->skillunit[i];
		}else if(md){
			skillid=md->skillunit[i].skill_id;
			if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR)
				return &md->skillunit[i];
		}
	}
	return NULL;
}

// for graffiti cleaner [Valaris]
int skill_graffitiremover(struct block_list *bl, va_list ap)
{
	struct skill_unit *unit=NULL;

	nullpo_retr(0, bl);
	nullpo_retr(0, 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_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, 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;
}

/*==========================================
 * �����h�v�?�e�N�^?�`�F�b�N(foreachinarea)
 *------------------------------------------
 */
int skill_landprotector(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)
		return 0;

	if (skillid == SA_LANDPROTECTOR && unit->group->skill_id == SA_LANDPROTECTOR
		&& battle_check_target(bl, src, BCT_ENEMY) > 0)
	{	//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_TRAP)
		return 0; //Traps cannot be removed by Land Protector/Ganbantein
	
	if (skillid == SA_LANDPROTECTOR || skillid == HW_GANBANTEIN ) {
		skill_delunit(unit);
	} else
	if (unit->group->skill_id == SA_LANDPROTECTOR) {
		(*alive) = 0;
	} else
	if (skillid == HP_BASILICA && unit->group->skill_id == HP_BASILICA) {
		//Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
		(*alive) = 0;
	} else
		return 0;
	return 1;
}

/*==========================================
 * variation of skill_landprotector
 *------------------------------------------
 */
int skill_ganbatein(struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
		return 0;

	if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
		return 0; //Do not remove traps.
	
	if (unit->group->skill_id == SA_LANDPROTECTOR)
		skill_delunit(unit);
	else skill_delunitgroup(unit->group);

	return 1;
}

/*==========================================
 * �w���??��src��?���ėL?�ȃ^?�Q�b�g��bl��?��?����(foreachinarea)
 *------------------------------------------
 */
int skill_count_target (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	int *c;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);

	if ((src = va_arg(ap,struct block_list *)) == NULL)
		return 0;
	if ((c = va_arg(ap,int *)) == NULL)
		return 0;
	if (battle_check_target(src,bl,BCT_ENEMY) > 0)
		(*c)++;
	return 0;
}
/*==========================================
 * �g���b�v��??�?(foreachinarea)
 *------------------------------------------
 */
int skill_trap_splash (struct block_list *bl, va_list ap)
{
	struct block_list *src;
	int tick;
	int splash_count;
	struct skill_unit *unit;
	struct skill_unit_group *sg;
	struct block_list *ss;
	int i;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, src = va_arg(ap,struct block_list *));
	nullpo_retr(0, unit = (struct skill_unit *)src);
	nullpo_retr(0, sg = unit->group);
//	nullpo_retr(0, ss = map_id2bl(sg->src_id));
	if ((ss = map_id2bl(sg->src_id)) == NULL)
	{	//Temporal debug until this case is solved. [Skotlex]
		ShowDebug("skill_trap_splash: Trap's source (id: %d) not found!\n", sg->src_id);
		return 0;
	}

	tick = va_arg(ap,int);
	splash_count = va_arg(ap,int);

	if(battle_check_target(src,bl,BCT_ENEMY) > 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,tick);
				break;
			case UNT_BLASTMINE:
			case UNT_CLAYMORETRAP:
				for(i=0;i<splash_count;i++){
					skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				}
				break;
			case UNT_FREEZINGTRAP:
					skill_attack(BF_WEAPON,	ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0);
				break;
			default:
				break;
		}
	}

	return 0;
}

/*==========================================
 * �X�e?�^�X��?�?I��
 *------------------------------------------
 */
int skill_enchant_elemental_end (struct block_list *bl, int type)
{
	struct status_change *sc;

	nullpo_retr(0, bl);
	nullpo_retr(0, sc= status_get_sc(bl));

	if (!sc->count) return 0;
	
	if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)			/* �G���`�����g�|�C�Y����?� */
		status_change_end(bl, SC_ENCPOISON, -1);
	if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)			/* �A�X�y���V�I��?� */
		status_change_end(bl, SC_ASPERSIO, -1);
	if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)	/* �t���C�������`����?� */
		status_change_end(bl, SC_FIREWEAPON, -1);
	if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)		/* �t�?�X�g�E�F�|����?� */
		status_change_end(bl, SC_WATERWEAPON, -1);
	if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)	/* ���C�g�j���O�??�_?��?� */
		status_change_end(bl, SC_WINDWEAPON, -1);
	if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)	/* �T�C�X�~�b�N�E�F�|����?� */
		status_change_end(bl, SC_EARTHWEAPON, -1);
	if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
		status_change_end(bl, SC_SHADOWWEAPON, -1);
	if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
		status_change_end(bl, SC_GHOSTWEAPON, -1);
	return 0;
}

/* �N�??�L���O??�?i����Ɉړ��s�”\�n?�����邩?j */
int skill_check_cloaking(struct block_list *bl)
{
	struct map_session_data *sd = NULL;
	struct status_change *sc;
	static int dx[] = { 0, 1, 0, -1, -1,  1, 1, -1}; //optimized by Lupus
	static int dy[] = {-1, 0, 1,  0, -1, -1, 1,  1};
	int end = 1,i;

	nullpo_retr(1, bl);

	if (bl->type == BL_PC)
		sd = (struct map_session_data *)bl;
	
	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.
			for (i = 0; i < 8; i++)
			if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
			{
				end = 0;
				break;
			}
		} else
			end = 0; //No wall check.
			
	if(end){
		sc = status_get_sc(bl);
		if (sc && sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3) {
			status_change_end(bl, SC_CLOAKING, -1);
		} else if (sd && sd->sc.data[SC_CLOAKING].val3 != 130) {
			status_quick_recalc_speed (sd, AS_CLOAKING, 130, 1);
		}
	}
	else {
		if (sd && sd->sc.data[SC_CLOAKING].val3 != 103) {
			status_quick_recalc_speed (sd, AS_CLOAKING, 103, 1);
		}
	}

	return end;
}

/*
 *----------------------------------------------------------------------------
 * �X�L�����j�b�g
 *----------------------------------------------------------------------------
 */

/*==========================================
 * ���t/�_���X����߂�
 * flag 1��?��t���Ȃ瑊���Ƀ��j�b�g��C����
 *
 *------------------------------------------
 */
void skill_stop_dancing(struct block_list *src)
{
	struct status_change* sc;
	struct skill_unit_group* group;
	struct map_session_data* dsd = NULL;

	nullpo_retv(src);
	nullpo_retv(sc = status_get_sc(src));

	if(!sc->count || sc->data[SC_DANCING].timer == -1)
		return;
	
	group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
	sc->data[SC_DANCING].val2 = 0;
	
	if (sc->data[SC_DANCING].val4)
	{
		if (sc->data[SC_DANCING].val4 != BCT_SELF)
			dsd = map_id2sd(sc->data[SC_DANCING].val4);
		sc->data[SC_DANCING].val4 = 0;
	}

	if (group)
		skill_delunitgroup(group);
		
	if (dsd)
	{
		dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
		status_change_end(&dsd->bl, SC_DANCING, -1);
	}
	status_change_end(src, SC_DANCING, -1);
}

/*==========================================
 * �X�L�����j�b�g?�����
 *------------------------------------------
 */
struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
{
	struct skill_unit *unit;

	nullpo_retr(NULL, group);
	nullpo_retr(NULL, unit=&group->unit[idx]);

	if(!unit->alive)
		group->alive_count++;

	unit->bl.id=map_addobject(&unit->bl);
	unit->bl.type=BL_SKILL;
	unit->bl.m=group->map;
	unit->bl.x=x;
	unit->bl.y=y;
	unit->group=group;
	unit->val1=unit->val2=0;
	unit->alive=1;

	map_addblock(&unit->bl);
	clif_skill_setunit(unit);

	switch (group->skill_id) {
	case AL_PNEUMA:
		skill_unitsetmapcell(unit,AL_PNEUMA,CELL_SETPNEUMA);
		break;
	case MG_SAFETYWALL:
		skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_SETSAFETYWALL);
		break;
	case SA_LANDPROTECTOR:
		skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_SETLANDPROTECTOR);
		break;
	case HP_BASILICA:
		skill_unitsetmapcell(unit,HP_BASILICA,CELL_SETBASILICA);
		break;
	case WZ_ICEWALL:
		skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_SETICEWALL);
		break;
	}
	return unit;
}

/*==========================================
 * �X�L�����j�b�g?�?�
 *------------------------------------------
 */
int skill_delunit(struct skill_unit *unit)
{
	struct skill_unit_group *group;

	nullpo_retr(0, unit);
	if(!unit->alive)
		return 0;
	nullpo_retr(0, group=unit->group);

	/* onlimit�C�x���g��?o�� */
	skill_unit_onlimit( unit,gettick() );

	/* onout�C�x���g��?o�� */
	if (!unit->range) {
		map_foreachincell(skill_unit_effect,unit->bl.m,
			unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
	}

	switch (group->skill_id) {
	case AL_PNEUMA:
		skill_unitsetmapcell(unit,AL_PNEUMA,CELL_CLRPNEUMA);
		break;
	case MG_SAFETYWALL:
		skill_unitsetmapcell(unit,MG_SAFETYWALL,CELL_CLRSAFETYWALL);
		break;
	case SA_LANDPROTECTOR:
		skill_unitsetmapcell(unit,SA_LANDPROTECTOR,CELL_CLRLANDPROTECTOR);
		break;
	case HP_BASILICA:
		skill_unitsetmapcell(unit,HP_BASILICA,CELL_CLRBASILICA);
		break;
	case WZ_ICEWALL:
		skill_unitsetmapcell(unit,WZ_ICEWALL,CELL_CLRICEWALL);
		break;
	}

	clif_skill_delunit(unit);

	unit->group=NULL;
	unit->alive=0;
	map_delobjectnofree(unit->bl.id);
	if(--group->alive_count==0)
		skill_delunitgroup(group);

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�O��?�v?�����
 *------------------------------------------
 */
static int skill_unit_group_newid = MAX_SKILL_DB;
struct skill_unit_group *skill_initunitgroup(struct block_list *src,
	int count,int skillid,int skilllv,int unit_id)
{
	int i;
	struct skill_unit_group *group=NULL, *list=NULL;
	int maxsug=0;

	if(skilllv <= 0) return 0;

	nullpo_retr(NULL, src);

	if(src->type==BL_PC){
		list=((struct map_session_data *)src)->skillunit;
		maxsug=MAX_SKILLUNITGROUP;
	}else if(src->type==BL_MOB){
		list=((struct mob_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}else if(src->type==BL_PET){
		list=((struct pet_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	}
	if(list){
		for(i=0;i<maxsug;i++)	/* �󂢂Ă������??� */
			if(list[i].group_id==0){
				group=&list[i];
				break;
			}

		if(group==NULL){	/* �󂢂ĂȂ��̂ŌÂ�����??� */
			int j=0;
			unsigned maxdiff=0,x,tick=gettick();
			for(i=0;i<maxsug;i++)
				if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){
					maxdiff=x;
					j=i;
				}
			skill_delunitgroup(&list[j]);
			group=&list[j];
		}
	}

	if(group==NULL){
		ShowFatalError("skill_initunitgroup: error unit group !\n");
		exit(1);
	}

	group->src_id=src->id;
	group->party_id=status_get_party_id(src);
	group->guild_id=status_get_guild_id(src);
	group->group_id=skill_unit_group_newid++;
	if(skill_unit_group_newid<=0)
		skill_unit_group_newid = MAX_SKILL_DB;
	group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
	group->unit_count=count;
	group->val1=group->val2=0;
	group->skill_id=skillid;
	group->skill_lv=skilllv;
	group->unit_id=unit_id;
	group->map=src->m;
	group->limit=10000;
	group->interval=1000;
	group->tick=gettick();
	if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
		group->tick += 1500;
	group->valstr=NULL;

	i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
	if (i&UF_DANCE) {
		struct map_session_data *sd = NULL;
		if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
			sd->skillid_dance=skillid;
			sd->skilllv_dance=skilllv;
		}
		status_change_start(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000,0);
		//?��t�X�L���͑������_���X?�Ԃɂ���
		if (sd && i&UF_ENSEMBLE &&
			battle_config.player_skill_partner_check) {
				skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
		}
	}
	return group;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v?�?�
 *------------------------------------------
 */
int skill_delunitgroup(struct skill_unit_group *group)
{
	struct block_list *src;
	int i;

	nullpo_retr(0, group);
	if(group->unit_count<=0)
		return 0;

	src=map_id2bl(group->src_id);
	//�_���X�X�L���̓_���X?�Ԃ���?�����
	if(src) {
		if (skill_get_unit_flag(group->skill_id)&UF_DANCE)
		{
			struct status_change* sc = status_get_sc(src);
			if (sc && sc->data[SC_DANCING].timer != -1)
			{
				sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
				status_change_end(src,SC_DANCING,-1);
			}
		}

		if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
			struct status_change *sc = status_get_sc(src);
			if(sc && sc->data[SC_GOSPEL].timer != -1) {
				sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
				status_change_end(src,SC_GOSPEL,-1);
			}
		}
	}

	group->alive_count=0;
	if(group->unit!=NULL){
		for(i=0;i<group->unit_count;i++)
			if(group->unit[i].alive)
				skill_delunit(&group->unit[i]);
	}
	if(group->valstr!=NULL){
		//Supposedly Free remembers the size of the original Calloc/Malloc, so this should be safe [Skotlex]
		aFree(group->valstr);
		group->valstr=NULL;
	}

	map_freeblock((struct block_list*)group->unit);	/* aFree()�̑ւ�� */
	group->unit=NULL;
	group->src_id=0;
	group->group_id=0;
	group->unit_count=0;
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�S?�?�
 *------------------------------------------
 */
int skill_clear_unitgroup(struct block_list *src)
{
	struct skill_unit_group *group=NULL;
	int maxsug=0;

	nullpo_retr(0, src);

	if(src->type==BL_PC){
		group=((struct map_session_data *)src)->skillunit;
		maxsug=MAX_SKILLUNITGROUP;
	} else if(src->type==BL_MOB){
		group=((struct mob_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	} else if(src->type==BL_PET){ // [Valaris]
		group=((struct pet_data *)src)->skillunit;
		maxsug=MAX_MOBSKILLUNITGROUP;
	} else
		return 0;
	if(group){
		int i;
		for(i=0;i<maxsug;i++)
			if(group[i].group_id>0 && group[i].src_id == src->id)
				skill_delunitgroup(&group[i]);
	}
	return 0;
}

/*==========================================
 * �X�L�����j�b�g�O��?�v�̔�e��tick??�
 *------------------------------------------
 */
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 skill_unit_group_tickset *set;

	nullpo_retr(0, bl);
	if (group->interval==-1)
		return NULL;

	if (bl->type == BL_PC)
		set = ((struct map_session_data *)bl)->skillunittick;
	else if (bl->type == BL_MOB)
		set = ((struct mob_data *)bl)->skillunittick;
	else if (bl->type == BL_PET)
		set = ((struct pet_data *)bl)->skillunittick;
	else
		return 0;

	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) {
		if(battle_config.error_log) {
			ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
		}
		j = id % MAX_SKILLUNITGROUPTICKSET;
	}

	set[j].id = id;
	set[j].tick = tick;
	return &set[j];
}

/*==========================================
 * �X�L�����j�b�g�^�C�}??��?�?�p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	unit = va_arg(ap,struct skill_unit *);
	tick = va_arg(ap,unsigned int);

	if (!unit->alive || bl->prev==NULL)
		return 0;

	nullpo_retr(0, group=unit->group);

	if (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 0;
}

/*==========================================
 * �X�L�����j�b�g�^�C�}??�?�p(foreachobject)
 *------------------------------------------
 */
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit;
	struct skill_unit_group *group;
	unsigned int tick;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, unit=(struct skill_unit *)bl);
	tick=va_arg(ap,unsigned int);

	if(!unit->alive)
		return 0;
	group=unit->group;

	nullpo_retr(0, group);

	/* onplace_timer�C�x���g��?o�� */
	if (unit->range>=0 && group->interval!=-1) {
		map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
			group->bl_flag,bl,tick);
		if (!unit->alive)
			return 0;
		// �}�O�k�X�͔����������j�b�g��?�?�����
		if (group->skill_id==PR_MAGNUS && unit->val2) {
			skill_delunit(unit);
			return 0;
		}
	}
	/* ����?؂�?�?� */
	if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
		switch(group->unit_id){
			case UNT_BLASTMINE:
				group->unit_id = UNT_USED_TRAPS;
				clif_changelook(bl,LOOK_BASE,group->unit_id);
				group->limit=DIFF_TICK(tick+1500,group->tick);
				unit->limit=DIFF_TICK(tick+1500,group->tick);
				break;
			case UNT_SKIDTRAP:
			case UNT_ANKLESNARE:
			case UNT_LANDMINE:
			case UNT_SHOCKWAVE:
			case UNT_SANDMAN:
			case UNT_FLASHER:
			case UNT_FREEZINGTRAP:
			case UNT_CLAYMORETRAP:
			case UNT_TALKIEBOX:
				{
					struct block_list *src=map_id2bl(group->src_id);
					if(group->unit_id == UNT_ANKLESNARE && group->val2);
					else{
						if(src && src->type==BL_PC && group->val3 != BD_INTOABYSS)
						{	//Avoid generating trap items when it did not cost to create them. [Skotlex]
							struct item item_tmp;
							memset(&item_tmp,0,sizeof(item_tmp));
							item_tmp.nameid=1065;
							item_tmp.identify=1;
							map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);	// ?�Ԋ�
						}
					}
					skill_delunit(unit);
				}
				break;

			case 0xc1:
			case 0xc2:
			case 0xc3:
			case 0xc4:
				{
					struct block_list *src=map_id2bl(group->src_id);
					if (src)
						group->tick = tick;
				}
				break;

			default:
				skill_delunit(unit);
		}
	}

	if(group->unit_id == UNT_ICEWALL) {
		unit->val1 -= 5;
		if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
			unit->limit = DIFF_TICK(tick+700,group->tick);
	}

	return 0;
}
/*==========================================
 * �X�L�����j�b�g�^�C�}??�?
 *------------------------------------------
 */
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
{
	map_freeblock_lock();

	map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );

	map_freeblock_unlock();

	return 0;
}

/*==========================================
 * �X�L�����j�b�g�ړ���?�?�p(foreachinarea)
 *------------------------------------------
 */
int skill_unit_move_sub( struct block_list *bl, va_list ap )
{
	struct skill_unit *unit = (struct skill_unit *)bl;
	struct block_list *target;
	unsigned int tick,flag,result;
	int skill_id;
	
	target=va_arg(ap,struct block_list*);
	tick = va_arg(ap,unsigned int);
	flag = va_arg(ap,int);
	
	nullpo_retr(0, unit->group);
	
	if (!(unit->group->bl_flag&target->type))
		return 0; //we don't target this type of bl
	
	skill_id = unit->group->skill_id; //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
	
	if (unit->group->interval!=-1 && 
		!(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
		return 0;
	
	if (!unit->alive || target->prev==NULL)
		return 0;

	if (flag&1)
	{
		result = skill_unit_onplace(unit,target,tick);
		if (flag&2 && result)
		{	//Clear skill ids we have stored in onout.
			int i;
			for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
			if (i<8)
				skill_unit_temp[i] = 0;
		}
	}
	else
	{
		result = skill_unit_onout(unit,target,tick);
		if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
			skill_unit_temp[skill_unit_index++] = result;
	}
	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_retr(0, bl);

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

	if (flag&2 && !(flag&1))
	{	//Onout, clear data
		memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
		skill_unit_index=0;
	}
		
	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< 8 && skill_unit_temp[i]>0; i++)
			skill_unit_onleft(skill_unit_temp[i], bl, tick);
	}

	return 0;
}

/*==========================================
 * �X�L�����j�b�g��?�̈ړ���?�?
 * ��?�̓O��?�v�ƈړ���
 *------------------------------------------
 */
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;

	nullpo_retr(0, group);
	if (group->unit_count<=0)
		return 0;
	if (group->unit==NULL)
		return 0;

	i = skill_get_unit_flag(group->skill_id); //Check the flag...
	if (!(
		(i&UF_DANCE && !(i&UF_ENSEMBLE)) || //Only non ensemble dances and traps can be moved.
		skill_get_inf2(group->skill_id)&INF2_TRAP
	))
		return 0;
		
	m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
	memset(m_flag,0,sizeof(int)*group->unit_count);// �ړ��t���O
	//    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)) {
			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);
				clif_skill_setunit(unit1);
				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);
					clif_skill_setunit(unit1);
					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]&2)) { //We only moved the cell in 0-1
			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;
}

/*----------------------------------------------------------------------------
 * �A�C�e��?�?�
 *----------------------------------------------------------------------------
 */

/*==========================================
 * �A�C�e��?�?��”\����
 *------------------------------------------
 */
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
{
	int i,j;

	nullpo_retr(0, 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 )	/* �f?�^�x?�X�ɂȂ� */
		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 (itemlv must be higher or equal)
			if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>trigger)
				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)<=0 )
		return 0;		/* �X�L��������Ȃ� */

	for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
		int id,x,y;
		if( (id=skill_produce_db[i].mat_id[j]) <= 0 )	/* �����?��?ޗ��v��Ȃ� */
			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]) /* �A�C�e��������Ȃ� */
				return 0;
		}
	}
	return i+1;
}

/*==========================================
 * �A�C�e��?�?��”\����
 *------------------------------------------
 */
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;

	nullpo_retr(0, sd);

	if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )	/* ?�?�s�� */
		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;
	
	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)	/* �s?��p�P�b�g(�A�C�e����?�)�`�F�b�N */
			continue;
		if(slot[i]==1000){	/* Star Crumb */
			pc_delitem(sd,j,1,1);
			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);
			ele=ele_table[slot[i]-994];
		}
	}

	/* ?ޗ�?��� */
	for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
		int j,id,x;
		if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
			continue;
		x=qty*skill_produce_db[idx].mat_amount[i];	/* �K�v�Ȍ�? */
		do{	/* �Q�ˆ�?�̃C���f�b�N�X�ɂ܂������Ă��邩������Ȃ� */
			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);
			}else {
				if(battle_config.error_log)
					ShowError("skill_produce_mix: material item error\n");
			}

			x-=y;	/* �܂�����Ȃ���?���v�Z */
		}while( j>=0 && x>0 );	/* ?ޗ���?���邩?A�G��?�ɂȂ�܂ŌJ��Ԃ� */
	}

	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]
				int skill = pc_checkskill(sd,skill_id);
				make_per = sd->status.job_level*20 + sd->paramc[4]*10 + sd->paramc[5]*10; //Base chance
				switch(nameid){
					case 998: // Iron
						make_per += 4000+skill*500; // Temper Iron bonus: +26/+32/+38/+44/+50
						break;
					case 999: // Steel
						make_per += 3000+skill*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+skill*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
					break;
				}
				break;
			case ASC_CDP:
				make_per = (2000 + 40*sd->paramc[4] + 20*sd->paramc[5]);
				break;
			case AL_HOLYWATER:
				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)*100
					+ pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
					+ sd->paramc[3]*5 + sd->paramc[4]*10+sd->paramc[5]*10;
				switch(nameid){
					case 501: // Red Potion
					case 503: // Yellow Potion
					case 504: // White Potion
					case 605: // Anodyne
					case 606: // Aloevera
						make_per += 2000;
						break;
					case 505: // Blue Potion
						make_per -= 500;
						break;
					case 545: // Condensed Red Potion
					case 546: // Condensed Yellow Potion
					case 547: // Condensed White Potion
						make_per -= 1000;
					    break;
				 	case 970: // Alcohol
						make_per += 1000;
						break;
					case 7139: // Glistening Coat
						make_per -= 1000;
						break;
					case 7135: // Bottle Grenade
					case 7136: // Acid Bottle
					case 7137: // Plant Bottle
					case 7138: // Marine Sphere Bottle
					default:
						break;
				}
				if(battle_config.pp_rate != 100)
					make_per = make_per * battle_config.pp_rate / 100;
				break;
			case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
				make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
					sd->status.job_level*20 + sd->paramc[3]*10 + sd->paramc[4]*10;
				switch(nameid){
					case 12114:
						flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12115:
						flag = pc_checkskill(sd,SA_FROSTWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12116:
						flag = pc_checkskill(sd,SA_SEISMICWEAPON);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
					case 12117:
						flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
						if (flag > 0)
							make_per += 1000*flag-500;
						break;
				}
				break;
			default:
				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 + sd->paramc[4]*10 + sd->paramc[5]*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;
	}
// - Baby Class Penalty = 80% (from adult's chance) ----//
	if (sd->class_&JOBL_BABY) //if it's a Baby Class
		make_per = (make_per * 80) / 100; //Lupus

	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]=0x00ff;
			tmp_item.card[1]=((sc*5)<<8)+ele;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->char_id,1);
		} else {
			//Flag is only used on the end, so it can be used here. [Skotlex]
			switch (skill_id) {
				case AM_PHARMACY:
				case AM_TWILIGHT1:
				case AM_TWILIGHT2:
				case AM_TWILIGHT3:
					flag = battle_config.produce_potion_name_input;
					break;
				case AL_HOLYWATER:
					flag = battle_config.holywater_name_input;
					break;
				case ASC_CDP:
					flag = battle_config.cdp_name_input;
					break;
				default:
					flag = battle_config.produce_item_name_input;
					break;
			}
			if (flag) {
				tmp_item.card[0]=0x00fe;
				tmp_item.card[1]=0;
				tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
				tmp_item.card[3]=GetWord(sd->char_id,1);
			}
		}

		if(log_config.produce > 0)
			log_produce(sd,nameid,slot1,slot2,slot3,1);

		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;
				default: //Those that don't require a skill?
					if (skill_produce_db[idx].itemlv==11) //Cooking items.
						clif_specialeffect(&sd->bl, 608, 0);
					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,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
			}
			return 1;
		}
	}
	//Failure	
	if(log_config.produce)
		log_produce(sd,nameid,slot1,slot2,slot3,0);

	if(equip){
		clif_produceeffect(sd,1,nameid);
		clif_misceffect(&sd->bl,2);
	} else {
		switch (skill_id) {
			case ASC_CDP: //Damage yourself, and display same effect as failed potion.
				pc_heal(sd,-(sd->status.max_hp>>2),0);
			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;
			default:
				if (skill_produce_db[idx].itemlv==11)
					clif_specialeffect(&sd->bl, 609, 0);
		}
	}
	return 0;
}

int skill_arrow_create( struct map_session_data *sd,int nameid)
{
	int i,j,flag,index=-1;
	struct item tmp_item;

	nullpo_retr(0, 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);
	for(i=0;i<5;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.making_arrow_name_input) {
			tmp_item.card[0]=0x00fe;
			tmp_item.card[1]=0;
			tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
			tmp_item.card[3]=GetWord(sd->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,NULL,NULL,NULL,0);
		}
	}

	return 0;
}

/*----------------------------------------------------------------------------
 * ?������n
 */

/*
 * ������?��?
 *        ',' �ŋ�?؂��� val �ɖ߂�
 */
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;
}
/*
 * ������?��?
 *      ':' �ŋ�?؂���atoi����val�ɖ߂�
 */
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;
}

/*
 * �X�L�����j�b�g�̔z�u?��?�?�
 */
void skill_init_unit_layout(void)
{
	int i,j,size,pos = 0;

	memset(skill_unit_layout,0,sizeof(skill_unit_layout));
	// ��`�̃��j�b�g�z�u��?�?�����
	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);
		}
	}
	pos = i;
	// ��`�ȊO�̃��j�b�g�z�u��?�?�����
	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:
				// �t�@�C�A?[�E�H?[��?A�A�C�X�E�H?[���͕����ŕς��̂ŕ�?��?
				break;
			case PR_SANCTUARY:
			{
				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;
			}
			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++;
	}
	// �t�@�C��?[�E�H?[��
	firewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		if (i&1) {	/* �΂ߔz�u */
			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 {	/* ?c���z�u */
			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 {			/* ?��E */
				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++;
	}
	// �A�C�X�E�H?[��
	icewall_unit_pos = pos;
	for (i=0;i<8;i++) {
		skill_unit_layout[pos].count = 5;
		if (i&1) {	/* �΂ߔz�u */
			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 {	/* ?c���z�u */
			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 {			/* ?��E */
				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++;
	}
}

/*==========================================
 * �X�L��?�W�t�@�C��?��?��
 * skill_db.txt �X�L���f?�^
 * skill_cast_db.txt �X�L���̉r?����Ԃƃf�B���C�f?�^
 * produce_db.txt �A�C�e��?�?��X�L���p�f?�^
 * create_arrow_db.txt ��?�?��X�L���p�f?�^
 * abra_db.txt �A�u���J�_�u��?���X�L���f?�^
 *------------------------------------------
 */
int skill_readdb(void)
{
	int i,j,k,l,m;
	FILE *fp;
	char line[1024],path[1024],*p;
	char *filename[]={"produce_db.txt","produce_db2.txt"};

	/* �X�L���f?�^�x?�X */
	memset(skill_db,0,sizeof(skill_db));
	sprintf(path, "%s/skill_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,15);
		if(j < 15 || split[14]==NULL)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;

		skill_split_atoi(split[1],skill_db[i].range);
		skill_db[i].hit=atoi(split[2]);
		skill_db[i].inf=atoi(split[3]);
		skill_db[i].pl=atoi(split[4]);
		skill_db[i].nk=atoi(split[5]);
		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=atoi(split[11]);
		skill_db[i].maxcount=atoi(split[12]);
		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);

		for (j = 0; skill_names[j].id != 0; j++)
			if (skill_names[j].id == i) {
				skill_db[i].name = skill_names[j].name;
				skill_db[i].desc = skill_names[j].desc;
				break;
			}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	sprintf(path, "%s/skill_require_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,30);
		if(j < 30 || split[29]==NULL)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;

		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);
		
		p = split[7];
		for(j=0;j<32;j++){
			l = atoi(p);
			if (l==99) {
				skill_db[i].weapon = 0xffffffff;
				break;
			}
			else
				skill_db[i].weapon |= 1<<l;
			p=strchr(p,':');
			if(!p)
				break;
			p++;
		}

		if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING;
		else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
		else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
		else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING;
		else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON;
		else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART;
		else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD;
		else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT;
		else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
		else if( strcmpi(split[8],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
		else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
		else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
		else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER;
		else skill_db[i].state=ST_NONE;

		skill_split_atoi(split[9],skill_db[i].spiritball);
		skill_db[i].itemid[0]=atoi(split[10]);
		skill_db[i].amount[0]=atoi(split[11]);
		skill_db[i].itemid[1]=atoi(split[12]);
		skill_db[i].amount[1]=atoi(split[13]);
		skill_db[i].itemid[2]=atoi(split[14]);
		skill_db[i].amount[2]=atoi(split[15]);
		skill_db[i].itemid[3]=atoi(split[16]);
		skill_db[i].amount[3]=atoi(split[17]);
		skill_db[i].itemid[4]=atoi(split[18]);
		skill_db[i].amount[4]=atoi(split[19]);
		skill_db[i].itemid[5]=atoi(split[20]);
		skill_db[i].amount[5]=atoi(split[21]);
		skill_db[i].itemid[6]=atoi(split[22]);
		skill_db[i].amount[6]=atoi(split[23]);
		skill_db[i].itemid[7]=atoi(split[24]);
		skill_db[i].amount[7]=atoi(split[25]);
		skill_db[i].itemid[8]=atoi(split[26]);
		skill_db[i].amount[8]=atoi(split[27]);
		skill_db[i].itemid[9]=atoi(split[28]);
		skill_db[i].amount[9]=atoi(split[29]);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	/* �L���X�e�B���O�f?�^�x?�X */

	sprintf(path, "%s/skill_cast_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		memset(split,0,sizeof(split));	// [Valaris] thanks to fov
		if(line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,5);
		if(split[4]==NULL || j<5)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;

		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].upkeep_time);
		skill_split_atoi(split[4],skill_db[i].upkeep_time2);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	/* �X�L�����j�b�g�f?[�^�x?[�X */

	sprintf(path, "%s/skill_unit_db.txt", db_path);
	fp=fopen(path,"r");
	if (fp==NULL) {
		ShowError("can't read %s\n", path);
		return 1;
	}
        k = 0;
	while (fgets(line,1020,fp)) {
		char *split[50];
		if (line[0]=='/' && line[1]=='/')
			continue;
		j = skill_split_str(line,split,8);
		if (split[7]==NULL || j<8)
			continue;

		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;
		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_db[i].unit_range = atoi(split[4]);
		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;
		k++;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
	skill_init_unit_layout();

	/* ?����n�X�L���f?�^�x?�X */
	memset(skill_produce_db,0,sizeof(skill_produce_db));
	for(m=0;m<2;m++){
		sprintf(path, "%s/%s", db_path, filename[m]);
		fp=fopen(path,"r");
		if(fp==NULL){
			if(m>0)
				continue;
			ShowError("can't read %s\n",path);
			return 1;
		}
		k=0;
		while(fgets(line,1020,fp)){
			char *split[6 + MAX_PRODUCE_RESOURCE * 2];
			int x,y;
			if(line[0]=='/' && line[1]=='/')
				continue;
			memset(split,0,sizeof(split));
			j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
			if(split[0]==0) //fixed by Lupus
				continue;
			i=atoi(split[0]);
			if(i<=0) continue;

			skill_produce_db[k].nameid=i;
			skill_produce_db[k].itemlv=atoi(split[1]);
			skill_produce_db[k].req_skill=atoi(split[2]);

			for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
				skill_produce_db[k].mat_id[y]=atoi(split[x]);
				skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
			}
			k++;
			if(k >= MAX_SKILL_PRODUCE_DB)
				break;
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
	}

	memset(skill_arrow_db,0,sizeof(skill_arrow_db));

	sprintf(path, "%s/create_arrow_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		int x,y;
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,13);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if(i<=0)
			continue;

		skill_arrow_db[k].nameid=i;

		for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
			skill_arrow_db[k].cre_id[y]=atoi(split[x]);
			skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
		}
		k++;
		if(k >= MAX_SKILL_ARROW_DB)
			break;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);

	memset(skill_abra_db,0,sizeof(skill_abra_db));
	sprintf(path, "%s/abra_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,13);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if(i<=0)
			continue;

		skill_abra_db[i].req_lv=atoi(split[2]);
		skill_abra_db[i].per=atoi(split[3]);

		k++;
		if(k >= MAX_SKILL_ABRA_DB)
			break;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);

	sprintf(path, "%s/skill_castnodex_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	while(fgets(line,1020,fp)){
		char *split[50];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,4);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;

		skill_split_atoi(split[1],skill_db[i].castnodex);
		if (!split[2])
			continue;
		skill_split_atoi(split[2],skill_db[i].delaynodex);
		if(!split[3])
			continue;
		skill_split_atoi(split[3],skill_db[i].delaynowalk);
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	sprintf(path, "%s/skill_nocast_db.txt", db_path);
	fp=fopen(path,"r");
	if(fp==NULL){
		ShowError("can't read %s\n", path);
		return 1;
	}
	k=0;
	while(fgets(line,1020,fp)){
		char *split[16];
		if(line[0]=='/' && line[1]=='/')
			continue;
		memset(split,0,sizeof(split));
		j = skill_split_str(line,split,2);
		if(split[0]==0) //fixed by Lupus
			continue;
		i=atoi(split[0]);
		if (i>=10000 && i<10015) // for guild skills [Celest]
			i -= 9500;
		else if(i<=0 || i>MAX_SKILL_DB)
			continue;
		skill_db[i].nocast=atoi(split[1]);
		k++;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);

	return 0;
}

/*===============================================
 * For reading leveluseskillspamount.txt [Celest]
 *-----------------------------------------------
 */
static int skill_read_skillspamount(void)
{
	char *buf,*p;
	struct skill_db *skill = NULL;
	int s, idx, new_flag=1, level=1, sp=0;

	buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);

	if(buf==NULL)
		return -1;

	buf[s]=0;
	for(p=buf;p-buf<s;){
		char buf2[64];

		if (sscanf(p,"%[@]",buf2) == 1) {
			level = 1;
			new_flag = 1;
		} else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
			for (idx=0; skill_names[idx].id != 0; idx++) {
				if (strstr(buf2, skill_names[idx].name) != NULL) {
					skill = &skill_db[ skill_names[idx].id ];
					new_flag = 0;
					break;
				}
			}
		} else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
			skill->sp[level-1]=sp;
			level++;
		}

		p=strchr(p,10);
		if(!p) break;
		p++;
	}
	aFree(buf);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");

	return 0;
}

void skill_reload(void)
{
	skill_readdb();
	if (battle_config.skill_sp_override_grffile)
		skill_read_skillspamount();
}

/*==========================================
 * �X�L��?�W?�����?�?
 *------------------------------------------
 */
int do_init_skill(void)
{
	skill_readdb();

	if (battle_config.skill_sp_override_grffile)
		skill_read_skillspamount();

	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_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);

	return 0;
}